U.S. patent application number 16/369514 was filed with the patent office on 2020-10-01 for state stream game engine.
The applicant listed for this patent is Electronic Arts Inc.. Invention is credited to Per Henrik Benny Karlsson.
Application Number | 20200306630 16/369514 |
Document ID | / |
Family ID | 1000004160176 |
Filed Date | 2020-10-01 |
United States Patent
Application |
20200306630 |
Kind Code |
A1 |
Karlsson; Per Henrik Benny |
October 1, 2020 |
STATE STREAM GAME ENGINE
Abstract
The present disclosure provides a state stream game engine for a
video game application. The state stream game engines can decouple
the simulation of a video game application from the rendering of
the video game application. The simulation of the video game is
handled by a simulation engine. The rendering of the video game is
handled by a presentation engine. The data generated by the
simulation engine can be communicated to the presentation engine
124 using a state stream.
Inventors: |
Karlsson; Per Henrik Benny;
(North Vancouver, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Electronic Arts Inc. |
Redwood City |
CA |
US |
|
|
Family ID: |
1000004160176 |
Appl. No.: |
16/369514 |
Filed: |
March 29, 2019 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/352 20140902;
A63F 13/355 20140902; A63F 2300/538 20130101 |
International
Class: |
A63F 13/355 20060101
A63F013/355; A63F 13/352 20060101 A63F013/352 |
Claims
1. A computer-implemented method for executing a game application
on a user computing system: by one or more hardware processor
configured with computer executable instructions, executing a game
application; executing a plurality of simulation engines within the
game application, wherein each simulation engine is configured to
execute game logic that is configured to control simulation of a
virtual environment within the game application, wherein each
simulation engine is configured to control simulation of a
different virtual environment, wherein each virtual environment
comprises a plurality of virtual objects registered to the
corresponding simulation engine; for each simulation engine,
generating simulation state data for each virtual object registered
to the simulation engine during a simulation cycle; generating
graphical state data based at least in part on the simulation state
data generated for the simulation cycle; writing the graphical
state data for a least a subset of the virtual objects to a state
data package during the simulation cycle; after the graphical state
data for each virtual object has been written to the state data
package, writing the state data package to a state stream during
the simulation cycle, wherein the state stream is a portion of
volatile memory allocated to receive the state data package;
executing a presentation engine within the game application,
wherein the presentation engine is configured to generate and
render frames for output on a display; selecting, by the
presentation engine, at least a first state data package of a
plurality of state data packages during a rendering cycle; reading,
by the presentation engine, at least the first state data package
from the state stream during the rendering cycle; updating, by the
presentation engine, a graphical state of first virtual environment
corresponding to the virtual environment associated with the first
state data package, generating, by the presentation engine, a frame
based at least in part on the updated graphical state of the first
virtual environment and a second state data package, wherein the
second state data package was generated by the same simulation
engine that generated the first state data package; and rendering,
by the presentation engine, the frame based at least in part on the
graphical state data included in the first state data package and
the second state data package during the rendering cycle, wherein
the presentation engine state data package generates, wherein the
presentation engine executes the rendering cycles without further
input from the simulation engines after receiving the state data
packages.
2. The computer-implemented method of claim 1, wherein the
simulation cycle and the rendering cycle are the different lengths
of time.
3. The computer-implemented method of claim 2 further comprising
interpolating the graphical state data included in the first state
data package and the second state data package; generating a
plurality of frames based on the interpolation; and rendering the
plurality of frames.
4. The computer-implemented method of claim 1, wherein the
simulation cycles for each simulation engine are different lengths
of time relative to each other.
5. The computer-implemented method of claim 1, wherein the each of
the plurality of simulation engines execute independent of each
other and the presentation engine, wherein the presentation engine
generates and renders frames independent of the execution of
simulation engine that generated the state data package.
6. The computer-implemented method of claim 1 further comprising
executing one or more simulation engines on different user
computing systems and writing state data packages to the state
stream on the user computing system over a network.
7. The computer-implemented method of claim 1 further comprising,
by each simulation engine, writing state data package to a location
in non-volatile storage simultaneously with writing the state data
package to the state stream.
8. The computer-implemented method of claim 1, wherein each
simulation engine writes to a different state stream, and each
state stream is allocated a different portion of volatile memory to
receive the state data package.
9. The computer-implemented method of claim 1 further comprising:
determining, by the presentation engine, an state data package is
ready for disposal; and deleting the state data packages from the
state stream that are ready for disposal.
10. The computer-implemented method of claim 1, wherein the
graphical state data of a state data package comprises state data
necessary to recreate a graphical scene within the respective
virtual environment of the corresponding simulation engine at a
point in time.
