摘要
给出了适用于第一人称射击游戏中角色运动特征的位置外推算法.根据此类游戏角色运动方向多变、轨迹呈连续折线的特点,选取一阶外推方程和直线收敛算法用于位置推算与收敛,根据角色运动行为和距离来预测推算错误、调整收敛过程,减少游戏的网络通信量并提高推算精度.实验结果表明,该位置外推算法应用于第一人称射击游戏可以减小发送的状态更新数量和推算轨迹偏差.
A dead reckoning algorithm was presented which is suitable for first-person shooting games. Avatars' moving directions change frequently and their traces consist of continuous broken lines. According to the features, first order derivative polynomial and linear convergence algorithms were selected for position extrapolation and convergence respectively. Avatar's moving state was used to predict extrapolation error and adjust convergence procedure dynamically. Extrapolation policy was changed with the distance between avatar and its observer in order to reduce state update packets. Experiment results show that the position extrapolation algorithm can reduce state update packets and deviation of reckoning trace in first-person shooting game.
出处
《北京航空航天大学学报》
EI
CAS
CSCD
北大核心
2008年第9期1070-1075,1100,共7页
Journal of Beijing University of Aeronautics and Astronautics
基金
国家863计划资助项目(2006AA01Z331)
国家自然科学基金资助项目(60603084)
关键词
第一人称射击
位置预测
预测错误
动态收敛
first-person shooting
position extrapolation
error prediction
dynamic convergence