CS4344 Lecture 5: Synchronization and Cheating in P2P Games

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CS4344 Lecture 5: Synchronization and Cheating in P2P Games

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

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