US2010113158A1PendingUtilityA1
Method and apparatus for hosting a distributed virtual world system
Est. expiryNov 6, 2028(~2.3 yrs left)· nominal 20-yr term from priority
A63F 13/12H04L 67/131H04L 67/55A63F 13/31A63F 13/358A63F 2300/534A63F 13/30
53
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Claims
Abstract
A method and apparatus for hosting a virtual world system including clients and game engine servers, is provided. One implementation involves providing a publication and subscription framework, interfacing the clients with the framework using a plurality of client proxies, interfacing each game engine server with the framework using a game engine agent, and decoupling the proxies from the game engine servers using the framework.
Claims
exact text as granted — not AI-modified1 . An apparatus for hosting a virtual world system including clients and game engine servers, comprising:
a publication and subscription framework; a plurality of client proxies configured for interfacing the clients with the framework; and multiple game engine agents, each agent configured for interfacing a corresponding game engine server with the framework; wherein the framework is configured for decoupling the proxies from the game engine servers.
2 . The apparatus of claim 1 , wherein the framework is further configured for providing data publication and subscription services for the proxies and agents.
3 . The apparatus of claim 2 , wherein the framework includes a filtering service configured for filtering game data flowing between the game engine servers and the proxies.
4 . The apparatus of claim 2 , wherein the framework includes a subscription service configured for allowing a proxy server to subscribe to topics relevant for corresponding clients.
5 . The apparatus of claim 4 , wherein the framework includes a publication service configured for allowing a game engine server to publish data changes for each object or player it is managing once per game cycle, wherein a subscribing proxy can aggregate data from the framework and forward the aggregated data to said corresponding clients.
6 . The apparatus of claim 1 , wherein the framework includes a prioritization function configured for prioritizing data flows between game engine servers and proxies via the agents, allowing association of a priority along with any data publication.
7 . The apparatus of claim 1 , wherein the clients communicate with the proxies using a User Datagram Protocol (UDP) protocol over a network.
8 . The apparatus of claim 1 , wherein the proxies communicate with the game engine servers via the framework using UDP multicasting protocol.
9 . The apparatus of claim 1 , wherein the proxies communicate with the game engine servers via the framework using TCP (transport control protocol) protocol.
10 . A distributed virtual world game system, comprising:
multiple clients and game engine servers; a hosting apparatus configured for hosting the virtual world system, comprising:
a publication and subscription framework;
a plurality of client proxies configured for interfacing the clients with the framework; and
multiple game engine agents, each agent configured for interfacing a corresponding game engine server with the framework;
wherein the framework is configured for decoupling the proxies from the game engine servers.
11 . The game system of claim 10 , wherein the framework is further configured for providing data publication and subscription services for the proxies and agents.
12 . The game system of claim 11 , wherein the framework includes a filtering service configured for filtering game data flowing between the game engine servers and the proxies.
13 . The game system of claim 11 , wherein the framework includes a subscription service configured for allowing a proxy server to subscribe to topics relevant for corresponding clients.
14 . The game system of claim 13 , wherein the framework includes a publication service configured for allowing a game engine server to publish data changes for each object or player it is managing once per game cycle, wherein a subscribing proxy can aggregate data from the framework and forward the aggregated data to said corresponding clients.
15 . The game system of claim 10 , wherein the framework includes a prioritization function configured for prioritizing data flows between game engine servers and proxies via the agents, allowing association of a priority along with any data publication.
16 . A method of hosting a virtual world system including clients and game engine servers, comprising:
providing a publication and subscription framework; interfacing the clients with the framework using a plurality of client proxies; interfacing each game engine server with the framework using a game engine agent; and decoupling the proxies from the game engine servers using the framework.
17 . The method claim 16 , further including providing data publication and subscription services for the proxies and agents.
18 . The method of claim 17 , further including a filtering service configured for filtering game data flowing between the game engine servers and the proxies.
19 . The method of claim 17 , further including:
allowing a proxy server to subscribe to topics relevant for corresponding clients via a subscription service of the framework; and allowing a game engine server to publish data changes for each object or player it is managing once per game cycle, wherein a subscribing proxy can aggregate data from the framework and forward the aggregated data to said corresponding clients.
20 . The method of claim 16 further including prioritizing data flows between game engine servers and proxies via the agents, allowing association of a priority along with any data publication.Join the waitlist — get patent alerts
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