Slitless game world system based on server/customer's machine and method thereof

A game world and server technology, applied in the seamless game world system based on server/client and its field, can solve the problems of game interruption, increase of redundant calculation and communication load, map unit shape and size limitation, etc., and achieve convenience improved effect

Inactive Publication Date: 2006-10-18
INT BUSINESS MASCH CORP
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0008] Discrete game worlds have three major drawbacks: 1) When switching between two regions operated by different servers, there is a noticeable interruption to the game being played
As a result, players experience severe issues with choppy visuals on the client site
2) Area boundaries prohibit players from looking at the other side of the game world, which in turn reduces the interactivity and entertainment of the game
3) Increased the difficulty of dynamic load balancing of the game server farm (that is, the batch movement of game characters is a very challenging task without the influence of the regular business of the game server)
[0013] The main weakness of the buffer solution is that it requires the game map to be reconstructed, the shape and size of the map cells are limited, and it presents difficult choices when dealing with dynamically changing regions of interest
If the largest regions of interest are selected as the extent of the overlapping regions, then it increases their redundant computation and communication load, and reduces the overall resource usage of the game server farm

Method used

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  • Slitless game world system based on server/customer's machine and method thereof
  • Slitless game world system based on server/customer's machine and method thereof
  • Slitless game world system based on server/customer's machine and method thereof

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Embodiment Construction

[0026] The following description is provided to provide a detailed description of an example of the present invention, and should not be used to limit the present invention. Rather, any number of variations of the invention are possible within the scope of the invention as defined by the claims following the description.

[0027] figure 2 A block diagram showing the application of the game server in the seamless game world system according to the present invention. refer to figure 2 A seamless game world system applying the map controller according to the present invention includes a plurality of game servers and at least one client (not shown). The seamless game world system also includes a game logic calculation module 200 , a map controller 210 and a game character status update module 220 . The map controller 210 is located between the conventional game logic calculation module 200 and the player's game character status update module 220, and is integrated with the ga...

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Abstract

The present invention relates to a seamless game world system based on server / customer machine and its method. Said system includes the following several portions: game server, customer machine, game logic calculation module, map controller and game role state replacement module. Said invention also provides the concrete function and action of the above-mentioned every portion, and provides the concrete steps of said game method.

Description

technical field [0001] The present invention relates generally to computer systems for online gaming and methods used therefor, and more particularly to games that are divided into several small game worlds in massively multiplayer online games based on client / server architectures A seamless game world system and the methods used by the world partitions to link together to form the entire game world. Background technique [0002] With the advent of the Internet and wireless communication technologies, massively multiplayer online games (massively multiplayer online games) have become more and more popular in recent years. Although the P2P architecture has been theoretically researched for several years, and there are already P2P-based games, due to game security and management considerations, most commercially run massively multiplayer online games are generally client / server architecture. [0003] In a massively multiplayer online game in the form of a client / server archi...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F19/00
CPCA63F13/12G07F17/32A63F2300/531A63F2300/534A63F13/30A63F13/69A63F13/352A63F13/358
Inventor 程龙叶萌戈弋邵凌
Owner INT BUSINESS MASCH CORP
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