Hi,

Some of us are still here :)

I have not the time at the moment to fully read the article as it's quite long. From a quick read through I get the impression this is not as simple as just performing GeoIP on a server and instead tries to find closeness via hops/speed?

Isn't this still flawed in that the "user" must still perform these queries on all 36,000 servers?


On a side note: Regarding the "find a server via co-ordinates" system, HLSW uses the lat-long of the player to find servers that are physically closest.

Regards,
Andrew

On 03/02/2011 07:10, grenville armitage wrote:
Hi,

Not sure if anyone's still on this list -- I haven't seen any emails
since late 2009. Anyhow. I recently released a paper describing a
a possible evolution of server discovery mechanism to vastly speed
up the ability of clients to discovery a hundred or so 'closest'
game servers. I'm interested in feedback on the practicality of the
scheme... and perhaps inspiring someone to try and implement it :)

G. Armitage, A. Heyde,"REED: Optimising First Person Shooter Game
Server Discovery using Network Coordinates," ACM Transactions on
Multimedia Computing, Communications and Applications (TOMCCAP),
In press. (accepted January 2011)

It might take a year or so before being physically printed in the
ACM journal, so I've placed a copy online for now.

http://caia.swin.edu.au/pubs/inpress/REED-Armitage-TOMCCAP-preprint-18jan11.pdf


cheers,
gja

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