Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/70495
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dc.contributor.authorTan, Ping Teck
dc.date.accessioned2017-04-25T09:00:34Z
dc.date.available2017-04-25T09:00:34Z
dc.date.issued2017
dc.identifier.urihttp://hdl.handle.net/10356/70495
dc.description.abstractThis report aims to improve upon the conventional Dead Reckoning algorithm. The conventional Dead Reckoning may not work perfectly with entities which move in a curvilinear motion. The axis biased approach was proposed as a solution to this limitation. Using Unreal Engine 4 to generate the character’s in-game path, simulation of Dead Reckoning was done on the coordinates for comparison between the two models. Biased Dead Reckoning cycles through three different options of no bias, x-axis bias and y-axis bias. This solution had a trade-off, introducing more errors while reducing the average deviation from actual path.en_US
dc.format.extent34 p.en_US
dc.language.isoenen_US
dc.rightsNanyang Technological University
dc.subjectDRNTU::Engineering::Computer science and engineering::Computing methodologiesen_US
dc.titleAn axis-biased approach for dead reckoning algorithmen_US
dc.typeFinal Year Project (FYP)en_US
dc.contributor.supervisorLiu Sze Yeung, Elvisen_US
dc.contributor.schoolSchool of Computer Science and Engineeringen_US
dc.description.degreeBachelor of Engineering (Computer Engineering)en_US
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Appears in Collections:SCSE Student Reports (FYP/IA/PA/PI)
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