Distributed network architecture for introducing dynamic content into a synthetic environment
First Claim
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1. A method to create events in synthetic environments, the method comprising:
- generating a synthetic environment accessible by multiple clients by performing executable code using a processor, the executable code including socket code configured to interact with a source of plug data;
selecting plug data from the source of plug data;
establishing a trigger point at which the socket code and the plug data interact to introduce dynamic content into the synthetic environment, wherein the dynamic content includes data relating to location in the synthetic environment, positioning in the synthetic environment, speed in the synthetic environment, path in the synthetic environment, or any combination thereof;
wherein the plug data relates to a creature, a tree, a structure, or any combination thereof; and
wherein the trigger point includes a scheduled time or a condition, the condition including a number of participants at a specific location has surpassed a threshold;
determining whether the trigger point has been reached; and
in the event that the trigger point has been reached, introducing, using an event server, different plug data into the synthetic environment, wherein a portion of the synthetic environment is generated without revising the object code and foregoing recompilation, the portion of the synthetic environment including at least one game management server.
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Abstract
Embodiments of the invention relate generally to computer-based simulations and synthetic environment generation, and more particularly, to a system, a computer-readable medium, a method and an apparatus for generating synthetic environments in a distributed architecture to, among other things, introduce dynamic content.
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Citations
18 Claims
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1. A method to create events in synthetic environments, the method comprising:
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generating a synthetic environment accessible by multiple clients by performing executable code using a processor, the executable code including socket code configured to interact with a source of plug data; selecting plug data from the source of plug data; establishing a trigger point at which the socket code and the plug data interact to introduce dynamic content into the synthetic environment, wherein the dynamic content includes data relating to location in the synthetic environment, positioning in the synthetic environment, speed in the synthetic environment, path in the synthetic environment, or any combination thereof;
wherein the plug data relates to a creature, a tree, a structure, or any combination thereof; and
wherein the trigger point includes a scheduled time or a condition, the condition including a number of participants at a specific location has surpassed a threshold;determining whether the trigger point has been reached; and in the event that the trigger point has been reached, introducing, using an event server, different plug data into the synthetic environment, wherein a portion of the synthetic environment is generated without revising the object code and foregoing recompilation, the portion of the synthetic environment including at least one game management server. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A method to create events in synthetic environments, the method comprising:
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generating a synthetic environment by performing object code using a processor, the object code including socket code to introduce content to the synthetic environment; instantiating a plug object having a data arrangement in accordance with a universal data structure; configuring the plug object to include data representing a location at which the content is introduced in the synthetic environment, speed in the synthetic environment, path in the synthetic environment, or any combination thereof, substantially simultaneous to the execution of the object code, wherein the plug object relates to a creature, a tree, a structure, or any combination thereof; scheduling a time during which the content is introduced into the synthetic environment; determining whether the time has been reached; and in the event that the time has been reached, introducing, using an event server, another plug object into the synthetic environment, wherein a portion of the synthetic environment is generated without revising the object code and foregoing recompilation, the portion of the synthetic environment including at least one game management server. - View Dependent Claims (10, 11, 12, 13)
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14. A non-transitory computer readable medium to facilitate massively multiplayer online games, the computer readable medium comprising instructions executable by a processor to:
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using a processor to generate a synthetic environment including executable code and accessible by multiple clients, the executable code including socket code configured to interact with a source of plug data; select plug data from the source of plug data, the plug data being created subsequent to formation of the executable code; establish a trigger point at which the socket code and the plug data interact, wherein the plug data includes data relating to location in the synthetic environment, positioning in the synthetic environment, speed in the synthetic environment, path in the synthetic environment, or any combination thereof; and
wherein the plug data relates to a creature, a tree, a structure, or any combination thereof;introduce dynamic content into the synthetic environment, wherein the trigger point includes a scheduled time or a condition, the condition including a number of participants at a specific location has surpassed a threshold; determining whether the trigger point has been reached; and in the event that the trigger point has been reached, introducing, using an event server, different plug data into the synthetic environment, wherein a portion of the synthetic environment is generated without revising the object code and foregoing recompilation, the portion of the synthetic environment including at least one game management server. - View Dependent Claims (15)
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16. A computer program product for facilitating massively multiplayer online games, the computer program product being embodied in a non-transitory computer readable storage medium and comprising computer instructions to:
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maintain data representing an event in an event library database, the event associated with a plug object configured to interact with object code; determine a time during which dynamic content is scheduled to persist in association with a synthetic environment; display a representation of the time during which the dynamic content is introduced into the synthetic environment; detect a condition that triggers introduction of the dynamic content into the synthetic environment, wherein the dynamic content includes data relating to location in the synthetic environment, positioning in the synthetic environment, speed in the synthetic environment, path in the synthetic environment, or any combination thereof;
wherein the plug object relates to a creature, a tree, a structure, or any combination thereof;
wherein the condition including a number of participants at a specific location has surpassed a threshold; andin the event that the condition has occurred, introduce, using an event server, different plug data into the synthetic environment during the execution of the object code, wherein a portion of the synthetic environment is generated without revising the object code and foregoing recompilation, the portion of the synthetic environment including at least one game management server. - View Dependent Claims (17, 18)
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Specification