• Journal of Internet Computing and Services
    ISSN 2287 - 1136 (Online) / ISSN 1598 - 0170 (Print)
    https://jics.or.kr/

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
Full Text:
Keywords: Network Game, Synchronization, Mutiplayer, Real-time Game, Latency, Buffer, History Packet

Abstract

In this paper, we suggest a network game system that can support video game based on multi-platform for multi-user video game, Latency occurring from the load fluctuation in realtime network game is overcomed by using an initial delay buffering scheme on client, when a real-fire game is played, and shows that stable play for a game is achieved as the result of the scheme. Also, We suggest a retransmission algorithm based on the history of game commands, and this Algorithm supplement shortcomings for packet loss and pocket error on UDP communication.


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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.