Systems and Methods for Mod-Supporting Authoritative Game Server

    公开(公告)号:US20240390801A1

    公开(公告)日:2024-11-28

    申请号:US18670011

    申请日:2024-05-21

    Abstract: Systems and methods for implementing an authoritative universal game server configured to support game modifications are disclosed herein. A game server may include at least a simulator configured to modify a simulator and published state based on input received or as a result of time passing, and one or more nodes each comprising a sandbox responsible for running third-party code within the game server. The third-party code run on the game server may include both base assets corresponding to a version of an online game provided by a publisher of the online game and overridden assets that comprise base assets that have been modified by a user. Thus, the game server may be configured to run a modified version of the online game when using overridden assets. Systems and methods for improving performance of server-side simulations by skipping simulation ticks or abolishing simulation ticks entirely are also described herein.

    Systems and Methods for 3D-Model-Based Game Streaming

    公开(公告)号:US20240390787A1

    公开(公告)日:2024-11-28

    申请号:US18670105

    申请日:2024-05-21

    Abstract: A system for implementing three-dimensional model-based game streaming and corresponding methods of use are described herein. The system may include a universal game client configured to run on a client computer system or device that is capable of running various types of three-dimensional games. The universal game client may be configured to receive game state data published by a game server and render a virtual scene for an online game based on the game state data, one or more game assets downloaded over the Internet (e.g., as part of an initial game download or on-demand), and/or predicted information or simulations run by the universal game client. In some implementations, the universal game client may be configured to translate representations of game state data (e.g., from 2D-representations to 3D-representations) as needed for rendering. In some implementations, the universal game client may be embedded as a part of a web browser.

    Systems and Methods for Protecting Game Assets for Online Games

    公开(公告)号:US20240350923A1

    公开(公告)日:2024-10-24

    申请号:US18643569

    申请日:2024-04-23

    CPC classification number: A63F13/71 H04L9/06

    Abstract: Systems and methods for protecting game assets for online games are described herein. The systems and methods described herein may be configured to perform obfuscated encryption of game assets used to render computer-generated three-dimensional models in online games. Code may be generated for encrypting a game asset using a bijective function. The code may consist of a set of pseudo-randomly generate bijection primitives, including at least one encryption algorithm. In some implementations, at least one of the bijection primitives may use encryption in counter (CTR) mode. In some implementations, the encryption key associated with the encryption algorithm and/or the code for the encryption algorithm may be obfuscated prior to being embedded within the generated code. Techniques for protecting game assets stored persistently and by obfuscating an encryption key using a key schedule are also described herein.

    Systems and Methods for Improving Asset Download Time Using Forward Error Correction

    公开(公告)号:US20240333421A1

    公开(公告)日:2024-10-03

    申请号:US18616967

    申请日:2024-03-26

    CPC classification number: H04L1/0042 H04L1/0063 H04L1/08

    Abstract: The systems and methods described herein provide techniques for improving asset download time using forward error correction to recover lost packets or data. In various implementations, a sending device may be configured to encode redundant data in a data stream that enables a receiving device to reconstruct the data in the file if a portion of the data is not received. The redundant data may be based on single parity, in which the redundant data is generated using XOR (similar to the RAID-5 encoding methods), or the redundant data may be based on dual parity, in which the redundant data is generated using Galois fields (similar to the RAID-6 encoding methods). In some embodiments, the redundant data may be transmitted in separate packets. In other embodiments, the redundant data may be included as part of the data stream.

    Systems and Methods for Improving Compression of Normal Maps

    公开(公告)号:US20240257401A1

    公开(公告)日:2024-08-01

    申请号:US18425130

    申请日:2024-01-29

    CPC classification number: G06T9/00 G06T19/20 G06T2219/2012

    Abstract: The systems and methods described herein provide improved techniques for compressing texture maps used to render three-dimensional models in computer-generated graphics. In various implementations, the systems and methods described herein may be used to compress normal maps or similar texture maps used to render three-dimensional models. When compressing an image, a conversion may be applied to the image. For example, an integrating conversion or a color-space conversion may be applied to the image. Quantization may then be applied to the resulting integrated or color-converted image. Using an existing compression method, the resulting image may then be compressed before it is transferred and/or stored. When decompressing the image, an existing decompression method may be used that is complementary to the compression method used to compress the compressed image. The resulting decompressed integrated or color-converted image may then be converted back into the original image as described herein.

