Internet Based Real-Time Multiuser Simulation: Ppong!

  • Authors:
  • Begole James "Bo";Shaffer Clifford

  • Affiliations:
  • -;-

  • Venue:
  • Internet Based Real-Time Multiuser Simulation: Ppong!
  • Year:
  • 1997

Quantified Score

Hi-index 0.00

Visualization

Abstract

There is a growing demand for real-time collaborative applications through the World Wide Web. New techniques are required for real-time applications to perform well in the face of changing network conditions that often include long delays. We present some of the key issues for implementors of real-time web-based applications, including choices on centralized versus distributed control, two versus multiuser considerations, synchronous versus asynchronous message protocols, and simulation divergence. We present an implementation for a web-based version of the classic Pong game, called Ppong!. Ppong! was selected for implementation since it strips to its essentials many components of real-time collaborative simulation. A key feature of Ppong! is implementation of a heuristic for "retarding" a user''s view of the simulation to accommodate network delays.