• DocumentCode
    2336915
  • Title

    What + when = how: The timelines approach to consistency in networked games

  • Author

    Savery, Cheryl ; Graham, T. C Nicholas

  • Author_Institution
    Sch. of Comput., Queen´´s Univ., Kingston, ON, Canada
  • fYear
    2011
  • fDate
    6-7 Oct. 2011
  • Firstpage
    1
  • Lastpage
    2
  • Abstract
    Consistency maintenance techniques used in networked multiplayer games require a tradeoff between the degree of consistency and the responsiveness to player commands. The choice of which technique is most appropriate depends upon the specific game situation. However, all techniques share the need to deal with time as well as with game state data. This can make implementing consistency maintenance techniques difficult. The solution is to have a programming model that is better able to deal with time. In this paper, we present such a programming model, timelines. Timelines allow for the explicit treatment of time and have been implemented as part of the Janus toolkit.
  • Keywords
    computer games; computer network reliability; Janus toolkit; consistency maintenance techniques; networked games consistency; networked multiplayer games; programming model; timelines approach; Extrapolation; Games; Interpolation; Maintenance engineering; Object oriented modeling; Programming; Synchronization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Network and Systems Support for Games (NetGames), 2011 10th Annual Workshop on
  • Conference_Location
    Ottawa, ON
  • ISSN
    2156-8138
  • Print_ISBN
    978-1-4577-1932-5
  • Electronic_ISBN
    2156-8138
  • Type

    conf

  • DOI
    10.1109/NetGames.2011.6080990
  • Filename
    6080990