Rawrlocks – A Fast-Paced Peer-to-Peer Game
Translated title
Rawrlocks - Et tempofyldt peer-to-peer spil
Authors
Hansen, Janus ; Rosenbeck, Martin Breum ; Jensen, Rune Kristian
Term
4. term
Education
Publication year
2011
Abstract
Real-time multiplayer action games demand very fast communication. The common approach is a central server, though some games appoint one player as server; a full peer-to-peer design is another option but has seen little commercial success. This project examines whether a peer-to-peer architecture is feasible for a fast-paced real-time action game. We built a simple game, Rawrlocks, to evaluate such an architecture. To keep the game state consistent, we split the challenge in two: (1) shared variables must only be modifiable by one player at a time, addressed with a synchronization service; and (2) events should execute simultaneously across peers, handled by delaying all events by an equal time. Our testing shows that variables managed by the synchronization service are only modified by one peer at any time, and that most events execute on both peers within 3 ms as long as network latency does not exceed the delay buffer. These results indicate that a peer-to-peer solution may be viable under suitable latency conditions.
Realtids-multiplayer-actionspil kræver meget hurtig kommunikation. Den gængse løsning er en central server, men alternativer som at udpege en spiller som server eller et rent peer-to-peer-design findes. I dette projekt undersøger vi, om en peer-to-peer-arkitektur er egnet til et actionspil i højt tempo. Vi udvikler det enkle spil Rawrlocks og bruger det til at evaluere arkitekturen. For at holde spiltilstanden konsistent deler vi problemet i to: (1) fælles variabler må kun kunne ændres af én spiller ad gangen, hvilket vi løser med en synkroniseringstjeneste, og (2) hændelser skal ske samtidigt på alle peers, hvilket vi håndterer ved at forsinke alle hændelser med samme tidsbuffer. I vores tests bliver variabler, som styres af synkroniseringstjenesten, kun ændret af én peer ad gangen, og de fleste hændelser udføres på begge peers inden for 3 ms, så længe netværkslatensen ikke overstiger forsinkelsesbufferen. Resultaterne peger på, at en peer-to-peer-løsning kan være mulig under passende latensforhold.
[This apstract has been generated with the help of AI directly from the project full text]
