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    • 3. 发明授权
    • Using transferred operation key status data to synchronize games running on multiple independent game systems
    • 使用转移的操作键状态数据来同步在多个独立游戏系统上运行的游戏
    • US06811487B2
    • 2004-11-02
    • US10021302
    • 2001-12-19
    • Toshio Sengoku
    • Toshio Sengoku
    • A63F1312
    • A63F13/31A63F13/12A63F13/358A63F2300/204A63F2300/402
    • When users simultaneously play the same game with interconnected game machines, processing delays would conventionally cause inconsistencies in game content between different game machines. To solve this problem, the game machines are not synchronized with one another, but each game machine outputs operation key status data representing the state of a set of number of operation controls to the other game machines in accordance with predetermined data communication timing. A received FIFO data buffer in each game machine, sequentially stores operation key status data received from the other game machines. Only valid operation control status data is transferred to an operation data buffer for use in game processing. Inconsistencies in game content between different game machines are prevented through software-based synchronization which does not require hardware-based synchronization.
    • 当用户同时使用互联游戏机同时玩游戏时,处理延迟通常会导致不同游戏机之间的游戏内容不一致。 为了解决这个问题,游戏机不是彼此同步,而是根据预定的数据通信定时,每个游戏机将表示一组操作控制的状态的操作键状态数据输出到其他游戏机。 在每个游戏机中接收到的FIFO数据缓冲器,依次存储从其他游戏机接收到的操作键状态数据。 只有有效的操作控制状态数据被传送到用于游戏处理的操作数据缓冲器。 通过不需要基于硬件的同步的基于软件的同步来防止不同游戏机之间游戏内容的不一致。