Dead reckoning in a gaming environment
First Claim
1. A method of determining a character'"'"'s position in a multi-client game the method comprising the steps of:
- receiving a plurality of information messages from a plurality of clients over a network;
sending a portion of the information received from one of the plurality of clients to other clients of the plurality over the network;
receiving a plurality if update information messages from the plurality of clients;
calculating a dead reckoning position for at least one character on one of the plurality of clients;
determining if an error between an actual and the calculated position exceeds a threshold; and
sending a portion of the updated information to at least one of the plurality of clients if the error exceeds the threshold.
4 Assignments
0 Petitions
Accused Products
Abstract
Client position in a multi-client game is determined using dead reckoning. Clients send information to a server over a network. The server distributes this information to other clients. A client uses this information and dead reckoning to determine a character'"'"'s position. The server may calculate the client'"'"'s position using dead reckoning and send updates to clients when errors between actual and calculated positions exceed a threshold. Clients may calculate their position according to dead reckoning, and when an error between actual and calculated position exceeds a threshold, send updated information to other clients. This Abstract is provided for the sole purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with the explicit understanding that it will not be used to interpret or to limit the scope or the meaning of the claims.
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Citations
85 Claims
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1. A method of determining a character'"'"'s position in a multi-client game the method comprising the steps of:
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receiving a plurality of information messages from a plurality of clients over a network; sending a portion of the information received from one of the plurality of clients to other clients of the plurality over the network; receiving a plurality if update information messages from the plurality of clients; calculating a dead reckoning position for at least one character on one of the plurality of clients; determining if an error between an actual and the calculated position exceeds a threshold; and sending a portion of the updated information to at least one of the plurality of clients if the error exceeds the threshold. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16)
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17. A method of determining a character'"'"'s position in a multi-client game the method comprising the steps of:
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sending an information message from a first client of a plurality of clients to the other clients of the plurality over a network; receiving a plurality of information messages from a plurality of clients over the network; calculating a dead reckoning position for a character on the first client at the first client; determining if an error between an actual and the calculated position exceeds a threshold; and sending an update information message to at least one of the plurality of clients if the error exceeds the threshold. - View Dependent Claims (18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29)
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30. A communication network for on-line gaming comprising:
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a plurality of clients; and a server communicating with the plurality of clients over a network, the server configured to receive a plurality of information messages from the plurality of clients, send a portion of the information received from one of the plurality of clients to other clients of the plurality over the network, receive a plurality of update information messages from the plurality of clients, calculate a dead reckoning position for at least one character on one of the plurality of clients, determine if an error between an actual and the calculated position exceeds a threshold, and send a portion of the updated information to at least one of the plurality of clients if the error exceeds the threshold. - View Dependent Claims (31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44)
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45. A communication network for on-line gaming comprising:
a plurality of clients each configured to send a plurality of information messages to the other clients of the plurality over a network, receive the plurality of information messages from the rest of the plurality of clients over the network, calculate a dead reckoning position for a local character, determine if an error between an actual and the calculated position for the character exceeds a threshold and send an update information message to at least one of the plurality of clients if the error exceeds the threshold. - View Dependent Claims (46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57)
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58. A server in an on-line gaming system, the server comprising:
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a network interface adapted to receive a plurality of information messages from a plurality of clients over a network, and to send a portion of the received information to other clients on the network;
wherein the network interface continues to receive information updates from clients during the game; anda processor communicating with the network interface, the processor adapted to calculate a dead reckoning position for a character on each client, determine if an error between the dead reckoning position and an actual position exceeds a threshold, and send an updated information message to clients that errors exceed the threshold level to the other clients. - View Dependent Claims (59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72)
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73. A client in an on-line gaming system, the client comprising:
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a network interface adapted to send a client information message to other clients through a network, and receive client information messages from other clients on the network; and a processor, communicating with the network interface, the processor adapted to calculate a dead reckoning position for a character on the client, determine if an error between the dead reckoning position and a actual position exceeds a threshold level, and send an updated information message to the other clients. - View Dependent Claims (74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85)
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Specification