分布式碰撞检测协议

T. Chen, Clark Verbrugge
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引用次数: 5

摘要

多人游戏的可扩展性可以通过客户端处理游戏动作来提高。然而,在不可预测但重要的事件(如对象交互)的情况下,一致性成为一个问题。本文提出了一种新的运动锁定协议,用于分布式碰撞检测和解决。运动锁定协议通过给台站时间进行通信并就检测到的碰撞达成一致,提高了运动预测的性能。这减少了分布式对象状态和碰撞后轨迹的分歧。离线和在线模拟结果表明,动作锁定协议在定性和定量上提高了一致性,可以忽略网络影响,并且在玩家控制的响应性方面牺牲最小。我们的设计可以用来隐藏延迟和减少当前多人在线游戏的服务器负载,提高可扩展性和进一步的完全分布式设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A protocol for distributed collision detection
Scalability of multiplayer games can be improved by client-side processing of game actions. Consistency becomes a concern, however, in the case of unpredictable but important events such as object interactions. We propose here a new motion-lock protocol for distributed collision detection and resolution. The motion-lock protocol improves performance of motion prediction by giving stations time to communicate and agree on the detected collisions. This reduces the divergence of distributed object states and post-collision trajectories. Offline and online simulation results show the motion-lock protocol results in qualitative and quantitative improvements to consistency, with negligible network impact and a minimal sacrifice in the responsiveness of player controls. Our design can be used to hide latency and reduce server load in current multiplayer online games, improving scalability and furthering fully distributed designs.
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