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BACS3323 OSI Layer in Multiplayer Game Development

Authored by BEE TAN

Computers

University

Used 8+ times

BACS3323 OSI Layer in Multiplayer Game Development
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6 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Choose the right protocol for the scenario : Chat Systems

TCP

UDP

Answer explanation

Chat Systems: In multiplayer games where text-based communication is crucial, such as MMOs or team-based shooters, TCP is preferred for sending chat messages. Reliability is essential for ensuring that all chat messages are received and displayed in the correct order.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Choose the right protocol for the scenario : Fast-paced real-time gameplay

TCP

UDP

Answer explanation

In fast-paced multiplayer games such as first-person shooters, racing games, or fighting games, where low latency and real-time responsiveness are critical, UDP is preferred. While UDP may occasionally lose packets or deliver them out of order, its lower overhead and faster transmission make it ideal for real-time gameplay.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Choose the right protocol for this scenario : Player Authentication

TCP

UDP

Answer explanation

TCP is often used for handling player authentication processes during login sessions. It ensures that login credentials are securely transmitted and verified without the risk of data loss or corruption.

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Choose the right protocol for this scenario: Live Streaming

TCP

UDP

Answer explanation

In multiplayer games that incorporate live streaming features, such as esports tournaments or in-game spectator modes, UDP is often used to deliver live audio and video feeds with minimal latency, ensuring that spectators receive updates in real-time.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

_ includes error checking, packet reordering, which introduce additional overhead in bandwidth

TCP

UDP

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

_ layer maintain and terminate connections to prevents unauthorized access and ensure that players can interact seamlessly

Transport layer

Session layer

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