SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Proceedings of the 7th conference on Visualization '96
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
Smooth High-Quality Interactive Visualization
SCCG '01 Proceedings of the 17th Spring conference on Computer graphics
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Hi-index | 0.00 |
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.