The process of design and development of virtual environments can be supported by tools and frameworks, to save time in technical aspects and focusing on the content. In this paper we present an academic framework which provides several levels of abstraction to ease this work. It includes state-of-the-art components we devised or integrated adopting open-source solutions in order to face specific problems. Its architecture is modular and customizable, the code is open-source.
The technical issues of how to construct the game platform and how to realize communication between server and client under network circumstance were discussed.By aactual case study,a solution for data communication between clientand serverwas developed,which was not only compatible with windows message driven mechanism,but also solved the concurrence operating problems in server side.The issues are programmed in C++ language,and has the transportable,reusable and expandable advantages. In this paper we present a platform called VhCVE, in which relevant issues related to Collaborative Virtual Environments applications are integrated. The main goal is to provide a framework where participants can interact with others by voice and chat. Also, manipulation tools such as a mouse using Computer Vision and Physics are included, as well as rendering techniques (e.g. light sources, shadows and weather effects). In addition, avatar animation in terms of face and body motion are provided. Results indicate that our platform can be used as a interactive virtual world to help communication among people. A Virtual Reality system with multi-interaction based on working distributed was designed to solve the application problem of VR; developed the server end, the render end and the control end of system used the graph rendering engine OGRE combined with the network engine Raknet, and an application example is presented . The development of video games is a complex software engineering activity bringing together large multidisciplinary teams under stringent constraints. While much has been written about how to develop video games, there has been as yet little attempt to view video game development from a quality perspective, attempting to enumerate the quality attributes that must be satisfied by game implementations, and to relate implementation techniques to those quality attributes. In this paper, we discuss desired quality attributes of 3D computer games, and we use the development of our own Life is a Village game to illustrate architectural tactics that help achieve these desired qualities.