Dead Reckoning in a Distributed Interactive Tank Gunner Simulator | ||||
International Conference on Aerospace Sciences and Aviation Technology | ||||
Article 81, Volume 13, AEROSPACE SCIENCES & AVIATION TECHNOLOGY, ASAT- 13, May 26 – 28, 2009, May 2009, Page 1-11 PDF (364.35 K) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/asat.2009.23847 | ||||
View on SCiNiTO | ||||
Authors | ||||
A. F. Seleem1; H. A. Hussein1; I. Talkhan2 | ||||
1Egyptian Armed Forces. | ||||
2Associate professor, Dept. of Computer Engineering, Cairo University, Giza, Egypt. | ||||
Abstract | ||||
Distributed Interactive Simulation (DIS) is a way that provides a method of communicating entity state and other information through Protocol Data Units (PDUs). In distributed systems, bandwidth consumption is a major problem and the most difficult task is to provide the players with a consistent view in any virtual world despite the network delays. In this paper we use an algorithm called Dead Reckoning (DR) algorithm that estimates future movements based on past behavior to reduce the data exchange through the network to overcome the problem of bandwidth consumption. The environment used is an interactive Tank Gunner Simulator (TGS) model which involves a highly modular collection of software packages (VEGA, CREATOR, and real-time application program). Finally, we examine the impact of DR prediction algorithm on the bandwidth consumption. | ||||
Keywords | ||||
Distributed Interactive Simulation (DIS); Dead Reckoning (DR); Virtual Environment (VE); VEGA; CREATOR; Application Program Interface (API) | ||||
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