Proceedings of ACM SIGCOMM 2004 Workshops on NetGames '04 Network and System Support for Games - SIGCOMM 2004 Workshops 2004
DOI: 10.1145/1016540.1016559
|View full text |Cite
|
Sign up to set email alerts
|

Accuracy in dead-reckoning based distributed multi-player games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

1
68
0

Year Published

2005
2005
2017
2017

Publication Types

Select...
3
3
2

Relationship

0
8

Authors

Journals

citations
Cited by 80 publications
(69 citation statements)
references
References 7 publications
1
68
0
Order By: Relevance
“…As we shall discuss in detail, there are three fundamental approaches to compensating for lag: dead reckoning [1], delaying local inputs [9], and remote lag [3]. These techniques are notoriously difficult to program, and their effects are difficult to analyze.…”
Section: Why Time Mattersmentioning
confidence: 99%
See 2 more Smart Citations
“…As we shall discuss in detail, there are three fundamental approaches to compensating for lag: dead reckoning [1], delaying local inputs [9], and remote lag [3]. These techniques are notoriously difficult to program, and their effects are difficult to analyze.…”
Section: Why Time Mattersmentioning
confidence: 99%
“…When a state update arrives over the network, prediction can be used to estimate the state's current value, as opposed to the value at the time the message was sent. To achieve this, state update messages must be timestamped, and the clocks on the local and remote clients must be synchronized [1]. Finally, if smooth corrections [34] are used to repair incorrect predictions, the programmer must be able to access states from the past, present and future, as shown in Fig.…”
Section: Using Timelinesmentioning
confidence: 99%
See 1 more Smart Citation
“…Phase difference has been defined as a consistency metric that represents the temporal difference between the rendering times for local and remote entity models [21]. Export error has been defined as the deviation in physical time of the remote entity model from the local entity model [22]. Deviation and uncertainty have been defined as absolute spatial difference and the size of the area in which an entity could reside in, respectively [17].…”
Section: B) Measures Of Consistencymentioning
confidence: 99%
“…In this paper, we simply make use of the basic first order Dead Reckoning model. Further information on Dead Reckoning can be found in [2,10].…”
Section: A) Dead Reckoningmentioning
confidence: 99%