dc.contributor.advisor | Alam, Md. Ashraful | |
dc.contributor.author | Ahmed, Imtiaz | |
dc.contributor.author | Shabab, Khondokar Sadman | |
dc.contributor.author | Hossain, MD. Shahadat | |
dc.contributor.author | Akand, MD.Tashauf | |
dc.contributor.author | Majumder, Shovon | |
dc.date.accessioned | 2018-05-15T05:47:12Z | |
dc.date.available | 2018-05-15T05:47:12Z | |
dc.date.copyright | 2018 | |
dc.date.issued | 2018-04 | |
dc.identifier.other | ID 14101023 | |
dc.identifier.other | ID 13221028 | |
dc.identifier.other | ID 14101008 | |
dc.identifier.other | ID 14101012 | |
dc.identifier.other | ID 14101019 | |
dc.identifier.uri | http://hdl.handle.net/10361/10150 | |
dc.description | This thesis is submitted in partial fulfilment of the requirements for the degree of Bachelor of Science in Computer Science and Engineering, 2018. | en_US |
dc.description | Cataloged from PDF version of thesis. | |
dc.description | Includes bibliographical references (pages 34-35). | |
dc.description.abstract | A real-time online multiplayer game framework is proposed and demonstrated.
The proposed model is composed of multiple Microsoft Kinect sensors and
Unity 3D game development tool. The motive is to make a real time
multiplayer game that uses user's movement data as it's input through Kinect
and build a gameplay around this concept. This type of project has not been
attempted especially on windows platform and most Xbox multiplayer game
only uses leaderboard as a way to connect multiple players. The game will be
played solely by the interaction of players in real time even though they are
apart. At first a skeleton of 25 bone joints has been made and make character
models around it. And then detect user through Kinect and sync user's body
with our model. This means now our character will move when user moves
using the tracking data provided by Kinect sensor. A game environment for
our game has been made and place user character in a specific spawn place.
The process allows player characters to interact with each other within the
virtual world. This whole process needs a server to perform and the server will
have to manipulate data efficiently to allow player's a smooth gameplay
without any lags. | en_US |
dc.description.statementofresponsibility | Imtiaz Ahmed | |
dc.description.statementofresponsibility | Khondokar Sadman Shabab | |
dc.description.statementofresponsibility | MD. Shahadat Hossain | |
dc.description.statementofresponsibility | MD.Tashauf Akand | |
dc.description.statementofresponsibility | Shovon Majumder | |
dc.format.extent | 35 pages | |
dc.language.iso | en | en_US |
dc.publisher | BRAC University | en_US |
dc.rights | BRAC University theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. | |
dc.subject | Online multiplayer | en_US |
dc.subject | Gaming framework | en_US |
dc.subject | Kinect sensors | en_US |
dc.title | Real time online multiplayer gaming framework using kinect sensors | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | Department of Computer Science and Engineering, BRAC University | |
dc.description.degree | B. Computer Science and Engineering | |