An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
ACM Transactions on Graphics (TOG)
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
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
VR '04 Proceedings of the IEEE Virtual Reality 2004
Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
On correctness of scalable multi-server state replication in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
ACM Transactions on Internet Technology (TOIT)
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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Scalability of multiplayer games can be improved by client-side processing of game actions. Consistency becomes a concern, however, in the case of unpredictable but important events such as object interactions. We propose here a new motion-lock protocol for distributed collision detection and resolution. The motion-lock protocol improves performance of motion prediction by giving stations time to communicate and agree on the detected collisions. This reduces the divergence of distributed object states and post-collision trajectories. Offline and online simulation results show the motion-lock protocol results in qualitative and quantitative improvements to consistency, with negligible network impact and a minimal sacrifice in the responsiveness of player controls. Our design can be used to hide latency and reduce server load in current multiplayer online games, improving scalability and furthering fully distributed designs.