On the use of Java Server Side Technologies for the Design of Dynamically Redeployable MMOG.pdf

On the use of Java Server Side Technologies for the Design of Dynamically Redeployable MMOG.pdf

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On the use of Java Server Side Technologies for the Design of Dynamically Redeployable MMOG

On the use of Java Server Side Technologies for the Design of Dynamically Redeployable MMOGs Bruno Van Den Bossche, Bart De Vleeschauwer, Tom Verdickt, Filip De Turck, Bart Dhoedt and Piet Demeester Ghent University - IBBT - IMEC Department of Information Technology Gaston Crommenlaan 8 bus 201 9050 Gent, Belgium Email: {Bruno.VanDenBossche |Bart.DeVleeschauwer |Tom.Verdickt}@intec.UGent.be Abstract – The number of players participating in Massively replicated in a number of “realms”. These realms are separate Multiplayer Online games is going beyond the millions, an entities and it is impossible for players to interact with players efficient software architecture is needed to manage these huge from other realms. Taking this approach, it is possible to digital worlds and cope with the dynamically changing loads distribute the load over a number of clusters which can even be at the server side. These virtual environments are more and geographically dispersed. An alternative approach is taken by more dynamic and sudden increases in player density in a Second Life, where the virtual world is divided into different part of the world have an impact on the load of the server cells and each cell is hosted on its own server. These cells responsible for that section of the virtual world. communicate with their neighbors and the players populating In this paper we discuss a novel way to support this kind them and manage all objects located within their boundaries. of application by dividing the virtual world into smaller To prevent an ov

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