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César Cañas, Kaiwen Zhang, Bettina Kemme, Jörg Kienzle, and Hans-Arno Jacobsen.
In Middleware Demos, 2014.
Massively multiplayer online games have to handle huge amounts of load caused by thousands of concurrent players and require a scalable, low-latency middleware system for their messaging needs. In this demonstration we will showcase the three pub/sub network designs that we developed for our Middleware 2014 paper titled "Publish/Subscribe Network Designs for Multiplayer Games". The demonstration will use the MMOG prototype Mammoth and the PADRES distributed pub/sub system to compare the performance and features of the network engines in real-time.
Tags: pub/sub, pub/sub applications, publish/subscribe, online games
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