Computer games played over the Internet have recently become an important class of distributed applications. In this paper we present a novel proxy server-network topology aiming at improved scalability of multiplayer games and low latency in client-server data transmission. We present a mechanism to efficiently synchronize the distributed state of a game based on the concept of eventual consistency. We analyse the benefits of our approach compared to commonly used client-server and peer-to-peer topologies, and present first experimental results. © Springer-Verlag 2004.
CITATION STYLE
Müller, J., Fischer, S., Gorlatch, S., & Mauve, M. (2004). A proxy server-network for real-time computer games. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 3149, 606–613. https://doi.org/10.1007/978-3-540-27866-5_79
Mendeley helps you to discover research relevant for your work.