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Interest management aims to overcome limited network resources to provide a distributed virtual environment (DVE) that is scalable in terms of number of users and virtual world complexity (number of objects). Interest management limits interactions between objects in a virtual world by only allowing objects to communicate their actions to other objects that(More)
Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a requirement may be satisfied by utilising the cumulative processing resources afforded by a cluster of servers. Clustering of servers allow great flexibility, as the game provider(More)
We present a collision detection algorithm (Expanding Spheres) for interest management in networked games. The aim of all interest management schemes is to identify when objects that inhabit a virtual world should be interacting and to enable such interaction via message passing while preventing objects that should not be interacting from exchanging(More)
We present an approach to collision detection that is appropriate for satisfying the requirements of interest management schemes used in distributed virtual environments. Such environments are characterized by their distributed deployment over a number of nodes connected via a computer network. The aim of an interest management scheme is to identify when(More)
Wide Area Networks have different performance characteristics compared with Local Area Networks. Their throughput is usually lower and there is a greater chance of information being dropped, damaged or delayed. Furthermore software that is developed for dependable applications over wide area networks may frequently be tested in a LAN environment where it is(More)
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