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Frequent State Regeneration / Blind Broadcasts
Owner of each state transmits the current value asynchronously and unreliably at regular intervals.
Each host send its updated state frequently
No acknowledge packets are transmitted.
Clients cache the most recent update for each piece of the shared state.
Each host has its own cache to render the scene.
Hopefully, frequent state update compensate for lost packets.
No assumptions made on what information the other hosts have.
Asynchronous, unreliable blind broadcast is used
Usually the entire entity state is sent.
No acknowledgements
No assurances of delivery
No ordering of updates.
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See the "Links" link above to find out the sources of the proposed informations
Pascal Vuylsteker
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Last modified: 28/3/2005
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