Karl O'Connell

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Lack of bandwidth and network latency are known to be major impediments to achieving realism in distributed virtual world (vw) applications with a large number of, potentially geographically dispersed, entities. This paper describes a combination of techniques that we are using to overcome these twin problems. The techniques described are intended to reduce(More)
This paper presents a brief overview of the void approach to the design and implementation of next-generation (distributed) video games and other interactive virtual world applications. The main features of the void Shell, a toolkit for object-oriented game and virtual world development, are described including its object model and associated class(More)
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