Payline curves on a gaming machine
Abstract
In one embodiment, a gaming apparatus is provided. The gaming apparatus may comprise a display unit, a value input device, and a controller operatively coupled to the display unit and the value input device. The controller may comprise a microprocessor and a memory operatively coupled to the microprocessor. The controller may be configured to allow a person to make a wager, and to generate a representation of a game display in a three dimensional (3D) graphics space. The controller may also be configured to generate a representation of at least one payline in the 3D graphics space, wherein the payline comprises a plurality of segments, wherein at least one of the plurality of segments approximates a curve in the payline. The controller may additionally be configured to convert a view of the 3D graphics space into display data for display on the display unit.
Claims
exact text as granted — not AI-modifiedWhat is claimed is:
1 . A gaming apparatus, comprising:
a display unit; a value input device; a controller operatively coupled to the display unit and the value input device, the controller comprising a microprocessor and a memory operatively coupled to the microprocessor, the controller being configured to allow a person to make a wager, the controller being configured to generate a representation of a game display in a three dimensional (3D) graphics space, the controller being configured to generate a representation of at least one payline in the 3D graphics space, wherein the payline comprises a plurality of segments, wherein at least one of the plurality of segments approximates a curve in the payline, the controller being configured to convert a view of the 3D graphics space into display data for display on the display unit.
2 . A gaming apparatus as defined in claim 1 , wherein the game is a reel-type slot machine game.
3 . A gaming apparatus as defined in claim 1 , wherein the game is a checkers game.
4 . A gaming apparatus as defined in claim 1 , wherein the game is an Othello game.
5 . A gaming apparatus as defined in claim 1 , wherein the controller is configured to generate the representation of the at least one payline based on a plurality of reference points in the 3D graphics space, the plurality of reference points indicative of end points of segments in the plurality of segments.
6 . A gaming apparatus as defined in claim 5 , wherein the game display is of a reel-type slot machine game, and wherein each of the plurality of reference points is proximate to a respective reel symbol of the representation of the reel-type slot machine game display.
7 . A gaming apparatus as defined in claim 5 , wherein at least some of the reference points are retrieved from a memory.
8 . A gaming apparatus as defined in claim 5 , wherein the controller is configured to determine whether a direction between a first reference point and a second reference point is different than a direction between the second reference point and a third reference point,
wherein the controller is configured to generate at least a first segment of the payline between the first reference point and the second reference point, wherein the controller is configured to generate at least a second segment of the payline between the second reference point and the third reference point, and wherein the controller is configured to generate, if the direction between the first reference point and the second reference point is different than the direction between the second reference point and the third reference point, at least a third segment of the payline between the first segment and the second segment, the third segment approximating a curve.
9 . A gaming apparatus as defined in claim 5 , wherein the controller is configured to determine whether a slope between a first reference point and a second reference point is different than a slope between the second reference point and a third reference point,
wherein the controller is configured to generate at least a first segment of the payline between the first reference point and the second reference point, wherein the controller is configured to generate at least a second segment of the payline between the second reference point and the third reference point, and wherein the controller is configured to generate, if the slope between the first reference point and the second reference point is different than the slope between the second reference point and the third reference point, at least a third segment of the payline between the first segment and the second segment, the third segment approximating a curve.
10 . A gaming apparatus as defined in claim 1 , wherein the controller is configured to retrieve information associated with a plurality of graphics primitives from a memory, wherein the representation of the at least one payline in the 3D graphics space comprises the plurality of graphics primitives.
11 . A gaming apparatus as defined in claim 1 , wherein the representation of the at least one payline is a three dimensional object.
12 . A gaming apparatus as defined in claim 1 , wherein the controller is configured to generate the at least one segment that approximates the curve based on a curve radius.
13 . A gaming apparatus as defined in claim 1 , wherein the controller is configured to generate the at least one segment that approximates the curve with a predetermined number of graphics primitives.
14 . A gaming apparatus as defined in claim 1 , wherein the controller is configured to generate the plurality of segments based on a payline width.
