Frame rate control in distributed game engine

  • Authors:
  • Xizhi Li;Qinming He

  • Affiliations:
  • CKC honors School, College of Computer Science, Zhejiang University, Hangzhou, China;College of Computer Science, Zhejiang University, Hangzhou, China

  • Venue:
  • ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
  • Year:
  • 2005

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Abstract

Time management (or frame rate control) is the backbone system that feedbacks on a number of game engine modules to provide physically correct, interactive, stable and consistent graphics output. This paper discusses time related issues in game engines and proposes a unified time management (or more specifically frame rate control) architecture, which can be easily applied to existing game engines. The frame rate system has been used in our own distributed game engine and may also find applications in other multimedia simulation systems.