Systems and methods of object processing in virtual worlds
First Claim
1. A method of arranging objects within a three-dimensional virtual space, the method being performed on a virtual worlds service provider, the method comprising:
- maintaining, on a virtual worlds service provider comprising one or more computer processors, an instance of a virtual world scene comprising a plurality of objects in a first spatial arrangement;
identifying a first non-player object of the plurality of objects, the first non-player object having a first spatial position;
receiving an original spatial position for the first non-player object, the original spatial position identifying a default position to which the first non-player object is to be returned to within the virtual world scene across a plurality of instances of the virtual world scene, the plurality of instances including the maintained instance;
comparing the first spatial position of the first non-player object to the original spatial position of the first non-player object, said comparing including determining a distance between the first spatial position and the original spatial position;
computing a transition path for replacing the first non-player object from the first spatial position to the original spatial position, based on the comparison of the first spatial position of the first non-player object and the original spatial position; and
automatically transitioning the first object based on the computed transition path.
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Accused Products
Abstract
Systems and methods of virtual world interaction, operation, implementation, instantiation, creation, and other functions related to virtual worlds (note that where the term “virtual world” is used herein, it is to be understood as referring to virtual world systems, virtual environments reflecting real, simulated, fantasy, or other structures, and includes information systems that utilize interaction within a 3D environment). Various embodiments facilitate interoperation between and within virtual worlds, and may provide consistent structures for operating virtual worlds. The disclosed embodiments may further enable individuals to build new virtual worlds within a framework, and allow third party users to better interact with those worlds.
394 Citations
20 Claims
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1. A method of arranging objects within a three-dimensional virtual space, the method being performed on a virtual worlds service provider, the method comprising:
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maintaining, on a virtual worlds service provider comprising one or more computer processors, an instance of a virtual world scene comprising a plurality of objects in a first spatial arrangement; identifying a first non-player object of the plurality of objects, the first non-player object having a first spatial position; receiving an original spatial position for the first non-player object, the original spatial position identifying a default position to which the first non-player object is to be returned to within the virtual world scene across a plurality of instances of the virtual world scene, the plurality of instances including the maintained instance; comparing the first spatial position of the first non-player object to the original spatial position of the first non-player object, said comparing including determining a distance between the first spatial position and the original spatial position; computing a transition path for replacing the first non-player object from the first spatial position to the original spatial position, based on the comparison of the first spatial position of the first non-player object and the original spatial position; and automatically transitioning the first object based on the computed transition path. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A computer system configured to arrange objects within a three-dimensional virtual space, the computer system comprising:
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computer-readable storage having stored thereon a plurality of modules implemented as executable instructions; one or more computer processors configured to execute the plurality of modules; stored data representing an instance of a virtual world scene comprising a plurality of objects in a first spatial arrangement; an object identification module configured to identify a first non-player object of the plurality of objects, the first non-player object having a first spatial position; a position comparison module configured to compare the first spatial position of the first non-player object to an original spatial position associated with the first non-player object, said the original spatial position identifying a default position to which the first non-player object is to be returned to within the virtual world scene across a plurality of instances of the virtual world scene, the plurality of instances including the instance, said comparing including determining a distance between the first spatial position and the original spatial position; a path computation module configured to compute a transition path for replacing the first non-player object from the first spatial position to the original spatial position, based on the comparison of the first spatial position of the first non-player object and the original spatial position; and a path execution module configured to automatically transition the first non-player object based on the computed transition path. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20)
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Specification