Online Game Engine


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Jon Barrilleaux, the principal, served as architect for a 4th generation massively multi-player online game (MMOG) engine. Bringing his experience in networked simulation to the project, he formulated system requirements and use cases, and developed a sophisticated set of product APIs allowing game developers to specify game state and to efficiently distribute it to game system clients and servers. Concepts addressed in the API included master and ghost entity grouping and state change notification, aura-nimbus area of interest filtering, and state estimation using prediction and temporal contouring.




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