Due to several requests the final presentation date was postponed to: 13.08.2014, 9:50-11:30. It will take place in room E202. The meeting on July 30th remains valid and will be used for feedback.
We have set up a mailing list for the course. If you did not get a welcome e-mail from the list, please sign up here. You can use the list for all general questions or to find a team if you do not have one.
Meetings and Slides
|Initial Meeting||23.04., 9:50-11:30, A313||Introduction & Organization||
|Phase 1||30.04., 9:50-11:30, A313||Game concept, initial implementation||slides|
|Phase 2||14.05., 9:50-11:30, A313||Interest Management||slides|
|Phase 3||28.05., 9:50-11:30, A313||Communication protocol||slides|
|Phase 4||11.06., 9:50-11:30, A313||Half time||slides|
|Phase 5||25.06., 9:50-11:30, A313||PlanetLab||slides|
|Phase 6||09.07., 9:50-11:30, A313|
|Phase 7||30.07., 9:50-11:30, A313|
|Final Presentation||13.08., 9:50-11:30, E202|
|Delivery of Report and Source Code||31.08., 23:59|
RegistrationPlease register via TUCaN or write us an email.
In this year's lab course, we explore peer-to-peer mechanisms for state management in multiplayer online games. The virtual worlds of such games typically contain lots of objects, each having its own (modifiable) state. With the peer-to-peer approach, the game state is not managed centrally on a server, but distributed and replicated over all participating peers, avoiding the central single point of failure.
The peer-to-peer approach, however, has several challenges, such as:
- concurrent access to state,
- leaving and failing peers (churn),
- unbalanced load, and others.
Some the relevant issues are:
- backup and failover
- load balancing
- Programming in Java or C++
- Willingness to work in a team
- Understanding the concept of peer-to-peer computing
- Implementing and testing large-scale network applications
- Successfully work in a team
The lab will be held in English. All students' presentations and texts can either be in English or German (English preferred).