AU2002358959A1 - Massive multiplayer real-time persistant network game engine - Google Patents

Massive multiplayer real-time persistant network game engine

Info

Publication number
AU2002358959A1
AU2002358959A1 AU2002358959A AU2002358959A AU2002358959A1 AU 2002358959 A1 AU2002358959 A1 AU 2002358959A1 AU 2002358959 A AU2002358959 A AU 2002358959A AU 2002358959 A AU2002358959 A AU 2002358959A AU 2002358959 A1 AU2002358959 A1 AU 2002358959A1
Authority
AU
Australia
Prior art keywords
persistant
time
network game
game engine
massive multiplayer
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
AU2002358959A
Inventor
Gideon Amir
Ramon Axelrod
Yuval Mendelson
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
MAJOREM Ltd
Original Assignee
MAJOREM Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by MAJOREM Ltd filed Critical MAJOREM Ltd
Publication of AU2002358959A1 publication Critical patent/AU2002358959A1/en
Abandoned legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
    • H04L69/22Parsing or analysis of headers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Computer Security & Cryptography (AREA)
  • Computer And Data Communications (AREA)
  • Data Exchanges In Wide-Area Networks (AREA)
AU2002358959A 2001-12-11 2002-12-11 Massive multiplayer real-time persistant network game engine Abandoned AU2002358959A1 (en)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
US33867401P 2001-12-11 2001-12-11
US60/338,674 2001-12-11
PCT/IL2002/001000 WO2003053531A1 (en) 2001-12-11 2002-12-11 Massive multiplayer real-time persistant network game engine

Publications (1)

Publication Number Publication Date
AU2002358959A1 true AU2002358959A1 (en) 2003-07-09

Family

ID=23325657

Family Applications (1)

Application Number Title Priority Date Filing Date
AU2002358959A Abandoned AU2002358959A1 (en) 2001-12-11 2002-12-11 Massive multiplayer real-time persistant network game engine

Country Status (3)

Country Link
AU (1) AU2002358959A1 (en)
TW (1) TW200410119A (en)
WO (1) WO2003053531A1 (en)

Families Citing this family (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7798901B2 (en) * 2003-08-18 2010-09-21 Igt Tournament gaming method and system
US8002630B2 (en) 2003-08-18 2011-08-23 Igt Tournament game system and method using a tournament game card
US8591338B2 (en) 2003-08-18 2013-11-26 Igt System and method for permitting a tournament game on different computing platforms
US7803054B1 (en) 2004-03-31 2010-09-28 Microsoft Corporation Multi-vehicle cross-network coordination
RU2401842C2 (en) 2004-10-08 2010-10-20 Домантис Лимитед Antagonists and method of using said antagonists
US20080045335A1 (en) * 2006-08-17 2008-02-21 Zachary Adam Garbow Replacing a Departing Player in a Game with a Waiting Player
US7627632B2 (en) 2006-11-13 2009-12-01 Microsoft Corporation Reducing bandwidth requirements for peer-to-peer gaming based on importance of remote objects to a local player
US20080188277A1 (en) 2007-02-01 2008-08-07 Ritter Janice E Electronic Game Device And Method Of Using The Same
US8137199B2 (en) 2008-02-11 2012-03-20 Microsoft Corporation Partitioned artificial intelligence for networked games
CN102387132B (en) * 2011-08-25 2014-05-14 北京像素软件科技股份有限公司 Fighting system realization method
CN103795782B (en) * 2013-12-27 2017-08-08 北京像素软件科技股份有限公司 A kind of online game across taking method and system
CN117122913B (en) * 2023-08-24 2024-07-12 广州极晟网络技术有限公司 Frame-following acceleration method, device, equipment and medium based on frame synchronization

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6409602B1 (en) * 1998-11-06 2002-06-25 New Millenium Gaming Limited Slim terminal gaming system
JP4371183B2 (en) * 1999-08-04 2009-11-25 株式会社セガ Data communication method in game system

Also Published As

Publication number Publication date
WO2003053531A1 (en) 2003-07-03
TW200410119A (en) 2004-06-16

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Legal Events

Date Code Title Description
MK6 Application lapsed section 142(2)(f)/reg. 8.3(3) - pct applic. not entering national phase