1 / 8

Cooperative Gaming between Mobile and Immobile Computing Platforms

Cooperative Gaming between Mobile and Immobile Computing Platforms. Mark A. Lowton m.lowton@lancaster.ac.uk. System Diagram. Network infrastructure. (Central Server). (802.11b Wireless LAN Router). Fast Ethernet. (GPRS Router). TCP/IP vs. UDP/IP. Preliminary Investigation. *.

cade
Download Presentation

Cooperative Gaming between Mobile and Immobile Computing Platforms

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Cooperative Gaming between Mobile and Immobile Computing Platforms Mark A. Lowton m.lowton@lancaster.ac.uk

  2. System Diagram Network infrastructure (Central Server) (802.11b Wireless LAN Router) Fast Ethernet (GPRS Router)

  3. TCP/IP vs. UDP/IP Preliminary Investigation * Average for 1 packet of 10,000 over 21 hops When 10,000 packets are sent concurrently * No data packets were harmed during the making of this presentation!

  4. Simple Game Application Preliminary Investigation • Players register presence with server • A server application waits for a specified number of players to register with it before the game commences • Players update the server with their position and direction they’re facing on each key press • Server broadcasts updates to all otherplayers • No limit on number of players, but cannotjoin a game once it has begun

  5. Java Chat Applet Preliminary Investigation • Chatters still register presence with server • No limit on number of chatters • Server application receives message from chatter and broadcasts it to all connected clients • Chatters can join the chat midway though a conversation and leave without any impact on other chatters

  6. Classic phone game “Snake” Eat the dots, not yourself! PC Games vs. Mobile Games Human Computer Interaction • Many network games don’t allow players to jump in “mid-melee” • Mobile players, who may just want to play spontaneously for just a short while, probably won’t want to wait before they can play • Unlike online games, chat rooms will allow anyone to join at any point • With the game constantly running on a server, any player can instantly play • Players on mobile platforms will be able to join the game instantly and have a quick game. Fixed platform users can play for longer. Contemporary PC game “FarCry” A far-cry from Snake!

  7. Graphics on Mobile Devices Impossible Mission? Develant’s GAPI-Draw Fathammer’s X-FORGE2

  8. Project Development Lifecycle of a Student… • Utilise summer vacation to complete preliminary investigations, concentrating mainly on developing 3D graphics testers for Windows Mobile devices and PC platforms. Probably develop aspects of project at this time also. • From findings over summer vacation, a more informed decision over what programming language(s) is/are to be used to build the system can be made • Employ rapid evolutionary development to build project and allow for constant re-evaluation of requirements specification to give an improved augmented final product

More Related