Acknowledgements 327
network, or plain old latency, lag, and packet issues. Many times, there are mul-
tiple problems going on at once and they can come from unexpected places, such
as bad values coming from the physics engine or uninitialized variables. When
you get stuck, refer back to the tips in each section and avoid making assump-
tions about what is and is not working. Believable dead reckoning is tricky to
achieve, but the techniques in this gem will help make the process as easy as it
can be.
Acknowledgements
Special thanks to David Guthrie for all of his contributions.
References
[Aronson 1997] Jesse Aronson. “Dead Reckoning: Latency Hiding for Networked
Games.” Gamasutra, September 19, 1997. Available at http://www.gamasutra.
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[Cado 2007] Olivier Cado. “Propagation of Visual Entity Properties Under Bandwidth
Constraints.” Gamasutra, May 24, 2007. Available at http://www.gamasutra.com/
view/feature/1421/propagation_of_visual_entity_.php.
[Campbell 2006] Matt Campbell and Curtiss Murphy. “Exposing Actor Properties Using
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[Feidler 2009] Glenn Fiedler. “Drop in COOP for Open World Games.” Game Develop-
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[Hanson 2006] Andrew Hanson. Visualizing Quaternions. San Francisco: Morgan
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[Koster 2005] Raph Koster. A Theory of Fun for Game Design. Paraglyph Press, 2005.
[Lengyel 2004] Eric Lengyel. Mathematics for 3D Game Programming & Computer
Graphics, Second Edition. Hingham, MA: Charles River Media, 2004.
[Moyer and Speicher 2005] Dale Moyer and Dan Speicher. “A Road-Based Algorithm
for Dead Reckoning.” Interservice/Industry Training, Simulation, and Education
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[Sayood 2006] Khalid Sayood. Introduction to Data Compression, Third Edition. San
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328 18.BelievableDeadReckoningforNetworkedGames
[Van Verth and Bishop 2008] James Van Verth and Lars Bishop. Essential Mathematics
in Games and Interactive Applications: A Programmer’s Guide, Second Edition.
San Francisco: Morgan Kaufmann, 2008.
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