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Game-state fidelity across distributed interactive games
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Crossroads archive
Volume 9 ,  Issue 4  (June 2003) table of contents
Pages: 4 - 9  
Year of Publication: 2003
ISSN:1528-4972
Authors
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 3,   Downloads (12 Months): 36,   Citation Count: 2
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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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1 Blow, J. A look at latency in networked games. In Game Developer Magazine. July 1998.
 
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2 Cheshire, S. It's the Latency, stupid. Available from http://rescomp. stanford.edu/~cheshire/rants/Latency.html
 
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3 Unreal Tournament is copyright (c) 1999-2002 Epic Games Inc, http://www.epicgames.com. Created by Epic Games, Inc. in collaboration with Digital Extremes, http://www.digitalextremes.com.
 
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5 Gamespy Arcade online gaming service at http://www. gamespyarcade.com
 
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6 Gibson, W. Neuromancer. Ace Books, New York, 1985.
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9 Huebner, D. industry Watch--The Buzz about the Game Biz. In Game Developer Magazine. June 2001.
 
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10 Doom and Quake are copyright (c) id Software, Inc. http://www. idsoftware.com
 
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11 X-Wing vs. Tie-fighter is copyright (c) LucasArts Entertainment Company LLC. Article available at http://www.gamasutra.com/ features/19990903/lincroft_01.htm
 
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13 Pentikousis, K. Active Queue Management. Available at http://www. acm.org/crossroads/columns/connector/july2001.html
 
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14 Reinhart, B. Epic Games Unreal Tournament. In Game Developer Magazine. May 2000.
 
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16 Stallings, W. Data and Computer Communications. Fifth Edition, Prentice Hall, Upper Saddle River N.J., 1996.
 
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17 Standard for Distributed Interactive Simulation--Application Protocols. IEEE 1278.1, 1995.
 
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18 The Unreal Technology webpage. http://unreal.epicgames.com


Collaborative Colleagues:
Aaron McCoy: colleagues
Declan Delaney: colleagues
Tomas Ward: colleagues