This study analyses different methods of maintaining a consistent state between two peers in a real time fighting game played over a network. Current methods of state management are explored in a comprehensive literature review, which establishes a baseline knowledge and theoretical comparison of use cases for the two most common models: delay and rollback. These results were then further explored by a practical case study where a test fighting game was created in Unity3D that implemented both delay and rollback networking. Networking strategies were tested by a group of ten users under different simulated network conditions and their experiences were documented using a Likert-style questionnaire for each stage of testing. Based on user feedback it was found that the implemented rollback strategy provided an overall better user experience. Rollback was found to be more responsive and stable than the delay implementation as network latency was increased, suggesting that rollback is also more fault tolerant than delay.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hkr-19404 |
Date | January 2019 |
Creators | Huynh, Martin, Valarino, Fernando |
Publisher | Högskolan Kristianstad, Fakulteten för naturvetenskap, Högskolan Kristianstad, Fakulteten för naturvetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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