On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Mobile games through the nets: a cross-layer architecture for seamless playing
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Improving online gaming quality using detour paths
Proceedings of the international conference on Multimedia
Energy-efficient gaming on mobile devices using dead reckoning-based power management
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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One of the most difficult tasks when creating an online multi-player game is to provide the players with a consistent view of the virtual world despite the network delays. Most current games use prediction algorithms to achieve this, but usually it does not go beyond applying the DIS [2] dead reckoning algorithm proposed in the mid-90s. In this paper we introduce a simulator called GLS that allows us to evaluate different aspects of DIS and its variations. We examine the impact of prediction and clock synchronization on game consistency. We also evaluate the convergence algorithm we introduce here. Furthermore we look into ways for compensating increasing delays to keep the player's view of the game state sufficiently consistent with other players.