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Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model

Zimmerman, Daniel M. and Rothstein, Brian and Kaganovich, Yevgeniy and Pham, Khai (1997) Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model. California Institute of Technology . (Unpublished) http://resolver.caltech.edu/CaltechCSTR:1997.cs-tr-97-16

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Use this Persistent URL to link to this item: http://resolver.caltech.edu/CaltechCSTR:1997.cs-tr-97-16

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 rides may apply to any networked application with asynchronous data input and exchange.


Item Type:Report or Paper (Technical Report)
Group:Computer Science Technical Reports
Record Number:CaltechCSTR:1997.cs-tr-97-16
Persistent URL:http://resolver.caltech.edu/CaltechCSTR:1997.cs-tr-97-16
Usage Policy:You are granted permission for individual, educational, research and non-commercial reproduction, distribution, display and performance of this work in any format.
ID Code:26817
Collection:CaltechCSTR
Deposited By: Imported from CaltechCSTR
Deposited On:25 Apr 2001
Last Modified:26 Dec 2012 14:06

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