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CW
2005
IEEE

On a Serverless Networked Virtual Ball Game for Multi-Player

14 years 6 months ago
On a Serverless Networked Virtual Ball Game for Multi-Player
This paper studies the way to improve consistency of states in a ball-game typed Distributed Virtual Environment (DVE) with lag, in peer-to-peer (P2P) architecture. That is, we are studying how to reduce in real-time the difference of states between the participating terminals in a virtual ball game caused by transmission lag or update interval. We are also studying how to control shared objects in real-time in a server-less network architecture. Specifically, a priority field called Allocated Topographical Zone (AtoZ) is used in P2P for DVE. In a critical case, defined as inconsistent phenomena between the peers, caused by the network latency, a stricter ownership determination algorithm, called dead zone is introduced. Concession parameter is used to reduce the possibility of such a case. By using these protocols in combination, a robust and effective scheme is achieved for a virtual ball game and these protocols ware extended for multi-player game. As an example of the application,...
Yoshihiro Kawano, Tatsuhiro Yonekura
Added 24 Jun 2010
Updated 24 Jun 2010
Type Conference
Year 2005
Where CW
Authors Yoshihiro Kawano, Tatsuhiro Yonekura
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