AU4929096A - Method and apparatus for minimizing the impact of network dlays - Google Patents

Method and apparatus for minimizing the impact of network dlays

Info

Publication number
AU4929096A
AU4929096A AU49290/96A AU4929096A AU4929096A AU 4929096 A AU4929096 A AU 4929096A AU 49290/96 A AU49290/96 A AU 49290/96A AU 4929096 A AU4929096 A AU 4929096A AU 4929096 A AU4929096 A AU 4929096A
Authority
AU
Australia
Prior art keywords
dlays
minimizing
impact
network
network dlays
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
AU49290/96A
Inventor
Stan Kaplan
Moses Ma
Robert J Weldon
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.)
VELOCITY Inc
Original Assignee
VELOCITY Inc
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 VELOCITY Inc filed Critical VELOCITY Inc
Publication of AU4929096A publication Critical patent/AU4929096A/en
Abandoned legal-status Critical Current

Links

Classifications

    • 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
    • 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
    • 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
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/50Network services
    • H04L67/60Scheduling or organising the servicing of application requests, e.g. requests for application data transmissions using the analysis and optimisation of the required network resources
    • H04L67/62Establishing a time schedule for servicing the requests
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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
    • A63F2300/53Features 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 details of basic data processing
    • A63F2300/534Features 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 details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting
    • 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
    • H04L69/30Definitions, standards or architectural aspects of layered protocol stacks
    • H04L69/32Architecture of open systems interconnection [OSI] 7-layer type protocol stacks, e.g. the interfaces between the data link level and the physical level
    • H04L69/322Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions
    • H04L69/329Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions in the application layer [OSI layer 7]
AU49290/96A 1995-02-24 1996-02-23 Method and apparatus for minimizing the impact of network dlays Abandoned AU4929096A (en)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
US39413695A 1995-02-24 1995-02-24
US394136 1995-02-24
PCT/US1996/002348 WO1996025989A2 (en) 1995-02-24 1996-02-23 Method and apparatus for minimizing the impact of network delays

Publications (1)

Publication Number Publication Date
AU4929096A true AU4929096A (en) 1996-09-11

Family

ID=23557706

Family Applications (1)

Application Number Title Priority Date Filing Date
AU49290/96A Abandoned AU4929096A (en) 1995-02-24 1996-02-23 Method and apparatus for minimizing the impact of network dlays

Country Status (2)

Country Link
AU (1) AU4929096A (en)
WO (1) WO1996025989A2 (en)

Families Citing this family (20)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5890995A (en) * 1993-02-02 1999-04-06 Tectrix Fitness Equipment, Inc. Interactive exercise apparatus
US5785630A (en) * 1993-02-02 1998-07-28 Tectrix Fitness Equipment, Inc. Interactive exercise apparatus
US6025801A (en) * 1996-10-01 2000-02-15 Philips Electronics North America Corporation Video game with local updates mitigates latency effects in wide area network
JP2000502276A (en) * 1996-10-01 2000-02-29 フィリップス エレクトロニクス ネムローゼ フェンノートシャップ Influence of Latency on Multiplayer Video Games Reduced by Agents
PT920891E (en) * 1997-12-02 2003-03-31 Two Way Tv Ltd PROCESS AND APPARATUS FOR INSERTING DATA
US6356288B1 (en) * 1997-12-22 2002-03-12 U.S. Philips Corporation Diversion agent uses cinematographic techniques to mask latency
JP2001198363A (en) 1999-09-14 2001-07-24 Sega Corp Data processing method
US6628287B1 (en) * 2000-01-12 2003-09-30 There, Inc. Method and apparatus for consistent, responsive, and secure distributed simulation in a computer network environment
AU2002213693A1 (en) * 2000-11-01 2002-05-15 Eyeball Networks Inc. Method and apparatus for improving real time and/or interactive animation over acomputer network
US6475090B2 (en) * 2001-03-29 2002-11-05 Koninklijke Philips Electronics N.V. Compensating for network latency in a multi-player game
JP3412693B2 (en) 2001-06-28 2003-06-03 株式会社コナミコンピュータエンタテインメント大阪 Network game progress control system, network game progress control method, and network game progress control program
JP3442754B2 (en) * 2001-08-10 2003-09-02 株式会社コナミコンピュータエンタテインメント東京 Gun shooting game apparatus, computer control method and program
JP2004275412A (en) * 2003-03-14 2004-10-07 Mitsumi Electric Co Ltd Communication game system, communication system, communication equipment, and method for displaying communication state
JP4861699B2 (en) * 2005-06-29 2012-01-25 株式会社コナミデジタルエンタテインメント NETWORK GAME SYSTEM, NETWORK GAME SYSTEM CONTROL METHOD, GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP4861706B2 (en) * 2005-06-29 2012-01-25 株式会社コナミデジタルエンタテインメント NETWORK GAME SYSTEM, NETWORK GAME SYSTEM CONTROL METHOD, GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP3979538B2 (en) * 2005-12-16 2007-09-19 株式会社コナミデジタルエンタテインメント GAME DEVICE, GAME DEVICE CONTROL METHOD, PROGRAM, AND NETWORK GAME SYSTEM
WO2008104221A1 (en) * 2007-02-27 2008-09-04 Telefonaktiebolaget Lm Ericsson (Publ) Method and apparatus for use in multiplayer server-based gaming
FR2922463B1 (en) * 2007-10-19 2010-03-26 F4 ONLINE COMPUTER GAME SYSTEM WITH LATENCY MANAGEMENT
JP6720023B2 (en) * 2016-08-30 2020-07-08 株式会社 ディー・エヌ・エー Communication game system, host terminal, game program, and method
CN110266611B (en) * 2019-07-08 2023-06-23 腾讯科技(上海)有限公司 Method, device and system for processing buffered data

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE69116685T2 (en) * 1991-06-12 1996-05-30 Hewlett Packard Co Checking a packet network
SE9303440L (en) * 1993-10-19 1995-04-20 Telia Ab Device for digital communication network
AU1572995A (en) * 1994-02-11 1995-08-29 Newbridge Networks Corporation Method of dynamically compensating for variable transmission delays in packet networks
CA2181900A1 (en) * 1994-03-29 1995-10-05 Anthony J. Wasilewski Method for preserving the original timebase of a program in a multiplexed communications system

Also Published As

Publication number Publication date
WO1996025989A2 (en) 1996-08-29
WO1996025989A3 (en) 1996-09-26

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