Authors:
Yoshihiro Kawano
1
;
Masahiro Miyata
2
;
Dai Hanawa
3
and
Tatsuhiro Yonekura
2
Affiliations:
1
1Intec NetCore, Inc., Japan
;
2
Ibaraki University, Japan
;
3
Faculty of Science and Technology, Seikei University, Japan
Keyword(s):
Web game, Real-time, Ajax, Information extraction layer, Dead reckoning, Allocated Topographical Zone.
Related
Ontology
Subjects/Areas/Topics:
Accessibility Issues and Technology
;
Distributed and Parallel Applications
;
Internet Technology
;
System Integration
;
Web Information Systems and Technologies
;
Web Interfaces and Applications
;
Web Services and Web Engineering
Abstract:
Online games have rapidly gained popularity as network speed and computer performance has improved. Network latency remains a significant problem, though, in applications needing high interactivity, such as action games and real-time sports games. Such applications are called a Distributed Virtual Environment (DVE). In general, a
server-client architecture is used for a DVE. In this paper, we focus on the current Web system, the most widely used infrastructure of this type, and propose a strategy for designing real-time Web games. To date, no such design strategies have been explicitly established. In an earlier paper, we introduced two techniques, called Dead reckoning and Allocated Topographical Zone. Here, we explain how these can be used in real-time Web games to overcome the limitations of HTTP communication. As an example of such application, we have implemented a Web-based real-time avatar operation game. This implementation confirmed that our concept can be extended to vari
ous types of real-time Web application.
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