added reference to problems in WoW

This commit is contained in:
Jeena Paradies 2011-05-11 14:58:56 +02:00
parent 28340e67e9
commit 9271bc7bab
7 changed files with 23 additions and 4 deletions

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@ -299,3 +299,13 @@
This paper details the motivations and design choices we made in Thrift, as well as some of the more interesting implementation details. It is not intended to be taken as research, but rather it is an exposition on what we did and why.
}
}
@Article{news/cnet/com/WoWProblems,
title = "World of Warcraft battles server problems",
author = "Daniel Terdiman",
journal = "cnet News",
year = "2006",
month = "04",
day = "24",
url = "http://news.cnet.com/World-of-Warcraft-battles-server-problems/2100-1043_3-6063990.html"
}

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@ -669,7 +669,14 @@ Background
The game industry is a quickly growing industry where the need for new technique
s are large.
One specific section where the development has stalled is the game server
section.
section
\begin_inset CommandInset citation
LatexCommand citet
key "news/cnet/com/WoWProblems"
\end_inset
.
\begin_inset Note Note
status open
@ -3213,7 +3220,9 @@ name "sec:Game-Development-Language"
\begin_layout Standard
There is only a very limited number of game developers who would like to
write their games in Erlang, therefore we had to come up with something
to resolve this problem. The main idea was to offer a replaceable module which would introduce an interface to different virtual machines which would run the game code.
to resolve this problem.
The main idea was to offer a replaceable module which would introduce an
interface to different virtual machines which would run the game code.
This way a game developer can write the game in his favorite language while
the server part still is written in Erlang and can benefit from all its
advantages.
@ -3406,8 +3415,8 @@ Due lack of time we have decided to use just the Erlang <-> JavaScrThere
is only a very limited number of game developers who would like to write
their games in Erlang, therefore we had to come up with something to resolve
this problem.
The main idea was to offer a replacable module which would introduce an interface to different virtual machines which would run
the game code.
The main idea was to offer a replacable module which would introduce an
interface to different virtual machines which would run the game code.
This way a game developer can write the game in his favorite language while
the server part still is written in Erlang and can benefit from all of
its advantages.