The goal of this project was to reduce the operating cost of a massively multiplayer game by making its servers more scalable. To accomplish this task we implemented two methods for improving the scalability. These two improvements are a peer-to-peer sub-layer and a means for allowing a client to become a temporary server. To test the effectiveness of our two improvements we implemented an original massively multiplayer game. The results from our experiments show improvements in latency and processing load.
Worcester Polytechnic Institute
Major Qualifying Project
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