Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/33782
Title: Strifeshadow Fantasy : a massive multi-player online game
Authors: Chan, H
Chang, R 
Keywords: Internet
Client-server systems
Computer games
Software architecture
Transport protocols
Issue Date: 2004
Publisher: IEEE
Source: First IEEE Consumer Communications and Networking Conference, 2004 : CCNC 2004, 5-8 January 2004, Las Vegas, NV, USA, p. 557-562 How to cite?
Abstract: Strifeshadow Fantasy (SSF) is a massive, multi-player, online, role-playing game. Players of this game, acting as avatars, search for ancient signs, and their goals are to defeat the god of destruction. Players can adventure in the game alone or co-operate with others through the chat box. SSF is available for free and there are currently more than 10,000 registered users. We highlight the overall software architecture of SSF, which is based on a simple server-client model and HTTP. We also describe, in detail, two problems encountered in the course of designing SSF and the solutions to them. The first one is a local state consistency problem, which is to ensure that each client participating in the game eventually receives all the state updates, once and only once. The second one is a connection jamming problem that is a result of using nonpersistent HTTP connections for communication between the game server and clients.
URI: http://hdl.handle.net/10397/33782
ISBN: 0-7803-8145-9
DOI: 10.1109/CCNC.2004.1286922
Appears in Collections:Conference Paper

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