Category Archives: Distributed systems

Replication in network games: Bandwidth (Part 4)

Last time, I finished up talking about latency issues for networked video games. Today I want to move onto the other major network resource, which is bandwidth. Compared to latency, bandwidth is much easier to discuss. This has been observed many … Continue reading

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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

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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

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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

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