Distributed physics in virtual networking multiplayer game

Virtual Distributed Physics Network is a Physics Engine Network Communication between multiple nodes together through cloud and performance in real time physics interaction between each node’s objects within a virtual environment. Many users of Virtual Distributed Physics Networking aims to achieve...

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Main Author: Lim, Jonathan Jun Jie
Other Authors: Cai Wentong
Format: Final Year Project
Language:English
Published: 2017
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Online Access:http://hdl.handle.net/10356/70036
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-700362023-03-03T20:42:48Z Distributed physics in virtual networking multiplayer game Lim, Jonathan Jun Jie Cai Wentong School of Computer Science and Engineering DRNTU::Engineering::Computer science and engineering Virtual Distributed Physics Network is a Physics Engine Network Communication between multiple nodes together through cloud and performance in real time physics interaction between each node’s objects within a virtual environment. Many users of Virtual Distributed Physics Networking aims to achieve the realistic Physics phenomena reaction on realtime games, however, network update is expensive when there are multiple nodes interacting between objects in the environment which can cause a degradation of physics performance. Consistency is a key requirement of networked multiplayer computer games. Currently, these methods update an entity’s states based on measures of its spatial and temporal inconsistencies. In general, considering the inconsistencies associated with the entity’s interactions with other environmental objects, it can potentially lead to significant differences between what users see and experience. This research paper proposes a simple technique that requires no highlevel understanding of networking, yet, to achieve the physics aware consistency with reasonable latency for the future of Virtual Distributed Physics Network Gaming. In physics network, it will consist of TimeSpace Dead Reckoning technique, 3D optimization, Physics RigiBody and Network Architecture. The experiment showed that this technique will be able to improve consistency with realistic visual gameplay and reduced bandwidth usage. Thus, this technique is simple to understand, in comparison to other network optimizations that are available in current technology. Henceforth, the future of the work can be improved further with hybrid of algorithm techniques, with the TimeSpace Dead Reckoning, as part of it. Bachelor of Engineering (Computer Science) 2017-04-10T04:43:22Z 2017-04-10T04:43:22Z 2017 Final Year Project (FYP) http://hdl.handle.net/10356/70036 en Nanyang Technological University 43 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering::Computer science and engineering
spellingShingle DRNTU::Engineering::Computer science and engineering
Lim, Jonathan Jun Jie
Distributed physics in virtual networking multiplayer game
description Virtual Distributed Physics Network is a Physics Engine Network Communication between multiple nodes together through cloud and performance in real time physics interaction between each node’s objects within a virtual environment. Many users of Virtual Distributed Physics Networking aims to achieve the realistic Physics phenomena reaction on realtime games, however, network update is expensive when there are multiple nodes interacting between objects in the environment which can cause a degradation of physics performance. Consistency is a key requirement of networked multiplayer computer games. Currently, these methods update an entity’s states based on measures of its spatial and temporal inconsistencies. In general, considering the inconsistencies associated with the entity’s interactions with other environmental objects, it can potentially lead to significant differences between what users see and experience. This research paper proposes a simple technique that requires no highlevel understanding of networking, yet, to achieve the physics aware consistency with reasonable latency for the future of Virtual Distributed Physics Network Gaming. In physics network, it will consist of TimeSpace Dead Reckoning technique, 3D optimization, Physics RigiBody and Network Architecture. The experiment showed that this technique will be able to improve consistency with realistic visual gameplay and reduced bandwidth usage. Thus, this technique is simple to understand, in comparison to other network optimizations that are available in current technology. Henceforth, the future of the work can be improved further with hybrid of algorithm techniques, with the TimeSpace Dead Reckoning, as part of it.
author2 Cai Wentong
author_facet Cai Wentong
Lim, Jonathan Jun Jie
format Final Year Project
author Lim, Jonathan Jun Jie
author_sort Lim, Jonathan Jun Jie
title Distributed physics in virtual networking multiplayer game
title_short Distributed physics in virtual networking multiplayer game
title_full Distributed physics in virtual networking multiplayer game
title_fullStr Distributed physics in virtual networking multiplayer game
title_full_unstemmed Distributed physics in virtual networking multiplayer game
title_sort distributed physics in virtual networking multiplayer game
publishDate 2017
url http://hdl.handle.net/10356/70036
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