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Timelines: simplifying the programming of lag compensation for the next generation of networked games

机译:时间线:简化下一代网络游戏的滞后补偿编程

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Lag compensation algorithms used in networked games require programmers to manage the complexities of dealing with both time and shared state. This can make implementing lag compensation techniques challenging. The difficulties in expressing these algorithms limit experimentation with different algorithms and inhibit programmers from exploring the space of the algorithms and testing their effects. The solution is to have a programming model that is better able to deal with time. In this paper, we present such a programming model, timelines. Timelines dramatically reduce the time and effort required to implement lag compensation techniques by allowing for the explicit treatment of time. The timelines model has been implemented as part of the Janus toolkit.
机译:联网游戏中使用的滞后补偿算法要求程序员管理时间和共享状态的复杂性。这可能会使滞后补偿技术的实施具有挑战性。表达这些算法的困难限制了使用不同算法的实验,并限制了程序员探索算法的空间并测试其效果。解决方案是拥有一个能够更好地处理时间的编程模型。在本文中,我们介绍了这样的编程模型,时间表。时间线通过对时间进行明确处理,大大减少了实施滞后补偿技术所需的时间和精力。时间轴模型已作为Janus工具包的一部分实施。

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