ACM Transactions on Computer-Human Interaction (TOCHI)
Concurrency Control in Distributed Database Systems
ACM Computing Surveys (CSUR)
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
Consistency maintenance in real-time collaborative graphics editing systems
ACM Transactions on Computer-Human Interaction (TOCHI)
CyberWalk: a web-based distributed virtual walkthrough environment
IEEE Transactions on Multimedia
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
GameOD: an internet based game-on-demand framework
Proceedings of the ACM symposium on Virtual reality software and technology
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
A Trajectory-Preserving Synchronization Method for Collaborative Visualization
IEEE Transactions on Visualization and Computer Graphics
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games
NetGames '06 Proceedings of 5th 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
Persistence in massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
International Journal of Computers and Applications
Improving the concurrent updates of replicated global objects in multi-server virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Hi-index | 0.00 |
Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some time before the changes are reflected to other concurrent players. This significantly affects the interactivity of the game. Sometimes, it may even cause disputes among the players. In this paper, we present a continuous consistency control mechanism to support collaborative game applications. Specifically, we propose a relaxed consistency control model for continuous events. Based on this model, we have developed a method to provide a global-wise continuous synchronization on the states of dynamic game objects presented among concurrent game players. We show the performance of the proposed method through some experiments.