Back In The Day (just to show how ancient I am), I personally debugged the first peer-to-peer (vs client/server) networked simulation protocol on the DARPA SIMNET project: http://en.wikipedia.org/wiki/SIMNET
Interesting stories notwithstanding (anybody else here ever got to drive/fire a tank, and have fellow engineers get dosed with CS gas, as part of a software engineering job?), when time came to standardize this research protocol as: http://en.wikipedia.org/wiki/Distributed_Interactive_Simulat...,
The work was supported by a DARPA small-business project, so the IP was left with the company in hopes of commercializing it, and maximizing dissemination. The attempt to get the ideas incorporated as part of the standard was singularly unsuccessful. More's the pity, as I think it would have really helped make the simulations more capable of simulating a wider array of physical phenomena.
The commercial uptake was equally unsuccessful. I experienced some culture shock when proselytizing (again, unsuccessfully) at game development conferences.
Back In The Day (just to show how ancient I am), I personally debugged the first peer-to-peer (vs client/server) networked simulation protocol on the DARPA SIMNET project: http://en.wikipedia.org/wiki/SIMNET
Interesting stories notwithstanding (anybody else here ever got to drive/fire a tank, and have fellow engineers get dosed with CS gas, as part of a software engineering job?), when time came to standardize this research protocol as: http://en.wikipedia.org/wiki/Distributed_Interactive_Simulat...,
we tried to get them to generalize the protocol thusly: http://www.google.com/patents/US5623642
The work was supported by a DARPA small-business project, so the IP was left with the company in hopes of commercializing it, and maximizing dissemination. The attempt to get the ideas incorporated as part of the standard was singularly unsuccessful. More's the pity, as I think it would have really helped make the simulations more capable of simulating a wider array of physical phenomena.
The commercial uptake was equally unsuccessful. I experienced some culture shock when proselytizing (again, unsuccessfully) at game development conferences.