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Internet-Echtzeitspiele für mobile Netzwerke

Student(visible for staff only)
SupervisorDr. Oliver Wellnitz
ProfessorProf. Dr.-Ing. Lars Wolf
ProjectGames
IBR GroupCM (Prof. Wolf)
TypeStudienarbeit
Statusfinished
Start2003-03-01

Mehrbenutzerspiele sind im Internet beliebt und weit verbreitet. Dies gilt insbesondere für die sogenannten First Person Shooter, die zur Kategorie der Echtzeitspiele gehören. Will man diese Onlinespiele nun in mobilen Multi-Hop Ad-Hoc Netzwerken einsetzen, können durch die Mobilität der Rechner und das Fehlen von Infrastruktur Probleme auftreten, die so im klassischen Internet nicht vorhanden sind.

Diese Studienarbeit soll anhand von quelloffenen Echtzeitspielen und Netzwerkmessungen die Protokolle heutiger Spiele systematisch untersuchen: Zunächst sollen die Anforderungen an ein Netzwerkprotokoll für Spiele beschrieben und Protokolle analysiert werden. Daran anschließend ist diese Analyse durch Verkehrsmessungen zu quantifizieren. Zusätzlich sollen heutige Probleme von Spielen im Internet und deren Fehlerbehandlungen mit den zu erwartenden zukünftigen Problemen von Spielen in mobilen Ad-Hoc Netzwerken verglichen werden. Eine abschließende Bewertung der betrachteten Spielprotokolle soll deren Eignung für mobile Ad-Hoc Netze überprüfen.

  1. Quake Source Code
  2. Heretic/Hexen source code
  3. Parsec und Parsec Netzwerk Architektur
  4. BZFlag
  5. Marathon: Aleph One
  6. QuakeForge
  7. Tristan Henderson, Latency and user behaviour on a multiplayer games server. Proceedings of NGC 2001, London, UK, pp1-13, November 2001
  8. Unreal networking architecture
  9. Special Interest Group 'NetGame'
  • Von Tobias Schröter bereitgestellte Informationen zur Arbeit

last changed 2021-07-05, 12:30 by Dr. Oliver Wellnitz

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