CSE 561 -- Computer Networks -- Spring 2000
TERM PROJECT
Quake: An Example Multi-User Network
Application -- Problems and Solutions in Distributed Interactive
Simulations
AUTHORS: Shawn Bonham, Daniel Grossman, William Portnoy, & Kenneth Tam
Abstract
Research efforts into the engineering of real-time, distributed,
virtual environments for use over the Internet have flourished since
DARPA's first steps in this direction fifteen years ago. The video
game "Quake" (from id Software), having been the first successful
game in this genre, has seen its interface and network usage
characteristics become something of a standard in the network
entertainment world. As Quake-like games which promise more detailed character
skins, richer environment textures, and "realer" physics are released
in rapid succession, such applications are quickly becoming the most
data-intensive, latency-abhorring, and generally
demanding distributed programs running on today's networks.
With this in mind, we have chosen the freely available "Quake I" and
"QuakeWorld" sources as the subjects for a series of experiments
to determine what transport and network layer strategies result in the
best game play for the user, and why. In modifying these sources, we have
attempted to define the term "acceptable gameplay" in networked first
person shooters, and obtained quantitative data capturing this
notion. Furthermore, we have quantitatively demonstrated that the
later QuakeWorld code exhibits, as predicted, better network
performance than the earlier Quake I code.
Keywords: Distributed Interactive Simulation, Real-Time,
Multi-User Internet Applications
Please download our paper
here: Quake.ps
References
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This page last updated: Tuesday, July 4, 2000.
E-mail the authors: Shawn
Bonham, Daniel
Grossman, Will
Portnoy, and Kenneth Tam.