Abstract

Physics-based simulations of objects displayed in a scene are distributed amongst client systems supporting multiple users interacting with the scene. For each client system, ownership of one or more objects displayed in the scene is established. For the objects owned by a client system, and based on interactions within the scene, the client system performs physics-based simulations. Resultant changes in position and kinematics of the owned objects are communicated from the client system to other client systems via a stateless server.

Creative Commons License

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.

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