Proceedings. IEEE International Conference on Multimedia Computing and Systems (Cat. No.98TB100241)
DOI: 10.1109/mmcs.1998.693647
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Design and evaluation of MiMaze a multi-player game on the Internet

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Cited by 95 publications
(73 citation statements)
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“…Due to this increase, networked-server architectures seem not to properly scale with the number of clients, particularly for the case of MMOGs [1], due to the high degree of interactivity shown by these applications. As a result, Peer-to-Peer architectures have been proposed for massively multi-player online games [20,18,10]. Nevertheless, P2P architectures must still efficiently solve the awareness problem.…”
Section: Computer Architectures For Dvesmentioning
confidence: 99%
“…Due to this increase, networked-server architectures seem not to properly scale with the number of clients, particularly for the case of MMOGs [1], due to the high degree of interactivity shown by these applications. As a result, Peer-to-Peer architectures have been proposed for massively multi-player online games [20,18,10]. Nevertheless, P2P architectures must still efficiently solve the awareness problem.…”
Section: Computer Architectures For Dvesmentioning
confidence: 99%
“…Recently some interest have been shown towards online gaming and multi-player computer games as reported in XPILOT [134], DEE [112], MIMAZE [76] and [23].…”
Section: Stage 1 : Distributed Virtual Environmentsmentioning
confidence: 99%
“…Most of the consistency issues for these applications [Gautier and Diot 1998;Honda et al 1995] concern the positions and orientations of objects in the virtual world. Since both position and orientation are pure numerical data, their consistency semantics can be captured by numerical error.…”
Section: Qos Admission Controlmentioning
confidence: 99%