Published April 25, 2001
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Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model
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.
Additional Information
© 1997 California Institute of Technology. 1 August 1997. This work was supported under the Caltech Infospheres Project. The Caltech Infospheres Project is sponsored by the Air Force Office of Scientific Research under grant AFOSR F49620 94-1-0244, by the CISE directorate of the National Science Foundation under Problem Solving Environments grant CCR-9527130 by the NSF Center for Research on Parallel Computation under Cooperative Agreement Number CCR-9120008 and by Novell, Inc. and Parasoft Corporation.Attached Files
Submitted - CSTR1997.pdf
Submitted - postscript.ps
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Additional details
- Eprint ID
- 26817
- Resolver ID
- CaltechCSTR:1997.cs-tr-97-16
- Caltech Infospheres Project
- F49620-94-1-0244
- Air Force Office of Scientific Research (AFOSR)
- CCR-9527130
- NSF
- CCR-9120008
- NSF
- Novell Inc.
- Parasoft Corporation
- Created
-
2001-04-25Created from EPrint's datestamp field
- Updated
-
2019-10-03Created from EPrint's last_modified field
- Caltech groups
- Computer Science Technical Reports