Network and Multiplayer Game Development (5 cr)
Code: DT10044-3001
General information
- Enrollment
- 01.04.2024 - 30.04.2024
- Registration for the implementation has ended.
- Timing
- 26.08.2024 - 20.12.2024
- Implementation has ended.
- Number of ECTS credits allocated
- 5 cr
- Local portion
- 5 cr
- Mode of delivery
- Contact learning
- Unit
- Tradenomi / Tietojenkäsittely (DD)
- 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
- Course
- DT10044
Evaluation scale
H-5
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