US2010248803A1PendingUtilityA1

Forming and executing a computer game

Assignee: CODEMASTERS SOFTWARE COPriority: Mar 31, 2009Filed: Mar 31, 2009Published: Sep 30, 2010
Est. expiryMar 31, 2029(~2.7 yrs left)· nominal 20-yr term from priority
A63F 13/10A63F 13/803A63F 13/57A63F 2300/64A63F 2300/8017A63F 13/45
55
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Claims

Abstract

A method of forming a computer game that is arranged to move an object along a path in a virtual environment of the computer game, wherein the method comprises steps of: (a) performing a plurality of object movement simulations for an object, wherein each simulation comprises moving that object with a respective speed along a path with a respective curvature in the virtual environment to determine whether that object can successfully travel along that path at that speed; (b) using the simulations to determine a relationship between curvature and a corresponding speed with which the object can successfully travel along a path with that curvature; and (c) storing data indicating the relationship as a part of the computer game.

Claims

exact text as granted — not AI-modified
1 . A method of forming a computer game that is arranged to move an object along a path in a virtual environment of the computer game, wherein the method comprises steps of:
 (a) performing a plurality of object movement simulations for an object, wherein each simulation comprises moving that object with a respective speed along a path with a respective curvature in the virtual environment to determine whether that object can successfully travel along that path at that speed;   (b) using the simulations to determine a relationship between curvature and a corresponding speed with which the object can successfully travel along a path with that curvature; and   (c) storing data indicating the relationship as a part of the computer game.   
     
     
         2 . The method of  claim 1 , wherein, for a simulation, it is determined that the object successfully travelled along the path for that simulation if the object did not leave the path. 
     
     
         3 . The method of  claim 1 , wherein, for a simulation, it is determined that the object successfully travelled along the path for that simulation if a distance travelled by the object in a direction perpendicular to a direction of travel along the path is not greater than a predetermined threshold distance. 
     
     
         4 . The method of  claim 1 , wherein the step of storing data comprises one of:
 storing a table of values indicating the relationship; and   storing data specifying an equation defining the relationship.   
     
     
         5 . The method of  claim 1 , wherein:
 each simulation comprises moving the object with a respective speed along a path with a respective curvature in the virtual environment with a respective traction value that defines a degree of traction between the object and a surface of the path to determine whether that object can successfully travel along that path at that speed with that traction value; and   the step (b) comprises using the simulations to determine a relationship between traction value, curvature and a corresponding speed with which the object can travel along a path with that curvature for that traction value.   
     
     
         6 . The method of  claim 1 , comprising performing the steps (a), (b) and (c) for each of a plurality of different object types. 
     
     
         7 . The method of  claim 1 , wherein the simulated object represents a vehicle and the simulated path represents a racing track. 
     
     
         8 . A method of moving an object along a path in a virtual environment of a computer game, the method comprising:
 determining an indication of a curvature of a portion of the path;   determining a limit speed for the object by using predetermined reference data of the computer game together with the indication of curvature, wherein the predetermined reference data defines a relationship between curvature and a corresponding speed with which the object can successfully travel along a section of path having that curvature; and   moving the object along the portion of the path, wherein moving the object comprises limiting the speed of the object based on the limit speed.   
     
     
         9 . The method of  claim 8 , wherein the indication of curvature is one of:
 a curvature of the portion of the path;   a radius of curvature of the portion of the path;   an average curvature along the portion of the path; and   an average radius of curvature along the portion of the path.   
     
     
         10 . The method of  claim 8 , further comprising adjusting the limit speed to account for a camber of the portion of the path. 
     
     
         11 . The method of  claim 10 , wherein adjusting the limit speed comprises reducing the limit speed if the portion of the path has a negative camber and increasing the limit speed if the portion of the path has a positive camber. 
     
     
         12 . The method of  claim 8 , further comprising adjusting the limit speed to account for a slope of the portion of the path. 
     
     
         13 . The method of  claim 12 , wherein adjusting the limit speed comprises reducing the limit speed if the portion of the path has a downward slope with respect to the direction of movement of the object; and increasing the limit speed if the portion of the path has an upward slope with respect to the direction of movement of the object. 
     
     
         14 . The method of  claim 8 , comprising modifying the determined indication of curvature according to a current level of difficulty for the computer game. 
     
     
         15 . The method of  claim 8 , wherein:
 the predetermined reference data defines a relationship between a traction value, curvature and a corresponding speed with which the object can successfully travel along a section of path having that curvature for that traction value, where the traction value defines a degree of traction between the object and a surface of that section of path;   the method comprises determining an indication of a traction value representing a degree of traction between the object and a surface of the portion of the path; and   the step of determining a limit speed comprises determining a limit speed for the object by using the predetermined reference data of the computer game together with the indication of curvature and the indication of traction value.   
     
     
         16 . The method of  claim 15 , comprising modifying the determined indication of traction value according to a current level of difficulty for the computer game. 
     
     
         17 . The method of  claim 8 , wherein the simulated object represents a vehicle and the simulated path represents a racing track. 
     
     
         18 . An apparatus arranged to form a computer game, the apparatus comprising:
 a memory; and   a processor arranged to:
 (a) perform a plurality of object movement simulations for an object, wherein each simulation comprises moving that object with a respective speed along a path with a respective curvature in the virtual environment to determine whether that object can successfully travel along that path at that speed; 
 (b) use the simulations to determine a relationship between curvature and a corresponding speed with which the object can successfully travel along a path with that curvature; and 
 (c) store in the memory data indicating the relationship as a part of the computer game. 
   
     
     
         19 . An apparatus arranged to execute a computer game by moving an object along a path in a virtual environment of the computer game, the apparatus comprising a processor arranged to:
 determine an indication of a curvature of a portion of the path;   determine a limit speed for the object by using predetermined reference data of the computer game together with the indication of curvature, wherein the predetermined reference data defines a relationship between curvature and a corresponding speed with which the object can successfully travel along a section of path having that curvature; and   move the object along the portion of the path, wherein moving the object comprises limiting the speed of the object based on the limit speed.   
     
     
         20 . A computer readable medium storing computer instructions, which, when executed by a computer, carry out the method of  claim 1 . 
     
     
         21 . A computer readable medium storing computer instructions, which, when executed by a computer, carry out the method of  claim 8 .

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