Forming and executing a computer game
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-modified1 . 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 .Join the waitlist — get patent alerts
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