What + when = how: The timelines approach to consistency in networked games

dc.contributor.authorSavery, Cheryl
dc.contributor.authorGraham, T.C. Nicholas
dc.date.accessioned2015-08-14T17:29:59Z
dc.date.available2015-08-14T17:29:59Z
dc.date.issued2011
dc.description.abstractConsistency maintenance techniques used in networked multiplayer games require a tradeoff between the degree of consistency and the responsiveness to player commands. The choice of which technique is most appropriate depends upon the specific game situation. However, all techniques share the need to deal with time as well as with game state data. This can make implementing consistency maintenance techniques difficult. The solution is to have a programming model that is better able to deal with time. In this paper, we present such a programming model, timelines. Timelines allow for the explicit treatment of time and have been implemented as part of the Janus toolkit.en_US
dc.description.refereedYesen_US
dc.identifier.doi10.1109/NetGames.2011.6080990
dc.identifier.urihttp://hdl.handle.net/1880/50952
dc.identifier.urihttps://doi.org/10.11575/PRISM/46263
dc.publisherIEEEen_US
dc.publisher.urlhttp://dx.doi.org/10.1109/NetGames.2011.6080990en_US
dc.titleWhat + when = how: The timelines approach to consistency in networked gamesen_US
dc.typeunknown
Files
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.84 KB
Format:
Item-specific license agreed upon to submission
Description:
Collections