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Studienarbeit aus dem Jahr 2004 im Fachbereich Informatik - Internet, neue Technologien, Note: gut, Technische Universitat Carolo-Wilhelmina zu Braunschweig (Institut fur Betriebssysteme und Rechnerverbund), 29 Eintragungen im Literaturverzeichnis, Sprache: Deutsch, Anmerkungen: Diese Arbeit beschaftigt sich mit den zu erwartenden Problemen von Mehrbenutzer-Echtzeitspielen, im Speziellen First Person Shooter, in zukunftigen mobilen Ad-Hoc Netzen und deren Losungen., Abstract: This work takes a look at the problems of multiplayer games in special first person shooter in futuremobile ad-hoc networks and presents some solutions. At first different network architectures are examined regarding their suitability for mobile ad-hoc networks. After this the reasons of network delays were analyzed, which are the most critical point when playing over a communication channel. Techniques of current internet real-time games are presented for fight this and further problems. For illustration some concrete realizations from popular first person shooter games are explained. In the end the upcoming problems in mobile ad-hoc networks are described and conventional methods to solve them are presented.
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Studienarbeit aus dem Jahr 2004 im Fachbereich Informatik - Internet, neue Technologien, Note: gut, Technische Universitat Carolo-Wilhelmina zu Braunschweig (Institut fur Betriebssysteme und Rechnerverbund), 29 Eintragungen im Literaturverzeichnis, Sprache: Deutsch, Anmerkungen: Diese Arbeit beschaftigt sich mit den zu erwartenden Problemen von Mehrbenutzer-Echtzeitspielen, im Speziellen First Person Shooter, in zukunftigen mobilen Ad-Hoc Netzen und deren Losungen., Abstract: This work takes a look at the problems of multiplayer games in special first person shooter in futuremobile ad-hoc networks and presents some solutions. At first different network architectures are examined regarding their suitability for mobile ad-hoc networks. After this the reasons of network delays were analyzed, which are the most critical point when playing over a communication channel. Techniques of current internet real-time games are presented for fight this and further problems. For illustration some concrete realizations from popular first person shooter games are explained. In the end the upcoming problems in mobile ad-hoc networks are described and conventional methods to solve them are presented.