Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
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One of the most difficult tasks when creating an online multi-player game is to provide the players with a consistent view of the virtual world despite the network delays. Most current games use prediction algorithms to achieve this, however measuring the effect of different approaches is difficult. To solve this problem we introduce a simulator called GLS that gives us a fully controlled environment and allows large-scale experiments to evaluate different aspects of the algorithms.