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公开(公告)号:KR100789424B1
公开(公告)日:2007-12-28
申请号:KR1020060121591
申请日:2006-12-04
Applicant: 한국전자통신연구원
Abstract: 본 발명은 게임특수효과 구현방법에 관한 것으로서, 게임에서 특수효과를 구현할 때 보다 다양한 효과의 구현이 가능하게 하는 클래스 구조와 그래픽 프로그래밍에서 그래픽 라이브러리를 사용하여 효율적으로 사용할 수 있는 알고리즘 구현하기 위해, 화면 출력 요소와 내부 시스템을 분리하였고, 화면 출력 요소의 변환 행렬을 따로 분리하지 않고 렌더링 연산을 활용하도록 초기화부분에서 정해진 렌더링 요소와 별도로 매 프레임별 업데이트 부분에서 계산된 행렬 값으로 시스템 결과 값을 반영하였으며, 이에 파생하여 변환 행렬 값 사용으로 자연스럽게 일반적인 장면그래프에 삽입가능하다.
게임, 특수효과, 변환 행렬, 장면그래프-
公开(公告)号:KR1020070061367A
公开(公告)日:2007-06-13
申请号:KR1020060121591
申请日:2006-12-04
Applicant: 한국전자통신연구원
CPC classification number: G06T15/04 , G06F8/34 , G06F17/30277 , G06T1/20 , G06T17/205 , G06T2210/56
Abstract: A system and a method for creating game special effect are provided to express various effects as various motions by dividing special effect into an element part displayed on a screen and a part of computing effect information varying for each frame. A system for creating a game special effect includes a configuration element management module(200), a special effect processing module(100), and a transform matrix application module(300). The configuration element management module sets and manages initial data values of special effect configuration elements displayed on a screen. The special effect processing module computes transform information of the special effect configuration elements for each frame. The transform matrix application module applies the transform information computed by the special effect processing module to a transform matrix used in a rendering pipeline(400).
Abstract translation: 提供一种用于创建游戏特殊效果的系统和方法,用于通过将特殊效果分为显示在屏幕上的元素部分和针对每个帧变化的计算效果信息的一部分来表现各种动作。 一种用于创建游戏特效的系统包括配置元件管理模块(200),特效处理模块(100)和变换矩阵应用模块(300)。 配置元素管理模块设置和管理屏幕上显示的特殊效果配置元素的初始数据值。 特殊效果处理模块计算每帧的特殊效果配置元素的变换信息。 变换矩阵应用模块将由特殊效果处理模块计算的变换信息应用于在渲染管线中使用的变换矩阵(400)。
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公开(公告)号:KR1020070060377A
公开(公告)日:2007-06-13
申请号:KR1020050119705
申请日:2005-12-08
Applicant: 한국전자통신연구원
IPC: A63F13/352 , G06Q50/10
CPC classification number: A63F13/352 , G06Q50/10
Abstract: An efficient method for a virtual environment and an online game linked with a cross-platform is provided to realize optimal performance of single contents such as a 3D(Dimensional) virtual environment or the online game in each client by overcoming a performance/network environment of different platforms in a cross platform environment. A client data receiver receives data for a service logic generated in a client. A client data analyzer analyzes and utilizes the received data to generate server data. A performance profile data receiver receives performance data periodically received from the client. A performance profile data analyzer analyzes and enables the performance data to be considered when the final server data is generated. A server data generator generates the data provided to each client based on the client data related to the service logic and the client performance profile data. A server data transmitter transmits the generated data to each client.
