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
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Programming Flash Communication Server
Programming Flash Communication Server
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
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
Agents-based modeling for a peer-to-peer MMOG architecture
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Fairness in dead-reckoning based distributed multi-player games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Influences of network latency and packet loss on consistency in networked racing games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
An Active Self-Optimizing Multiplayer Gaming Architecture
Cluster Computing
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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With the ongoing evolvement of Rich Internet Application (RIA) technology, browser-based game development has reached a point where exciting real-time applications with remote players can be produced and distributed quickly and easily. However, as the browser is a very different operating environment and interactive experience from that of classical game software, browser-based real-time multiplayer games involve gaming architectures that are distinct from their classical counterparts. Elaborating on the case of an online tabletop soccer game with two remote players, this paper presents the design and implementation of two distinct architectural models that RIA developers can fall back on when implementing distributed, browser-based real-time applications.