15 . A gaming apparatus as defined in claim 1 , wherein the controller further comprises a graphics processor separate from the microprocessor, the graphics processor operatively coupled to the microprocessor.
16 . A gaming apparatus as defined in claim 15 , wherein the microprocessor is configured to convert the view of the three dimensional graphics space into a two dimensional (2D) view, and wherein the graphics processor is configured to convert the 2D view into the display data.
17 . A gaming apparatus as defined in claim 15 , wherein the microprocessor is configured to provide indications of graphics primitives in the three dimensional (3D) graphics space to the graphics processor, and wherein the graphics processor is configured to convert the view of the 3D graphics space into the display data.
18 . A gaming apparatus as defined in claim 17 , wherein the graphics processor is configured to convert the view of the three dimensional graphics space into a two dimensional (2D) view, and to convert the 2D view into the display data.
19 . A gaming apparatus, comprising:
a display unit; a value input device; a controller operatively coupled to the display unit and the value input device, the controller comprising a microprocessor and a memory operatively coupled to the microprocessor, the controller being configured to allow a person to make a wager, the controller being configured to generate a representation of a game display on a first plane in a three dimensional (3D) graphics space, the controller being configured to generate a representation of at least one payline between the first plane and a viewpoint, wherein the payline comprises a plurality of segments, wherein at least one segment approximates a curve in the payline; the controller being configured to generate display data for the display unit, the display data corresponding to the viewpoint in the 3D graphics space, the controller being configured to determine, after the display data has been displayed, a value payout associated with an outcome of the game represented by the display data.
20 . A gaming apparatus as defined in claim 19 , wherein the controller is configured to generate the representation of the at least one payline based on a plurality of reference points in the 3D graphics space, the plurality of reference points indicative of end points of segments in the plurality of segments.
21 . A gaming apparatus as defined in claim 20 , wherein the game display is of a reel-type slot machine game, and wherein each of the plurality of reference points is proximate to a respective reel symbol of the representation of the reel-type slot machine game display.
22 . A gaming apparatus as defined in claim 20 , wherein the controller is configured to determine whether a slope between a first reference point and a second reference point is different than a slope between the second reference point and a third reference point,
wherein the controller is configured to generate at least a first segment of the payline between the first reference point and the second reference point, wherein the controller is configured to generate at least a second segment of the payline between the second reference point and the third reference point, and wherein the controller is configured to generate, if the slope between the first reference point and the second reference point is different than the slope between the second reference point and the third reference point, at least a third segment of the payline between the first segment and the second segment, the third segment approximating a curve.
23 . A gaming apparatus as defined in claim 19 , wherein the controller is configured to generate the at least one segment that approximates the curve based on a curve radius.
24 . A gaming apparatus as defined in claim 19 , wherein the controller is configured to generate the at least one segment that approximates the curve with a predetermined number of graphics primitives.
25 . A gaming apparatus as defined in claim 19 , wherein the controller is configured to generate the plurality of segments based on a payline width.
26 . A gaming apparatus as defined in claim 19 , wherein the controller further comprises a graphics processor separate from the microprocessor, the graphics processor operatively coupled to the microprocessor.
27 . A gaming apparatus as defined in claim 26 , wherein the microprocessor is configured to convert a three dimensional (3D) view corresponding to the viewpoint in the 3D graphics space into a two dimensional (2D) view, and wherein the graphics processor is configured to convert the 2D view into the display data.
28 . A gaming apparatus as defined in claim 26 , wherein the microprocessor is configured to provide indications of graphics primitives in the three dimensional (3D) graphics space to the graphics processor, and wherein the graphics processor is configured to convert a 3D view corresponding to the viewpoint in the 3D graphics space into the display data.
29 . A gaming apparatus as defined in claim 28 , wherein the graphics processor is configured to convert a three dimensional (3D) view corresponding to the viewpoint in the 3D graphics space into a two dimensional (2D) view, and to convert the 2D view into the display data.
