Network and Multiplayer Game DevelopmentLaajuus (5 cr)
Code: DT10044
Credits
5 op
Teaching language
- Finnish
Responsible person
- Anssi Gröhn
- Seppo Nevalainen
Objective
You understand how client-server-model works in online services
You understand how server instance is created from a game
You understand how server instance installed as cloud service
You understand how a player can be connected to a multiplayer session in a game server
You understand how player profiles are created into a multiplayer session using a cloud service
You understand the requirements of multiplayer game session for distributing game logic
You understand how online multiplayer game state is synchronized
You understand how online multiplayer session event callbacks are used
You understand how RPCs are made in online multiplayer games
You understand how RPC execution is controlled in online multiplayer games
You understand what techniques can be used to hide network latency
You understand how anti-cheating can be implemented in an online multiplayer game
You are able to create a server instance of a game
You are able to install a server instance as a cloud service
You are able to connect clients to a server instance
You are able to create player profiles into a cloud service and connect them as part of a game
You are able to utilize a game engine to create your own multiplayer game
You are able to attach logic into game session events
You are able to synchronize a game state between different devices using means provided by a game engine
You are able to make RPCs in your own online multiplayer game
You are able to define execution location for RPCs in an online multiplayer game
You are able to adapt an algorithm to hide network latency in an online game
You are able to adapt an anti-cheat mechanism in your own online multiplayer game
You are able to give reasoning to the design and implementation of your own multiplayer game
You are able to create new logic into an online multiplayer game session
You are able to evaluate the practical implementation your online multiplayer game
You are able to create and install your own online multiplayer game project into a server for testing
You are able to create an anti-cheat logic into your own game project
Content
Concepts of multiplayer and online games
Game servers and clients in cloud services
Game state synchronization
Event handling in online games
Hiding network latency
Implementing anti-cheating features
Enrollment
01.04.2024 - 30.04.2024
Timing
26.08.2024 - 20.12.2024
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Campus
Wärtsilä Campus Karjalankatu 3
Teaching languages
- Finnish
Seats
10 - 70
Degree programmes
- Degree Programme in Business Information Technology
Teachers
- Anssi Gröhn
Teacher in charge
Anssi Gröhn
Groups
-
DTNS22Information Technology (BBA), Full-time Studies, Fall, 2022
Objective
You understand how client-server-model works in online services
You understand how server instance is created from a game
You understand how server instance installed as cloud service
You understand how a player can be connected to a multiplayer session in a game server
You understand how player profiles are created into a multiplayer session using a cloud service
You understand the requirements of multiplayer game session for distributing game logic
You understand how online multiplayer game state is synchronized
You understand how online multiplayer session event callbacks are used
You understand how RPCs are made in online multiplayer games
You understand how RPC execution is controlled in online multiplayer games
You understand what techniques can be used to hide network latency
You understand how anti-cheating can be implemented in an online multiplayer game
You are able to create a server instance of a game
You are able to install a server instance as a cloud service
You are able to connect clients to a server instance
You are able to create player profiles into a cloud service and connect them as part of a game
You are able to utilize a game engine to create your own multiplayer game
You are able to attach logic into game session events
You are able to synchronize a game state between different devices using means provided by a game engine
You are able to make RPCs in your own online multiplayer game
You are able to define execution location for RPCs in an online multiplayer game
You are able to adapt an algorithm to hide network latency in an online game
You are able to adapt an anti-cheat mechanism in your own online multiplayer game
You are able to give reasoning to the design and implementation of your own multiplayer game
You are able to create new logic into an online multiplayer game session
You are able to evaluate the practical implementation your online multiplayer game
You are able to create and install your own online multiplayer game project into a server for testing
You are able to create an anti-cheat logic into your own game project
Content
Concepts of multiplayer and online games
Game servers and clients in cloud services
Game state synchronization
Event handling in online games
Hiding network latency
Implementing anti-cheating features
Teaching methods
Contains pre-recorded lectures, online sessions, course topic-related exercises, that prepare for skills demonstration at the end of course. Excercises will be returned to learing environment by latest at the end of course. You receive feedback from your submissions. Skills demonstartion is possible to do without course topic-related excercises, if skills are already obtained.
Exam schedules
Course does not have final exam, and it is replaced by skills demonstration. First skills demonstration must be returned by the end for course. Course will have two re-examinations, and the required skills demonstration in each re-examination must be returned by the end of re-examination time window. Enrolling to re-examinations as instructed on course workspace.
Student workload
Total study time 133h
Evaluation scale
H-5
Assessment methods and criteria
Skills demonstration is evaluated using each learning objective defined for this course. Each learning objective yields a score between 0 and 5, according to skills demonstration. Total score from learning objectives defines final course grade. Learning objectives are graded using three levels:
Entry level (1):
You know and understand what contents in learning objectives are all about, and how they work.
Advanced level(3):
You know and understand what contents in learning objectives are all about, and how they work.
You are able to apply contents in learning objectives into at least on different case, in respect to materials presented in learning environment.
Professional level (5)
You know and understand what contents in learning objectives are all about, and how they work.
You are able to create at least one completely different solution using content in learning objectives, or apply them into least one completely different situation, in respect to materials presented in learning environment.
You are able to evaluate and give reasoning why your applied method or solution to a new situation is applicable and worth doing.
Reaching learning objectives and their levels must be presented using method defined in learning environment, using either video and voice, or in writing.
Assessment criteria, fail (0)
Total score from learning objectives is lower than 20% of maximum.
Assessment criteria, satisfactory (1-2)
Total score from learning objectives is higher than 20% of maximum.
Assessment criteria, good (3-4)
Total score from learning objectives is higher than 55% of maximum.
Assessment criteria, excellent (5)
Total score from learning objectives is over 90% of maximum.