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[GNUnet-developers] p2p 'massively multi-player games (MMGs)'


From: donnar
Subject: [GNUnet-developers] p2p 'massively multi-player games (MMGs)'
Date: Sun, 11 Mar 2007 01:03:47 +0100
User-agent: KMail/1.8

Hi, 

I'm sorry for this more or less 'offtopic' posting, but I couldn't find a 
better place than to put my question on the GNUnet developers list...

I'm currently evaluating the possibility of using p2p networks for the use in 
'massively multi-player games (MMGs)'.

The requirements are quite different compared to a filesharing application, 
namely:

*Performance (Latency)

*Availability

*Security (Account thefts)

*Scalability (popular games have up to 180k players in one night)

(Source: Department of Computer and Information Science, University of 
Pennsylvania - http://www.ieee-infocom.org/2004/Papers/03_2.PDF ).

While there was some research work done round the globe (i.e. China: Network 
Security Lab, RIIT Tsinghua University - 
http://security.riit.tsinghua.edu.cn/Freegame/English%20Vesion/freegame.html , 
Germany: TU Darmstadt - 
http://www.kom.tu-darmstadt.de/en/research/research-areas/peer-to-peer-networking/overview/p2p-network-games/
 ), 
it seems that nobody was able to solve the problems.

May I can ask the GNUnet developers about their opinions and suggestions how 
to reconcile Performance / Latency and Security at the same time ?

To avoid misunderstandings: I'm neither working for a software company, nor 
I'm involved in another p2p project. Anyway, I would like to point out that 
network games are big business, especially in Asia.

Again, sorry for this 'offtopic' posting,

Best regards,
Donnar




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