Müller-Iden, 2007 - Google Patents
Replication-based scalable parallelisation of virtual environments.Müller-Iden, 2007
View PDF- Document ID
- 3708941491744458214
- Author
- Müller-Iden J
- Publication year
External Links
Snippet
Virtual environments have become increasingly popular and nowadays constitute one of the main application types operated over the Internet. They include a variety of interactive applications like teleconferencing, virtual e-learning classrooms, online gaming or …
- 230000002452 interceptive 0 abstract description 115
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for programme control, e.g. control unit
- G06F9/06—Arrangements for programme control, e.g. control unit using stored programme, i.e. using internal store of processing equipment to receive and retain programme
- G06F9/46—Multiprogramming arrangements
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5593—Details of game data or player data management involving scheduling aspects
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US8678929B1 (en) | Client-side prediction of a local game object to reduce apparent network lag of multiplayer simulations | |
US8069258B1 (en) | Local frame processing to apparently reduce network lag of multiplayer deterministic simulations | |
Liu et al. | Survey of state melding in virtual worlds | |
Glinka et al. | High-level development of multiserver online games | |
Glinka et al. | Rtf: a real-time framework for developing scalable multiplayer online games | |
JP2010525422A (en) | A distributed network architecture that introduces dynamic content into an artificial environment | |
US9560131B2 (en) | Efficient synchronization of behavior trees using network significant nodes | |
Ploss et al. | From a single-to multi-server online game: A quake 3 case study using rtf | |
Ferretti | Interactivity maintenance for event synchronization in massive multiplayer online games. | |
Müller-Iden | Replication-based scalable parallelisation of virtual environments. | |
Müller et al. | On correctness of scalable multi-server state replication in online games | |
El Rhalibi et al. | Aoim in peer-to-peer multiplayer online games | |
Savery et al. | The human factors of consistency maintenance in multiplayer computer games | |
Muller et al. | GSM: A game scalability model for multiplayer real-time games | |
Vähä | Applying microservice architecture pattern to a design of an MMORPG backend | |
Cecin et al. | A peer-to-peer simulation technique for instanced massively multiplayer games | |
Gorlatch et al. | Designing multiplayer online games using the real-time framework | |
McFarlane | Network software architectures for real-time massively multiplayer online games | |
Rocha | Distributed game | |
da Silva Rocha | Distributed Game | |
Lee et al. | A component-based framework to rapidly prototype online chess games for home entertainment | |
Forsbacka et al. | A Peer-to-Peer Networking Framework for Scalable Massively Multiplayer Online Game Development in Unity | |
Tikhomirov | Developing an online multiplayer game in Unity | |
Dennett et al. | Framework for Distributed Network Simulation and State Propagation | |
Reina et al. | Quiver: a middleware for distributed gaming |