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− | Dead Reckoning (DR) is a method to find the current position by measuring the course and distance from a past known point. It is used in Distributed Interactive Simulation to conserve bandwidth in the communication between two different network entities, when exchanging position information of a moving object. It starts with a kinematic model of the object. | + | This page should give information and suggestion on what Dead Reckoning (DR) is, how it is implemented, what it should be. |
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+ | DR is a method to find the current position by measuring the course and distance from a past known point. It is used in Distributed Interactive Simulation to conserve bandwidth in the communication between two different network entities, when exchanging position information of a moving object. It starts with a kinematic model of the object. | ||
As a simple example, entity A controls an object which is a "tank". A second entity (B) receives position updates for the tank from A. A updates the tank's position continuously as it changes, taking into account the environment, the tank's control inputs, and the (virtual) physics laws that the game imposes. A is the master (driver) of the tank. B recreates the position and orientation of A's Tank locally using data provided by A. B's representation of the tank is a slave. | As a simple example, entity A controls an object which is a "tank". A second entity (B) receives position updates for the tank from A. A updates the tank's position continuously as it changes, taking into account the environment, the tank's control inputs, and the (virtual) physics laws that the game imposes. A is the master (driver) of the tank. B recreates the position and orientation of A's Tank locally using data provided by A. B's representation of the tank is a slave. |