3d videogame system
Abstract
A 3D videogame system capable of displaying a left-right sequences through a different, independent VGA or video channel, with a display device sharing a memory in an immerse manner. The system has a videogame engine controlling and validating the image perspectives, assigning textures, lighting, positions, movements and aspects associated with each object participating in the game; creates left and right backbuffers, creates images and presents the information in the frontbuffers. The system allows handling the information of data associated to the xyz coordinates of the object's image in real-time, increases the RAM for the left-right backbuffer, with the possibility to discriminate and take the corresponding backbuffer, whose information is sent to the frontbuffer or additional independent display device sharing a memory in an immerse manner.
Claims
exact text as granted — not AI-modified1 . A method in a videogame system for displaying three-dimensional videogame images to a user, comprising: determining the spatial coordinates of a target object in the videogame; determining the spatial coordinates of a primary virtual camera with respect to the target object in the videogame; determining the angle created by a coordinate axis and a line from the primary virtual camera to the target object; recalculating the primary virtual camera to the origin; calculating, with a processor of the videogame system, the coordinates of a second virtual camera by placing the second virtual camera at the same angle as the primary virtual camera and in a position corresponding to 6.5-7.0 cm apart from the primary virtual camera; and displaying a three-dimensional view of the target object corresponding to the view from the primary virtual camera and the secondary virtual camera.
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