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Volumn , Issue , 2003, Pages 52-59

Bandwidth requirement and state consistency in three multiplayer game architectures

Author keywords

[No Author keywords available]

Indexed keywords

BANDWIDTH; DISTRIBUTED COMPUTER SYSTEMS;

EID: 77954447510     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/963900.963905     Document Type: Conference Paper
Times cited : (63)

References (13)
  • 2
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    • On the impact of delay on real- time multiplayer games
    • May
    • L. Pantel and L. C. Wolf. "On the Impact of Delay on Real- Time MultiPlayer Games". In Proceedings of ACM NOSSDAV, May 2002.
    • (2002) Proceedings of ACM NOSSDAV
    • Pantel, L.1    Wolf, L.C.2
  • 4
    • 4544370334 scopus 로고    scopus 로고
    • A distributed multi- player game server system
    • University of Michigan, May
    • E. Cronin, B. Filstrup, and A. Kurc. "A Distributed Multi- Player Game Server System". EECS589, Course Project Report, University of Michigan, May 2001.
    • (2001) EECS589, Course Project Report
    • Cronin, E.1    Filstrup, B.2    Kurc, A.3
  • 5
    • 85028602189 scopus 로고    scopus 로고
    • ID Software.
    • ID Software. "Quake". Available at http://www.quake.com, 2002.
    • (2002) Quake
  • 6
    • 0032631521 scopus 로고    scopus 로고
    • End-to-end transmission control mechanisms for multiparty interactive applications on the internet
    • April
    • L. Gautier and C. Diot and J. Kurose. "End-to-End Transmission Control Mechanisms for Multiparty Interactive Applications on the Internet". In Proceedings of IEEE INFOCOM, April 1999.
    • (1999) Proceedings of IEEE INFOCOM
    • Gautier, L.1    Diot, C.2    Kurose, J.3
  • 7
    • 0033154298 scopus 로고    scopus 로고
    • A distributed architecture for multiplayer interactive applications on the internet
    • August
    • C. Diot and L. Gautier. "A Distributed Architecture for MultiPlayer Interactive Applications on the Internet". In IEEE Network magazine, 13(4), August 1999.
    • (1999) IEEE Network Magazine , vol.13 , Issue.4
    • Diot, C.1    Gautier, L.2
  • 8
    • 0035014942 scopus 로고    scopus 로고
    • Cheat-proof playout for centralized and distributed online games
    • April
    • N. Baughman and B. Levine. "Cheat-Proof Playout for Centralized and Distributed Online Games". In Proceedings of IEEE INFOCOM, April 2001.
    • (2001) Proceedings of IEEE INFOCOM
    • Baughman, N.1    Levine, B.2
  • 9
    • 0034823060 scopus 로고    scopus 로고
    • An evaluation of grouping techniques for state dissemination in networked multi-user games
    • August
    • L. Zou, M. H. Ammar, and C. Diot. "An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games". In Proceedings of MASCOTS, August 2001.
    • (2001) Proceedings of MASCOTS
    • Zou, L.1    Ammar, M.H.2    Diot, C.3
  • 10
    • 85028615464 scopus 로고    scopus 로고
    • T. Riker. "BZFlag". Available at http://www.bzflag.org, 2002.
    • (2002) BZFlag
    • Riker, T.1
  • 13
    • 84993801843 scopus 로고    scopus 로고
    • An efficient synchronization mechanism for mirrored game architectures
    • April
    • E. Cronin, B. Filstrup, and A. Kurc and S. Jamin. "An Efficient Synchronization Mechanism for Mirrored Game Architectures". In Proceedings of ACM NETGAMES, April 2002.
    • (2002) Proceedings of ACM NETGAMES
    • Cronin, E.1    Filstrup, B.2    Kurc, A.3    Jamin, S.4


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.