NETWORKED SIMULATION METHOD AND APPARATUS
First Claim
1. A method of networked simulation during a multiplayer game for a server, comprising the steps of:
- simulating at the server at least a first interactive object of a virtual environment;
detecting whether a user of a first client may interact with the first interactive object within the virtual environment, and if so;
setting the server to a co-operative simulation mode in which the server is arranged to receive data corresponding to an outcome of a simulation by the first client of an interaction between the first interactive object and an avatar of the user;
receiving data from the first client corresponding to the outcome of the simulation by the first client of the interaction between the first interactive object and the avatar of the user, andupdating the server simulation of the first interactive object responsive to the received data.
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Accused Products
Abstract
A method of networked simulation during a multiplayer game for a server includes: simulating at the server at least a first interactive object of a virtual environment, detecting whether a user of a first client may interact with the first interactive object within the virtual environment, and if so, setting the server to a co-operative simulation mode in which the server is arranged to receive data corresponding to an outcome of a simulation by the first client of an interaction between the first interactive object and an avatar of the user; receiving data from the first client corresponding to the outcome of the simulation by the first client of the interaction between the first interactive object and the avatar of the user, and updating the server simulation of the first interactive object responsive to the received data.
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Citations
15 Claims
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1. A method of networked simulation during a multiplayer game for a server, comprising the steps of:
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simulating at the server at least a first interactive object of a virtual environment; detecting whether a user of a first client may interact with the first interactive object within the virtual environment, and if so; setting the server to a co-operative simulation mode in which the server is arranged to receive data corresponding to an outcome of a simulation by the first client of an interaction between the first interactive object and an avatar of the user; receiving data from the first client corresponding to the outcome of the simulation by the first client of the interaction between the first interactive object and the avatar of the user, and updating the server simulation of the first interactive object responsive to the received data. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A method of networked simulation during a multiplayer game for a client, comprising the steps of:
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receiving from a server information describing the state of a first interactive object; simulating, at the client, an interaction between the first interactive object and an avatar of a user of the client; transmitting outcome data from the client to the server corresponding to the outcome of the simulation by the client of the interaction between the first interactive object and the avatar of the user; and receiving from the server subsequent information describing the state of the first interactive object, updated responsive to the outcome data transmitted from the client. - View Dependent Claims (9, 10, 11)
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12. A non-transitory, computer readable medium having stored thereon computer executable instructions adapted to cause a computer system to perform actions to carry out a method of networked simulation during a multiplayer game for a server, comprising the steps of:
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simulating at the server at least a first interactive object of a virtual environment; detecting whether a user of a first client may interact with the first interactive object within the virtual environment, and if so; setting the server to a co-operative simulation mode in which the server is arranged to receive data corresponding to an outcome of a simulation by the first client of an interaction between the first interactive object and an avatar of the user; receiving data from the first client corresponding to the outcome of the simulation by the first client of the interaction between the first interactive object and the avatar of the user, and updating the server simulation of the first interactive object responsive to the received data.
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13. A server adapted to operate within a networked simulation during a multiplayer game, the server comprising:
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a simulation processor adapted to simulate at least a first interactive object of a virtual environment; a detection processor adapted to detect whether a user of a first client may interact with the first interactive object within the virtual environment; a mode setting processor adapted to set the server to a co-operative simulation mode if the detection processor detects that a user of a first client may interact with the first interactive object within the virtual environment; a receiver arranged, in the co-operative simulation mode, to receive data corresponding to an outcome of a simulation by the first client of an interaction between the first interactive object and an avatar of the user; and in which the simulation processor is adapted to update the simulation of the first interactive object responsive to the received data. - View Dependent Claims (14)
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15. A client adapted to operate within a networked simulation during a multiplayer game, the client comprising:
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a receiver adapted to receive from a server information describing the state of a first interactive object; a simulation processor adapted to simulate an interaction between the first interactive object and an avatar of a user of the client; a transmitter adapted to transmit outcome data from the client to the server corresponding to the outcome of the simulation by the simulation processor of the interaction between the first interactive object and the avatar of the user; and
in whichthe receiver is adapted to receive from the server subsequent information describing the state of the first interactive object, updated responsive to the outcome data transmitted from the client.
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Specification