Massively Multiplayer Game Development

 

I became fascinated with multi-player gaming in university (or, as my wife likes to call that era, the 1980’s). . .  [MORE]


Game Developers Conference (GDC), 2007.

Game Developers Conference (GDC), 2005.

This paper is an analysis of similarities in the problem space between DoD’s large-scale training simulations and large-scale online persistent worlds. I was hoping to transition much of our DARPA work in Advanced Distributed Simulation directly to the gaming world. But while the problem spaces were very similar, it was apparent that the DoD software was not very suitable for online gaming.

From the proceedings of the Game Developers Conference (GDC), Spring 1999.

This paper is the architecture I put together for Orcus, a California Internet gaming company that Darrin West – another alum from the Jade / DARPA work – and I had joined. Orcus ran out of money in the great .com die-off of 2001, but fortunately, Electronic Arts had a big online game under construction, and they needed expertise in distributed time management and refactoring legacy simulations for parallel execution. Oddly enough, Darrin and I happen to know more about those obscure topics than the average bear, so we both joined up with EA.

The next three talks are essentially post-mortems of work Darrin and I did when we joined the development team for EA's "The Sims Online": their flagship project for online gaming. A lot of the game's infrastructure and development processes were not set up to deal well with scale: the talks look at what needed to change, and how we changed it.

These last two talks are more hypothetical in nature. I've always been puzzled why the development of effective tools is so often left to the end of a project, versus being done at the beginning. My first cut at the problem is in the Austin "Business Case for Automated Testing" slides. The final talk is a half-day tutorial I put together for PADS at one of the ACM multi-conferences. Some of the researchers had seen that gaming was generating a number of interesting research problems, so they asked for an overview of problems in game development and potential research focal points. Better still, the work would be in a hot new field that would help attract the smart kids to their programs ;-)

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Distributed Parallel Simulation

I got involved in distributed systems work back in the early '80's with Project Jade at the University of Calgary. I ended up building network engines and tools for them, they funded my University bum lifestyle and let me work around my class schedule: a fair trade. . . [MORE]


Large Scale Distributed Simulation

Time Warp and Parallel Simulation

  • R. Fujimoto, L. Lome, Darrin West: "A Parallel Discrete Event Simulation Standard for Modeling and Simulation." Simulation Interoperability Workshop (SIW) Newsletter.
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  • Kiran Panesar, Darrin West: "Automatic Incremental State Saving." From the proceedings of the Conference on Parallel and Distributed Simulation, 1996.
  • Darrin West: "Optimising Time Warp." Master's Thesis, University of Calgary, 1988.

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