Quiver: a middleware for distributed gaming

Reina, Giuseppe; Biersack, Ernst W; Diot, Christophe
NOSSDAV 2012, 22nd ACM Workshop on Network and Operating Systems Support for Digital Audio and Video, 7-8 June 2012, Toronto, Canada

Massively multiplayer online games have become popular in the recent years. Scaling with the number of users is challenging due to the low latency requirements of these games. Peer-to-peer techniques naturally address the scalability issues at the expense of additional
complexity to maintain consistency among players. We design and implement Quiver, a middleware that allows an existing game to be played in peer-to-peer mode with minimal changes to the engine. Quiver focuses on achieving scalability by distributing the game state. It achieves consistency by keeping the state synchronized among all the players. We have built a working prototype of Quake II using Quiver. We analyze the changes necessary
to Quake II and discuss how generic a software like Quiver can be.


DOI
Type:
Conference
City:
Toronto
Date:
2012-06-07
Department:
Digital Security
Eurecom Ref:
4078
Copyright:
© ACM, 2012. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in NOSSDAV 2012, 22nd ACM Workshop on Network and Operating Systems Support for Digital Audio and Video, 7-8 June 2012, Toronto, Canada http://dx.doi.org/10.1145/2229087.2229096

PERMALINK : https://www.eurecom.fr/publication/4078