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    Game-State Fidelity Across Distributed Interactive Games


    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
    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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