• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
CS4344 Lecture 5: Synchronization and Cheating in P2P Games
 

CS4344 Lecture 5: Synchronization and Cheating in P2P Games

on

  • 2,266 views

 

Statistics

Views

Total Views
2,266
Views on SlideShare
2,265
Embed Views
1

Actions

Likes
1
Downloads
0
Comments
0

1 Embed 1

http://www.slideshare.net 1

Accessibility

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

    CS4344 Lecture 5: Synchronization and Cheating in P2P Games CS4344 Lecture 5: Synchronization and Cheating in P2P Games Presentation Transcript

    • Point-to-Point Architecture 1
    • Point-to-Point Architecture Role of clients Notify clients Resolve conflicts Maintain states Simulate games 2
    • Latency Robustness Conflict/Cheating Consistency Accounting Scalability Complexity 3
    • Lower Latency No Single Point of Failure Low Infrastructure Cost 4
    • Collect Collect Game Simulate Game Simulate States States Render Render Wait Wait 5
    • 6