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Frame Rate Control in Distributed Game Engine

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Book cover Entertainment Computing - ICEC 2005 (ICEC 2005)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3711))

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Abstract

Time management (or frame rate control) is the backbone system that feedbacks on a number of game engine modules to provide physically correct, interactive, stable and consistent graphics output. This paper discusses time related issues in game engines and proposes a unified time management (or more specifically frame rate control) architecture, which can be easily applied to existing game engines. The frame rate system has been used in our own distributed game engine and may also find applications in other multimedia simulation systems.

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© 2005 IFIP International Federation for Information Processing

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Li, X., He, Q. (2005). Frame Rate Control in Distributed Game Engine. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds) Entertainment Computing - ICEC 2005. ICEC 2005. Lecture Notes in Computer Science, vol 3711. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11558651_8

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  • DOI: https://doi.org/10.1007/11558651_8

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-29034-6

  • Online ISBN: 978-3-540-32054-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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