We examine the process of creating asynchronous networked games by applying systematic transformations to their single-computer analogues, identify the need for such transformations, and propose a simple system of rules for them. In developing these rules, our primary concerns are comparing the flow of events in single-processor and networked games and examining the restrictions and limitations resulting from speed considerations. Although this paper only discusses games, the transformation rides may apply to any networked application with asynchronous data input and exchange.
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