2004
DOI: 10.1109/tmm.2003.819751
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Local-Lag and Timewarp: Providing Consistency for Replicated Continuous Applications

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Cited by 205 publications
(193 citation statements)
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“…• Delayed input techniques such as bucket synchronization [4] and local lag [25] defer local actions to allow simultaneous execution by all clients. Programming local lag requires mechanisms for delaying inputs and for estimating message delivery time between the different nodes.…”
Section: Using Timelinesmentioning
confidence: 99%
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“…• Delayed input techniques such as bucket synchronization [4] and local lag [25] defer local actions to allow simultaneous execution by all clients. Programming local lag requires mechanisms for delaying inputs and for estimating message delivery time between the different nodes.…”
Section: Using Timelinesmentioning
confidence: 99%
“…Various algorithms have been developed that manipulate time to help synchronize players' actions. Notable among these is local lag [25]. The key idea behind local lag is to delay the execution of local commands long enough that the commands have time to propagate to all remote sites and can then be executed simultaneously at all locations.…”
Section: Example: Delayed Input Techniquesmentioning
confidence: 99%
“…Time Warp [10] is an optimistic synchronization algorithm that allows remote participants to execute their events without the guarantee of a causally consistent execution. Time Warp takes a snapshot of the state at the reception of a command and issues a rollback to an earlier state if a command older than the last executed command is received.…”
Section: Related Workmentioning
confidence: 99%
“…Apart from repairing inconsistencies, an approach called dead-reckoning [1] can be used to predict the future positions of objects in the game world for increasing the interactivity of the virtual environment and hiding the network latency. Additionally, the local lag [10] allows to delay the display of local command(s) so that update messages from remote players can arrive, thereby avoiding a causal disorder of messages. We have already proposed in [9] the idea of dynamically changing the parameters for dead-reckoning and local lag according to the network delays and the positions and speeds of the game's objects.…”
Section: Related Workmentioning
confidence: 99%
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