An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Towards modeling human arm movement in a CVE
Proceedings of the First International Conference on Immersive Telecommunications
A DR algorithm based on artificial potential field method
Multimedia Tools and Applications
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Online 3D games require efficient and fast user interaction support over network, and the networking support is usually implemented using network game engine. The network game engine should minimize the network delay and mitigate the network traffic congestion. To minimize the network traffic between game users, a client-based prediction (dead reckoning algorithm) is used. Each game entity uses the algorithm to estimates its own movement (also other entities' movement), and when the estimation error is over threshold, the entity sends the UPDATE (including position, velocity, etc) packet to other entities. As the estimation accuracy is increased, each entity can minimize the transmission of the UPDATE packet. To improve the prediction accuracy of dead reckoning algorithm, we propose the Kalman filter based dead reckoning approach. To show real demonstration, we use a popular network game (BZFlag), and improve the game optimized dead reckoning algorithm using Kalman filter. We improve the prediction accuracy and reduce the network traffic by 12 percents.