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Please use this identifier to cite or link to this item: http://dspace.cityu.edu.hk/handle/2031/355
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dc.contributor.authorLee, Hung Yanen_US
dc.date.accessioned2006-01-19T06:39:57Zen_US
dc.date.accessioned2007-05-14T07:53:20Z
dc.date.accessioned2017-09-19T08:49:19Z
dc.date.accessioned2019-02-12T06:43:52Z-
dc.date.available2006-01-19T06:39:57Zen_US
dc.date.available2007-05-14T07:53:20Z
dc.date.available2017-09-19T08:49:19Z
dc.date.available2019-02-12T06:43:52Z-
dc.date.issued2005en_US
dc.identifier.other2005itlhy993en_US
dc.identifier.urihttp://144.214.8.231/handle/2031/355-
dc.description.abstractThe Memory management module of the game engine, Online Mobile Engine (OnME), is used to perform model-based boundary checking. So that when a user is close to the edge of the virtual world (or a sub-part of a game), the memory module can perform automatic pre-fetching of the next virtual world or graphical model. This can reduce communication latency.en_US
dc.format.extent164 bytes
dc.format.mimetypetext/html
dc.language.isoen_US
dc.rightsThis work is protected by copyright. Reproduction or distribution of the work in any format is prohibited without written permission of the copyright owner.en_US
dc.rightsAccess is restricted to CityU users.en_US
dc.titlePrefetching approach for multi-player online game engine (Infoislive Corporation)en_US
dc.contributor.departmentDepartment of Computer Engineering and Information Technologyen_US
dc.description.supervisorDr. Lau Rynson W H. Assessor: Dr. Li Qingen_US
Appears in Collections:Computer Engineering & Information Technology - Undergraduate Final Year Projects 

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