Entity-component architecture with components having multiple configurations

    公开(公告)号:US10375206B1

    公开(公告)日:2019-08-06

    申请号:US15270046

    申请日:2016-09-20

    Abstract: Techniques for implementation of an entity-component architecture with components having multiple configurations are described herein. In some examples, at least one component within an entity-component architecture of a video game may have multiple different configurations. Each of the multiple configurations may, for example, relate to a different respective deployment context in which the configuration will be deployed. For example, in some cases, the different configurations may be defined for different device types, such as client, server, and others. Additionally, in some cases, the different configurations may be defined for different types of game consoles, and other different software, hardware, and/or contextual attributes. Furthermore, in some cases, configurations may be defined for use during video game development, such as within an editing interface that is used for video game development.

    Object subscription rule propagation

    公开(公告)号:US10104173B1

    公开(公告)日:2018-10-16

    申请号:US14859166

    申请日:2015-09-18

    Abstract: A computing system implemented method is disclosed for distributing data objects in a network of computing nodes. Each node has stored thereon subscription rules defining characteristics of data objects that the particular node may require during processing. The nodes exchange their subscription rules with other nodes in the network. Each node then compares the rules received from other nodes with the attributes of data objects stored on the particular node. Where a rule set matches the attributes of a data object stored thereon, the node marks the particular data object for copying to the node from which the particular rule set was received. The marked data object is then copied to the appropriate node.

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