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GameOD: An Internet Based Game-On-Demand Framework

Li, Frederick; Lau, Rynson; Kilis, Danny

Authors

Rynson Lau

Danny Kilis



Contributors

Rynson Lau
Editor

George Baciu
Editor

Abstract

Multiplayer online 3D games are becoming very popular in recent years. However, existing games require the complete game content to be installed prior to game playing. Since the content is usually large in size, it may be difficult to run these games on a PDA or other handheld devices. It also pushes game companies to distribute their games as CDROMs/DVDROMs rather than online downloading. On the other hand, due to network latency, players may perceive discrepant status of some dynamic game objects. In this paper, we present a game-on-demand (GameOD) framework to distribute game content progressively in an on-demand manner. It allows critical contents to be available at the players' machines in a timely fashion. We present a simple distributed synchronization method to allow concurrent players to synchronize their perceived game status. Finally, we show some performance results of the proposed framework.

Citation

Li, F., Lau, R., & Kilis, D. (2004). GameOD: An Internet Based Game-On-Demand Framework. In R. Lau, & G. Baciu (Eds.), . https://doi.org/10.1145/1077534.1077559

Conference Name ACM Symposium on Virtual Reality Software and Technology VRST '04.
Conference Location Hong Kong
Start Date Nov 10, 2004
End Date Nov 12, 2004
Publication Date 2004-11
Deposit Date Jan 23, 2009
Publisher Association for Computing Machinery (ACM)
Pages 129-136
DOI https://doi.org/10.1145/1077534.1077559
Keywords Distributed synchronization, Distributed virtual environments, Multiplayer online games, On-demand replication.
Public URL https://durham-repository.worktribe.com/output/1161138
Additional Information Conference dates: 10-12 November, 2004.