| On the suitability of dead reckoning schemes for games |
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Network and System Support for Games
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Proceedings of the 1st workshop on Network and system support for games
table of contents
Braunschweig, Germany
Pages: 79 - 84
Year of Publication: 2002
ISBN:1-58113-493-2
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Downloads (6 Weeks): 12, Downloads (12 Months): 83, Citation Count: 16
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ABSTRACT
A major problem of network-based multiplayer games (and other distributed virtual environments) is caused by the network transmission delay. This delay leads to inconsistency and other problems. Dead reckoning is often used to reduce the effects of network induced delays and losses by applying prediction means. The quality of the prediction and, hence, the consistency of the distributed game, depends on the difference between the real and the predicted position of some objects. In this paper we discuss prediction methods for games and study their usefulness in regard to different game types (genre) like Sport, 3D-Action and racing games. Using implementations, the methods are evaluated experimentally.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Lothar Pantel, Lars Wolf: "On the Impact of Delay on Real-Time Multiplayer Games", submitted for publication.
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J. Todd Wasson, www.PerformanceSimulations.com.
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CITED BY 16
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Hartmut Ritter , Thiemo Voigt , Min Tian , Jochen Schiller, Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games, Proceedings of the 2nd workshop on Network and system support for games, p.101-105, May 22-23, 2003, Redwood City, California
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Sudhir Aggarwal , Hemant Banavar , Amit Khandelwal , Sarit Mukherjee , Sampath Rangarajan, Accuracy in dead-reckoning based distributed multi-player games, Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, August 30-30, 2004, Portland, Oregon, USA
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Yutaka Ishibashi , Yousuke Hashimoto , Tomohito Ikedo , Shinji Sugawara, Adaptive Δ-causality control with adaptive dead-reckoning in networked games, Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, p.75-80, September 19-20, 2007, Melbourne, Australia
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Ashwin Bharambe , John R. Douceur , Jacob R. Lorch , Thomas Moscibroda , Jeffrey Pang , Srinivasan Seshan , Xinyu Zhuang, Donnybrook: enabling large-scale, high-speed, peer-to-peer games, ACM SIGCOMM Computer Communication Review, v.38 n.4, October 2008
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