Abstract
Computer games played over the Internet have recently become an important class of distributed applications. In this paper we present a novel proxy server-network topology aiming at improved scalability of multiplayer games and low latency in client-server data transmission. We present a mechanism to efficiently synchronize the distributed state of a game based on the concept of eventual consistency. We analyse the benefits of our approach compared to commonly used client-server and peer-to-peer topologies, and present first experimental results.
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Müller, J., Fischer, S., Gorlatch, S., Mauve, M. (2004). A Proxy Server-Network for Real-Time Computer Games. In: Danelutto, M., Vanneschi, M., Laforenza, D. (eds) Euro-Par 2004 Parallel Processing. Euro-Par 2004. Lecture Notes in Computer Science, vol 3149. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-27866-5_79
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DOI: https://doi.org/10.1007/978-3-540-27866-5_79
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-22924-7
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