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Monthly Archives: February 2014
Replication in networked games: Space/time consistency (Part 3)
Last time in this series, I talked about latency and consistency models. I wanted to say more about the last of these, local perception filtering, but ended up running way past the word count I was shooting for. So I … Continue reading
Posted in Distributed systems, Programming
6 Comments
Replication in networked games: Latency (Part 2)
The last post in this series surveyed replication in network games at a high level. In this article and the next, I want to go deeper into the issues surrounding replication. One of the most annoying aspects of online gaming is latency. … Continue reading
Posted in Distributed systems, Programming
5 Comments
Replication in networked games: Overview (Part 1)
It has been a while since I’ve written a post, mostly because I had to work on my thesis proposal for the last few months. Now that is done and I have a bit of breathing room I can write … Continue reading
Posted in Distributed systems, Programming
6 Comments