A Hybrid Prediction Schemes for Networked RPG
نویسندگان
چکیده
A major problem of network-based multiplayer games is caused by the network transmission delay. This delay leads to inconsistency and other problems. Dead reckoning is often used to reduce the effects of network induced delays and losses by applying prediction means. The quality of the prediction and, hence, the consistency of the distributed game, depends on the difference between the real and the predicted position of some objects. In this paper we discuss prediction methods for games and study their usefulness in regard to different game types. Using implementations, the methods are evaluated experimentally. In this paper, we have described our hybrid method for predicting movement using a mousebased input device. We have introduced the method and described how to determine all the relevant parameters. We have also discussed how we may integrate the prediction method into the sample game that we have developed. Finally, we demonstrate the effectiveness of the proposed method as compared with some of the well-known motion prediction methods.
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