AU2002358959A1 - Massive multiplayer real-time persistant network game engine - Google Patents
Massive multiplayer real-time persistant network game engineInfo
- 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
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
-
- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L69/00—Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
- H04L69/22—Parsing or analysis of headers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features 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
- A63F2300/407—Data transfer via internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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)
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)
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)
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 |
-
2002
- 2002-12-11 TW TW091135862A patent/TW200410119A/en unknown
- 2002-12-11 AU AU2002358959A patent/AU2002358959A1/en not_active Abandoned
- 2002-12-11 WO PCT/IL2002/001000 patent/WO2003053531A1/en not_active Application Discontinuation
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 |