17.4. Conclusion
Although a full discussion of concurrency issues in game play or online transactions such as auctions is beyond the scope of this book, I hope this chapter has introduced you to many of the issues involved. For further study, see the following resources:
Dead Reckoning: Latency Hiding for Networked Games by Jesse Aronson:
http://www. gamasutra .com/features/19970919/aronson_01.htm
Encapsulating Network Latency Compensators in VRML by Benjamin G. Worthington and David J. Roberts:
http://www.isrg.reading.ac.uk/common/ publications /00347.pdf
David Mills' Network Time Synchronization Project:
http://www.eecis.udel.edu/~mills/ntp.html
See also the Network and Multiplayer sections in the Game Programming Gems series of books ( numbers 3 through 5) from Charles River Media.
The next and final chapter discusses an equally important topic in ensuring the fairness and integrity of any online application, security.