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On the suitability of dead reckoning schemes for games
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Source Network and System Support for Games archive
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
Authors
Lothar Pantel  Pantronics
Lars C. Wolf  Technical University Braunschweig, Muehlenpfordtstraße 23, 38106 Braunschweig, Germany
Sponsor
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
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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.

CITED BY  16

Collaborative Colleagues:
Lothar Pantel: colleagues
Lars C. Wolf: colleagues