Abstract translation: 提供了一种与跨平台相关联的虚拟环境和在线游戏的有效方法,以通过克服每个客户端的性能/网络环境来实现单个内容(如3D(维))虚拟环境或在线游戏的单一内容的最佳性能 跨平台环境中的不同平台。 客户端数据接收器接收在客户机中生成的业务逻辑的数据。 客户端数据分析器分析并利用接收到的数据来生成服务器数据。 性能简档数据接收器接收从客户端定期接收的性能数据。 性能配置文件数据分析器分析并使得在生成最终服务器数据时考虑性能数据。 服务器数据生成器基于与服务逻辑和客户端性能简档数据相关的客户端数据生成提供给每个客户端的数据。 服务器数据发送器将生成的数据发送到每个客户端。
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公开(公告)号:KR101891981B1
公开(公告)日:2018-10-04
申请号:KR1020110102298
申请日:2011-10-07
Applicant: 한국전자통신연구원
CPC classification number: H04L43/028 , A63F13/12 , A63F13/35 , A63F2300/534 , A63F2300/535 , H04L43/18
Abstract: 본발명의목적은캡쳐한패킷을자동으로분석하기위한온라인게임패킷분석시스템을제공하는것이다. 상술한본 발명의목적을달성하기위한본 발명의일 측면에따른온라인게임패킷분석시스템은, 클라이언트단말기와게임서버간에전송되는패킷을캡쳐하는캡쳐부및 상기캡쳐부에서캡쳐한상기패킷을분석하고, 분석된결과에따라상기패킷에포함된데이터필드를동일한필드구조를가지는정적필드또는필드의정렬규칙을정의한기준필드에따른필드구조나사용자의요청에따른필드구조를가지는동적필드로정의하는분석부를포함한다. 본발명에의하면, 캡쳐한패킷의데이터필드를구조적특징에따라유형별로정의할수 있으므로이를이용하여패킷을자동으로분석할수 있는장점이있다.
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公开(公告)号:KR101640476B1
公开(公告)日:2016-07-25
申请号:KR1020110093536
申请日:2011-09-16
Applicant: 한국전자통신연구원
CPC classification number: H04L43/04 , H04L41/064 , H04L43/50
Abstract: 본발명은서버그룹과클라이언트그룹의문제점을자동으로모니터링및 결과분석할수 있는네트워크의테스트분석시스템및 그분석방법에관한것이다. 본발명에따른네트워크의테스트분석시스템은테스트시나리오에따라실시간정보의발생및 서버로컬로그의저장중 적어도어느하나를수행하는적어도하나의서버를갖는서버그룹과, 서버그룹과통신하며테스트시나리오에따라실시간정보의발생및 로컬로그의저장중 적어도어느하나를수행하는적어도하나의클라이언트를갖는클라이언트그룹과, 테스트시나리오의수행중 서버그룹및 클라이언트그룹으로부터수신된실시간정보들을모니터링하여테스트관리자에게통지함과함께실시간정보들을시스템로그로저장하는모니터링시스템을포함하고, 모니터링시스템은테스트시나리오완료후, 서버그룹및 클라이언트그룹으로부터수신된서버로컬로그및 로컬로그와시스템로그를통합분석하여테스트관리자에게통지하는것을특징으로한다. 이에의하여, 서버그룹및 클라이언트테스트를테스트시나리오에따라서수행하고상황에따라발생하는정보를자동으로모니터링및 결과분석하여서버그룹및 클라이언트그룹의문제점을다각도로파악할수 있다.
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公开(公告)号:KR101380565B1
公开(公告)日:2014-04-02
申请号:KR1020100057842
申请日:2010-06-18
Applicant: 한국전자통신연구원
Abstract: 본 발명은 실시간 게임 사용자 특성 분석 장치 및 그 제어 방법에 관한 것으로, 본 발명에 따른 실시간 게임 사용자 특성 분석 장치는 게임 사용자의 게임 플레이에 의해 발생하는 게임 플레이 데이터 값들에 제1가중치를 적용하여 상기 게임 사용자의 수준 또는 성향을 나타내는 사용자 특성 값을 계산하는 적어도 하나의 개별 행동 판단부; 상기 사용자 특성 값과 관리자가 설정한 값을 비교하여 상기 개별 행동 판단부의 정확도 값을 계산하는 정확도 판단부; 상기 정확도 값이 기준 값을 초과하지 않으면 복수개의 상기 개별 행동 판단부에서 계산된 상기 사용자 특성 값들에 제2가중치를 적용하여 상기 게임 사용자의 수준 또는 성향을 나타내는 최종 특성 값을 계산하는 종합 수준 판단부; 및 상기 최종 특성 값을 출력하는 특성 값 출력부를 포함한다.
