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