As Distributed Interactive Applications (DIAs) become increasingly more prominent in the video game industry they must scale to accommodate progressively more users and maintain a globally consistent worldview. However, network constraints, such as bandwidth, limit the amount of communication allowed between users. Several methods of reducing network communication packets, while maintaining consistency, exist. These include dead reckoning and the hybrid strategy-based modelling approach. This latter method combines a short-term model such as dead reckoning with a long-term strategy model of user behaviour. By employing the strategy that most closely represents user behaviour, a reduction in the number of network packets that mu...
A key factor determining the success of a Distributed Interactive Application (DIA) is the maintenan...
Multiplayer online games involve a lot of information passing between each player to render correct ...
Several techniques exist which reduce network bandwidth consumption and thus limit the effects of n...
As Distributed Interactive Applications (DIAs) become increasingly more prominent in the video game...
Two of the primary factors in the development of networked multiplayer computer games are network la...
Two of the primary factors in the development of networked multiplayer computer games are network ...
Distributed Interactive Applications (DIAs) such as networked games or Distributed Interactive Simul...
Abstract – Several approaches exist for maintaining consistency in Distributed Interactive Applicati...
Several approaches exist for maintaining consistency in Distributed Interactive Applications. Among...
Predictive contract mechanisms such as dead reckoning are widely employed to support scalable remot...
The hybrid strategy-based modeling approach is a method for reducing the number of network packets t...
Networked games are an important class of distributed systems. In order for such applications to be...
In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of gam...
Distributed Interactive Applications, such as networked games, are one of the most important and pop...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmit...
A key factor determining the success of a Distributed Interactive Application (DIA) is the maintenan...
Multiplayer online games involve a lot of information passing between each player to render correct ...
Several techniques exist which reduce network bandwidth consumption and thus limit the effects of n...
As Distributed Interactive Applications (DIAs) become increasingly more prominent in the video game...
Two of the primary factors in the development of networked multiplayer computer games are network la...
Two of the primary factors in the development of networked multiplayer computer games are network ...
Distributed Interactive Applications (DIAs) such as networked games or Distributed Interactive Simul...
Abstract – Several approaches exist for maintaining consistency in Distributed Interactive Applicati...
Several approaches exist for maintaining consistency in Distributed Interactive Applications. Among...
Predictive contract mechanisms such as dead reckoning are widely employed to support scalable remot...
The hybrid strategy-based modeling approach is a method for reducing the number of network packets t...
Networked games are an important class of distributed systems. In order for such applications to be...
In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of gam...
Distributed Interactive Applications, such as networked games, are one of the most important and pop...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmit...
A key factor determining the success of a Distributed Interactive Application (DIA) is the maintenan...
Multiplayer online games involve a lot of information passing between each player to render correct ...
Several techniques exist which reduce network bandwidth consumption and thus limit the effects of n...