11. The computer-implemented method of claim 1, wherein the state
data package is generated in less time that the length of the
simulation cycle, wherein there is a period of time between writing
the state data package to the state stream and the initiation of
the subsequent simulation cycle.
12. A computing system comprising: one or more hardware processors
configured with computer-executable instructions that configure the
computing system to: execute a game application; execute a
plurality of simulation engines within the game application,
wherein each simulation engine is configured to execute game logic
that is configured to control simulation of a virtual environment
within the game application, wherein each simulation engine is
configured to control simulation of a different virtual
environment, wherein each virtual environment comprises a plurality
of virtual objects registered to the corresponding simulation
engine; for each simulation engine, generate simulation state data
for each virtual object registered to the simulation engine during
a simulation cycle; generate graphical state data based at least in
part on the simulation state data generated for the simulation
cycle; write the graphical state data for a least a subset of the
virtual objects to a state data package during the simulation
cycle; after the graphical state data for each virtual object has
been written to the state data package, write the state data
package to a state stream during the simulation cycle, wherein the
state stream is a portion of volatile memory allocated to receive
the state data package; execute a presentation engine within the
game application, wherein the presentation engine is configured to
generate and render frames for output on a display; select, by the
presentation engine, at least a first state data package of a
plurality of state data packages during a rendering cycle; read, by
the presentation engine, at least the first state data package from
the state stream during the rendering cycle; update, by the
presentation engine, a graphical state of first virtual environment
corresponding to the virtual environment associated with the first
state data package, generate, by the presentation engine, a frame
based at least in part on the updated graphical state of the first
virtual environment and a second state data package, wherein the
second state data package was generated by the same simulation
engine that generated the first state data package; and render, by
the presentation engine, the frame based at least in part on the
graphical state data included in the first state data package and
the second state data package during the rendering cycle, wherein
the presentation engine state data package generates, wherein the
presentation engine executes the rendering cycles without further
input from the simulation engines after receiving the state data
packages.
13. The system of claim 12, wherein the simulation cycle and the
rendering cycle are the different lengths of time.
14. The system of claim 13 wherein the one or more processors are
configured with computer-executable instructions that further
configure the presentation engine to interpolate the graphical
state data included in the first state data package and the second
state data package, generate a plurality of frames based on the
interpolation, and render the plurality of frames.
15. The system of claim 12, wherein the simulation cycles for each
simulation engine are different lengths of time relative to each
other.
16. The system of claim 12, wherein the one or more processors are
configured with computer-executable instructions that further
configure each of the plurality of simulation engines to execute
independent of each other and the presentation engine, the
presentation engine to generate and render frames independent of
the execution of simulation engine that generated the state data
package.
17. The system of claim 12, wherein the one or more processors are
configured with computer-executable instructions that further
configure each simulation engine to write the state data package to
a location in non-volatile storage simultaneously with writing the
state data package to the state stream.
18. The system of claim 12, wherein the one or more processors are
configured with computer-executable instructions that further
configure each simulation engine writes to a different state
stream, and each state stream is allocated a different portion of
volatile memory to receive the state data package.
19. The system of claim 12, wherein the graphical state data of a
state data package comprises state data necessary to recreate a
graphical scene within the respective virtual environment of the
corresponding simulation engine at a point in time.
20. The system of claim 12, wherein the state data package is
generated in less time that the length of the simulation cycle,
wherein there is a period of time between writing the state data
package to the state stream and the initiation of the subsequent
simulation cycle.
Description
BACKGROUND
[0001] Video games have increased in popularity and complexity in
recent years. Today's video games have many more features and can
be much more complex than video games of the past. The video games
can have many different processes being performed on the CPU and
the GPU. Generally, the CPU can execute the game logic, also
referred to as the simulation, and the GPU can render frames, also
referred to as the presentation, that are output and displayed to
the user. The simulation and rendering have many dependencies,
which can be difficult to manage. It can be difficult to
synchronize the simulation and rendering processes in order to
create smooth and reliable performance within a video game.
SUMMARY OF EMBODIMENTS
[0002] The systems, methods, and devices of this disclosure each
have several innovative aspects, no single one of which is solely
responsible for the all of the desirable attributes disclosed
herein.
