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Study on the Development of Client and Server for the FPS game

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초록

This paper introduces the implementation of client and server for the FPS game which adopts the control element of the racing genre. Game playability is enhanced by combining the users interaction, shooting elements of FPS and the car control element of racing game. User’s tank can move along the slope and the client can stably synchronize with server independently of hardware. By deploying the neutral monster, game excitement is raised. Game server is designed using the IOCP socket to provide the multiplayer game. The proposed game is implemented, and shows the effectiveness of the combining method.

Abstract

This paper introduces the implementation of client and server for the FPS game which adopts the control element of the racing genre. Game playability is enhanced by combining the users interaction, shooting elements of FPS and the car control element of racing game. User’s tank can move along the slope and the client can stably synchronize with server independently of hardware. By deploying the neutral monster, game excitement is raised. Game server is designed using the IOCP socket to provide the multiplayer game. The proposed game is implemented, and shows the effectiveness of the combining method.

참고문헌 (10)

  1. 이승제, "FPS 게임에서 나타나는 영웅 서사 구조와 활용에 관한 연구 : Battlefield4를 중심으로", 한국컴퓨터게임학회논문지, 28(4), pp.67~74 (2015), (사)한국컴퓨터게임학회
  2. 고창선, "게임(FPS) 인터페이스 안에서의 게임유저의 미학적 유희에 대한 연구", 한국컴퓨터게임학회논문지, (21), pp.17~23 (2010), (사)한국컴퓨터게임학회
  3. 박정민, "가상현실 환경에서 레이싱게임 사용자 경험에 대한 실험연구", 한국컴퓨터게임학회논문지, 28(1), pp.51~59 (2015), (사)한국컴퓨터게임학회
  4. 이춘호, "유향상자의 종류와 LOD적용한 3D객체의 충돌 효율성 향상", 한국컴퓨터게임학회논문지, (14), pp.259~266 (2008), (사)한국컴퓨터게임학회
  5. Andrew S. Tanenbaum, "Computer Networks" (2010), Prentice Hall
  6. "Battlegrounds" (2017)[URL]
  7. "Overwatch" (2015)[URL]
  8. "Gametrix" (2017)[URL]
  9. "Kartrider" (2004)[URL]
  10. "Direct3D 11"[URL]

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