    Systems and Methods for Mesh Decimation, Mesh Compression, and Intra-Mesh LODs

    公开(公告)号:US20250117964A1

    公开(公告)日:2025-04-10

    申请号:US18905852

    申请日:2024-10-03

    Abstract: The systems and methods described herein improve the compression of components used to render three-dimensional models in computer-generated graphics, enabling the dynamic rendering of those three-dimensional models. In various implementations, a mesh may be compressed utilizing information obtained during decimation of the mesh. In various implementations, a texture may be compressed using similar techniques to form a continuous level of detail (LOD) of the texture. As also described herein, a three-dimensional model may be dynamically rendered based on a current scene. For example, a mesh for a three-dimensional model may be rendered based on a current desired LOD level for a vertex of the mesh and pre-defined lowest-resolution LOD levels for that vertex.

    Systems and Methods for Ongoing Reconciliation of Network Game Data for Almost-Deterministic Client and Server

    公开(公告)号:US20240399246A1

    公开(公告)日:2024-12-05

    申请号:US18733302

    申请日:2024-06-04

    Abstract: Systems and methods for updating and maintaining a game state at a game client based on information provided by a game server are disclosed herein. The systems and methods described herein may enable a game client (or client computer system) to perform ongoing reconciliation in an almost-deterministic system. In various implementations, instead of consistently providing updated game state data, the game server may publish aggregated information calculated based on only a portion of the updated game state data that may be used by a game client to perform ongoing reconciliation of simulations performed on the game client and simulations performed on the game server. In some implementations, the aggregated information may comprise a hash calculated based on the updated game state data. In some implementations, the aggregated information published by the game server may relate to a particular grouping of information representing a portion of the updated game state data.

    Systems and Methods for Polygon-Based Pathfinding with Different Movement Speeds

    公开(公告)号:US20240375005A1

    公开(公告)日:2024-11-14

    申请号:US18657013

    申请日:2024-05-07

    Abstract: Systems and methods for identifying a path for a game object in two-dimensional polygon space in which the polygons making up the two-dimensional polygon space have different movement speeds are described herein. To find an optimal path, a graph may be generated for a two-dimensional polygon space including a polygon for at least each area associated with a different movement speed. A set of routing points may be added along each boundary between the polygons, and a set of segments may be identified between the routing points and each of the starting point and ending point. For each of the individual segments, a cost may be calculated that corresponds to a minimum time required to travel between the routing point and either the starting point or ending point. Using a graph search method, an optimal path along at least one segment in each polygon may be identified.

    Systems and Methods for Creating Efficient Progressive Images

    公开(公告)号:US20240257402A1

    公开(公告)日:2024-08-01

    申请号:US18425315

    申请日:2024-01-29

    CPC classification number: G06T9/00 G06T15/04 G06T17/00 G06T2210/36

    Abstract: Systems and methods for utilizing differential compression to create efficient progressive images are described herein. To produce a progressive image, a differential image may first be created by using a lowest-quality image of the progressive image stream as an initial reference image. The differential image created using the lowest-quality image may then be compressed and appended to a progressive image stream. The compressed differential image may then be decompressed and used to produce an undifferentiated image of the original image. If the undifferentiated image meets a desired image quality, the progressive image stream may be completed with the undifferentiated image. If the undifferentiated image does not meet a desired image quality, these steps may be repeated using the resultant undifferentiated image as the reference image until the undifferentiated image produced meets a desired image quality.

    Systems and Methods for Improving Compression of 3D Textures Using Unmapped Pixels

    公开(公告)号:US20250022207A1

    公开(公告)日:2025-01-16

    申请号:US18748759

    申请日:2024-06-20

    Abstract: The systems and methods described herein provide improved texture compression techniques by identifying pixels of a texture that are not used or needed for rendering a three-dimensional model and taking into account the “unused” nature of those pixels. The unused pixels may be identified based on the UV mapping of the texture onto the three-dimensional model. According to one aspect of the invention, the systems and methods described herein may modify a compression method (or compression algorithm) to be used to treat the unused pixels as “wildcards” that may produce any color when decoded (and therefore the most efficiently coded representation can be chosen for such unused pixels). According to another aspect of the invention, the systems and methods described herein may pre-process unused pixels to enable the compression method to work more efficiently.

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