This paper studies a way to improve consistency of states in a ball game typed DVE with lag, in P2P architecture. We also study how to control shared objects in real-time in a ser...
: This paper outlines the basic spatial principles of level design in multi-player first-person shooters with special reference to Counterstrike, basing itself on experiment, analy...
This paper presents Treasure, an outdoor mobile multiplayer game inspired by Weiser’s notion of seams, gaps and breaks in different media. Playing Treasure involves movement in a...
Louise Barkhuus, Matthew Chalmers, Paul Tennent, M...
— Networked virtual environments (net-VEs) are the next wave of digital entertainment, with Massively Multiplayer Online Games (MMOs) a very popular instance. Current MMO archite...
Nitin Gupta 0003, Alan J. Demers, Johannes Gehrke,...
We present Ghost, a peer-to-peer game architecture that manages game consistency across a set of players with heterogeneous network resources. Ghost dynamically creates responsive...