The goal of this study is to research the disparities in character positions between clients and server when playing an online game. The data needed was gathered by letting three players play a game made by me against each other, using extrapolation methods like the Kalman Filter on the characters’. During the play-through each client saved all characters positions together with the input made by the players. The clients logged the information every network update, in synch with the server. When the time came, all clients sent their information to the server, where it was collected, analyzed and compared with the information the server had registered. By calculating the difference in position of the server and clients characters, a disparity value could be extracted. This value is what was used to calculate a disparity value between the server characters and all clients’ counterparts. The same value is also what was used to answer the questions on how much impact the different extrapolation methods have on a game, as well as how big of an impact input made have on the delay of the game. An important part of the study was to make sure that the information gathered was collected at the same time on the clients and the server, as well as to be able to enable and disable parts of the methods. Therefore the whole game used in this dissertation was built focused on this study. All extrapolation methods are toggle-able and the information gathered is synched using time.windows.com.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:sh-27556 |
Date | January 2014 |
Creators | Carlsson, Robert |
Publisher | Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik |
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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