Burnout 3: Case Study (Outline) - PowerPoint PPT Presentation

About This Presentation
Title:

Burnout 3: Case Study (Outline)

Description:

Fast paced, twitch gaming. What does this mean? Racing. Cars must be in the right position, travelling at the right speed ... updating up to 254 cars at once ... – PowerPoint PPT presentation

Number of Views:86
Avg rating:3.0/5.0
Slides: 16
Provided by: landeskp
Category:
Tags: burnout | cars | case | fast | outline | study

less

Transcript and Presenter's Notes

Title: Burnout 3: Case Study (Outline)


1
Burnout 3 Case Study(Outline)
  • What is Burnout 3?
  • What does this mean?
  • How did we satisfy these constraints?
  • Racecars
  • Traffic system
  • Aggressive driving
  • What did we learn?

2
What is Burnout 3?
  • Racing
  • Aggressive driving
  • Crashing
  • Traffic
  • Fast paced, twitch gaming

3
What does this mean?
  • Racing
  • Cars must be in the right position, travelling at
    the right speed
  • Car movement should be as smooth and similar to
    offline as possible
  • Cars will only change speed/direction gradually
  • Aggressive driving
  • Cars really, really must be in the right
    position, travelling at the right speed
  • Important events must be the same on all consoles
    (slam/shunt/takedown)

4
What does this mean?
  • Crashing
  • Cars must be in the right position, travelling at
    the right speed
  • Cars must be able to change velocity sharply
  • Traffic
  • Traffic system must handle up to 254 cars without
    maxing out bandwidth (10kB/s)
  • Fast paced, twitch gaming
  • Client must be authoritative

5
Racecars
  • Client owns their own position
  • Your car doesnt jump or move unexpectedly
  • Open to cheating

6
Racecars version 0.1
  • Send matrix and velocity in update packet
  • Put the racecar where the packet says, when it
    arrives
  • Cars are seen in the past
  • Cars jump when latency varies (and it does!)
  • Simple and cheap (memory CPU)

7
Racecars version 0.5
  • Buffer message
  • Apply it when its time has come
  • Cars are smoother
  • Cars are even more in the past because
    buffering adds latency
  • If you dont apply packets you receive late you
    are artificially increasing packet loss too
  • Uses slightly more memory, but still cheap in
    terms of CPU
  • More complicated, and applying late messages
    makes it even more complicated

8
Racecars final version
  • When message arrives extrapolate position
    forwards in time
  • First attempt extrapolating position using
    velocity
  • Second attempt Lightweight version of physics
  • Cars are seen in the present
  • Not as smooth as version 0.5
  • Expensive in CPU

9
Traffic System
  • Size of traffic ID/position/orientation 10 bytes
  • Traffic system is updating up to 254 cars at once
  • So total packet size to send position and
    orientation of all traffic is 2540 bytes!
  • Traffic system must be deterministic

10
Traffic System
  • Based on lanes
  • Traffic cars follow a param along a lane
  • Traffic cars stop at traffic lights
  • Traffic cars change lane at certain points
    (splitters)
  • Divergence detection
  • In game replays helped lots!

11
Crashing traffic
  • If a car crashes you cant remove it from the
    traffic system
  • It becomes invisible, and ignored by physics
  • Traffic ownership
  • You detect that an unowned traffic car has
    crashed
  • You start sending out updates (you own it)
  • Other people apply your updates
  • Is possible for more than one player to own a
    traffic car
  • Cant afford to extrapolate, so run in the past
    (racecar version 0.5)
  • Change to past masked by smoke and particles!

12
Aggressive Driving
  • Send extra info in updates (slam/shunt/takedown)
  • Send multiple times in case of packet loss, but
    only for about half a second

13
Pickups
  • Similar to aggressive driving
  • Two players can get the same pickup

14
End of race
  • Send results packet
  • Race time
  • Fastest lap
  • Crash damage
  • Pickups
  • Susceptible to cheating

15
What we learnt
  • Plan to network from the outset
  • Traffic system
  • Try anything unknown in prototype
  • Racecars
  • Crashing traffic
  • Networking strategy is game-specific
  • Reassess if game design changes
  • Develop and test in real world conditions
Write a Comment
User Comments (0)
About PowerShow.com