Reaaliaikaisen verkkomoninpelin suunnittelu

Authors: Jesse Pasanen
Cited by: 0

Abstract

This thesis examines the development of real-time online multiplayer games, researching how they are designed and implemented. It investigates the technical challenges of maintaining synchronized gameplay and evaluates real-world networking behaviour through delay-over-distance measurements and user experience testing in commercial titles. The study found that real-time multiplayer games can be designed using a variety of architectural and networking strategies, including client–server, peer-to-peer, and hybrid models. Communication protocols, lag compensation, and game-state synchronization complement these choices. Although developers cannot control factors such as physical distance and routing variability, the results show that well-designed networking systems can mitigate many of their negative effects. Differences observed between commercial titles under high-latency conditions further demonstrate how design choices directly influence user experience. To explore these concepts in practice, a prototype multiplayer game was developed in Unity using FishNet, implementing features such as client-side prediction, reconciliation, lag compensation, dead reckoning, and state synchronization. Combining insights from literature, empirical data, and practical implementation, the study demonstrates how real time multiplayer games can be designed to remain responsive and consistent for all players.

Fields of Study & Subjects

Distributed systems and fault tolerance Digital Games and Media Simulation and Modeling Applications

Publication details

Journal / source
LUTPub (LUT University)
Publication date
1 January 2026
Language
EN
Document type
Thesis