Design and implementation of the jomini engine: Towards a historical massively multiplayer online role-playing game

1Citations
Citations of this article
19Readers
Mendeley users who have this article in their library.
Get full text

Abstract

This technical paper describes the design and implementation of a game engine for historical massive multiplayer online role-playing games (MMORPGs). We explore the game and system design space with a focus on historical accuracy and provide a detailed discussion of key design goals for the support of a large-scale, distributed and scalable MMORPG. The JominiEngine is a modular and extensible system architecture built on C# and integrates Riak, a non-SQL database, at the core of the persistent data store in order to facilitate scalability. “Overlord”, the first instance of the engine is set in the medieval time period and uses rigorous UML design methodology for both game and system design. In order to enhance the immersive gaming experience, a separate Unitybased client can be used to interact with the game engine.

Cite

CITATION STYLE

APA

Bond, D., Loidl, H. W., & Louchart, S. (2016). Design and implementation of the jomini engine: Towards a historical massively multiplayer online role-playing game. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9599, pp. 441–451). Springer Verlag. https://doi.org/10.1007/978-3-319-40216-1_49

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free