Networked virtual environments have been used in a variety of applications ranging from military training simulations to collaborative teleconferencing, and have recently become increasingly popular in the field of entertainment especially in online gaming. As the size, distribution and number of participants of these virtual world systems increases, so do the demands placed on the limited networking resources. This has presented networked virtual environment system developers with the problem of having to design efficient network communication models in order to reduce the amount of network traffic and bandwidth utilization, while at the same time not compromising on the real-time interactive nature of these large-scale multi-user virtual environments. This paper investigates the implementation of a priority updating network communications model, designed for the purpose of reducing the overall amount of information exchanged through the network.
Available at: http://works.bepress.com/ywchow/6/