DOI QR코드

DOI QR Code

An Efficient Method to Update Character Moving Directions for Massively Multi-player Online FPS Games

대규모 온라인 FPS 게임을 위한 효율적인 캐릭터 방향 갱신 기법

  • Lim, Jong-Min (Dept. of Game and Multimedia Engineering, Korea Polytechnic University) ;
  • Lee, Dong-Woo (Dept. of Game and Multimedia Engineering, Korea Polytechnic University) ;
  • Kim, Youngsik (Dept. of Game and Multimedia Engineering, Korea Polytechnic University)
  • 임종민 (한국산업기술대학교 게임공학과) ;
  • 이동우 (한국산업기술대학교 게임공학과) ;
  • 김영식 (한국산업기술대학교 게임공학과)
  • Received : 2014.08.07
  • Accepted : 2014.09.11
  • Published : 2014.10.20

Abstract

In the market of First Person Shooter (FPS) games, Massively Multi-player Online FPS games (MMOFPS) like 'PlanetSide 2' have been popular recently. Dead reckoning has been widely used in order to mitigate the network traffic overload for the game server with hundreds or thousands of people. This paper proposes the efficient analytical method to calculate the tolerable threshold angle of moving direction, which is one of the most important factors for character status updating when dead reckoning is used in MMOFPS games. The experimental results with game testers shows that the proposed method minimizes the position error for character moving and provides natural direction updates of characters.

최근 First Person Shooter (FPS) 게임 시장에서 '플래닛 사이드 2'를 비롯한 대규모 온라인 FPS (MMOFPS: Massively Multi-player Online FPS) 장르가 주목받고 있다. 수백 또는 수천명이 접속하는 게임 서버에서 네트워크 부하를 경감시키기 위해서 널리 사용되는 방법 중 하나는 데드레커닝이다. 본 논문에서는 MMOFPS 게임을 위한 데드레커닝 구현 시 주요 캐릭터 상태 갱신 변수 중 하나인 방향에 대하여 효율적으로 허용 임계각을 계산하는 수학적 방법을 제안한다. 제안하는 방법은 게임사용자들을 대상으로 하는 수행 실험을 통해 움직임 오차를 최소화하며 자유스러운 방향 갱신에 대한 효율성을 검증 하였다.

Keywords

References

  1. "Daum PlanetSide2, MMOFPS Myth", Internet News Herald Economics, 2014.7.7)
  2. "Massively multiplayer online game", wikipedia, http://www.wikipedia.org
  3. FireFall, http://www.firefall.co.kr
  4. Daum PlanetSide2, http://ps2.daum.net
  5. Sang-Jung Kim, "A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game," Journal of Korea Game Society, Vol. 9, No. 6, pp.45-56, 2009
  6. Ji-Hun Lee, "A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration -," Journal of Korea Game Society, Vol. 9, No. 6, pp.69-78, 2009
  7. Seong-Rak Kim, Nam-Kyun Yun, Yong-Wan Koo, "Design and Implementation of Dead Reckoning Algorithm for Network Game," Korea Information Processing Society Vol 7 No. 8, 2005.
  8. Kyung-Chul Kim, Online Game Server, EGO, pp141-158 , 2012.
  9. Eric Lengyel, "Believable Dead Reckoning for Networked Games," Game Engine Gems2 pp307-327, AK Peters, 2011.
  10. Kwang-Hyun Shim, Jong-sung Kim, "A Study On Performance Analysis and Improvement of Dead-Reckoning Algorithm in Networked Virtual Environment," Korea ETRI, 2001.
  11. Hyungsub Shim, Gyuhwan Oh, "Network Latency Compensation for Low Speed Projectile in First Person Shooting Game," Korea Society for Computer Game No15, 2008.12.
  12. Wladimir Palant, Carsten Griwodz, Pal Halvorsen, "Evaluating dead reckoning variations with a multi-player," University of Oslo, 2006