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real-time 3dVertigo PC Plan   
  

Networking  

Language: C++  

Libraries: DirectPlay  

Algorithms: Data Compression, Position Interpolation  

Priority: High  

Requisite Components:   

Platform Dependent: Yes  

Data Structures: controllerInput, networkPacket  

Description: Vertigo allows multiple players to join the same virtual space via networking, Internet or direct modem connection. One player must first establish a session by issuing the command to ‘Host a Network Game.’ Once this is done, up to fifteen other players (PC constraint) may join that session by selecting the name of the game in play. This allows for multiple multiple-player games running concurrently over the same network.  

The three different protocols allow players to connect across a Novell network, a Microsoft network, or via a direct modem connection. On a Novell network, the IPX protocol allows players to connect locally. Using Kali or similar software, the IPX protocol allows players to connect across the internet. On a Microsoft Lan, the TCP protocol allows players to connect locally or to connect remotely via a WAN bridge or the internet. The direct modem connection option allows players to play head-to-head via modem.   

Network play is accomplished by sending game events over the network. For instance, if a player gets a goal which opens a door, the event for the door opening is sent to the other network players, rather than a continuous update of the doors position. For characters in the game, events will be sent when velocity or direction of the player change. In addition, synchronization packets will be sent periodically during testing to ensure the consistency of the worlds. Inconsistent worlds are an indicator of a bug in the network protocol or in the world physics and must be addressed by the development team immediately.   

For player characters and non-player characters alike, the current animation frame must be transmitted and, in the case of wild moves like crashing, some means must be used to transfer the individual limb velocity and orientation information. In the worst case, crashes must be simplified in network play.