Internet Based Real-Time Multiuser Simulation: Ppong!
dc.contributor.author | Begole, James M.A. | en |
dc.contributor.author | Shaffer, Clifford A. | en |
dc.contributor.department | Computer Science | en |
dc.date.accessioned | 2013-06-19T14:37:10Z | en |
dc.date.available | 2013-06-19T14:37:10Z | en |
dc.date.issued | 1997-02-01 | en |
dc.description.abstract | There 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.mimetype | application/postscript | en |
dc.identifier | http://eprints.cs.vt.edu/archive/00000458/ | en |
dc.identifier.sourceurl | http://eprints.cs.vt.edu/archive/00000458/01/TR-97-01.ps | en |
dc.identifier.trnumber | TR-97-01 | en |
dc.identifier.uri | http://hdl.handle.net/10919/19953 | en |
dc.language.iso | en | en |
dc.publisher | Department of Computer Science, Virginia Polytechnic Institute & State University | en |
dc.relation.ispartof | Historical Collection(Till Dec 2001) | en |
dc.rights | In Copyright | en |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | en |
dc.title | Internet Based Real-Time Multiuser Simulation: Ppong! | en |
dc.type | Technical report | en |
dc.type.dcmitype | Text | en |
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