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[BOU05a] Fast Event Ordering and Perceptive Consistency in Time Sensitive Distributed Multiplayer Games

Conférence Internationale avec comité de lecture : CGAMES'05 Int. Conf. on Computer Games, Angouleme, January 2005, pp.146-152, Series ISBN 0-95490116-2-6,

Auteurs: N. Bouillot

motcle:
Résumé: Distributed games provide to users an immersive and co-present virtual environment. In time sensitive games, this is achieved if remote perceptions of events respect some physical properties as the passing of time, the spatial positions, the dimensions... and if local updates are displayed instantaneously (fast responsiveness). As shown in the literature, spatio-temporal requirements are satisfied by dead reckoning coupled with timed consistency management. In this paper, we provide a consistency model for fully distributed game systems and an optimistic consistency management that works friendly with (or without) dead reckoning schemes. Our protocol presents two benefits: it provides a consistent state as fast as the network allows and it is well suited for both discrete and continuous media.

BibTeX

@inproceedings {
BOU05a,
title="{Fast Event Ordering and Perceptive Consistency in Time Sensitive Distributed Multiplayer Games}",
author=" N. Bouillot ",
booktitle="{CGAMES'05 Int. Conf. on Computer Games, Angouleme}",
year=2005,
month="January",
series="ISBN 0-95490116-2-6",
issue=7,
pages="146-152",
}