30 . A gaming apparatus, comprising:
a display unit; a value input device; a controller operatively coupled to the display unit and the value input device, the controller comprising a microprocessor and a memory operatively coupled to the microprocessor, the controller being configured to allow a person to make a wager, the controller being configured to allow a person to make a payline selection, the controller being configured to define payline reference points in a three dimensional (3D) graphics space, the controller being configured to generate, based on the payline reference points, a representation of a payline in the 3D graphics space, wherein the payline comprises a plurality of segments, wherein at least one segment approximates a curve, the controller being configured to generate a representation of a game in the 3D graphics space, the controller being configured to convert a view of the representation of game and the representation of the payline in the 3D graphics space into display data for display on the display unit, the controller being configured to determine a value payout associated with an outcome of the slots game, and the controller being configured to determine the outcome of the game.
31 . A gaming apparatus as defined in claim 30 , wherein the controller is configured to generate the representation of the payline based on a plurality of reference points in the three dimensional graphics space, the plurality of reference points indicative of end points of segments in the plurality of segments.
32 . A gaming apparatus as defined in claim 31 , wherein the game is a reel-type slot machine game, wherein each of the plurality of reference points is proximate to a respective reel symbol of a representation of a plurality of simulated slot machine reels.
33 . A gaming apparatus as defined in claim 31 , wherein the controller is configured to determine whether a direction between a first reference point and a second reference point is different than a direction between the second reference point and a third reference point,
wherein the controller is configured to generate at least a first segment of the payline between the first reference point and the second reference point, wherein the controller is configured to generate at least a second segment of the payline between the second reference point and the third reference point, and wherein the controller is configured to generate, if the direction between the first reference point and the second reference point is different than the direction between the second reference point and the third reference point, at least a third segment of the payline between the first segment and the second segment, the third segment approximating a curve.
34 . A gaming apparatus as defined in claim 31 , wherein the controller is configured to determine whether a slope between a first reference point and a second reference point is different than a slope between the second reference point and a third reference point,
wherein the controller is configured to generate at least a first segment of the payline between the first reference point and the second reference point, wherein the controller is configured to generate at least a second segment of the payline between the second reference point and the third reference point, and wherein the controller is configured to generate, if the slope between the first reference point and the second reference point is different than the slope between the second reference point and the third reference point, at least a third segment of the payline between the first segment and the second segment, the third segment approximating a curve.
35 . A gaming apparatus as defined in claim 30 , wherein the representation of the payline is a three dimensional object.
36 . A gaming apparatus as defined in claim 30 , wherein the controller is configured to generate the at least one segment that approximates the curve based on a curve radius.
37 . A gaming apparatus as defined in claim 30 , wherein the controller is configured to generate the at least one segment that approximates the curve with a predetermined number of graphics primitives.
38 . A gaming apparatus as defined in claim 30 , wherein the controller is configured to generate the plurality of segments based on a payline width.
39 . A gaming apparatus as defined in claim 30 , wherein the controller further comprises a graphics processor separate from the microprocessor, the graphics processor operatively coupled to the microprocessor.
40 . A gaming apparatus as defined in claim 39 , wherein the microprocessor is configured to convert the view of the representations of the simulated slot machine reels and the payline in the three dimensional graphics space into a two dimensional (2D) view, and wherein the graphics processor is configured to convert the 2D view into the display data.
41 . A gaming apparatus as defined in claim 39 , wherein the microprocessor is configured to provide indications of graphics primitives in the three dimensional (3D) graphics space to the graphics processor, and wherein the graphics processor is configured to convert the view of the 3D graphics space into the display data.
42 . A gaming apparatus as defined in claim 41 , wherein the graphics processor is configured to convert the view of the representations of the simulated slot machine reels and the payline in the three dimensional graphics space into a two dimensional (2D) view, and to convert the 2D view into the display data.
43 . A gaming method comprising:
generating a representation of a game display in a three dimensional (3D) graphics space; generating a representation of at least one payline in the 3D graphics space, the payline including a plurality of segments, wherein at least one of the plurality of segments approximates a curve; converting a view of the representation the game display and the representation of the at least one payline in the 3D graphics space into display data for display on a display unit; and determining a value payout associated with an outcome associated with the game display.