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公开(公告)号:KR1020130082743A
公开(公告)日:2013-07-22
申请号:KR1020110135927
申请日:2011-12-15
Applicant: 한국전자통신연구원
IPC: G06Q50/10
CPC classification number: A63F13/63
Abstract: PURPOSE: A navigation method for an online game and a device thereof are provided to optimize the navigation in an online game by dividing the crowd into groups, performing the optimized navigation, and making members to find and follow a leader. CONSTITUTION: A navigation device includes a navigation information input unit (110), a navigation information storage unit (120), a navigation information extraction unit (130), a navigation information analysis unit (140), a navigation image reproduction unit (150), a navigation image output unit (160). The navigation information input unit receives navigation information including a start point, a destination, and stops. The navigation information storage unit stores the navigation information, which is input from the navigation information input unit, and map information. The navigation information extraction unit extracts information necessary for navigation, such as navigation information and map information, from the navigation information storage unit. The navigation information analysis unit divides the crowd into groups depending on the location, based on the navigation information and the map information, generates an optimal navigation route which includes the optimal paths by selecting one entity from each group, and assigns the foremost entity as a leader of each group to follow the navigation route. The navigation image reproduction unit performs a conversion process to reproduce the overall process of a leader and member entities of each group following the navigation route by the navigation information analysis unit. The navigation image output unit image displays the reproduced image by the navigation image reproduction unit through real characters or others. [Reference numerals] (110) Navigation information input unit; (120) Navigation information storage unit; (130) Navigation information extraction unit; (140) Navigation information analysis unit; (150) Navigation image reproduction unit; (160) Navigation image output unit
Abstract translation: 目的:提供一种在线游戏的导航方法及其装置,通过将人群划分成组,执行优化的导航,并使成员找到并跟随领导者来优化在线游戏中的导航。 导航装置包括导航信息输入单元(110),导航信息存储单元(120),导航信息提取单元(130),导航信息分析单元(140),导航图像再现单元(150) ,导航图像输出单元(160)。 导航信息输入单元接收包括起点,目的地和停止的导航信息。 导航信息存储单元存储从导航信息输入单元输入的导航信息和地图信息。 导航信息提取单元从导航信息存储单元提取诸如导航信息和地图信息的导航所需的信息。 导航信息分析单元根据位置根据导航信息和地图信息将人群划分成组,通过从每个组中选择一个实体来生成包括最优路径的最佳导航路线,并将最前面的实体分配为 每组人员跟随导航路线。 导航图像再现单元执行转换处理,以通过导航信息分析单元再现导航路径之后的每个组的领导者和成员实体的整体处理。 导航图像输出单元图像通过导航图像再现单元通过真实字符等显示再现的图像。 (附图标记)(110)导航信息输入单元; (120)导航信息存储单元; (130)导航信息提取单元; (140)导航信息分析单元; (150)导航图像再现单元; (160)导航图像输出单元
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公开(公告)号:KR1020130043572A
公开(公告)日:2013-04-30
申请号:KR1020120101720
申请日:2012-09-13
Applicant: 한국전자통신연구원
IPC: G06Q50/10
Abstract: PURPOSE: A performance test method of an online game server is provided to control a virtual user; to edit a scenario; and to monitor a test progress situation. CONSTITUTION: A unit behavior control test is performed based on virtual user information and unit behavior information of a test database(S103). A test map, which reflects real game environment, is generated by using map information included in the test database(S105). A scenario is written by setting unit behaviors performed at a movement path and a specific point of virtual users(S107). The scenario is tested on the test map, and the scenario is edited(S109). Total test schedule is established by using the test database and the scenario(S111). A test progress situation is monitored(S113). [Reference numerals] (AA) Start; (BB) End; (S101) Constructing a test database; (S103) Testing virtual user unit behavior control; (S105) Generating a test map; (S107) Writing a scenario; (S109) Testing and editing the scenario; (S111) Scheduling total test; (S113) Monitoring a test progress situation;
