Merging BSP trees yields polyhedral set operations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Point location in fat subdivisions
Information Processing Letters
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Parallel and Distribution Simulation Systems
Parallel and Distribution Simulation Systems
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
MASSIVE: a distributed virtual reality system incorporating spatial trading
ICDCS '95 Proceedings of the 15th International Conference on Distributed Computing Systems
Concurrency and Computation: Practice & Experience - Distributed Simulation and Real-Time Applications
Introducing third party objects into the spatial model of interaction
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Multi-user Gaming on the Grid Using a Service Oriented HLA RTI
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
An Approach for Parallel Interest Matching in Distributed Virtual Environments
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
A dynamic sort-based DDM matching algorithm for HLA applications
ACM Transactions on Modeling and Computer Simulation (TOMACS)
A Continuous Matching Algorithm for Interest Management in Distributed Virtual Environments
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
A fast parallel matching algorithm for continuous interest management
Proceedings of the Winter Simulation Conference
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
Hi-index | 0.00 |
Multiplayer online game (MOG) middleware is a set of software toolkits that assists and simplifies the MOG development process. Using the middleware enables developers to focus more resources on improving game design while spending less time and money on 3D rendering and server infrastructure issues. As the scale of MOGs grows rapidly, providing scalable data-sharing service, or interest management, becomes one of the major requirements for MOG middleware. In this article we present the details of the interest management system of our MOG middleware, Lucid Platform. We employ the data distribution management (DDM) service of the high-level architecture (HLA) as the main concept of our design. Since the message-filtering mechanisms of DDM are very complex and may impose significant computational overheads, we use an efficient interest-matching algorithm for the implementation. Experimental results, based on the demo games and the emulator programs, show that our approach works well in practice.