摘要 |
A method of visually representing interaction between objects in computer game is implemented in any computers (61A, 61B) communicating over a network (3). The method compensates for delays experienced in network communications when one object (62) is controlled from one computer (61A) and another object is controlled from second computer (61B). Each computer system (61A, 61B) maintains the objects and a timeline for each object. A timeline represents state of the object thoughout time interval. The progression of one object (64) along its timeline is altered, based on detected network latency, such that the objects which are to interact simultaneously arrive at the interaction point on their respective timelines. Altering may include altering the rate at which the object progresses, pausing the object, or jumping the object from one point in time to another on its timeline. Such altering may be visible to the user, or it may be masked from the user using appropriate disguising visual effects.
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