Abstract:
Embodiments of the present invention allow game play to migrate back and forth between a server-run video game and a client-run video game. For example, a user could start playing a video game running on a server and then migrate play to a client device, such as a game console. When a game is running on the server, the server executes the game code, renders a video image, and communicates the image to the client. The client may communicate game control commands to the server. The game play may also start on the client and transition to a server. For example, a user may reach a point in the game where the user does not have the game files stored on the client.
Abstract:
본 출원의 일 실시예에 따른 프리킥 게임 제공 방법은 복수의 게임 클라이언트와 네트워크를 통하여 동시에 연결 가능하고, 게임 클라이언트에 게임을 제공하는 프리킥 게임 제공 시스템에서 수행된다. 상기 게임 제공 방법은 (a) 상기 프리킥 게임 제공 시스템에 접속한 복수의 사용자들 중 프리킥 대전 게임을 수행할 공격자 측 및 수비자 측 사용자들을 결정하는 단계, (b) 공격자 측 PC(Playable Character)의 위치를 결정하는 단계, (c) 공격자 측 게임 클라이언트로부터 상기 공격자 측 사용자에 의하여 입력된 프리킥 조작 입력(Free-Kick Control Input)을 수신하는 단계, (d) 상기 프리킥 조작 입력을 기초로 공의 슈팅 궤적을 연산하는 단계 및 (e) 상기 공격자 측 및 수비자 측 게임 클라이언트에 상기 슈팅 궤적에 대한 정보를 제공하는 단계를 포함한다.
Abstract:
Systems and methods for substantially contemporaneously presenting a distributed simulation at multiple computing devices. A first computing device controls an object in the simulation. A second computing device generates a visual representation of the object associated with a visual status. The second computing device generates a predicted status and receives an update including new status from the first computing device. A portion of the predicted status is set equal to a portion of the new status, and a discrepancy between the predicted and visual statuses is determined. When the discrepancy is greater than a first threshold, at least one velocity of the predicted status may be modified. When the discrepancy is greater than a second threshold, the visual status is modified based at least in part on the predicted status. A new visual representation of the object is rendered based at least in part on the visual status, and displayed.
Abstract:
본 발명은 온라인 게임서버를 통해 부하 테스트를 하는 온라인 게임 서버-테스트 통합 장치에 관한 것으로, 네트워크를 통해 클라이언트에게 온라인 서비스를 제공하는 서버모듈, 패킷 프로토콜을 정의하고, 서버모듈과 클라이언트 간의 데이터를 주고받기 위한 헤더파일, 및 서버모듈과 서버 부하 테스트부 간의 데이터를 주고받기 위한 패킷 정의 파일을 생성하는 패킷 디자이너 도구, 상기 패킷 디자이너 도구가 생성한 패킷 정의 파일을 저장하는 메타 파일 처리부, 및 상기에서 정의된 패킷 정의 파일을 이용하여 시나리오를 작성하여 상기 서버모듈의 부하를 테스트하는 서버 부하 테스트부를 제공한다.
Abstract:
Methods of and apparatus for providing video game content to a user of a client device (2), the client device (2) being connected to a remote server (3) via a telecommunications network, a method comprising: storing video game background data at the client device (2); storing moving object data representative of one or more moving objects on the remote server (3); transmitting a signal from the client side (2), the signal comprising data relating to the output of video game content; streaming the moving object data from the remote server (3) to the client device (2) in response to receiving the signal; combining the moving object data and the background data to produce video game content comprising an image in which the one or more objects (50, 60, 250) move; and outputting the video game content to the user. Adverts can be streamed in addition, potentially targeted by means of a user profile.
Abstract:
The present invention relates to a method for controlling a network (100) of equipment (10a, 10b, 11) for the game of cards. The network includes a server for controlling the game ( 10b, 11) and at least one piece of playing equipment (10a), the server and the piece of playing equipment being able to communicate data between them, each piece of playing equipment (10a) including display means (20). The method comprises the steps of: identifying a portion (R) of the totality (T) of the playing cards which is able to be displayed on the display means (20), the portion (R) of cards displayed being the same in all the pieces of playing equipment (10a); determining the number of cards assigned (Q) to each player using a piece of playing equipment (10a) in order to play a hand at the game of cards; generating at the side of the server (10b, 11) a vector vetcar having a dimension which is equal to or greater than the total number of cards (T), there being associated with each element vetcar(i) of the vector a card of the totality of cards (T); generating a plurality of elements in a number equal to the portion (R) of cards and subdividing the plurality of elements into a plurality of m subgroups sottogrup, each of those elements in each subgroup being unambiguously identified by at least one alphanumeric character; displaying on the display means (20) in each piece of playing equipment the elements subdivided into the subgroups; selecting in the piece of playing equipment (10a) in a first selection an element from the n forming a subgroup of the plurality and sending to the server (10b) a piece of data representing the alphanumeric character identifying the element or alternatively generating in the server (10b, 11) an alphanumeric character which unambiguously determines an element in one of the subgroups and sending a piece of data representing the alphanumeric character to the piece of playing equipment so as to select an element from a subgroup of the plurality; sending the vector vetcar from the server (10b) to all the pieces of playing equipment (10a) present in the network (100); associating with each element of the subgroups a card of the vector vetcar, the same card is associated with the same element identified by the same alphanumeric character in each piece of playing equipment (10a); the element selected in the first selection being associated with a card which forms part of the cards (Q) in the possession of the player in a hand of the game.
Abstract:
Managing resources of server hosts in an online game environment, including: monitoring metrics data of the online game environment including configurable thresholds and rules defined for a game title; processing and analyzing the metrics data; determining whether the metrics data indicates an over or under capacity of the server hosts in the online game environment; sending a first request to locate, deploy, connect, and register additional game servers to the online game environment to support increasing load, when the metrics data indicates the under capacity of the server hosts; and sending a second request to isolate, remove, disconnect, and un-register surplus game servers from the online game environment to make them available to support the player load in other game titles, when the metrics data indicates the over capacity of the server hosts. Keywords include resource management, online gaming, and server architecture.
Abstract:
Disclosed herein are a method of providing a game application through an image display device and a user terminal connected over a network and a game application provision system employing the method. The method of providing the game application includes assigning a play identifier to the user terminal, executing the game application, generating game execution information, and transmitting the game execution information to the user terminal.
Abstract:
The method for synchronising character data according to data-type classification of the present invention is a method for synchronising character data being executed by means of an online gaming system, comprising: a sending step in which character information, including position data generated following position changes in a character being used by a first user or action data generated following various behaviour changes in the character, is sent to a second user; a receiving step in which the character data is received by the second user; an assessment step in which the data type of the character information is assessed; and a processing step in which the character information is processed in accordance with the assessed data type.