Hesam Rahimi, S. Ratti, Ali Asghar Nazari Shirehjini, S. Shirmohammadi
{"title":"非同步多人网络游戏:时间倒带的可行性","authors":"Hesam Rahimi, S. Ratti, Ali Asghar Nazari Shirehjini, S. Shirmohammadi","doi":"10.1109/NETGAMES.2010.5679654","DOIUrl":null,"url":null,"abstract":"This paper presents the findings of latency testing on a game with time rewind player abilities, built on a proposed engine with the concept of unsynchronized networked game instances.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Unsynchronized multiplayer networked games: Feasibility with time rewind\",\"authors\":\"Hesam Rahimi, S. Ratti, Ali Asghar Nazari Shirehjini, S. Shirmohammadi\",\"doi\":\"10.1109/NETGAMES.2010.5679654\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents the findings of latency testing on a game with time rewind player abilities, built on a proposed engine with the concept of unsynchronized networked game instances.\",\"PeriodicalId\":339115,\"journal\":{\"name\":\"2010 9th Annual Workshop on Network and Systems Support for Games\",\"volume\":\"51 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-11-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 9th Annual Workshop on Network and Systems Support for Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/NETGAMES.2010.5679654\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 9th Annual Workshop on Network and Systems Support for Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NETGAMES.2010.5679654","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Unsynchronized multiplayer networked games: Feasibility with time rewind
This paper presents the findings of latency testing on a game with time rewind player abilities, built on a proposed engine with the concept of unsynchronized networked game instances.