Optimizing an MMOG Network Layer - Reducing Bandwidth Usage for Player Position Updates in MilMo

dc.contributor.authorAbrahamsson, Jonas
dc.contributor.authorMoberg, Anders
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers)sv
dc.contributor.departmentChalmers University of Technology / Department of Computer Science and Engineering (Chalmers)en
dc.date.accessioned2019-07-03T12:40:15Z
dc.date.available2019-07-03T12:40:15Z
dc.date.issued2011
dc.description.abstractMassively Multiplayer Online Games give their players the opportunity to play together with thousands of other players logged into the same game server. When the number of players grows so does the network traffic at a quadratic rate. Care has to be taken to be able to support the amount of players wanted. In this thesis, three different methods were explored and their ability to reduce the network traffic analyzed. The network traffic that was analyzed was generated by the use of a for the purpose developed test client that simulates player movement. We show that to scale an online world to a large number of concurrent users, one needs to limit the amount of other users for which any one user needs to receive updates about. To achieve this, the game world needs to be partitioned.
dc.identifier.urihttps://hdl.handle.net/20.500.12380/147114
dc.language.isoeng
dc.setspec.uppsokTechnology
dc.subjectInformation Technology
dc.subjectInformationsteknik
dc.titleOptimizing an MMOG Network Layer - Reducing Bandwidth Usage for Player Position Updates in MilMo
dc.type.degreeExamensarbete för masterexamensv
dc.type.degreeMaster Thesisen
dc.type.uppsokH
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