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Bzflag research library
Bzflag research library








bzflag research library
  1. #Bzflag research library software
  2. #Bzflag research library license

The BZFlag source code is organized into a number of projects or sub sections, to try and keep the software somewhat modular. It is also used by a number of players to compile the software into its playable form.

#Bzflag research library license

Nation Institute of Standards and Technology, "NIST Net," URL.The source code to BZFlag is released as a collective work under the GNU Lesser General Public License and is freely available to anyone.īZFlag is primarily written in the C++ language, but does contain some modules written in Perl, PHP, and Python.ĭevelopers use the source code to modify and extend the features of the game.Paxson, "On Estimating End-to-End Network Path Properties," in Proc. Levine, "Cheat-Proof Playout for Centralized and Distributed Online Games," in Proc. Paul, "A Fair Message Exchange Framework for Distributed Multi-Player Games," in Proc. of 10th IEEE International Conference on Network Protocols (ICNP), Nov 2002. Paul, "Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games," in Proc. Wolf, "On the Impact of Delay on Real-Time Multiplayer Games," in Proc. Gautier, "A Distributed Architecture for Multiplayer Interactive Applications on the Internet," in IEEE Network Magazine, 1999, vol. Cheriton, "Exploiting Position History for Efficient Remote Rendering in Networked Virtual Reality," Presence: Teleoperators and Virtual Environments, vol. of the ACM Conference on Computer Supported Cooperative Work (CSCW'00), 2000, pp. Mauve, "Consistency in Replicated Continuous Interactive Media," in Proc. Diot, "Design and Evaluation of MiMaze, a Multiplayer Game on the Internet," in Proc. Rangarajan, "Accuracy in Dead-Reckoning based Distributed Multi-Player Games," Proceedings of ACM SIGCOMM 2004 Workshop on Network and System Support for Games (NetGames 2004), Aug. An additional property of the proposed algorithms is that they require less number of DRs to be exchanged (compared to the current implementation of BZflag) to achieve the same level of accuracy in game playing. We show through experiments that these algorithms provide fairness among players in spite of widely varying network delays. We have implemented both the scheduling algorithm and the budget based algorithm as part of BZFlag, a popular distributed multi-player game. To mitigate this effect, we propose a budget based algorithm that provides improved fairness without increasing the mean error thereby maintaining the accuracy of game playing. This algorithm makes the game very fair at the expense of increasing the overall mean error of all players. Then we develop an algorithm for scheduling the sending of dead-reckoning vectors at a sender that strives to make this error equal at different receivers over time. In this paper, we first introduce an "error" measure for estimating this inaccuracy. This leads to unfairness in game playing. But due to varying network delays between the sender and different receivers, the inaccuracy is different at different players as well. This inaccuracy would be tolerable if it is consistent among all players that is, at the same physical time, all players see inaccurate (with respect to the real position of the object) but the same position and trajectory for an object. The object is placed at the receiver at the position indicated by the dead-reckoning vector, but by that time, the real position could have changed considerably at the sender. In a distributed multi-player game that uses dead-reckoning vectors to exchange movement information among players, there is inaccuracy in rendering the objects at the receiver due to network delay between the sender and the receiver.










Bzflag research library