Giuseppe REINA - PhD student - RS department Digital Security
Date: November 29th 2011 Location: Eurecom - Eurecom
This talk will give the basis of the current architectures used in game engines for multiplayer online gaming. Given the vastness of the topic, the presentation will be given as a technical talk on the state-of-the-art techniques for centralized games, focusing on First-Person Shooter (FPS) games. We explore the FPS game engines focusing on the networking communication protocols and techniques used to give the players the illusion of smooth rendered and consistent game. After a brief introduction on the main components of a game engine, we will present the mechanisms adopted to mask and compensate the inconsistencies introduced by latency in the network communication.