44 . A gaming method as defined in claim 43 , wherein generating the representation of the at least one payline in the three dimensional (3D) graphics space includes determining a plurality of reference points in the 3D graphics space, the plurality of reference points indicative of end points of segments in the plurality of segments.
45 . A gaming method as defined in claim 44 , wherein determining the plurality of reference points includes retrieving the plurality of reference points from a memory.
46 . A gaming method as defined in claim 44 , wherein generating the representation of the at least one payline in the three dimensional (3D) graphics space includes:
generating at least a first segment of the payline between the first reference point and the second reference point, generating at least a second segment of the payline between the second reference point and the third reference point, and if a direction between the first reference point and the second reference point is different than a direction between the second reference point and the third reference point, generating at least a third segment of the payline between the first segment and the second segment, the third segment approximating the curve.
47 . A gaming method as defined in claim 43 , wherein generating the representation of the at least one payline in the three dimensional (3D) graphics space includes generating the at least one segment that approximates the curve based on a curve radius.
48 . A gaming method as defined in claim 43 , wherein generating the representation of the at least one payline in the three dimensional (3D) graphics space includes generating the at least one segment that approximates the curve with a predetermined number of graphics primitives.
49 . A gaming method as defined in claim 43 , wherein generating the representation of the at least one payline in the three dimensional graphics space includes generating the plurality of segments based on a payline width.
50 . A gaming method as defined in claim 43 , wherein generating the representation of the at least one payline in the three dimensional (3D) graphics space includes retrieving information associated with a plurality of graphics primitives from a memory, wherein the representation of the at least one payline in the 3D graphics space comprises the plurality of graphics primitives.
51 . A memory having a computer program stored therein, the computer program being capable of being used in connection with a gaming apparatus, the memory comprising:
a first memory portion physically configured in accordance with computer program instructions that would cause the gaming apparatus to allow a person to make a wager; a second memory portion physically configured in accordance with computer program instructions that would cause the gaming apparatus to convert a view of a graphical three dimensional (3D) representation into display data for display on a display unit, the graphical 3D representation comprising a game display in a 3D graphics space and at least one payline in the 3D graphics space; wherein the at least one payline comprises a plurality of segments, wherein at least one of the plurality of segments approximates a curve; a third memory portion physically configured in accordance with computer program instructions that would cause the gaming apparatus to determine a value payout associated with an outcome of the game represented in the 3D space.
52 . A memory as defined in claim 51 , further comprising a fourth memory portion physically configured in accordance with computer program instructions that would cause the gaming apparatus to generate the at least one payline in the three dimensional (3D) graphics space.
53 . A memory as defined in claim 52 , wherein the fourth memory portion is physically configured in accordance with computer program instructions that would cause the gaming apparatus to determine a plurality of reference points in the 3D graphics space, the plurality of reference points indicative of end points of segments in the plurality of segments.
54 . A memory as defined in claim 53 , wherein the fourth memory portion is physically configured in accordance with computer program instructions that would:
generate at least a first segment of the at least one payline between a first reference point and a second reference point, generate at least a second segment of the at least one payline between the second reference point and a third reference point, and if a direction between the first reference point and the second reference point is different than a direction between the second reference point and the third reference point, generate at least a third segment of the at least one payline between the first segment and the second segment, the third segment approximating the curve.
55 . A memory as defined in claim 52 , wherein the fourth memory portion is physically configured in accordance with computer program instructions that would generate the at least one segment that approximates the curve based on a curve radius.
56 . A memory as defined in claim 52 , wherein the fourth memory portion is physically configured in accordance with computer program instructions that would generate the at least one segment that approximates the curve with a predetermined number of graphics primitives.
57 . A memory as defined in claim 52 , wherein the fourth memory portion is physically configured in accordance with computer program instructions that would generate the plurality of segments based on a payline width.
58 . A memory as defined in claim 52 , wherein the fourth memory portion is physically configured in accordance with computer program instructions that would retrieve information associated with a plurality of graphics primitives from a memory, wherein the representation of the at least one payline in the 3D graphics space comprises the plurality of graphics primitives.Cited by (0)
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