Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/39855
Title: GameOD : an internet based game-on-demand framework
Authors: Li, FWB
Lau, RWH
Kilis, D
Keywords: Distributed synchronization
Distributed virtual environments
Multiplayer online games
On-demand replication
Issue Date: 2004
Source: Proceedings of ACM VRST '2004, Hong Kong, 10-12 Nov. 2004, p. 129-136 How to cite?
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.
URI: http://hdl.handle.net/10397/39855
ISBN: 1-58113-907-1
DOI: 10.1145/1077534.1077559
Appears in Collections:Conference Paper

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