A Real Time Network Game System Based on Retransmission Mechanism of Game Command History on Wire/Wireless Environments
Seong-Hoo Kim, Young-Do Kweon, Kyoo-Seok Park, Journal of Internet Computing and Services, Vol. 7, No. 6, pp. 143-156, Dec. 2006
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Keywords: Network Game, Synchronization, Mutiplayer, Real-time Game, Latency, Buffer, History Packet
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Cite this article
[APA Style]
Kim, S., Kweon, Y., & Park, K. (2006). A Real Time Network Game System Based on Retransmission Mechanism of Game Command History on Wire/Wireless Environments. Journal of Internet Computing and Services, 7(6), 143-156.
[IEEE Style]
S. Kim, Y. Kweon, K. Park, "A Real Time Network Game System Based on Retransmission Mechanism of Game Command History on Wire/Wireless Environments," Journal of Internet Computing and Services, vol. 7, no. 6, pp. 143-156, 2006.
[ACM Style]
Seong-Hoo Kim, Young-Do Kweon, and Kyoo-Seok Park. 2006. A Real Time Network Game System Based on Retransmission Mechanism of Game Command History on Wire/Wireless Environments. Journal of Internet Computing and Services, 7, 6, (2006), 143-156.