AU4929096A - Method and apparatus for minimizing the impact of network dlays - Google Patents
Method and apparatus for minimizing the impact of network dlaysInfo
- Publication number
- AU4929096A AU4929096A AU49290/96A AU4929096A AU4929096A AU 4929096 A AU4929096 A AU 4929096A AU 49290/96 A AU49290/96 A AU 49290/96A AU 4929096 A AU4929096 A AU 4929096A AU 4929096 A AU4929096 A AU 4929096A
- Authority
- AU
- Australia
- Prior art keywords
- dlays
- minimizing
- impact
- network
- network dlays
- 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
-
- A63F13/12—
-
- 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
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- 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
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- 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
- H04L67/10—Protocols in which an application is distributed across nodes in the network
-
- 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
- H04L67/50—Network services
- H04L67/60—Scheduling or organising the servicing of application requests, e.g. requests for application data transmissions using the analysis and optimisation of the required network resources
- H04L67/62—Establishing a time schedule for servicing the requests
-
- 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- 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
-
- 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
- A63F2300/643—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 by determining the impact between objects, e.g. collision detection
-
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
-
- 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
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L69/00—Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
- H04L69/30—Definitions, standards or architectural aspects of layered protocol stacks
- H04L69/32—Architecture of open systems interconnection [OSI] 7-layer type protocol stacks, e.g. the interfaces between the data link level and the physical level
- H04L69/322—Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions
- H04L69/329—Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions in the application layer [OSI layer 7]
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US39413695A | 1995-02-24 | 1995-02-24 | |
US394136 | 1995-02-24 | ||
PCT/US1996/002348 WO1996025989A2 (en) | 1995-02-24 | 1996-02-23 | Method and apparatus for minimizing the impact of network delays |
Publications (1)
Publication Number | Publication Date |
---|---|
AU4929096A true AU4929096A (en) | 1996-09-11 |
Family
ID=23557706
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
AU49290/96A Abandoned AU4929096A (en) | 1995-02-24 | 1996-02-23 | Method and apparatus for minimizing the impact of network dlays |
Country Status (2)
Country | Link |
---|---|
AU (1) | AU4929096A (en) |
WO (1) | WO1996025989A2 (en) |
Families Citing this family (20)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5890995A (en) * | 1993-02-02 | 1999-04-06 | Tectrix Fitness Equipment, Inc. | Interactive exercise apparatus |
US5785630A (en) * | 1993-02-02 | 1998-07-28 | Tectrix Fitness Equipment, Inc. | Interactive exercise apparatus |
US6025801A (en) * | 1996-10-01 | 2000-02-15 | Philips Electronics North America Corporation | Video game with local updates mitigates latency effects in wide area network |
JP2000502276A (en) * | 1996-10-01 | 2000-02-29 | フィリップス エレクトロニクス ネムローゼ フェンノートシャップ | Influence of Latency on Multiplayer Video Games Reduced by Agents |
PT920891E (en) * | 1997-12-02 | 2003-03-31 | Two Way Tv Ltd | PROCESS AND APPARATUS FOR INSERTING DATA |
US6356288B1 (en) * | 1997-12-22 | 2002-03-12 | U.S. Philips Corporation | Diversion agent uses cinematographic techniques to mask latency |
JP2001198363A (en) | 1999-09-14 | 2001-07-24 | Sega Corp | Data processing method |
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 |
AU2002213693A1 (en) * | 2000-11-01 | 2002-05-15 | Eyeball Networks Inc. | Method and apparatus for improving real time and/or interactive animation over acomputer network |
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 |
JP3442754B2 (en) * | 2001-08-10 | 2003-09-02 | 株式会社コナミコンピュータエンタテインメント東京 | Gun shooting game apparatus, computer control method and program |
JP2004275412A (en) * | 2003-03-14 | 2004-10-07 | Mitsumi Electric Co Ltd | Communication game system, communication system, communication equipment, and method for displaying communication state |
JP4861699B2 (en) * | 2005-06-29 | 2012-01-25 | 株式会社コナミデジタルエンタテインメント | NETWORK GAME SYSTEM, NETWORK GAME SYSTEM CONTROL METHOD, GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
JP4861706B2 (en) * | 2005-06-29 | 2012-01-25 | 株式会社コナミデジタルエンタテインメント | NETWORK GAME SYSTEM, NETWORK GAME SYSTEM CONTROL METHOD, GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
JP3979538B2 (en) * | 2005-12-16 | 2007-09-19 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME DEVICE CONTROL METHOD, PROGRAM, AND NETWORK GAME SYSTEM |
WO2008104221A1 (en) * | 2007-02-27 | 2008-09-04 | Telefonaktiebolaget Lm Ericsson (Publ) | Method and apparatus for use in multiplayer server-based gaming |
FR2922463B1 (en) * | 2007-10-19 | 2010-03-26 | F4 | ONLINE COMPUTER GAME SYSTEM WITH LATENCY MANAGEMENT |
JP6720023B2 (en) * | 2016-08-30 | 2020-07-08 | 株式会社 ディー・エヌ・エー | Communication game system, host terminal, game program, and method |
CN110266611B (en) * | 2019-07-08 | 2023-06-23 | 腾讯科技(上海)有限公司 | Method, device and system for processing buffered data |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE69116685T2 (en) * | 1991-06-12 | 1996-05-30 | Hewlett Packard Co | Checking a packet network |
SE9303440L (en) * | 1993-10-19 | 1995-04-20 | Telia Ab | Device for digital communication network |
AU1572995A (en) * | 1994-02-11 | 1995-08-29 | Newbridge Networks Corporation | Method of dynamically compensating for variable transmission delays in packet networks |
CA2181900A1 (en) * | 1994-03-29 | 1995-10-05 | Anthony J. Wasilewski | Method for preserving the original timebase of a program in a multiplexed communications system |
-
1996
- 1996-02-23 WO PCT/US1996/002348 patent/WO1996025989A2/en active Application Filing
- 1996-02-23 AU AU49290/96A patent/AU4929096A/en not_active Abandoned
Also Published As
Publication number | Publication date |
---|---|
WO1996025989A2 (en) | 1996-08-29 |
WO1996025989A3 (en) | 1996-09-26 |
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