Return to search

An analysis of continuous consistency models in real time peer-to-peer fighting games

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.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hkr-19404
Date January 2019
CreatorsHuynh, Martin, Valarino, Fernando
PublisherHögskolan Kristianstad, Fakulteten för naturvetenskap, Högskolan Kristianstad, Fakulteten för naturvetenskap
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

Page generated in 0.0024 seconds