Patent classifications
A63F13/60
TECHNIQUES FOR OFFERING SYNERGISTIC BUNDLES IN GAMES INVOLVING GAME-SETS OF PLAY-ITEMS
Techniques are described herein for automatically pre-constructing bundles of play-items based on the degree of synergy between the play-items. The degree of synergy between play-items is determined empirically, based on contents of player-constructed game-sets and outcomes of actual games using those game-sets. Automatically pre-constructing bundles involves generating pairwise synergy scores between every possible pair of play-items, and then (for bundles containing more than two items) using those pairwise synergy scores to determine bundle-wise synergy scores. Techniques are provided for identifying candidate bundle(s) of play-items to offer or award to a player. The candidate bundles are determined based on synergies between the play-items in each of the pre-constructed bundles and the play-items in the player's specific game-set.
APPLYING AUGMENTED REALITY-BASED GAMIFICATION TO HAZARD AVOIDANCE
A computer-implemented method for utilizing augmented reality (AR) and gamification to help a user traverse an area that includes hazards. The method includes one or more computer processors receiving at an AR device utilized by a user, visual information corresponding to an area. The method further includes identifying one or more hazards within the area. The method further includes determining a path through the area that the user may traverse to avoid the one or more identified hazards. The method further includes generating a plurality of elements of AR content, where at least a first element of AR content indicates the path for the user to traverse. The method further includes displaying, via the AR device, the received visual information corresponding to the area to include the plurality of elements of AR content.
Streaming mixed-reality environments between multiple devices
An immersive content presentation system can capture the motion or position of a performer in a real-world environment. A game engine can be modified to receive the position or motion of the performer and identify predetermined gestures or positions that can be used to trigger actions in a 3-D virtual environment, such as generating a digital effect, transitioning virtual assets through an animation graph, adding new objects, and so forth. The use of the 3-D environment can be rendered and composited views can be generated. Information for constructing the composited views can be streamed to numerous display devices in many different physical locations using a customized communication protocol. Multiple real-world performers can interact with virtual objects through the game engine in a shared mixed-reality experience.
Streaming mixed-reality environments between multiple devices
An immersive content presentation system can capture the motion or position of a performer in a real-world environment. A game engine can be modified to receive the position or motion of the performer and identify predetermined gestures or positions that can be used to trigger actions in a 3-D virtual environment, such as generating a digital effect, transitioning virtual assets through an animation graph, adding new objects, and so forth. The use of the 3-D environment can be rendered and composited views can be generated. Information for constructing the composited views can be streamed to numerous display devices in many different physical locations using a customized communication protocol. Multiple real-world performers can interact with virtual objects through the game engine in a shared mixed-reality experience.
Game Development Method And Apparatus, Game Running Method And Apparatus, And Electronic Device
A game development method and apparatus, a game running method and apparatus, and an electronic device. The game development method comprises: receiving a development instruction for a target function of a game (S101); obtaining a target prefabricated part corresponding to the target function from a preset database on the basis of the development instruction, a plurality of prefabricated parts being pre-stored in the database, each prefabricated part corresponding to one function setting, and each prefabricated part comprising a control configured with a preset logic, an application interface, and a backend invocation cloud function (S102); and developing the target function of the game according to the target prefabricated part (S103). According to the method, the development workload can be effectively reduced, the development labor cost and the later server maintenance cost are reduced, and thus the development efficiency is effectively improved.
Game Development Method And Apparatus, Game Running Method And Apparatus, And Electronic Device
A game development method and apparatus, a game running method and apparatus, and an electronic device. The game development method comprises: receiving a development instruction for a target function of a game (S101); obtaining a target prefabricated part corresponding to the target function from a preset database on the basis of the development instruction, a plurality of prefabricated parts being pre-stored in the database, each prefabricated part corresponding to one function setting, and each prefabricated part comprising a control configured with a preset logic, an application interface, and a backend invocation cloud function (S102); and developing the target function of the game according to the target prefabricated part (S103). According to the method, the development workload can be effectively reduced, the development labor cost and the later server maintenance cost are reduced, and thus the development efficiency is effectively improved.
AUTOMATIC PRESENTATION OF SUITABLE CONTENT
Implementations described herein relate to methods, systems, and computer-readable media to automatically present suitable content for a particular locale. In some implementations, a computer-implemented method includes receiving gaming content associated with a game associated with a first client locale, the received gaming content including content that is restricted at a second client locale, receiving at least one content alternative, the at least one content alternative being an alternative to replace the received gaming content, generating a first localized rating for the received gaming content and a second localized rating for the at least one content alternative, and automatically providing the received gaming content or the at least one content alternative to a user device associated with the second client locale based on the first localized rating and the second localized rating.
Apparatus and method for real time graphics processing using local and cloud-based graphics processing resources
An apparatus and method for scheduling threads on local and remote processing resources. For example, one embodiment of an apparatus comprises: a local graphics processor to execute threads of an application; graphics processor virtualization circuitry and/or logic to generate a virtualized representation of a local processor; a scheduler to identify a first subset of the threads for execution on a local graphics processor and a second subset of the threads for execution on a virtualized representation of a local processor; the scheduler to schedule the first subset of threads on the local graphics processor and the second subset of the threads by transmitting the threads or a representation thereof to Cloud-based processing resources associated with the virtualized representation of the local processor; and the local graphics processor to combine first results of executing the first subset of threads on the local graphics processor with second results of executing the second subset of threads on the Cloud-based processing resources to render an image frame.
Systems and methods for facilitating virtual vehicle operation based on real-world vehicle operation data
Systems and methods for facilitating virtual operation of a virtual vehicle within a virtual environment are disclosed. According to aspects, a computing device may access a data model indicative of real-life operation of a real-life vehicle by a real-life operator and, based on the data model, generate a set of virtual vehicle movements that are reflective of a performance of the real-life operation of the real-life vehicle by the real-life operator. The computing device may display, in a user interface, the virtual vehicle undertaking the set of virtual vehicle movements such that the real-life operator may review the virtual movements and potentially be motivated to improve his/her real-life vehicle operation.
Systems and methods for providing in-game consequences for unique digital articles based on real-world information
Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.