Virtual environment for computer game
First Claim
1. A multi-user animation method, comprising:
- receiving, by a server, input from multiple clients corresponding to modeled objects and personalized spaces of two or more modeled 3-D environments in a memory of the server, wherein attributes of the modeled objects and the personalized spaces may be replaced or modified by the input from the multiple clients;
setting, in the memory of the server, at least one attribute of each of the modeled objects and each of the personalized spaces based on attribute data; and
configuring time-delimited data for enabling display of the modeled objects and access to the personalized spaces on the multiple clients,wherein display of the modeled objects and access to the personalized spaces is prevented unless authorized by the respective one of the multiple clients that has provided the attribute data; and
wherein each of the personalized spaces exists as a separate one of the two or more modeled 3-D environments and, when authorized, is accessed via a portal from a common space of another one of the two or more modeled 3-D environments.
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Abstract
A multi-user virtual reality universe (VRU) process receives input from multiple remote clients to manipulate avatars through a modeled 3-D environment. A VRU host models movement of avatars in the VRU environment in response to client input, which each user providing input for control of a corresponding avatar. The modeled VRU data is provided by the host to client workstations for display of a simulated environment visible to all participants. The host maintains personalized data for selected modeled objects or areas that is personalized for specific users in response to client input. The host includes personalized data in modeling the VRU environment. The host may segregate VRU data provided to different clients participating in the same VRU environment according to limit personalized data to authorized users, while all users receive common data.
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Citations
19 Claims
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1. A multi-user animation method, comprising:
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receiving, by a server, input from multiple clients corresponding to modeled objects and personalized spaces of two or more modeled 3-D environments in a memory of the server, wherein attributes of the modeled objects and the personalized spaces may be replaced or modified by the input from the multiple clients; setting, in the memory of the server, at least one attribute of each of the modeled objects and each of the personalized spaces based on attribute data; and configuring time-delimited data for enabling display of the modeled objects and access to the personalized spaces on the multiple clients, wherein display of the modeled objects and access to the personalized spaces is prevented unless authorized by the respective one of the multiple clients that has provided the attribute data; and wherein each of the personalized spaces exists as a separate one of the two or more modeled 3-D environments and, when authorized, is accessed via a portal from a common space of another one of the two or more modeled 3-D environments. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. An apparatus comprising a memory coupled to at least one processor, the memory holding instructions executable by the at least one processor for causing the apparatus to perform:
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receiving input from multiple clients corresponding to modeled objects and personalized spaces of two or more modeled 3-D environments in a memory of the server, wherein attributes of the modeled objects and personalized spaces may be replaced or modified by the input from the multiple clients, the input comprising options selected from an options menu; setting in the memory at least one attribute of each of the modeled objects and each of the personalized spaces based on attribute data provided by a respective one of the multiple clients; and configuring time-delimited data for enabling display of at least one of the two or more modeled 3-D environments, wherein display of one or more of the modeled objects and access to one or more personalized spaces is prevented unless authorized by the respective one of the multiple clients that has provided the attribute data, and wherein a portal to one or more of the personalized spaces is not apparent to users of the multiple clients. - View Dependent Claims (10, 11, 12, 13, 14, 15)
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16. A method for managing an interactive multiplayer computer game system to provide each player with an option to personally determine elements that appear in the game environment, comprising:
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maintaining a database of electronic content for a game environment having personalized content items each associated with identifying information for game participants and common content items not associated with identifying information for game participants, wherein attributes of the personalized content items may be replaced or modified by each player; hosting a game process in which remote game participants provide input via remote clients to a host for manipulation of modeled avatar objects in a multi-user game including the electronic content, wherein the input comprises a command to serve personalized content items to selected ones of the game participants; and serving output from the game process to the remote clients to cause displays of a game environment thereat, wherein the output is configured to cause simultaneous display of common content items and personalized content items within a game scene viewed in common by the game participants, wherein conflicts between common and personalized game objects are resolved in the game scene based on priorities and wherein priority is given to the object or scene of the game participant with the highest game score. - View Dependent Claims (17, 18, 19)
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Specification