![]() ![]() In: Proceedings of 2nd ACM SIGCOMM workshop on Network and system support for games, pp. Guo, K., Mukherjee, S., Rangarajan, S., Paul, S.: A Fair Message Exchange Framework for Distributed Multi-Player Games. Smed, K., Hakonen, H.: Aspects of networking in multiplayer computer games. ![]() GauthierDickey, C., Zappala, D., Lo, V., Marr, J.: Low Latency and Cheat-proof Event Ordering for Peer-to-Peer Games. Ramakrishna, V., Robinson, M., Eustice, K., Reiher, P.: An active self-optimizing multiplayer gaming architecture. Silver, M.: Browser-based applications: popular but flawed? Information Systems and E-Business Management 4(4), 361–393 (2006) Kollmann, T., Häsel, M.: Cross-Channel Cooperation – The Bundling of Online and Offline Business Models. Computers in Entertainment 3(2) Article 3B (2005)Īllaire, J.: Macromedia Flash MX – A next-generation rich client (white paper) (2002), IBM Systems Journal 45(1), 161–179 (2006)Įl Rhalibi, A., Merabti, M.: Agents-Based Modeling for a Peer-to-Peer MMOG Architecture. Sharp, C., Rowe, M.: Online games and e-business: Architecture for integrating business models and services into online games. ![]() Communications of the ACM 49(11), 40–45 (2006)īrun, J., Safaei, F., Boustead, P.: Managing Latency and Fairness in Networked Games. ACM Press, New York (2005)Ĭlaypool, M., Claypool, K.: Latency and Player Actions in Online Games. In: Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, pp. Yasui, T., Yutaka, I., Ikedo, T.: Influences of Network Latency and Packet Loss on Consistency in Networked Racing Games. This process is experimental and the keywords may be updated as the learning algorithm improves.Īggarwal, S., Banavar, H., Mukherjee, S., Rangarajan, S.: Fairness in Dead-Reckoning based Distributed Multi-Player Games. These keywords were added by machine and not by the authors. Elaborating on the case of an online tabletop soccer game with two remote players, this paper presents the design and implementation of two distinct architectural models that RIA developers can fall back on when implementing distributed, browser-based real-time applications. However, as the browser is a very different operating environment and interactive experience from that of classical game software, browser-based real-time multiplayer games involve gaming architectures that are distinct from their classical counterparts. With the ongoing evolvement of Rich Internet Application (RIA) technology, browser-based game development has reached a point where exciting real-time applications with remote players can be produced and distributed quickly and easily. ![]()
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