AU4804097A - Synchronization of events occurring over a network in the presence of latency - Google Patents
Synchronization of events occurring over a network in the presence of latencyInfo
- Publication number
- AU4804097A AU4804097A AU48040/97A AU4804097A AU4804097A AU 4804097 A AU4804097 A AU 4804097A AU 48040/97 A AU48040/97 A AU 48040/97A AU 4804097 A AU4804097 A AU 4804097A AU 4804097 A AU4804097 A AU 4804097A
- Authority
- AU
- Australia
- Prior art keywords
- latency
- synchronization
- network
- events occurring
- occurring over
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A63F13/12—
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F7/00—Methods or arrangements for processing data by operating upon the order or content of the data handled
- G06F7/60—Methods or arrangements for performing computations using a digital non-denominational number representation, i.e. number representation without radix; Computing devices using combinations of denominational and non-denominational quantity representations, e.g. using difunction pulse trains, STEELE computers, phase computers
- G06F7/605—Additive or subtractive mixing of two pulse rates into one
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/534—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US72782296A | 1996-09-30 | 1996-09-30 | |
US08727822 | 1996-09-30 | ||
PCT/US1997/017661 WO1998014886A1 (en) | 1996-09-30 | 1997-09-30 | Synchronization of events occurring over a network in the presence of latency |
Publications (1)
Publication Number | Publication Date |
---|---|
AU4804097A true AU4804097A (en) | 1998-04-24 |
Family
ID=24924215
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
AU48040/97A Abandoned AU4804097A (en) | 1996-09-30 | 1997-09-30 | Synchronization of events occurring over a network in the presence of latency |
Country Status (2)
Country | Link |
---|---|
AU (1) | AU4804097A (en) |
WO (1) | WO1998014886A1 (en) |
Families Citing this family (16)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6628287B1 (en) * | 2000-01-12 | 2003-09-30 | There, Inc. | Method and apparatus for consistent, responsive, and secure distributed simulation in a computer network environment |
AU3463200A (en) * | 2000-03-29 | 2001-10-08 | Joonsoo Youn | Santa character agent embodied on web on the basis of java/xml technology |
US6475090B2 (en) | 2001-03-29 | 2002-11-05 | Koninklijke Philips Electronics N.V. | Compensating for network latency in a multi-player game |
JP3412693B2 (en) * | 2001-06-28 | 2003-06-03 | 株式会社コナミコンピュータエンタテインメント大阪 | Network game progress control system, network game progress control method, and network game progress control program |
CA2363396A1 (en) * | 2001-11-21 | 2003-05-21 | Handshake Interactive Technologies Inc | Hard real time control center |
US7803054B1 (en) | 2004-03-31 | 2010-09-28 | Microsoft Corporation | Multi-vehicle cross-network coordination |
JP4626182B2 (en) * | 2004-05-14 | 2011-02-02 | 株式会社セガ | Battle game processing method, battle game system, program thereof, and storage medium |
WO2006076811A1 (en) | 2005-01-21 | 2006-07-27 | Handshake Vr Inc. | Haptic-visual scene development and deployment |
JP3957725B2 (en) | 2005-10-04 | 2007-08-15 | 任天堂株式会社 | Communication game program and communication game system |
US8348763B2 (en) * | 2006-07-31 | 2013-01-08 | Cork Group Trading Ltd. | Method for implementing a live dealer game |
US7627632B2 (en) | 2006-11-13 | 2009-12-01 | Microsoft Corporation | Reducing bandwidth requirements for peer-to-peer gaming based on importance of remote objects to a local player |
FR2922463B1 (en) * | 2007-10-19 | 2010-03-26 | F4 | ONLINE COMPUTER GAME SYSTEM WITH LATENCY MANAGEMENT |
JP5745204B2 (en) * | 2008-07-28 | 2015-07-08 | 株式会社バンダイナムコエンターテインメント | Program, information storage medium and game machine |
US9674267B2 (en) * | 2013-01-29 | 2017-06-06 | Sony Interactive Entertainment America, LLC | Methods and apparatus for hiding latency in network multiplayer games |
JP6292707B2 (en) * | 2013-10-22 | 2018-03-14 | 任天堂株式会社 | Information processing system, information processing apparatus, information processing program, and information processing method |
TWI620438B (en) * | 2015-08-12 | 2018-04-01 | 財團法人資訊工業策進會 | Method, device for calibrating interactive time in a live program and a computer-readable storage device |
Family Cites Families (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4572509A (en) * | 1982-09-30 | 1986-02-25 | Sitrick David H | Video game network |
US5193151A (en) * | 1989-08-30 | 1993-03-09 | Digital Equipment Corporation | Delay-based congestion avoidance in computer networks |
US5350176A (en) * | 1991-05-31 | 1994-09-27 | Peter Hochstein | Video game |
US5377350A (en) * | 1993-04-30 | 1994-12-27 | International Business Machines Corporation | System for cooperative communication between local object managers to provide verification for the performance of remote calls by object messages |
US5636209A (en) * | 1994-05-05 | 1997-06-03 | Perlman; Stephen G. | Modem to support multiple site call conferenced data communications |
US5641319A (en) * | 1994-08-10 | 1997-06-24 | Lodgenet Entertainment Corporation | Entertainment system for providing interactive video game responses to the game interrogations to the video game engines without being processed by the host computer |
-
1997
- 1997-09-30 WO PCT/US1997/017661 patent/WO1998014886A1/en active Application Filing
- 1997-09-30 AU AU48040/97A patent/AU4804097A/en not_active Abandoned
Also Published As
Publication number | Publication date |
---|---|
WO1998014886A1 (en) | 1998-04-09 |
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