Cloud-assisted rendering support for mobile online gaming (Part C)
Mobile online gaming has gained increasing popularity in recent years and has grown huge in market size. For mobile devices to have potentials for more and more complex and computation-demanding games and applications, one way is to shift heavy graphical rendering workloads from client-side to serve...
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Format: | Final Year Project |
Language: | English |
Published: |
2016
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Online Access: | http://hdl.handle.net/10356/66659 |
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Institution: | Nanyang Technological University |
Language: | English |
Summary: | Mobile online gaming has gained increasing popularity in recent years and has grown huge in market size. For mobile devices to have potentials for more and more complex and computation-demanding games and applications, one way is to shift heavy graphical rendering workloads from client-side to server-side.
Our cloud gaming system adapts a web-based client-server architecture. On the server side of the system, a game server runs the game/application and streams the rendered graphics to the client. The thin client receives and decodes the video stream; in the meantime, it captures user’s input via keyboard and mouse and send the control signals back to the server. This cloud gaming system consists of a great amount of work done by a group of researchers and students.
This project focuses on improving the client side of the system. During this project, the student has implemented a direction controller using HTML5 DeviceOrientation for mobile devices with flexible positioning and automatic sensitivity adjustment. Also, the student has improved its desktop client with video resolution control, volume control, and full-screen mode control. What’s more, the student has made the client to support game servers powered by both technologies, noVNC and GameAnywhere.
The future work of this project includes a single page web application design, and a better testing process, and a better overall project management. |
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