PADS '93 Proceedings of the seventh workshop on Parallel and distributed simulation
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
IDMaps: a global internet host distance estimation service
IEEE/ACM Transactions on Networking (TON)
End-Host Multicast Communication Using Switch-Trees Protocols
CCGRID '02 Proceedings of the 2nd IEEE/ACM International Symposium on Cluster Computing and the Grid
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A zone-based gaming architecture for ad-hoc networks
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Computer Supported Cooperative Work
The need for real time consistency management in P2P mobile gaming environments
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Synchronisation dans les jeux multijoueurs sur téléphone mobile
UbiMob '05 Proceedings of the 2nd French-speaking conference on Mobility and ubiquity computing
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter 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
An architecture to support scalable distributed virtual environment systems on grid
The Journal of Supercomputing
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
Synchronization methods for supporting distributed 3D virtual environments in Java™
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Using local lag and timewarp to improve performance for real life multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Synchronization medium: a consistency maintenance component for mobile multiplayer games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Synchronous collaborative systems for distributed virtual environments in Java
International Journal of Computer Applications in Technology
A dynamic approach to consistency management for mobile multiplayer games
NOTERE '08 Proceedings of the 8th international conference on New technologies in distributed systems
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Tackling online game development problems with a novel network scripting language
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
MM '09 Proceedings of the 17th ACM international conference on Multimedia
On using Content Delivery Networks to improve MOG performance
International Journal of Advanced Media and Communication
Consistency management for interactive peer-to-peer-based systems
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Adaptable client-server architecture for mobile multiplayer games
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
A session server architecture for mobile distributed virtual environments
Proceedings of the 12th International Conference on Information Integration and Web-based Applications & Services
Game-on-demand:: An online game engine based on geometry streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
A framework to help designing innovative massively multiplayer online games interactions
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
Survey of state melding in virtual worlds
ACM Computing Surveys (CSUR)
Evolution of temporal multimedia synchronization principles: A historical viewpoint
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) - Special Sections on the 20th Anniversary of ACM International Conference on Multimedia, Best Papers of ACM Multimedia 2012
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Existing online multiplayer games typically use a client-server model, which introduces a single bottleneck and point of failure to the game. Distributed multiplayer games remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games.We look at TSS in the environment of a mirrored game architecture, which is a hybrid between traditional centralized architectures and the more scalable peer-to-peer architectures. Mirrored architectures allow for improved performance compared to client-server architectures while at the same time allowing for a greater degree of centralized administration than peer-to-peer architectures.