A Real Time Network Game System Based on Retransmission of N-based Game Command History for Revising Packet Errors


The latency occurring from the load fluctuation in a real-time network games may be overcome by using an initial delay scheme on the client, and then play the game, it means that stability can be maintained, and the shortcomings of packet losses and errors on UDP communications are alleviated. In this paper, we suggest a retransmission algorithm using an N… (More)
DOI: 10.1109/SERA.2007.27

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