License Agreement on scientific materials use.
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PROBLEM OF TIMING OF CLIENT-SERVER NETWORK VIDEO GAMES
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Dmitrii Nilovich Shaklin
National Research University of Electronic Technology
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Submitted:
January 15, 2016
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Abstract.
This article describes the problems identified in network video games. The author considers the logical problems occurring because the network bandwidth is limited and the time of packets passage from the server to the client is different. The paper also clarifies the system with the authoritarian server with one or several clients. The methods of solving the above mentioned problems are proposed including the method of prediction and some of its variations.
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Key words and phrases:
синхронизация по времени
клиент - сервер
видеоигры
Dead Reckoning
интерполяция
метод предсказания
лаго-компенсация
timing
client-server
video games
interpolation
method of prediction
lag compensation
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References:
- Карлов А. Player.IO. Интерполяция или удивительный мир обмана [Электронный ресурс]. URL: http://www.ant-karlov.ru/PlayerIO-interpolyatsiya-ili-udivitelniy-mir-obmana.html (дата обращения: 10.11.2015).
- Сетевое программирование в Source [Электронный ресурс]. URL: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking:ru (дата обращения: 15.11.2015).
- Fiedler G. What Every Programmer Needs to Know about Game Networking [Электронный ресурс]. URL: http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ (дата обращения: 17.11.2015).
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