Gomes, Abel João PadrãoAlexandre, Ricardo Jorge da Cruz2015-07-172015-07-1720102010http://hdl.handle.net/10400.6/3735With the advent of Massively Multiplayer Online Games (MMOGs), engineers and designers of games came across with many questions that needed to be answered such as, for example, "how to allow a large amount of clients to play simultaneously on the same server?", "how to guarantee a good quality of service (QoS) to a great number of clients?", "how many resources will be necessary?", "how to optimize these resources to the maximum?". A possible answer to these questions relies on the usage of grid computing. Taking into account the parallel and distributed nature of grid computing, we can say that grid computing allows for more scalability in terms of a growing number of players, guarantees shorter communication time between clients and servers, and allows for a better resource management and usage (e.g., memory, CPU, core balancing usage, etc.) than the traditional serial computing model. However, the main focus of this thesis is not about grid computing. Instead, this thesis describes the re-engineering process of an existing multiplayer computer game, called Jake2, by transforming it into a MMOG, which is then put to run on a grid.engJogos online -- SotfwareJogo FPS (First Person Shooter) -- Re-engenharia de softwareGrid computingJake2Jogocopia de redeRe-engineering jake2 to work on a grid using the GridGain Middlewaremaster thesis