Font Size: a A A

Research And Design Of The Virtual Tank Battle In An Online Game

Posted on:2009-07-06Degree:MasterType:Thesis
Country:ChinaCandidate:J Z LiFull Text:PDF
GTID:2178360272976597Subject:Software engineering
Abstract/Summary:PDF Full Text Request
At present, 3D games have already become the mainstream in the domestic market of online games, but domestic products are basically the RPG-type games. Such games usually do not request much of the virtual nature to the system. But in overseas, the leading online games products are basically the type of virtual 3D games. Based on the overall design concept of system and full analysis of the functional requirements, this article takes the design and research of a virtual 3D FPS tank battle online game product as a goal, discusses the structure of the product on basis of the NEL and ODE engine, as well as researches the most difficult points in physical modeling, server division, network synchronization and other virtual technologies, finally completes the entire product.In addition, not only in the game industry there is a demand for virtual systems, in many virtual simulation environment are also necessary to use simulation technology. At present, the simulation technology has been refined over the post biased, for expertise in the field, of course, is the need for in-depth simulation of the complex, but some of the entertainment industry or application, as appears to be sufficient to meet the system demand. Therefore, through World War II tanks on the immersive online game design and development to explore the use of game engine to quickly set up a virtual environment system, method and experience, and through online games such large-scale online games to broaden the support of immersive, the scope of the application system.According to the game's basic content and style settings, "Gangjia flood" should be a war immersive 3D online game. It needs the technology are manifold. For example: modeling and mathematical basis; three-dimensional graphics; two-dimensional technology; real-time rendering and interactive three-dimensional graphics rendering; communication technology; multi-player operation concurrency control; physical as well as collision detection and so on. To solve these problems, if entirely from the bottom to start, the complexity of the system will be very difficult to control, easily lead to a lot of time and human waste. In order to reduce system complexity, so as to achieve maximum results in the shortest possible time to make to the end, we decided to adopt a number of ready-made engines for the development of the game. Open source, free of charge, more reasonable and perfect engine architecture, engine multi-point support functions, successful application cases are request for the choice of engines. For these purpose, we find a lot of comparison of the game engine, the final selection of the NEL and the ODE engine for our game engine to do the bottom of the support.System C / S structure for the users can be seen as part of the client, the real key data in the server-side logic. Taking into account the huge number of internet players, the number of connections will be a massive, so using server-side server group to function, to spread the burden of the system. Use server-side tree structure, a data services center, any expansion of the theater, the theater can join at any time. Each combat operation in the region of room service can be expanded to join or cancel at any time. Theater Center, the cache data on the role of the players only when players come off the assembly line to the data center players to submit the data to change to reduce the operating frequency of the database. NEL in the framework of server-side engine on the server prototype can only focus on the server data stream management logic, without management of the bottom of the other details. As a result of a data service center, the player can be in every war in the region to switch rather than as other online games as being limited to a big game in the region, that is a greatly facilitate to the players.In the summary of the system design, 3D scenes module provides the main interface. On this basis, we need to be further detailed design of the module function to achieve. Here the main outlines of the project development process of 3D scenes shown in part. As the function of a considerable part of the contents of the needs of client and server-side together, so this article in the fifth chapter in the same time, the design of C / S on both sides of the functions division. First, the 3D model load data, achieve the feature C-Game Object Load Data interface. In this interface, it is necessary to load the art of making 3D model data, animation data, such as skin texture, and these data into the game engine, to create a rendering of the entity, and will require collision detection data into 3D model for the physical model and geometric model, in order to prepare for collision detection. In order to prevent the revised configuration data caused by changes in the content of the game, on the basis of these data profiles are stored on the server side the configuration data in the table, and examples of objects created when sent to the client. Server-side data with the load of deal with the client is not the same as the need to be dealt with separately.In response to the user input in dealing with Class C Client Input Listener in the package. NEL engine interface I-Event Listener derivative, to deal with the NEL engine package over the windows to filter information.The physical world simulation in the main server deals with it in the main polling cycle through Sys Update (delta Time) to deal with the interface.Room end of the game will be played up the main location of the object model, server-side point of view in accordance with the updated results of the operation, and every time frame set out, there are subtle changes in the rendering of the screen.All server-sides to the second client broadcasting all ten of the vehicle location and information point of view. Client information received, these values were interpolated into a different simulator to simulate. A total of simulators used in the interpolation of the four, the location of the chassis, chassis point of view, the turret relative to the chassis point of view, artillery and the relative point of view of the turret. In the client interface to deal with the physical simulation, but all interpolation simulators are out of the current interpolation, and set it to the client's rendering engine and physics engine.The characteristic of this system lies in the use of a large class of people online RPG game engine NEL to the development of FPS game, with the ODE physical engine technology and the modeling design of Tanks, these ideas can both meet the needs of virtual nature and also reduce the system's operand as far as possible. The design of virtual trajectory is also used the similar principles, each of the shells is carried out simulation as a separate entity. Compare to other FPS games of using simple light collision ballistic detection, this product is much closer to the truth.
Keywords/Search Tags:3D, Online Games, Systems Analysis, NEL, ODE, Tank, Virtual
PDF Full Text Request
Related items