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SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Alice: a rapid prototyping system for building virtual environments
CHI '94 Conference Companion on Human Factors in Computing Systems
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Avocado: A Distributed Virtual Reality Framework
VR '99 Proceedings of the IEEE Virtual Reality
inVRs: a framework for building interactive networked virtual reality systems
HPCC'06 Proceedings of the Second international conference on High Performance Computing and Communications
High-level development of multiserver online games
International Journal of Computer Games Technology - Networking for Computer Games
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Euro-Par 2008 Workshops - Parallel Processing
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Developing Networked Virtual Environments (NVEs) is a challenging task. Designers and programmers of such an application can encounter many pitfalls. For a public event, a night of science, a networked Virtual Reality (VR) application had to be designed and implemented. This paper will describe the technical and conceptual design of this application - The Net'O'Drom game. Possible pitfalls during the design and implementation of NVEs will be pointed out and suggestions on how to overcome these issues will be given. A closer look at the problem areas of physics, network communication and graphical effects is taken.