Distributed games provide to users an immersive and co-present virtual environment. In time sensitive games, this is achieved if remote perceptions of events respect some physical properties as the passing of time, the spatial positions, the dimensions... and if local updates are displayed instantaneously (fast responsiveness). As shown in the literature, spatio-temporal requirements are satisfied by deadreckoning coupled with timed consistency management. In this paper, we provide a consistency model for fully distributed game systems and an optimistic consistency management that works friendly with (or without) dead reckoning schemes. Our protocol presents two benefits: it provides a consistent state as fast as the network allows and it i...
In this paper we investigate how consistency can be established for replicated applications changing...
In this paper we investigate how consistency can be ensured for replicated continuous interactive me...
In this paper we investigate how consistency can be established for replicated applications changing...
Multiplayer online games have become very popular in recent years. However, they generally suffer fr...
Where users are interacting in a distributed virtual environment, the actions of each user must be o...
Network latency and bandwidth are important factors in online games for satisfying users ’ playabili...
The state-of-the-art approach to realize consistency in distributed virtual environments (e.g., acti...
The fundamental goal of distributed virtual environments (DVEs) is to create a common and consistent...
The fundamental goal of distributed virtual environments (DVEs) is to create a common and consistent...
In this paper we investigate how consistency can be ensured for continuous distributed interactive m...
In this paper we investigate how consistency can be ensured for continuous distributed interactive m...
Although massive multiplayer online games have been gain-ing most popularity over the years, real-ti...
In this paper we investigate how consistency can be ensured for replicated continuous interactive me...
In this paper we investigate how consistency can be ensured for replicated continuous interactive me...
In this paper we investigate how consistency can be established for replicated applications changing...
In this paper we investigate how consistency can be established for replicated applications changing...
In this paper we investigate how consistency can be ensured for replicated continuous interactive me...
In this paper we investigate how consistency can be established for replicated applications changing...
Multiplayer online games have become very popular in recent years. However, they generally suffer fr...
Where users are interacting in a distributed virtual environment, the actions of each user must be o...
Network latency and bandwidth are important factors in online games for satisfying users ’ playabili...
The state-of-the-art approach to realize consistency in distributed virtual environments (e.g., acti...
The fundamental goal of distributed virtual environments (DVEs) is to create a common and consistent...
The fundamental goal of distributed virtual environments (DVEs) is to create a common and consistent...
In this paper we investigate how consistency can be ensured for continuous distributed interactive m...
In this paper we investigate how consistency can be ensured for continuous distributed interactive m...
Although massive multiplayer online games have been gain-ing most popularity over the years, real-ti...
In this paper we investigate how consistency can be ensured for replicated continuous interactive me...
In this paper we investigate how consistency can be ensured for replicated continuous interactive me...
In this paper we investigate how consistency can be established for replicated applications changing...
In this paper we investigate how consistency can be established for replicated applications changing...
In this paper we investigate how consistency can be ensured for replicated continuous interactive me...
In this paper we investigate how consistency can be established for replicated applications changing...