Multi-player entertainment system
First Claim
1. A multi-user simulation system comprising:
- a plurality of simulator stations, each simulator station comprising a simulated vehicle accommodating a user and including a user-operable control and a user-viewable display;
a plurality of host computers, each associated with a respective one of the plurality of simulator stations;
a first communications network coupled to each of the plurality of host computers;
wherein each of said plurality of host computers;
maintains a state vector describing a present state of the associated simulated vehiclemaintains a dead reckoning model of each of the plurality of simulated vehicles;
maintains a second model of the associated simulated vehicle, said second model having higher resolution than the dead reckoning model;
compares state data calculated by the dead reckoning model with corresponding state data calculated by the second model;
and posts said state vector on the first communication network when the state data calculated by the dead reckoning model differs from the corresponding state data calculated by the second model by more than a predetermined limit.
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Accused Products
Abstract
A modular, interactive, reconfigurable simulation system is designed to provide a variety of simulation experiences. The system has a distributed state machine architecture to facilitate reconfiguration and technological update. A typical simulation system constructed in accordance with the present invention includes a plurality of simulator stations. Each station includes a seat for the player/operator and controls and displays that are appropriate for the simulation experience. Each simulator station is preferably mounted on a motion base to provide the player/operator with sensory inputs consistent with motions of the simulated vehicle. Each simulator station is controlled by an associated host computer. The host computer maintains a state vector which describes the current state of the associated simulated vehicle within the simulated world. The host computer calculates interaction between moving objects and the underlying terrain data base by mapping 3D terrain objects into 2D maps. The host computers for each simulator station are interconnected by a communication network over which the state vector for each simulator station is available to all other simulator stations. Each host computer is therefore able to track all other simulated vehicles. In addition to the inter-station network, each simulator station has a local network with which the host computer communicates with modular resources for providing images, sounds, motions and other sensory inputs to the player/operator. Except for software, these modular resources are essentially independent of the particular simulated experience. The subsystem that produces and displays images employs a technique for blending multiple channels into a single wide field of view image, and a technique for implementing very rich texturing in the scenes presented. In order to reconfigure the system of the present invention for a new simulated experience, it is necessary only to change the software executed by the host computers and the physical simulator module.
67 Citations
19 Claims
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1. A multi-user simulation system comprising:
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a plurality of simulator stations, each simulator station comprising a simulated vehicle accommodating a user and including a user-operable control and a user-viewable display; a plurality of host computers, each associated with a respective one of the plurality of simulator stations; a first communications network coupled to each of the plurality of host computers; wherein each of said plurality of host computers; maintains a state vector describing a present state of the associated simulated vehicle maintains a dead reckoning model of each of the plurality of simulated vehicles; maintains a second model of the associated simulated vehicle, said second model having higher resolution than the dead reckoning model; compares state data calculated by the dead reckoning model with corresponding state data calculated by the second model; and posts said state vector on the first communication network when the state data calculated by the dead reckoning model differs from the corresponding state data calculated by the second model by more than a predetermined limit. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. In a multi-player simulation system comprising a plurality of simulated vehicles, a method of controlling operation of the simulated vehicles comprising the steps of:
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providing a plurality of host computers, each associated with a respective one of the plurality of simulated vehicles; providing a first communication network coupled to each of the plurality of host computers; maintaining a state vector in each of the plurality of host computers describing a present state of the associated simulated vehicle; each of the plurality of host computers maintaining a dead reckoning model of each of the plurality of simulated vehicles; each of the plurality of host computers maintaining a second model of the associated simulated vehicle, said second model having higher resolution than the dead reckoning model; each of the plurality of host computers comparing state data calculated by the dead reckoning model with the corresponding state data calculated by the second model; each of the plurality of host computers posting its respective state vector on the first communication network when the state data calculated by the dead reckoning model differs from the corresponding state data calculated by the second model by more than a predetermined limit; each of the plurality of host computers examining the state vectors associated with all other simulated vehicles; each of the plurality of host computers updating its respective state vector in accordance with the state vectors associated with all the other simulated vehicles. - View Dependent Claims (14, 15, 16, 17, 18, 19)
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Specification