[game_edu] Using Quake III Arena to visualise network activity

michael nitsche michael.nitsche at lcc.gatech.edu
Wed Jan 9 09:31:08 EST 2008


As an add on:
Julian Oliver's Packet Garden might also be of interest in this area

http://www.selectparks.net/~julian/pg/pmwiki.php?n=Main.HomePage

best

michael


> -----Original Message-----

> From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On

> Behalf Of Stacey Simmons

> Sent: Wednesday, January 09, 2008 9:23 AM

> To: IGDA Game Education Listserv

> Subject: Re: [game_edu] Using Quake III Arena to visualise network

> activity

>

> I might want to invite you for a talk!

>

> Stacey

>

>

> On Jan 9, 2008, at 6:28 AM, Miller, Gary wrote:

>

> > you can use network chemistry's free network monitor to gather the

> > packets as well. the advantage is no source modification but it

> > does not gather anything but packets.

> >

> >

> > -----Original Message-----

> > From: game_edu-bounces at igda.org on behalf of grenville armitage

> > Sent: Tue 1/8/2008 6:31 PM

> > To: game_edu at igda.org

> > Subject: [game_edu] Using Quake III Arena to visualise network

> > activity

> >

> > All,

> >

> > I hope this is of some interest to people on the list.

> >

> > We've been experimenting with the use of a modified Quake III Arena

> > server for dynamic, real-time representation of network measurements.

> > (And in particular, we've been using Open Arena - a combination of

> > independently developed textures, art, etc, and the GPL'd Quake III

> > Arena source code.)

> >

> > Our system allows external information (such as network traffic loads)

> > to be imported into the game world and trigger or control dynamic

> > behaviours of specific entities (such as bouncing, spinning, or change

> > of size or colour). By mapping multiple measurements onto multiple

> > entities inside the virtual world, 'players' are provided with a

> > rapid, qualitative sense of how things are going in their network

> > (or other measured system). We've also built basic hooks to allow in-

> > game

> > events (such as shooting an entity) to trigger external events (such

> > as updating a network firewall).

> >

> > Our prototype is called L3DGEWorld (currently at version 2.2),

> > originally

> > developed to watch for anomalous IP packet traffic heading towards

> > unused IP addresses. We have also utilised L3DGEWorld to monitor our

> > local supercomputer cluster, with each cluster node represented by

> > a 'star' spinning, bouncing and changing size in proportion to local

> > CPU load, network traffic and memory usage.

> >

> > We have released source code, some example pictures (inc. youtube

> > videos)

> > and binaries for Win32, Mac OSX, Linux and FreeBSD.

> >

> > L3DGEWorld 2.2:

> > http://caia.swin.edu.au/urp/l3dge/tools/l3dgeworld/index.html

> >

> > LCMON 1.1 (supercomputer cluster monitor)

> > http://caia.swin.edu.au/urp/l3dge/tools/lcmon/index.html

> >

> > (There's a public LCMON 1.1 demo server available to 'see' the

> > Swinburne supercomputer cluster's current state, for those who

> > download and run the LCMON 1.1 client.)

> >

> > cheers,

> > gja

> >

> >

> >

> >

> >

> >

> >

> > _______________________________________________

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> >

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>

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