Philip Mildner

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We propose a design for massively multiplayer games with focus on fast-paced action. To reflect the high demands on responsiveness and scalability, we use a fully distributed peer-to-peer network with a dynamic connection scheme. While the capacity of current client/server systems limits the number of players in a game, our system supports a huge number of(More)
The combination of images with geographical information has gained a lot of attention; systems like Google Street View (GSV) have become an integral part of our daily routine and uploading and sharing geotagged images becomes more and more popular. With videos, however, this trend has not started yet. In this paper, we propose a model that combines videos(More)
Integrating user-generated content into digital games helps to increase re-usability and to decrease development effort. In terms of learning games, the content creation can be extended to the learning parts of the game as well, e.g., allowing teachers to create custom games for their students. In this work, we propose a method of how to create learning(More)
This article presents a peer-to-peer overlay for massively multiplayer online games with a focus on fast-paced action. More than other genres, action games like first-person shooters employ fast and dynamic game mechanics. In multiplayer environments, these properties have to be reflected by the underlying network structure. At the same time, the system(More)
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