Browse by author
Lookup NU author(s): Dr Graham Morgan,
Full text for this publication is not currently held within this repository. Alternative links are provided below where available.
We describe approaches for satisfying the real-time collision detection requirements of distributed virtual environments. We assume a distributed virtual environment is deployed using client/server architecture typical of commercial massive multiplayer online games. We exploit the scalability provided by the clustering of servers in the development of a real-time collision detection service that may scale to satisfy the requirements of virtual environments that are constructed of many thousands of objects. We present performance figures that show our approaches to be scalable in that an addition of servers to a cluster results in an increased number of objects that can be considered for collision detection in real-time.
Author(s): Morgan G, Storey K
Publication type: Conference Proceedings (inc. Abstract)
Publication status: Published
Conference Name: IEEE 19th International Conference on Advanced Information Networking and Applications (AINA)
Year of Conference: 2005
Publisher: IEEE Computer Society
Library holdings: Search Newcastle University Library for this item