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NETGAMES
2004
ACM
13 years 10 months ago
The effects of loss and latency on user performance in unreal tournament 2003®
Tom Beigbeder, Rory Coughlan, Corey Lusher, John P...
NETGAMES
2004
ACM
13 years 10 months ago
Scalable peer-to-peer networked virtual environment
We propose a fully-distributed peer-to-peer architecture to solve the scalability problem of Networked Virtual Environment in a simple and efficient manner. Our method exploits lo...
Shun-Yun Hu, Guan-Ming Liao
NETGAMES
2004
ACM
13 years 10 months ago
A cheat controlled protocol for centralized online multiplayer games
Ordering of command messages from the clients at the game servers is an important issue that impacts fairness, response times, and smoothness of the game play. Recently, protocols...
Bei Di Chen, Muthucumaru Maheswaran
NETGAMES
2004
ACM
13 years 10 months ago
OpenPING: a reflective middleware for the construction of adaptive networked game applications
The emergence of distributed Virtual Reality (VR) applications that run over the Internet has presented networked game application designers with new challenges. In an environment...
Paul Okanda, Gordon S. Blair
NETGAMES
2004
ACM
13 years 10 months ago
Some thoughts on emulating jitter for user experience trials
It is usually hard to control the network conditions affecting public online game servers when studying the impact of latency, loss and jitter on user experience. This leads to a ...
Grenville J. Armitage, Lawrence Stewart