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Volumn , Issue , 2006, Pages
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Using local lag and timewarp to improve performance for real life multi-player online games
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Author keywords
Consistency; Local lag; Networked games; Paradox; Quake 3; Timewarp
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Indexed keywords
DISTRIBUTED SERVERS;
MULTI-PLAYER ONLINE GAMES;
NETWORK LAG;
NETWORKED GAMES;
RESPONSE TIME;
COMPUTER CONTROL SYSTEMS;
EARTHQUAKES;
RESPONSE TIME (COMPUTER SYSTEMS);
TEST FACILITIES;
SERVERS;
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EID: 77953104821
PISSN: None
EISSN: None
Source Type: Conference Proceeding
DOI: 10.1145/1230040.1230047 Document Type: Conference Paper |
Times cited : (5)
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References (6)
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