Second Life (SL) is currently the most popular social virtual world, i.e., a digitalization of the real world where avatars can meet, socialize and trade. SL is managed through a Client/Server (C/S) architecture with a very high cost and limited scalability. A scalable and cheap alternative to C/S is to use a Peer-to-Peer (P2P) approach, where SL users rely only on their own resources (storage, CPU and bandwidth) to run the virtual world. We develop a SL client that allows its users to take advantage of a P2P network structured as a Delaunay overlay. We compare the performance of a P2P and C/S architecture for Second Life, executing several instances of our client over Planetlab and populating a SL region with our controlled avatars. Avatar mobility traces collected in SL are used to drive avatar behaviors. The results show that P2P improves user experience by about 20% compared to C/S (measured in term of consistency). Avatar interactivity is also 5 times faster in P2P than in C/S.
Distributed avatar management for Second Life
NetGames 2009, 8th Annual Workshop on Network and Systems Support for Games, November 23-24, 2009, Paris, France
© ACM, 2009. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in NetGames 2009, 8th Annual Workshop on Network and Systems Support for Games, November 23-24, 2009, Paris, France
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