Computer Science
Presenter(s): Filip Augustowski, Sebastian Brumm, Jon Le, Travis Mayer, Michelle Yoon
Advisor(s): Dr. Michael Fahy
The goal of this project is to create a simple, multiplayer capable game by using the Unity Engine as both a client and a server. Creating a game is difficult enough, however, once networking is involved a substantial amount of code must be added or changed to fit the constraints of the protocol of choice. Our aim is to see how difficult it is to implement a smooth gameplay experience while networking in addition to understanding how to: update physics properly to each client every frame, choose what information does not need to be sent and what information is necessary for all clients, and avoid hacking or cyber attacks to the server. SprintOnline will be “connected” by Unity clients communicating through both TCP and UDP to one another and to a Unity server. UDP will be used to update physics and player positions since this data is constantly updating, while TCP will be used for player names and instantiating objects within the game. It will be able to connect up to four players to a server where they can compete against one another in a race. There will be additional mechanics to the game including power-ups that any player can pick up to get an edge against their competitors.