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    • 2. 发明公开
    • 게임 장치, 게임 장치의 제어 방법 및 정보 기억 매체
    • 游戏设备,游戏设备控制方法和信息存储介质
    • KR1020080021821A
    • 2008-03-07
    • KR1020087002166
    • 2006-07-24
    • 가부시키가이샤 코나미 데지타루 엔타테인멘토
    • 이즈미다다카츠스즈키사토시
    • A63F13/40G06T19/20A63F13/00
    • A63F13/577A63F13/10A63F13/812A63F2300/643A63F2300/8011
    • A game device capable of preferably rendering the situation in which a predetermined game event occurs as a result of collisions by a relatively simple processing. A collision judging section (74) judges whether or not a predetermined collision condition is met on the basis of the positions of the object to be collision-evaluated and the candidate object with which the object to be collision-evaluated may collide. A collision evaluation point calculating section (76) calculates the collision evaluation point(s) from the states of the object to be collision-evaluated and the candidate object in a virtual three-dimensional space if the collision condition is judged to be satisfied. A collision evaluation point total value storage section (78) stores the total value of the collision evaluation points. Game event generating means (injury event control section (80)) generates a predetermined game event concerning the object to be collision-evaluated with a probability based on the collision evaluation point total value. ® KIPO & WIPO 2008
    • 能够通过相对简单的处理,能够优选地呈现由于冲突而发生预定游戏事件的情况的游戏装置。 碰撞判断部(74)基于要进行碰撞评估的对象的位置和要被碰撞评估的对象可能碰撞的候选对象来判断是否满足预定的碰撞条件。 碰撞评估点计算部(76)如果判断出碰撞条件被满足,则从要进行碰撞评估的对象的状态和虚拟三维空间中的候选对象计算碰撞评估点。 碰撞评估点总值存储部(78)存储碰撞评价点的总值。 游戏事件发生装置(伤害事件控制部(80))以基于碰撞评价点总数的概率生成关于要进行碰撞评估的对象的预定游戏事件。 ®KIPO&WIPO 2008
    • 3. 发明公开
    • 다중 접속 온라인 게임에서 P2P 메시지 전송 시스템 방법
    • P2P消息传输系统和多用户在线游戏中的方法
    • KR1020080018512A
    • 2008-02-28
    • KR1020060080733
    • 2006-08-24
    • 네이버 주식회사
    • 김성훈
    • G06Q50/10G06Q50/30
    • A63F13/34A63F13/12A63F13/358A63F13/577A63F13/803A63F2300/408A63F2300/535A63F2300/5533A63F2300/643A63F2300/8017
    • A method for transferring a P2P(Peer-to-Peer) message in a multi-user online game is provided to reduce load of a game server in an MMORPG(Massive Multiplayer Online Role Playing Game) by enabling user clients to transceive a part of a message received from the game server in a P2P message style. An authentication sever(100) allows a user to connect a game sever(102) in case authentication request information from a client is valid. The game server(102) receives/processes a game message received from the user client(108) according to a preset game logic and transfers the game message to be transferred to other user clients to the other connected user clients. A database server(104) receives state change information including a state change of a game character from the game server and stores the received information to the database. A game application for executing the game is installed to each user client and transfers a preset type of the game message among the game messages to the selected user clients in the P2P message style. The game application selects the user client to receive the P2P message by receiving character location information of the connected user clients from the game server.
    • 提供了一种用于在多用户在线游戏中传送P2P(对等)消息的方法,以通过使用户客户能够收看一部分的MMORPG(大型多人在线角色扮演游戏)来减少游戏服务器的负担 以P2P消息风格从游戏服务器接收的消息。 认证服务器(100)允许用户在来自客户端的认证请求信息有效的情况下连接游戏服务器(102)。 游戏服务器(102)根据预设的游戏逻辑接收/处理从用户客户端(108)接收到的游戏消息,并将要传送给其他用户客户端的游戏消息传送给其他连接的用户客户端。 数据库服务器(104)从游戏服务器接收包括游戏角色的状态变化的状态变化信息,并将接收到的信息存储到数据库。 将用于执行游戏的游戏应用程序安装到每个用户客户端,并将游戏消息中的预设类型的游戏消息以P2P消息风格传送给所选择的用户客户端。 游戏应用程序通过从游戏服务器接收连接的用户客户端的字符位置信息来选择用户客户端来接收P2P消息。
    • 9. 发明公开
    • 게임 장치, 게임 장치의 제어 방법, 및 정보 기억 매체
    • 游戏设备,游戏设备控制方法,程序和信息存储介质
    • KR1020090117752A
    • 2009-11-12
    • KR1020097017790
    • 2008-09-19
    • 가부시키가이샤 코나미 데지타루 엔타테인멘토
    • 모리히로노부
    • A63F13/833A63F13/45
    • A63F13/812A63F13/10A63F13/2145A63F13/26A63F13/56A63F13/577A63F2300/1075A63F2300/64A63F2300/643A63F2300/6607A63F2300/8011
    • A game device which makes a user get an actual feeling that an operation object player character will lose his/her balance as the result of his/her shooting a moving object while he/she is comparatively apart from the moving object in a sport game wherein the operation object character shoots the moving object according to user's predetermined operation. When the predetermined operation is conducted, a judgment means (92a) judges whether the moving object is positioned in a judgment area set on the basis of the position of the operation object character. When it is judged that the moving object is in the area, an operation object character control means (92b) makes the operation object character shoot the moving object. On the basis of the position of the moving object at the reference time based on at least either the time when the predetermined operation is conducted or the time when the moving object is shot by the character, a judgment area control means (92c) controls the size of the judgment area after the moving object is shot.
    • 一种游戏装置,其使得用户获得操作对象玩家角色的实际感觉,因为在运动对象中运动对象相对离开运动对象时,他/她在拍摄移动对象的结果时失去平衡,其中, 操作对象字符根据用户的预定操作拍摄移动物体。 当执行预定操作时,判断装置(92a)根据操作对象字符的位置来判断移动对象是否位于设置的判断区域中。 当判断为移动物体在该区域时,操作对象字符控制装置(92b)使操作对象字符拍摄移动物体。 基于运动对象在基准时刻的位置,至少基于进行预定操作的时间或者由该角色拍摄移动物体的时间,判断区域控制装置(92c)控制 拍摄移动物体后判断区域的大小。