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Video game development / Game client / Game server / X Window System / Ping / Server / Peer-to-peer / Quake / Rollback / Software / Application software / Digital media


An Efficient Synchronization Mechanism for Mirrored Game Architectures (Extended Version) Eric Cronin, Anthony R. Kurc, Burton Filstrup and Sugih Jamin ∗ ({ecronin,tkurc,bfilstru,jamin}@eecs.umich.edu) Electrical Engin
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Document Date: 2006-01-29 15:36:25


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File Size: 255,67 KB

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Company

HP/Digital Equipment Corp. / Computer Laboratory / Sun Microsystems Inc. / /

Country

Netherlands / /

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Event

Natural Disaster / Person Travel / Person Communication and Meetings / /

Facility

Computer Science Department University of Michigan Abstract / Computer Laboratory / University of Cambridge / /

IndustryTerm

private network / game publisher / Optimistic algorithms / synchronization algorithms / low-latency multicast network / synchronization algorithm / anti-message processing / optimistic algorithm / online multiplayer games / similar conservative algorithms / simulation synchronization algorithms / Internet distance service / conservative bucket synchronization algorithm / bounded optimistic algorithms / /

Organization

Command State Update Command / National Science Foundation / University of Cambridge / Electrical Engineering and Computer Science Department University of Michigan Abstract / United Kingdom Engineering and Physical Sciences Research Council / /

Person

Sugih Jamin / Anthony R. Kurc / Burton Filstrup / Eric Cronin / /

Position

Private Network Command State Update / player / head / /

Technology

synchronization algorithms / optimistic algorithm / peer-to-peer / military simulation synchronization algorithms / conservative bucket synchronization algorithm / simulation / similar conservative algorithms / bounded optimistic algorithms / synchronization algorithm / Optimistic Synchronization Algorithms / /

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