McCoy, Aaron, Delaney, Declan and Ward, Tomas E. (2003) Game-State Fidelity Across Distributed Interactive Games. Crossroads, 9 (4). ISSN 0741-2037
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Abstract
Distributed interactive games offer players a three dimensional virtual world
experience. Within this virtual world, players interact with each other and with their
environment in real-time. They experience the same events, but from different
viewpoints.
As interactive games have evolved, they have driven the technologies underlying
them. The distinguishing feature of any distributed interactive game is the network:
the medium by which information is exchanged and shared between participants. The
network impacts not only the design and development of distributed interactive games,
but also their potential entertainment value.
In this article, four of the fundamental networking issues and their effect on the design
and operation of distributed interactive games will be discussed. In addition, a
description of the different communication architectures used in distributed interactive
games will be provided. Finally, as an illustrative example, these issues will be related
to Unreal Tournament, a popular distributed interactive game.
Item Type: | Article |
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Keywords: | Game-State Fidelity; Distributed Interactive Games; |
Academic Unit: | Faculty of Science and Engineering > Electronic Engineering |
Item ID: | 9274 |
Identification Number: | 10.1145/904080.904082 |
Depositing User: | Dr Tomas Ward |
Date Deposited: | 22 Feb 2018 16:59 |
Journal or Publication Title: | Crossroads |
Publisher: | ACM |
Refereed: | Yes |
Related URLs: | |
URI: | https://mural.maynoothuniversity.ie/id/eprint/9274 |
Use Licence: | This item is available under a Creative Commons Attribution Non Commercial Share Alike Licence (CC BY-NC-SA). Details of this licence are available here |
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