A map based dead reckoning protocol for updating location information just surrey dating

The owning simulation compares the dead reckoning values to the true state of the entity as controlled by the player.If the dead reckoning and true state values differ by an amount that exceeds the agreed-upon dead reckoning threshold, a new entity state PDU is sent out to update the other nodes on the net.Last, the entity state PDU contains an identifier that tells all other nodes on the net which dead reckoning algorithm to use for this entity.When other computers participating in the distributed simulation receive this PDU, they create local copies of the specified type of entity.The owner of an entity remembers the last time it put out an entity state PDU and also runs the dead reckoning algorithm based on that PDU.Thus, it has a copy of what all the other nodes on the network are seeing as well as the true, latest value.Dedicated networks are a viable solution to the problem, however it would be better if networked games operated in a fluid and responsive fashion in a standard Internet environment, where latencies are less predictable and generally larger.

Of course, simulation entities don't always move in a predictable fashion.

All nodes update their copies of the entity to reflect the new entity state PDU values, and dead reckoning begins again with the new data point. At time t0, a simulation of an aircraft, shown on the left, first puts out a PDU informing all the computers on the network of the aircraft's existence and location.

At this time, the position of the aircraft is synchronized at all computers on the network.

Without some sort of extrapolation algorithm, the single entity state PDU sent at start-up would cause the entity to appear remotely, but the remote entity would be static; it would only move as additional PDUs describing its updated parameters were sent out.

Thus, the motion of remote entities would seem choppy; they would stay still until the next PDU was received, and would jump to the location specified in the new PDU.

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From this point forward, all the computers on the network begin displaying the aircraft, and move it forward based on an agreed-upon algorithm. The owner of the aircraft, however, also moves the aircraft based on inputs from the user (for example, via a joystick). The player controlling the aircraft sees motion along the thick solid line, while all other players on the net see motion along the dashed line.

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