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
Engineering 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
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.
2Measurement precision
If simultaneous transmission of ammunition creating instructions is implemented across multiple terminals, then display synchronization is improved, but network bandwidth consumption increases
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.
3Measurement precision
If ballistic trajectory calculation is performed on the server, then calculation accuracy and consistency are improved, but server processing load increases
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.
Data Source
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.


