In this paper, we present a distributed heterogeneous system called OnDeGaS (On Demand Game Service), that fits the scalability and latency requirements of MMOFPS networked games. To exploit platform capabilities efficiently, the OnDeGaS system performs a mapping mechanism that assigns the game sessions of a MMOFPS, taking advantage of the specific available computational resources of individual nodes. We show through simulation that this mapping mechanism is able to deal with different heterogeneity conditions in the distributed area. It allows the system to grow at any moment according to the existing demand, while latency values are maintained under the acceptable threshold permitted in MMOFPS games.
['Ignasi Barri', 'Josep Rius', 'Concepció Roig', 'Francesc Giné']
Dealing with heterogeneity for mapping MMOFPS in distributed systems