IBM®
Skip to main content
    Country/region [change]    Terms of use
 
 
 
    Home    Products    Services & solutions    Support & downloads    My account    

IBM Systems Journal

Online Game Technology   Volume 45, Number 1, 2006
Table of contents: HTMLPDF This article: HTMLPDF   Copyright info

Running Quake II on a grid - References

by G. Deen,
M. Hammer,
J. Bethencourt,
I. Eiron,
J. Thomas,
and J. H. Kaufman
Cited references

  1. Emergent Game Technologies, http://www.emergentgametech.com/press_1.html.
  2. M. Oliveira, J. Crowcroft, and M. Slater, “An Innovative Design Approach to Build Virtual Environment Systems,” Proceedings of the ACM International Conference Proceeding Series, 9th Eurographics Workshop on Virtual Environments, Zurich, Switzerland (2003), pp. 143–151.
  3. A. Shaikh, S. Sahu, M.-C. Rosu, M. Shea, and D. Saha, “On Demand Platform for Online Games,” IBM Systems Journal 45, No. 1, 7–20 (2006, this issue).
  4. K.-W. Lee, B.-J. Ko, and S. Calo, “Adaptive Server Selection for Large Scale Interactive Online Games,” Proceedings of the 14th International Workshop on Network and Operating Systems Support for Digital Audio and Video, International Workshop on Network and Operating System Support for Digital Audio and Video, Cork, Ireland (2004), pp. 152–157.
  5. E. Frécon and M. Stenius, “DIVE: A Scalable Network Architecture for Distributed Virtual Environments,” Distributed Systems Engineering Journal 5, No. 3, special issue on Distributed Virtual Environments, pp. 91–100 (September 1998), http://www.iop.org/EJ/abstract/0967-1846/5/3/002.
  6. Wu-chang Feng and Wu-chi Feng, “On the Geographic Distribution of On-line Game Servers and Players,” Proceedings of the Second Workshop on Network and System Support for Games, Redwood City, CA (2003), pp. 173–179.
  7. A. Tveit, O. Rein, J. V. Iversen, and M. Matskin, “Scalable Agent-Based Simulation of Players in Massively Multiplayer Online Games,” Proceedings of the Eighth Scandinavian Conference on Artificial Intelligence (SCAI2003), Bergen, Norway (November 2003), http://www.idi.ntnu.no/~amundt/publications/2003/zereal.pdf.
  8. A. F. Seay, W. J. Jerome, K. S. Lee, and R. E. Kraut, “Project Massive: A Study of Online Gaming Communities,” Conference on Human Factors in Computing Systems (CHI'04), Vienna, Austria (2004), extended abstracts on human factors in computing systems, pp. 1421–1424.
  9. T. J. Lehman and J. H. Kaufman, “OptimalGrid: Middleware for Automatic Deployment of Distributed FEM Problems on an Internet-Based Computing Grid,” Proceedings of the IEEE International Conference on Cluster Computing, Hong Kong, China (2003), pp. 164–171.
  10. Half-Life, Valve Corporation, www.valvesoftware.com.
  11. Half-Life, Sierra Entertainment Inc., http://half-life.sierra.com/.
  12. Quake, id Software, http://www.idsoftware.com/games/quake/quake3-gold/.
  13. OptimalGrid: Autonomic Grid Systems, IBM Research, http://www.alphaworks.ibm.com/tech/optimalgrid/.
  14. S. W. Golomb, “How to Number a Graph,” Graph Theory and Computing, R. C. Read, Editor, Academic Press, New York (1972), pp. 23–37.
  15. Project OGR, www.distributed.net/ogr.
  16. Kingpin, developed by Xatrix Entertainment Inc., published by Interplay, Inc., 1999.
  17. Soldier of Fortune, Studio—Raven Software Corp., published by Activision, Inc., www.activision.com.
  18. D. Gelernter and A. J. Bernstein, “Distributed Communication via Global Buffer,” Proceedings of the ACM Principles of Distributed Computing Conference, Ottawa, Ontario, Canada (1982), pp. 10–18.
  19. D. Gelernter, “Generative Communication in Linda,” TOPLAS 7, No. 1, pp. 80–112 (1985).
  20. TSpaces, IBM Research, http://www.almaden.ibm.com/cs/tspaces.
  21. alphaWorks, IBM Corporation, http://www.alphaworks.ibm.com.


    About IBMPrivacyContact