Network Game VCC Behaviour

Network game behaviour

This is the top level behaviour for the netowrk game. It consists of up to 8 game devices, which are connected via their bluetooth connections. The air that the bluetooth radio waves pass through is simulated by the Air block. It will only pass messages between devices which are using the same frequency.

The RealTime block is there to stop VCC using too much CPU time. This gives the GUI a chance to process mouse clicks and draw graphics onto the screen.

Network game parameters

This behaviour has 2 parameters that control the speed (and reliablilty) of the bluetooth connection. These are shown in the table with their default values. Feel free to experiment with these values, but be aware that Bluetooth may become unreliable or stop working at all. Increasing Bluetooth_inter_pulse_time or reducing Bluetooth_send_delay_time will improve the speed of the simulation.

This behaviour can be found in VCC in /New_SLIP.network_game:behav Double clicking on the game_device symbol in VCC will take you to the Game device behaviour.

To run the simulation, open the necessary number of Window Dressing applications and set each client name to a game device name in VCC. Then open /New_SLIP.network_game:analysis1 and click Analysis/initialize. Once the simulation has compiled, click Analysis/Run.