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Method and system to create three-dimensional mapping in a two-dimensional game

  • US 9,504,920 B2
  • Filed: 09/03/2014
  • Issued: 11/29/2016
  • Est. Priority Date: 04/25/2011
  • Status: Expired due to Fees
First Claim
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1. A method to enable a game application, characterizable in at least three game-world (xv, yv, zv,) coordinates and an implicit fourth (tv) time coordinate, executed by a device comprising a processor and coupled to a display, to respond to at least three-dimensional (xw, yw, zw) input and an implicit fourth (tw) time input generated from a player interacting with said game application, to enable said game application to present player-interactable depth on said display, the method comprising:

  • (a) acquiring, by the processor, (xw, yw, zw, tw) data representing a real world position of player interaction with said game application;

    (b) mapping and transforming, by the processor, acquired said (xw, yw, zw, tw) data and virtual game-world (xv, yv, zv, tv) coordinates into a unified four dimensional scaled coordinate system (xu, yu, zu, tu);

    (c) using, by the processor, at least one of mapped and scaled said unified-world (xu, yu, zu, tu) coordinates to cause said game application to react to said (xw, yw, zw) data acquired at step (a); and

    (d) causing, by the processor, said game application to render at least one image on said display responsive to step (c);

    wherein said display and game interaction is rendered from a perception viewpoint of said player; and

    wherein said game application is characterized by a representation selected from a group consisting of (i) a two-dimensional virtual representation, and (ii) a three-dimensional virtual representation.

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