CS4344 Lecture 3: Dead Reckoning and Local Perception Filter

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    CS4344 Lecture 3: Dead Reckoning and Local Perception Filter - Presentation Transcript

    1. Centralized Server Architecture 1
    2. states Simulate Collect Events events Game Game or States Game Render States Wait 2
    3. What if a state changes continuously (i.e., is a function of time) ? Player A Server Player B 3
    4. Consider position updates of players. Players send move command. Server replies with positions periodically. Player A Server Player B 4
    5. Two issues: 1. Message overhead 2. Delay jitter 5

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