So I finally have what I consider to be the minimum - bare minimum, mind you - bar of the 3rd Space gaming framework finally passed. What I have working is a Predator/Prey simulation using the Boid rules for modeling flocking behavior. Boids were invented by Craig Reynolds to model the flocking behavior we see in birds, fish and other herd animals. The rules in Boid are actually butt simple and all local - i.e. simulating the flocking behavior only relies on the emergent behavior of the individual's action, not some "higher authority" guiding the individuals, keeping them in formation.
In any event, what you find if you look for any Java code which implements Boids, the seeming universal implementation is to actually keep a global list of the boid positions - i.e. an implicit "global" which really shouldn't be present. The reason why this is so is, of course, because Area Of Interest management (AOI, for short) is a tough thing to do, even if you are simply running the simulation in a single process.
I really needed a non trivial simulation to use as the driver test case for the 3rd Space gaming framework I've been working on. Flocking behavior is, as one expects, quite common in games and is something that the human players do quite frequently as well - they don't call humans sheep for nothing. As it turns out, managing the area of interest for simulated entities and human's avatars is rather difficult precisely because of this tendency to flock. Moving, flocking simulated entities is therefore the de facto test case that one should be using as a model when developing the basics of a large scale, distributed simulation and gaming infrastructure - i.e. if you can't handle this, then you have no hope of handling anything more complicated.
So, it's kind of cool. I now have a non trivial simulation which runs under both the event driven framework and makes use of the voronoi based AOI management. Next step is to now distribute the simulation using Coherence so I can see how well my theories of how to massively scale this framework will work.


I've been having a great time working on my MMOG framework, 3rd-Space. Since December, I've been focussing on the actual event driven simulation framework, as this framework is key to the system's performance and scalability. The work is based on the simulation framework described by Rimon Barr in his thesis, 