CS4344 Lecture 5: Synchronization and Cheating in P2P Games

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

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

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