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Using and transmitting method in game vide frequency

A game and video technology, applied in the field of video use and transmission in games, can solve problems such as large communication volume, and achieve the effect of increasing interactivity and reducing network transmission volume.

Inactive Publication Date: 2007-06-27
CHENGDU KINGSOFT DIGITAL ENTERTAINMENT
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, in the current application of this aspect, there are generally situations where the communication volume is too large, and the transmission cannot be carried out behind different NATs and needs to be forwarded through the Server (server)

Method used

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  • Using and transmitting method in game vide frequency
  • Using and transmitting method in game vide frequency

Examples

Experimental program
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Effect test

Embodiment 1

[0044] As shown in Figure 1, a method for using and transmitting video in games is to compress the collected video data through a data compression algorithm. Thread technology sends compressed pictures; then UDP hole-punching technology penetrates NAT for UDP P2P connection, and uses data compression algorithm to convert the picture format received by the Peer at the receiving end into the picture format displayed by DirectX.

[0045]The data compression algorithm adopts the JPEG algorithm. JPEG (Joint Photographic Experts Group, a file compression format that can provide excellent image quality) algorithm is a static digital image data compression coding standard, which is an international common standard, so it is also called the JPEG standard. JPEG is a static image data compression standard with a wide range of applications, which can be used for both grayscale images and color images.

[0046] The compression coding of described JPEG algorithm is divided into three steps...

Embodiment 2

[0078] As shown in Figure 2, assuming that both Client A and Client B have their own private IP addresses, and both are behind different NATs, the end-to-end program runs between Client A, Client B, and S, and they are all open UDP port 1234. Client A and Client B first establish a communication session with S respectively. At this time, NAT A allocates its own UDP port 62000 to the session between Client A and S, and NAT B also allocates its own UDP port 31000 to the session between Client B and S. .

[0079] If Client A wants to establish a UDP direct connection with Client B at this time, if Client A simply sends a UDP message to Client B's public network address 138.76.29.7:31000, NAT B will ignore this message Discard, because the address information contained in this UDP message does not match the address information of server S stored in NAT B when Client B establishes a connection with server S. Similarly, if Client B does the same thing, the UDP information sent wil...

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Abstract

The invention discloses a method for using and transmitting a video in a game process. Its characters show as follow: it compresses video-data through data compression algorithm, and each end sends the compressed images to one or more Peers via multithreaded application through establishing different connections. Then it penetrates NAT through UDP technology to connect with P2P, and it converses the format of images received by the Peer into the format for DirectX. The invention realizes the using and transmitting in the game process via the combination of DirectX, UDP and data compression algorithm, which can reduce the network traffic and achieve multi-usages of video and transmission by more users in the game.

Description

technical field [0001] The invention relates to a method for realizing video, in particular to a method for using and transmitting video in games. Background technique [0002] Today, with the vigorous development of online games, people not only experience the content of the game itself in the game, but also communicate with each other through games. The video itself plays pictures one by one according to the loss of time, and the initial data of the picture is to save the specific RGB value of each point (the method of encoding a color is collectively referred to as "color space" or "color gamut") , the "color space" of any color can be defined as a fixed number or variable, and RGB is just one of many color spaces. With this encoding method, each color can be represented by three variables-red, green and the intensity of blue), so now the video transmission is put into the game, so that players can transmit video while playing the game, which is more convenient for playe...

Claims

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Application Information

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IPC IPC(8): H04N7/26H04N7/24G06F19/00G06T9/00H04L29/00
Inventor 童颜
Owner CHENGDU KINGSOFT DIGITAL ENTERTAINMENT
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