Skip to search form
Skip to main content
Skip to account menu
Semantic Scholar
Semantic Scholar's Logo
Search 225,190,744 papers from all fields of science
Search
Sign In
Create Free Account
Game client
A game client is a piece of software that connects to a game server. The server provides the connections and sends pages of information back to the…
Expand
Wikipedia
(opens in a new tab)
Create Alert
Alert
Related topics
Related topics
3 relations
Ace of Spades
Peer-to-peer
Broader (1)
Video game development
Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2016
2016
SuperStreamer: Enabling Progressive Content Streaming in a Game Engine
Yong Xue Eu
,
Jermyn Tanu
,
+4 authors
A. Bhojan
ACM Multimedia
2016
Corpus ID: 11029264
This technical demonstration presents the SuperStreamer project, which enables progressive game assets streaming to players while…
Expand
2015
2015
Prediction of online game performance degradation under network impairments
C.-Y. Chiang
,
A. Cichocki
,
S. Erramilli
,
K. McInerney
,
D. Shur
,
S. Loeb
Consumer Communications and Networking Conference
2015
Corpus ID: 7985516
It is known that network impairments cause degradation in the online playing experience. Awareness of this degradation can enable…
Expand
2012
2012
Evaluation of a development framework for a mobile gaming platform with financial transfers
R. Hable
,
E. Platzer
Proceedings of the 35th International Convention…
2012
Corpus ID: 6368013
Mobile gaming is a research field of growing interest due to increasing usage numbers and revenue rates. The increases are mostly…
Expand
Highly Cited
2011
Highly Cited
2011
Understanding the performance of thin-client gaming
Yu-Chun Chang
,
P. Tseng
,
Kuan-Ta Chen
,
C. Lei
IEEE International Workshop Technical Committee…
2011
Corpus ID: 670081
The thin-client model is considered a good fit for online gaming. As modern games normally require tremendous computing and…
Expand
2011
2011
System for servicing game streaming according to game client device and method
김경일
,
김성수
,
박창준
,
원종호
,
임충규
,
최병태
2011
Corpus ID: 145959764
PURPOSE: A game streaming service system and a method thereof are provided to process rendering about a user character in a user…
Expand
2008
2008
Over-estimation of game server RTT during FPS server discovery
G. Armitage
2008
Corpus ID: 755479
Online multiplayer first person shooter (FPS) games typically utilise a client-server architecture, and use a two-step process to…
Expand
Review
2007
Review
2007
A Flexible Client For Multiplayer On One Screen Entertainment System (MOOSES) : A Scripted Client Solution
Sverre Morka
2007
Corpus ID: 107423928
This master thesis presents an approach to make the MOOSES platform more flexible and dynamic. MOOSES is a platform that allows…
Expand
2006
2006
Measuring a Wolfenstein enemy territory master server’s response to game client queries
G. Armitage
,
C. Javier
,
S. Zander
2006
Corpus ID: 58198298
The game discovery process of many network games involves game clients querying one or more master servers who hold a list of all…
Expand
2006
2006
Post-game estimation of game client RTT and hop count distributions
G. Armitage
,
C. Javier
,
S. Zander
Network and System Support for Games
2006
Corpus ID: 14135438
In first person shooter (FPS) games the round trip time (RTT) between a client and server influences player decisions on which…
Expand
2004
2004
Theoretical and Experimental Application of Grid in Computer Games
Kristian Kjems
2004
Corpus ID: 60119868
This thesis examines how applicable grid services are as a foundation for a computer game server. The focus is primarily on…
Expand
By clicking accept or continuing to use the site, you agree to the terms outlined in our
Privacy Policy
(opens in a new tab)
,
Terms of Service
(opens in a new tab)
, and
Dataset License
(opens in a new tab)
ACCEPT & CONTINUE