5th ACIS International Conference on Software Engineering Research, Management & Applications (SERA 2007) A Real Time Network Game System Based on Retransmission of N-based Game Command History for Revising Packet Errors Haeundae Grand Hotel, Busan, South Korea August 20-August 22 ISBN: 0-7695-2867-8
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/SERA.2007.27
The latency occurring from the load fluctuation in a real-time network games may be overcome by using an initial delay scheme on the client, and then play the game, it means that stability can be maintained, and the shortcomings of packet losses and errors on UDP communications are alleviated. In this paper, we suggest a retransmission algorithm using an N-Based game command history that supports End-to-End protocol, and retransmits data without alteration of existing protocols, and also supports video games based on multi-platform in wired-wireless network environments, and it can possibly work under multi-user games. As demonstrated in the simulations, we confirm that the suggested system is more stable than existing systems.
Citation:
Seong-Hoo Kim, Bong-Joon Choi, Mi-Sook Jung, Kyoo-Seok Park, "A Real Time Network Game System Based on Retransmission of N-based Game Command History for Revising Packet Errors," sera, pp.917-923, 5th ACIS International Conference on Software Engineering Research, Management & Applications (SERA 2007), 2007 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||