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.

    Path management for virtual environments

    公开(公告)号:US10792568B1

    公开(公告)日:2020-10-06

    申请号:US16139579

    申请日:2018-09-24

    Inventor: Bill L. Merrill

    Abstract: Navigation paths through complex physical or virtual spaces can be determined without the need to transmit complex map data for the spaces, avoiding issues with additional latency or bandwidth. In a video game environment, a path can be determined for a non-player character through a level of the game. A pathfinding algorithm can be used to determine a path from a start point to an end point in the level. A virtual element can be swept along the path to determine significant spatial variations. Spatial information, such as may include different radius values for a virtual sphere able to pass through these variations, can be provided along with the coordinates of the points used to approximate the path. A path following service can utilize the spatial information to direct the character along the path in a more natural way for that character based upon factors such kinematic limitations.

    Entity-component architecture with components having multiple configurations

    公开(公告)号:US10603583B1

    公开(公告)日:2020-03-31

    申请号:US15270037

    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.

Patent Agency Ranking