US2007032299A1PendingUtilityA1

Method of miving piece in a networked computer game

Assignee: LAGER INTERACTIVE INCPriority: Aug 8, 2005Filed: Aug 8, 2005Published: Feb 8, 2007
Est. expiryAug 8, 2025(expired)· nominal 20-yr term from priority
A63F 13/12A63F 13/577A63F 13/358A63F 2300/643A63F 13/30
30
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Claims

Abstract

Provided is a method of moving piece in a networked computer game played between a server and a client wherein at the server a checkerboard coordinate of low resolution and a fine coordinate of high resolution is used, and an object in a virtual three-dimensional space is represented in the checkerboard coordinate; at a three-dimensional piece of the computer game, both the checkerboard coordinate and the fine coordinate are used wherein an approximate location and blocking determination of the piece are represented and recorded by the checkerboard coordinate; and at the client, a vector is used for representing a piece movement, and an attack distance of the piece is represented in the fine coordinate. The method can significantly decrease calculation times of the server and thus the computer game is more smooth.

Claims

exact text as granted — not AI-modified
1 . In a networked computer game played between a server and a client wherein at the server a checkerboard coordinate of low resolution and a fine coordinate of high resolution is used, and an object in a virtual three-dimensional space is represented in the checkerboard coordinate; at a three-dimensional piece of the computer game, both the checkerboard coordinate and the fine coordinate are used wherein an approximate location and blocking determination of the piece are represented and recorded by the checkerboard coordinate; and at the client, a vector is used for representing a piece movement, and an attack distance of the piece is represented in the fine coordinate, a method of moving the piece in the computer game, comprising: 
 (a) at the client receiving location data sent from the server;    (b) initializing the piece to cause the piece to return to an initial point at start of the computer game or a previous stop point by employing the location data;    (c) calculating a precise location based on direction and speed of the piece being moved;    (d) locating a cube corresponding to the precise location;    (e) determining whether the piece is allowed to enter the cube or not;    (f) in response to the determination in the step (e) being positive moving the piece to the precise location;    (g) at the client sending data about the precise location and the cube to the server;    (h) determining whether the cube is legal or not;    (i) in response to the determination in the step (h) being positive at the server sending data about the precise location to other clients;    (j) in response to the determination in the step (e) being negative at the server moving the piece to a central point of a legal cube and informing the client to modify the precise location of the piece prior to looping back to the step (g);    (k) in response to the determination in the step (e) being negative serving the cube as an obstacle cube;    (I) causing the piece to move toward an X-axis direction along an edge of the obstacle cube and calculating a first new location after the movement;    (m) determining whether the cube corresponding to the first new location is a cube that is allowed to enter or not;    (n) in response to the determination in the step (m) being positive looping back to the step (f);    (o) causing the piece to move toward an Y-axis direction along an edge of the obstacle cube and calculating a second new location after the movement;    (p) determining whether the cube corresponding to the second new location is a cube that is allowed to enter or not;    (q) in response to the determination in the step (p) being positive looping back to the step (f); and    (r) in response to the determination in the step (p) being negative causing the piece to stop prior to looping back to the step (a).

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