[0003] Some aspects of the present disclosure feature a
computer-implemented method for executing a game application on a
user computing system: by one or more hardware processor configured
with computer executable instructions, executing a game
application; executing a plurality of simulation engines within the
game application, wherein each simulation engine is configured to
execute game logic that is configured to control simulation of a
virtual environment within the game application, wherein each
simulation engine is configured to control simulation of a
different virtual environment, wherein each virtual environment
comprises a plurality of virtual objects registered to the
corresponding simulation engine; for each simulation engine,
generating simulation state data for each virtual object registered
to the simulation engine during a simulation cycle; generating
graphical state data based at least in part on the simulation state
data generated for the simulation cycle; writing the graphical
state data for a least a subset of the virtual objects to a state
data package during the simulation cycle; after the graphical state
data for each virtual object has been written to the state data
package, writing the state data package to a state stream during
the simulation cycle, wherein the state stream is a portion of
volatile memory allocated to receive the state data package;
executing a presentation engine within the game application,
wherein the presentation engine is configured to generate and
render frames for output on a display; selecting, by the
presentation engine, at least a first state data package of a
plurality of state data packages during a rendering cycle; reading,
by the presentation engine, at least the first state data package
from the state stream during the rendering cycle; updating, by the
presentation engine, a graphical state of first virtual environment
corresponding to the virtual environment associated with the first
state data package, generating, by the presentation engine, a frame
based at least in part on the updated graphical state of the first
virtual environment and a second state data package, wherein the
second state data package was generated by the same simulation
engine that generated the first state data package; and rendering,
by the presentation engine, the frame based at least in part on the
graphical state data included in the first state data package and
the second state data package during the rendering cycle, wherein
the presentation engine state data package generates, wherein the
presentation engine executes the rendering cycles without further
input from the simulation engines after receiving the state data
packages.
[0004] Various embodiments of the system may include one, all, or
any combination of the following features. The simulation cycle and
the rendering cycle are the different lengths of time.
Interpolating the graphical state data included in the first state
data package and the second state data package; generating a
plurality of frames based on the interpolation; and rendering the
plurality of frames. The simulation cycles for each simulation
engine are different lengths of time relative to each other. The
each of the plurality of simulation engines execute independent of
each other and the presentation engine, wherein the presentation
engine generates and renders frames independent of the execution of
simulation engine that generated the state data package. Executing
one or more simulation engines on different user computing systems
and writing state data packages to the state stream on the user
computing system over a network. By each simulation engine, writing
state data package to a location in non-volatile storage
simultaneously with writing the state data package to the state
stream. Each simulation engine writes to a different state stream,
and each state stream is allocated a different portion of volatile
memory to receive the state data package. Determining, by the
presentation engine, an state data package is ready for disposal;
and deleting the state data packages from the state stream that are
ready for disposal. The graphical state data of a state data
package comprises state data necessary to recreate a graphical
scene within the respective virtual environment of the
corresponding simulation engine at a point in time. The state data
package is generated in less time that the length of the simulation
cycle, wherein there is a period of time between writing the state
data package to the state stream and the initiation of the
subsequent simulation cycle.
[0005] Some aspects of the present disclosure feature a computing
system comprising: one or more hardware processors configured with
computer-executable instructions that configure the computing
system to: execute a game application; execute a plurality of
simulation engines within the game application, wherein each
simulation engine is configured to execute game logic that is
configured to control simulation of a virtual environment within
the game application, wherein each simulation engine is configured
to control simulation of a different virtual environment, wherein
each virtual environment comprises a plurality of virtual objects
registered to the corresponding simulation engine; for each
simulation engine, generate simulation state data for each virtual
object registered to the simulation engine during a simulation
cycle; generate graphical state data based at least in part on the
simulation state data generated for the simulation cycle; write the
graphical state data for a least a subset of the virtual objects to
a state data package during the simulation cycle; after the
graphical state data for each virtual object has been written to
the state data package, write the state data package to a state
stream during the simulation cycle, wherein the state stream is a
portion of volatile memory allocated to receive the state data
package; execute a presentation engine within the game application,
wherein the presentation engine is configured to generate and
render frames for output on a display; select, by the presentation
engine, at least a first state data package of a plurality of state
data packages during a rendering cycle; read, by the presentation
engine, at least the first state data package from the state stream
during the rendering cycle; update, by the presentation engine, a
graphical state of first virtual environment corresponding to the
virtual environment associated with the first state data package,
generate, by the presentation engine, a frame based at least in
part on the updated graphical state of the first virtual
environment and a second state data package, wherein the second
state data package was generated by the same simulation engine that
generated the first state data package; and render, by the
presentation engine, the frame based at least in part on the
graphical state data included in the first state data package and
the second state data package during the rendering cycle, wherein
the presentation engine state data package generates, wherein the
presentation engine executes the rendering cycles without further
input from the simulation engines after receiving the state data
packages.
