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Car racing through the streets of the web: a high-speed 3D game over a fast synchronization service

Published: 10 May 2005 Publication History

Abstract

The growth of the Internet brought a new age for game developers. New exciting, highly interactive Massively Multiplayer Online Games (MMOGs) may be now deployed on the Web, thanks to new scalable distributed solutions and amazing 3D graphics systems plugged directly into standard browsers. Along this line, taking advantage of a mirrored game server architecture, we developed a 3D car racing multiplayer game for use over the Web, freely inspired to Armagetron. Game servers are kept synchronized through the use of a fast synchronization scheme which is able to drop obsolete game events to uphold the playability degree while preserving the game state consistency. Preliminary results confirm that smart 3D spaces may be created over the Web where the magic of gaming is reproduced for the pleasure of a huge number of players. This result may be obtained only by converging highly accurate event synchronization technologies with 3D scene graph based rendering software.

References

[1]
Cacciaguerra S., Roccetti M., Roffilli M., Lomi A., "A Wireless Software Architecture for Fast 3D Rendering of Agent-Based Multimedia Simulations on Portable Devices", Proc. IEEE Consumer Communications and Networking Conf., 2004.
[2]
OpenSceneGraph Web Site: www.openscenegraph.org/, 2005.
[3]
Mauve M., Vogel J., Hilt V., Effelsberg W., "Local-lag and timewarp: Providing consistency for replicated continuous applications", IEEE Trans. on Multimedia, 6(1):47--7, 2004.
[4]
Palazzi C.E., Ferretti S., Cacciaguerra S., Roccetti M., "On Maintaining Interactivity in Event Delivery Synchronization for Mirrored Game Architectures", Proc. IEEE Int. Conf. on Networking Issues in Multimedia Entertainment, 2004.
[5]
Pantel L., Wolf L.C., "On the Impact of Delay on Real-Time Multiplayer Games", Proc. 12th Int. Workshop on Network and Operating Systems Support for Digital Audio and Video, 2002.
[6]
Armagetron: http://armagetron.sourceforge.net/, 2005

Cited By

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  • (2013)On efficient 3D data disseminationWireless Networks10.1007/s11276-013-0579-819:8(1901-1914)Online publication date: 1-Nov-2013
  • (2008)Intelligent Synchronization for Mirrored Game Servers: A Real Case StudyJournal of Advanced Computational Intelligence and Intelligent Informatics10.20965/jaciii.2008.p013212:2(132-141)Online publication date: 20-Mar-2008
  • (2007)An optimistic obsolescence-based approach to event synchronization for massively multiplayer online gamesInternational Journal of Computers and Applications10.1080/1206212X.2007.1144183029:1(33-43)Online publication date: 1-Jan-2007
  • Show More Cited By

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cover image ACM Conferences
WWW '05: Special interest tracks and posters of the 14th international conference on World Wide Web
May 2005
454 pages
ISBN:1595930515
DOI:10.1145/1062745
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 May 2005

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Author Tags

  1. MMOG
  2. scene graph
  3. synchronization

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Overall Acceptance Rate 1,899 of 8,196 submissions, 23%

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Cited By

View all
  • (2013)On efficient 3D data disseminationWireless Networks10.1007/s11276-013-0579-819:8(1901-1914)Online publication date: 1-Nov-2013
  • (2008)Intelligent Synchronization for Mirrored Game Servers: A Real Case StudyJournal of Advanced Computational Intelligence and Intelligent Informatics10.20965/jaciii.2008.p013212:2(132-141)Online publication date: 20-Mar-2008
  • (2007)An optimistic obsolescence-based approach to event synchronization for massively multiplayer online gamesInternational Journal of Computers and Applications10.1080/1206212X.2007.1144183029:1(33-43)Online publication date: 1-Jan-2007
  • (2006)A participatory framework to support inclusive multi-playing for gamers in disadvantaged conditionsProceedings of the 10th WSEAS international conference on Computers10.5555/1981848.1982022(949-954)Online publication date: 13-Jul-2006
  • (2005)Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online gamesProceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology10.1145/1178477.1178570(405-412)Online publication date: 15-Jun-2005

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