Li, F. and Lau, R. and Kilis, D. (2004) 'GameOD : an internet based game-on-demand framework.', ACM Symposium on Virtual Reality Software and Technology VRST '04. Hong Kong, 10-12 November 2004.
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.
Item Type: | Conference item (Paper) |
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Keywords: | Distributed synchronization, Distributed virtual environments, Multiplayer online games, On-demand replication. |
Full text: | Full text not available from this repository. |
Publisher Web site: | http://dx.doi.org/10.1145/1077534.1077559 |
Date accepted: | No date available |
Date deposited: | No date available |
Date of first online publication: | November 2004 |
Date first made open access: | No date available |
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