MPEG-4 BIFS streaming of large virtual environments and their animation on the web
Proceedings of the seventh international conference on 3D Web technology
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Developing Series 60 Applications: A Guide for Symbian OS C++ Developers
Developing Series 60 Applications: A Guide for Symbian OS C++ Developers
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Exploring MPEG-4 BIFS features for creating multimedia games
ICME '03 Proceedings of the 2003 International Conference on Multimedia and Expo - Volume 2
JavaScript: The Definitive Guide
JavaScript: The Definitive Guide
A graphics architecture for high-end interactive television terminals
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
GPAC: open source multimedia framework
Proceedings of the 15th international conference on Multimedia
3D game content distributed adaptation in heterogeneous environments
EURASIP Journal on Advances in Signal Processing
The Visual Computer: International Journal of Computer Graphics
Motion and scene complexity for streaming video games
Proceedings of the 4th International Conference on Foundations of Digital Games
Platform for distributed 3D gaming
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
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While the processing power of mobile devices is continuously increasing, the network bandwidth is getting larger and the latency is going down, the heterogeneity of terminals with respect to operating systems, hardware and software makes it impossible to massively deploy mobile games. We propose a novel architecture consisting of (1) maintaining on the terminal only standardized operations (2) using a remote server for the game's logic and (3) updating the local scene by using compact commands. By identifying the game tasks that should remain local, we first analyze the performances of MPEG-4 3D graphics standard. We implemented an MPEG-4 player able to decode and visualize 3D and extended it for handling game content. We propose a client-server architecture and a communication protocol that ensure similar user experience while using a standard player - expected to be available on mobile devices in the near future.