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Tackling online game development problems with a novel network scripting language
2008
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games - NetGames '08
We describe a novel scripting language for writing bandwidth-efficient online game logic. The language facilitates the development of deterministic, concurrent, distributed games, with assurances of consistency maintenance between clients and server. Our approach allows for increased simulation accuracy when compared to dead reckoning, and removes the need to write code to repair distributed state inconsistencies, or to explicitly transfer data over a network.
doi:10.1145/1517494.1517512
dblp:conf/netgames/RussellDS08
fatcat:qucfnyu5jbeb5cywdud6c4hfwi