Networked Games

Course Description

Networked virtual environments, distributed physics simulations, networked game architectures, network parameter effects on quality of experience, delay compensation mechanisms, scalability mechanisms, network protocols and traffic characteristics, basics of game engines.

Learning Outcomes

  1. Understand and explain the basic concepts of a digital networked game
  2. Understand and explain the architectures of networked game systems
  3. Explain and analyze and the effects of delay, delay variation, and packet loss in networked games
  4. Explain latency compensation mechanisms in networked games
  5. Explain scalability mechanisms and adaptations
  6. Analyze network traffic patterns and protocols

Forms of Teaching

Lectures

Theoretical lectures

Seminars and workshops

Group project of creating a networked video game

Partial e-learning

Presentation of laboratory and project results

Independent assignments

Preparations for lectures

Multimedia and the internet

Review of recorded video lectures, download of materials for laboratory exercises

Laboratory

Laboratory with practical assignments and report

Grading Method

Continuous Assessment Exam
Type Threshold Percent of Grade Threshold Percent of Grade
Laboratory Exercises 0 % 30 % 0 % 0 %
Class participation 0 % 5 % 0 % 10 %
Seminar/Project 0 % 10 % 0 % 20 %
Mid Term Exam: Written 0 % 25 % 0 %
Final Exam: Written 0 % 30 %
Exam: Written 0 % 30 %
Exam: Oral 25 %
Comment:

-

Week by Week Schedule

  1. Introduction to the course. Basics of video game theory. Types of multiplayer.
  2. Video game screen sharing.
  3. Concepts of networking
  4. Networked simulation
  5. No lecture
  6. Programming concepts of networked video games
  7. Network parameters and their impact on networked video games
  8. Midterm exam
  9. Midterm exam
  10. Video game architectures and mechanisms for hiding network latency I
  11. Video game architectures and mechanisms for hiding network latency II
  12. The netcode of gaming systems
  13. Mechanisms and adaptations to support scalability. Mechanisms for assessing player skill and creating matches.
  14. Traffic patterns and protocols
  15. Final exam

Study Programmes

University graduate
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Literature

Pandžić, Igor Sunday; Pejša, Tomislav; Matković, Krešimir; Benko, Hrvoje; Čereković, Aleksandra; Matijašević, Maja. (2011.), Virtualna okruženja: Interaktivna 3D grafika i njene primjene, Element, Zagreb
Sanjay Madhav (2015.), Multiplayer Game Programming: Architecting Networked Games, Addison-Wesley Professional

For students

General

ID 223695
  Winter semester
5 ECTS
L0 English Level
L1 e-Learning
30 Lectures
0 Seminar
0 Exercises
10 Laboratory exercises
0 Project laboratory

Grading System

90 Excellent
80 Very Good
65 Good
50 Sufficient