REAL TIME VIDEO GAME USES EMULATION OF STREAMING OVER THE INTERNET IN A BROADCAST EVENT
First Claim
1. A method of enabling a user to navigate in a continuously evolving electronic virtual environment, the method comprising:
- providing to the user a world model of the environment;
sending state changes of the world model representative of the evolving;
enabling the user to provide input for control of a position of an object relative to the virtual environment; and
creating the environment from the world model and in response to the state changes and the user input.
3 Assignments
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Accused Products
Abstract
In a broadcast application on a client-server network the streaming is emulated of animation data over the Internet to a large number of clients. The animation is considered a sequence of states. State information is sent to the clients instead of the graphics data itself. The clients generate the animation data itself under control of the state information. The server and clients communicate using a shared object protocol. Thus, streaming is accomplished as well as a broadcast without running into severe network bandwidth problems. This approach is used to map a real life event, e.g., a motor race, onto a virtual environment in order to let the user participate in a virtual race against the real life professionals, the dynamics of the virtual environment being determined by the state changes sent to the user.
132 Citations
9 Claims
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1. A method of enabling a user to navigate in a continuously evolving electronic virtual environment, the method comprising:
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providing to the user a world model of the environment;
sending state changes of the world model representative of the evolving;
enabling the user to provide input for control of a position of an object relative to the virtual environment; and
creating the environment from the world model and in response to the state changes and the user input. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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Specification