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    • 3. 发明授权
    • Local frame processing to apparently reduce network lag of multiplayer deterministic simulations
    • 本地帧处理显然减少了多人确定性模拟的网络滞后
    • US08069258B1
    • 2011-11-29
    • US11853791
    • 2007-09-11
    • Jeffrey Howell
    • Jeffrey Howell
    • G06F15/16
    • H04L65/80H04L67/38
    • A method for at least apparently reducing the effects of network lag is provided. For a networked interactive game system including at least one local game system and at least one remote game system, distributed game play of an interactive game with at least an apparent reduction of network lag at the local game system is allowed. An input command which was generated by a local user of the local game system that controls a local object is intercepted. Furthermore, at least state data of a remote object that was determined in a network simulation of a previous game frame is retrieved. Interaction data of the local object for a local simulation of an immediately previous game frame may also be retrieved. A local simulation of the first game frame is generated based on the input command, the state data, and the interaction data.
    • 提供了一种至少明显降低网络滞后效应的方法。 对于包括至少一个本地游戏系统和至少一个远程游戏系统的网络交互式游戏系统,允许在本地游戏系统中至少具有明显的网络滞后减少的交互式游戏的分布式游戏。 拦截由本地游戏系统的本地用户产生的控制本地对象的输入命令。 此外,检索在先前游戏帧的网络模拟中确定的远程对象的至少状态数据。 也可以检索用于局部模拟之前的游戏帧的本地对象的交互数据。 基于输入命令,状态数据和交互数据生成第一游戏帧的局部模拟。