Proceedings of the IEEK Conference (대한전자공학회:학술대회논문집)
- 2003.07d
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- Pages.1697-1700
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- 2003
A Method for Reducing Delay in Networked Multi-User Games
머드형 게임의 구조 및 동기화 방법
Abstract
The multi-user online game is a typical example of networked graphic applications. Increasing the reality of such a game requires the minimization of problems due to the network delay. In this paper, we propose a game architecture that reduces the network delay needed for message transfer, and a method for synchronization of game states in clients . The proposed game architecture is region proxy-based, and it can require a less network delay than a conventional client-server style that is usually used in commercial games. In our synchronization method, messages are processed in a batch-mode style and the number of rollbacks needed for synchronization significantly decreases. Our experiment shows that our method provides better performance than previous TSS (Trailing State Synchronization).
Keywords