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EUROPAR
2004
Springer

A Proxy Server-Network for Real-Time Computer Games

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A Proxy Server-Network for Real-Time Computer Games
Abstract. 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.
Jens Müller 0004, Stefan Fischer, Sergei Gorl
Added 01 Jul 2010
Updated 01 Jul 2010
Type Conference
Year 2004
Where EUROPAR
Authors Jens Müller 0004, Stefan Fischer, Sergei Gorlatch, Martin Mauve
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