A hybrid motion prediction method for caching and prefetching in distributed virtual environments
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Disconnected Operations in Mobile Environments
IPDPS '02 Proceedings of the 16th International Parallel and Distributed Processing Symposium
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
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
Evaluation of a Pre-Reckoning Algorithm for Distributed Virtual Environments
ICPADS '04 Proceedings of the Parallel and Distributed Systems, Tenth International Conference
Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
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This articles surveys some of the synchronisation techniques in use in multiplayer games on the Internet or on local networks to lessen the effects of latency. These solutions must be revisited with respect to the additional constraints encountered in mobile environments, i.e. a higher latency than in wired networks, but also a fluctuating connectivity that may lead to involuntary disconnections, and lightweight mobile terminals with limited computing capacity. Some experimentations using the Java toolkit for mobile phones (J2ME) are planned after this preliminary study to compare and evaluate several solutions.