Internet Based Real-Time Multiuser Simulation: Ppong!

dc.contributor.authorBegole, James M.A.en
dc.contributor.authorShaffer, Clifford A.en
dc.contributor.departmentComputer Scienceen
dc.date.accessioned2013-06-19T14:37:10Zen
dc.date.available2013-06-19T14:37:10Zen
dc.date.issued1997-02-01en
dc.description.abstractThere is a growing demand for real-time collaborative applications through the World Wide Web. New techniques are required for real-time applications to perform well in the face of changing network conditions that often include long delays. We present some of the key issues for implementors of real-time web-based applications, including choices on centralized versus distributed control, two versus multiuser considerations, synchronous versus asynchronous message protocols, and simulation divergence. We present an implementation for a web-based version of the classic Pong game, called Ppong!. Ppong! was selected for implementation since it strips to its essentials many components of real-time collaborative simulation. A key feature of Ppong! is implementation of a heuristic for "retarding" a user's view of the simulation to accommodate network delays.en
dc.format.mimetypeapplication/postscripten
dc.identifierhttp://eprints.cs.vt.edu/archive/00000458/en
dc.identifier.sourceurlhttp://eprints.cs.vt.edu/archive/00000458/01/TR-97-01.psen
dc.identifier.trnumberTR-97-01en
dc.identifier.urihttp://hdl.handle.net/10919/19953en
dc.language.isoenen
dc.publisherDepartment of Computer Science, Virginia Polytechnic Institute & State Universityen
dc.relation.ispartofHistorical Collection(Till Dec 2001)en
dc.rightsIn Copyrighten
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/en
dc.titleInternet Based Real-Time Multiuser Simulation: Ppong!en
dc.typeTechnical reporten
dc.type.dcmitypeTexten

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