Massive multiplayer games have to cope with scalability problems that arise from the necessity of supporting network traffic for different game elements concurrently. In this paper, we show a simple means of separating these traffic styles in a proxy architecture by defining levels of urgency and relevance for each style. With this simple separation, low latency traffic styles can be preferred effectively over other traffic within the same game.We continue with a proposal for a middleware approach to the use of this infrastructure. It is based on the assumption that game developers can specify static requirements for the distributed objects at design and development time. In this case, we propose a combination of code-generation and run-time support for the use of the network architecture.
['Carsten Griwodz']
State replication for multiplayer games