Centralized Server
  Architecture


                     1
states

Simulate            Collect Events
           events
 Game
                                     Game
  or         ...
What if a state changes continuously (i.e., is a
function of time) ?


  Player A


   Server


  Player B



            ...
Consider position updates of players. Players
send move command. Server replies with
positions periodically.


  Player A
...
Two issues:

1. Message overhead
2. Delay jitter



                      5
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 Lecture 3: Dead Reckoning and Local Perception Filter
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CS4344 Lecture 3: Dead Reckoning and Local Perception Filter

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

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