Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model
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| Title: | Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model |
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| Authors: | Zimmerman, Daniel M., Rothstein, Brian, Kaganovich, Yevgeniy, Pahm, Khai |
| Contributors: | CALIFORNIA INST OF TECH PASADENA DEPT OF COMPUTER SCIENCE |
| Source: | DTIC |
| Publication Year: | 1997 |
| Collection: | Defense Technical Information Center: DTIC Technical Reports database |
| Subject Terms: | Computer Hardware, ASYNCHRONOUS SYSTEMS, DATA PROCESSING, NETWORKS, COMPUTERS, INTERNET, TRANSFORMATIONS, JAVA, GAME THEORY, FLOW, REAL TIME, INPUT, ASYNCHRONOUS MESSAGE PASSING, NETWORKED GAMES, CLIENT-SERVER MODELS |
| Description: | We examine the process of creating asynchronous networked games by applying systematic transformations to their single-computer analogues, identify the need for such transformations, and propose a simple system of rules for them. In developing these rules, our primary concerns are comparing the flow of events in single-processor and networked games and examining the restrictions and limitations resulting from speed considerations. Although this paper only discusses games, the transformation rules may apply to any networked application with asynchronous data input and exchange. ; Supported in part by contract CCR-9120008 |
| Document Type: | text |
| File Description: | text/html |
| Language: | English |
| Relation: | http://www.dtic.mil/docs/citations/ADA446104 |
| Availability: | http://www.dtic.mil/docs/citations/ADA446104 http://oai.dtic.mil/oai/oai?&verb=getRecord&metadataPrefix=html&identifier=ADA446104 |
| Rights: | Approved for public release; distribution is unlimited. |
| Accession Number: | edsbas.A578A677 |
| Database: | BASE |
| Abstract: | We examine the process of creating asynchronous networked games by applying systematic transformations to their single-computer analogues, identify the need for such transformations, and propose a simple system of rules for them. In developing these rules, our primary concerns are comparing the flow of events in single-processor and networked games and examining the restrictions and limitations resulting from speed considerations. Although this paper only discusses games, the transformation rules may apply to any networked application with asynchronous data input and exchange. ; Supported in part by contract CCR-9120008 |
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