DMO: January 2009 Archives

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 is a archive of entries in the DMO category from January 2009.

DMO: June 2008 is the previous archive.

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