Gamasutra - Features - "Dead Reckoning Latency Hiding for Networked Games" 09.19.00

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Gamasutra - Features - "Dead Reckoning Latency Hiding for Networked Games" 09.19.00

From a gamers' website, a good explanation of how dead reckoning is used in DIS-networked simulation to allow entities to track each other's position, attitude, and appearance, without overwhelming the network or encountering latency problems.

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This page contains a single entry by Michael Bates published on January 15, 2009 1:42 PM.

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