Concurrent programming in ERLANG (2nd ed.)
Concurrent programming in ERLANG (2nd ed.)
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Pattern-Oriented Software Architecture: Patterns for Concurrent and Networked Objects
Pattern-Oriented Software Architecture: Patterns for Concurrent and Networked Objects
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Algorithms and Networking for Computer
Algorithms and Networking for Computer
Improving network efficiency in real-time groupware with general message compression
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Network Architectures and Data Management for Massively Multiplayer Online Games
International Journal of Grid and High Performance Computing
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We describe a novel scripting language for writing bandwidth-efficient online game logic. The language facilitates the development of deterministic, concurrent, distributed games, with assurances of consistency maintenance between clients and server. Our approach allows for increased simulation accuracy when compared to dead reckoning, and removes the need to write code to repair distributed state inconsistencies, or to explicitly transfer data over a network.