Server-Synchronized Ballistic Trajectory Display Across Terminals

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Solution Overview

Problem

In multiplayer online third-person shooting games, there is a synchronization issue with displaying ballistic trajectories and hit results across different terminals due to network latency, leading to asynchronous and inaccurate representations of ammunition impacts.

Innovation Solution

A method and apparatus that synchronizes the creation and display of ballistic trajectories and hit results across multiple terminals by using a server to transmit simultaneous ammunition creating and display instructions, ensuring that the ballistic trajectories and damage displays are synchronized across all terminals.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If ballistic trajectory and hit result displays are implemented across multiple terminals in multiplayer online games, then gaming functionality and interaction are improved, but synchronization accuracy deteriorates due to network latency

Engineering Contradiction:
Improvemulti-terminal display capabilityVSAvoidsynchronization accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The patent introduces a server as an intermediary component that receives shooting signals from the first terminal, calculates ballistic trajectories and hit results, and transmits display instructions to multiple terminals simultaneously. This intermediary approach centralizes the calculation logic and ensures consistent data distribution across all terminals, resolving the synchronization issue caused by direct peer-to-peer communication and network latency variations.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If simultaneous transmission of ammunition creating instructions is implemented across multiple terminals, then display synchronization is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improvedisplay synchronizationVSAvoidnetwork traffic volume
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent implements preliminary action by having the server pre-calculate ballistic trajectories and hit results before transmitting display instructions to terminals. The server receives the shooting signal, performs all necessary calculations locally, and then distributes the pre-computed results to multiple terminals simultaneously. This approach reduces the amount of data that needs to be transmitted over the network while maintaining synchronization accuracy.

Inventive Principle:
Principle #10Preliminary action

3Measurement precision

If ballistic trajectory calculation is performed on the server, then calculation accuracy and consistency are improved, but server processing load increases

Engineering Contradiction:
Improvecalculation accuracyVSAvoidserver processing capacity
Core Design Contradiction:
Measurement precisionVSPower

Solution Approach 1:

The patent applies the copying principle by having the server calculate ballistic trajectories and hit results once, then distribute these calculation results to multiple terminals that need to display the same information. Instead of each terminal performing its own calculation independently (which would increase overall processing load), the server performs the calculation once and copies the results to all terminals, reducing redundant processing while maintaining accuracy.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12440771B2Ballistic trajectory display in a virtual environment
Publication Date: 2025.10.14 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12440771B2 patent drawing
  • US12440771B2 patent drawing
  • US12440771B2 patent drawing

AI summary

A ballistic trajectory display method in a virtual environment includes receiving, by a server from a first terminal, a shooting request in response to a shooting trigger; transmitting, by the server, the shooting request to a second terminal; receiving, by the server from the first terminal, a hit report in response to a hit event of the first terminal; determining a validity of the hit event of the first terminal according to the hit report; and transmitting simultaneously a damage display instruction to the first terminal and a second terminal to trigger damage display on the first terminal and the second terminal.