IBM System Journal Volume 45, Number 1, 2006 – Online Game Technology
全文下载:http://www.research.ibm.com/journal/sj45-1.html
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On demand operating environment for games
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On demand platform for online games
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A. Shaikh, S. Sahu, M.-C. Rosu, M. Shea, and D. Saha
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p. 7
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Running Quake II on a grid
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G. Deen, M. Hammer, J. Bethencourt, I. Eiron, J. Thomas, and J. H. Kaufman
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p. 21
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System-performance modeling for massively multiplayer online role-playing games
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M. Ye and L. Cheng
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p. 45
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Deep computing for games
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Using advanced compiler technology to exploit the performance of the Cell Broadband Engine™ architecture
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A. E. Eichenberger, J. K. O’Brien, K. M. O’Brien, P. Wu, T. Chen, P. H. Oden, D. A. Prener, J. C. Shepherd, B. So, Z. Sura, A. Wang, T. Zhang, P. Zhao, M. K. Gschwind, R. Archambault, Y. Gao, and R. Koo
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p. 59
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MPI microtask for programming the Cell Broadband Engine™ processor
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M. Ohara, H. Inoue, Y. Sohda, H. Komatsu, and T. Nakatani
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p. 85
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High-performance server systems and the next generation of online games
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B. D’Amora, A. Nanda, K. Magerlein, A. Binstock, and B. Yee
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p. 103
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Business integration for games
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Content protection for games
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G. Myles and S. Nusser
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p. 119
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A context-aware smart-call-center solution: Improving customer service for online games
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L. Luo, J. Liu, L. Shao, W. Lu, and M. Ye
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p. 145
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Online games and e-business: Architecture for integrating business models and services into online games
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C. E. Sharp and M. Rowe
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p. 161
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