On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Generalized two-tier relevance filtering of computer game update events
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
OpenPING: a reflective middleware for the construction of adaptive networked game applications
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Virtual environment system layered object model
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Consistency management for interactive peer-to-peer-based systems
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
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This paper presents FITGap, an object-oriented framework dedicated to designing innovative interactions occurring in a Virtual Environment such as a Massively Multiplayer Online Game (MMOG). This framework has been designed as the underlying software of a future development environment for online games prototyping. FITGap is an open framework based on an extensible basic-blocks library, and uses a deterministic scheduling model to ease the development and tuning of the final application. Its semantics is well-defined to allow future analysis tools.