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.