Computer Science Technical Reports
CS at VT

Internet Based Real-Time Multiuser Simulation: Ppong!

Begole, James "Bo" and Shaffer, Clifford (1997) Internet Based Real-Time Multiuser Simulation: Ppong!. Technical Report ncstrl.vatech_cs//TR-97-01, Computer Science, Virginia Polytechnic Institute and State University.

Full text available as:
Postscript - Requires a viewer, such as GhostView
TR-97-01.ps (335037)

Abstract

There is a growing demand for real-time collaborative applications through the World Wide Web. New techniques are required for real-time applications to perform well in the face of changing network conditions that often include long delays. We present some of the key issues for implementors of real-time web-based applications, including choices on centralized versus distributed control, two versus multiuser considerations, synchronous versus asynchronous message protocols, and simulation divergence. We present an implementation for a web-based version of the classic Pong game, called Ppong!. Ppong! was selected for implementation since it strips to its essentials many components of real-time collaborative simulation. A key feature of Ppong! is implementation of a heuristic for "retarding" a user's view of the simulation to accommodate network delays.

Item Type:Departmental Technical Report
Subjects:Computer Science > Historical Collection(Till Dec 2001)
ID Code:458
Deposited By:User autouser
Deposited On:05 December 2001
Alternative Locations: URL:ftp://ei.cs.vt.edu/pub/TechnicalReports/1997/TR-97-01.ps.gz, URL:http://historical.ncstrl.org/tr/ps/vatech_cs/TR-97-01.ps