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)
This document gives the speciication of the VOID Shell described in the previous deliverables 1.2.1 and 1.3.1 An overview of the document i s g i v en followed by c hapters onn the state chart tool for game designn the implementation of events and the object model (ECO)) the class hierarchy for game development.