[eug-lug]Reminder: Presentation This Saturday

2003-12-08 Thread Bob Miller
Remember, Chris GauthierDickey is talking about his p2p game
architecture THIS SATURDAY.  Be there or be the thing that Cory liked.


What: Fully Distributed Peer to Peer Game Architecture
Who: Chris GauthierDickey
When: Saturday, December 13, 1:00
Where: EFN, 43 W. Broadway, Eugene

For years, the game industry has used a client/server architecture for 
delivering massively-multiplayer online games to players. This 
architecture has the advantage that a single authority orders events, 
resolves conflicts in the simulation, acts as a central repository for 
data, and is easy to secure. On the other hand, it has several 
disadvantages. First, it introduces delay between players because 
messages are always forwarded through the server. Second, localized 
congestion around the server increases with the number of players. Last, 
the game's complexity is limited by the computational power of the 
server. One local game company stated that their total bandwidth 
requirements were equivalent to the entire City of Eugene's telephone 
bandwidth just to deploy their MMOG. While we can throw technology at 
most of these problems in the form of more servers and higher bandwidth 
lines, this solution incurs significant costs.

To address these problems, we are developing a fully distributed, 
peer-to-peer architecture for MMOGs.
With a fully distributed architecture, messages can be sent directly to 
other players, thereby reducing delay and local congestion. Players can 
start their own MMOGs without the massive investment in resources 
required by the client/server architecture. Furthermore, every machine 
connected to the game can contribute cycles to the overall simulation, 
overcoming the bottleneck of computation that servers and clusters have.

However, the fundamental problem with a distributed game is trust. How 
can we trust players to accurately represent when a given event has 
occurred? Accordingly, the first component we have designed for this 
architecture is the New-Event Ordering (NEO) protocol, which orders 
events while ensuring trust. We have designed NEO to be cheat-proof at 
the network level, allowing us to build peer-to-peer networks that are 
trustworthy but still retain the latency requirements of real-time, 
interactive games. NEO represents a major step forward in distributed 
communication protocols for games and we will be using it to design the 
rest of the communication architecture so that we may finally realize 
fully distributed MMOGs.


==

Check out this presentation and other EUGLUG activities
at our web site.  http://www.euglug.org/

-- 
Bob Miller  Kbob
kbobsoft software consulting
http://kbobsoft.com [EMAIL PROTECTED]
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[eug-lug]The KNOPPIX spindle

2003-12-08 Thread Bob Miller
How many KNOPPIX CDs do we have on the spindle, Larry?
Is it time to burn some more?

-- 
Bob Miller  Kbob
kbobsoft software consulting
http://kbobsoft.com [EMAIL PROTECTED]
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Re: [eug-lug]The KNOPPIX spindle

2003-12-08 Thread Larry Price
We're out right now, I can burn a few, but havinng a stash on hand is a 
good thing,
since I can then help people get started.

On Monday, December 8, 2003, at 04:57  PM, Bob Miller wrote:

How many KNOPPIX CDs do we have on the spindle, Larry?
Is it time to burn some more?
--
Bob Miller  Kbob
kbobsoft software consulting
http://kbobsoft.com [EMAIL PROTECTED]
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--
You are the eventuality of an anomaly , which despite my sincerest
efforts I have been unable to eliminate from  what is otherwise a 
harmony
of mathematical precision.  -The Architect
Microsoft has resolved this issue. We have put processes in place to
ensure there is no recurrence of this eventuality. -Microsoft

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[eug-lug]Experts Worried After Worm Hits Windows-Based ATMs

2003-12-08 Thread Dirk Ouellette
http://www.reuters.com/newsArticle.jhtml?type=technologyNewsstoryID=3958657

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