Abstract translation: 目的:提供在线游戏服务器的性能测试方法来控制虚拟用户; 编辑场景; 并监测测试进度情况。 构成:基于测试数据库的虚拟用户信息和单位行为信息进行单位行为控制测试(S103)。 通过使用包括在测试数据库中的地图信息来生成反映真实游戏环境的测试图(S105)。 通过设置在移动路径和虚拟用户的特定点执行的单位行为来写入场景(S107)。 在测试图上测试该场景,编辑场景(S109)。 通过使用测试数据库和场景建立总测试计划(S111)。 监测测试进度情况(S113)。 (附图标记)(AA)开始; (BB)结束; (S101)构建测试数据库; (S103)测试虚拟用户单元行为控制; (S105)生成测试图; (S107)编写场景; (S109)测试和编辑场景; (S111)调度总测试; (S113)监测试验进度情况;
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公开(公告)号:KR1020130017386A
公开(公告)日:2013-02-20
申请号:KR1020110079776
申请日:2011-08-10
Applicant: 한국전자통신연구원
CPC classification number: A63F13/358 , A63F2300/534 , G06F11/36 , G06F11/26
Abstract: PURPOSE: A method for testing the stability of a game server and a device thereof are provided to easily perform a stability test of the game server for new game content by replacing only a game packet processing unit when changing the game content. CONSTITUTION: Virtual users(150) generate a game packet to transmit the same to a game server. A virtual user control unit(110) gives an execution command of actions or an execution command of a scenario including the actions to the virtual users. The virtual users generate a scenario schedule(151) executing the scenario, an action scheduler(152) execution the actions, and a game packet requested for executing the scenario or the actions according to a game protocol of specific game content. The virtual users include a game packet processing unit(153) transmitting the generated game packet to the game server. [Reference numerals] (100) Game server stability test device; (110) Virtual user control unit; (120) Virtual user management unit; (130) Game data management unit; (140) Game object visualizing unit; (150) Virtual user; (151) Scenario schedule; (152) Action scheduler; (153) Game packet processing unit; (154) Game packet generating unit; (155) Game packet analyzing unit; (156) MUT processing unit; (157) Encoding unit; (200) Game server; (AA) Game packet
Abstract translation: 目的:提供一种用于测试游戏服务器及其装置的稳定性的方法,用于通过在更改游戏内容时仅替换游戏包处理单元来容易地执行用于新游戏内容的游戏服务器的稳定性测试。 构成:虚拟用户(150)生成一个游戏包,将其传送到游戏服务器。 虚拟用户控制单元(110)向虚拟用户提供包括动作的场景的动作执行命令或执行命令。 虚拟用户生成执行场景的场景计划(151),动作调度器(152)执行动作,以及根据特定游戏内容的游戏协议执行场景或动作所请求的游戏包。 虚拟用户包括将生成的游戏包发送到游戏服务器的游戏包处理单元(153)。 (附图标记)(100)游戏服务器稳定性测试装置; (110)虚拟用户控制单元; (120)虚拟用户管理单元; (130)游戏数据管理单元; (140)游戏对象可视化单元; (150)虚拟用户; (151)场景表; (152)动作调度器 (153)游戏包处理单元; (154)游戏包生成单元; (155)游戏包分析单元; (156)MUT处理单元; (157)编码单元; (200)游戏服务器; (AA)游戏包
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公开(公告)号:KR1020110073207A
公开(公告)日:2011-06-29
申请号:KR1020100057842
申请日:2010-06-18
Applicant: 한국전자통신연구원
Abstract: PURPOSE: A device for analyzing characteristics of real time gamer user and control method thereof are provided to exactly determine the level and the inclination of the gamer user by studying the level and inclination of the game user. CONSTITUTION: At least one individual behavior determiner(320) applies a first weighted value to game play data values generated by the game play of the game user. The individual behavior determining unit calculates user characteristic values showing the level or the inclination of the game user. An accuracy determiner(315) calculates accuracy value of the individual behavior determining unit by comparing a value which a manager is set and the user characteristics value.
Abstract translation: 目的:提供用于分析实时玩家用户特征的装置及其控制方法,通过研究游戏用户的等级和倾向来准确地确定玩家用户的水平和倾向。 构成:至少一个单独的行为确定器(320)对游戏用户的游戏玩法产生的游戏数据值应用第一加权值。 个人行为确定单元计算显示游戏用户的等级或倾斜度的用户特征值。 精度确定器(315)通过比较管理者设置的值和用户特征值来计算个体行为确定单元的精度值。
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