[0006] Various embodiments of the system may include one, all, or
any combination of the following features. The simulation cycle and
the rendering cycle may be different lengths of time. The one or
more processors may be configured with computer-executable
instructions that further configure the presentation engine to
interpolate the graphical state data included in the first state
data package and the second state data package, generate a
plurality of frames based on the interpolation, and render the
plurality of frames. the simulation cycles for each simulation
engine have different lengths of time relative to each other. The
one or more processors are configured with computer-executable
instructions that further configure each of the plurality of
simulation engines to execute independent of each other and the
presentation engine, the presentation engine to generate and render
frames independent of the execution of simulation engine that
generated the state data package. The one or more processors are
configured with computer-executable instructions that further
configure each simulation engine to write the state data package to
a location in non-volatile storage simultaneously with writing the
state data package to the state stream. The one or more processors
are configured with computer-executable instructions that further
configure each simulation engine writes to a different state
stream, and each state stream is allocated a different portion of
volatile memory to receive the state data package. The graphical
state data of a state data package comprises state data necessary
to recreate a graphical scene within the respective virtual
environment of the corresponding simulation engine at a point in
time. The state data package is generated in less time that the
length of the simulation cycle, wherein there is a period of time
between writing the state data package to the state stream and the
initiation of the subsequent simulation cycle.
[0007] Although certain embodiments and examples are disclosed
herein, inventive subject matter extends beyond the examples in the
specifically disclosed embodiments to other alternative embodiments
and/or uses, and to modifications and equivalents thereof.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] Throughout the drawings, reference numbers are re-used to
indicate correspondence between referenced elements. The drawings
are provided to illustrate embodiments of the subject matter
described herein and not to limit the scope thereof.
[0009] FIG. 1 illustrates an embodiment of a computing environment
that can implement one or more embodiments of a state stream video
game engine.
[0010] FIGS. 2A-2F provide embodiments of block diagrams
illustrating functionality of a state stream video game engine.
[0011] FIG. 3 illustrates an embodiment of a block diagram of a
state stream game engine configured to implement replay
functionality.
[0012] FIG. 4 illustrates an embodiment of a block diagram of a
state stream game engine configured to implement multiple
simulation engines 122.
[0013] FIG. 5 illustrates an embodiment of a computing environment
for implementing an embodiment of the state stream game engine in a
multiplayer game application.
[0014] FIGS. 6A-6B illustrate an embodiment of a flowchart of a
process for executing a game application using a state stream game
engine.
[0015] FIGS. 7A-7B illustrate an embodiment of a flowchart of a
process for executing a game application using multiple simulation
engines 122 in a state stream game engine.
[0016] FIG. 8 illustrates an embodiment of a computing device.
DETAILED DESCRIPTION OF EMBODIMENTS
[0017] Overview
[0018] One of the difficulties in managing video games is that the
processes can be difficult synchronize the simulation and
presentation, especially as the games get larger in size and more
complex. There can be many dependencies between the simulation of a
video game and the rendering of the frames for presentation of the
video game. If any of the aspects of the video game simulation lag
behind other components, it can create problems with the rendering
of frames and presentation to the user. This can result in
inconsistencies in the rendering and presentation of gameplay, such
as an inconsistent frame rate, which can reduce the quality of the
user experience.
[0019] The present application provides a solution to this problem
by using a state stream game engine. The state stream game engines
can decouple the simulation of a video game application from the
rendering of the video game application. The simulation of the
video game is handled by a simulation engine 122. The rendering of
the video game is handled by a presentation engine 124. The data
generated by the simulation engine 122 can be communicated to the
presentation engine 124 using a state stream.
[0020] The simulation engine 122 can execute the game logic and
control execution of the game application. The simulation engine
122 can run in its own thread independent of the execution of the
presentation engine 124. The simulation engine 122 can write state
modifications in the form of a state stream data package (referred
to herein as an "SSDP") to the state stream. Communication between
the between the simulation engine 122 and the state stream can
generally be is one directional communication, where the simulation
engine 122 writes the SSDP to the state stream. The simulation
engine 122 publishes a SSDP after it is generated during a
simulation cycle and writes the SSDP to the state stream. The
presentation engine 124 cannot access the SSDP until it is
published to the state stream. After the SSDP is finished and
published, the simulation engine 122 can begin writing a new SSDP.
For example, state (n) is propagated through to state (n+1), and
state (n+1) becomes current state. The simulation engine 122 can
publish an SSDP at a defined interval, such as 30 hz. In some
embodiments, the SSDP can be generated as soon as a previous
simulation cycle is completed. The simulation engine 122 generates
graphical state data based on simulation state data. The graphical
state data is based on the simulation state data and can include
state data that is necessary for the presentation engine 124 to
generate a scene within the virtual environment at the point in
time that the simulation data is generated. The graphical state
data can be a subset of the simulation state data associated with
the state of the game application when the SSDP is generated. The
presentation can use the graphical state data to render a frame
within the virtual environment for presentation.
[0021] The presentation engine 124 can read SSDPs from state
stream. Generally, the presentation engine 124 does not write to
the state stream. The presentation engine 124 can run rendering in
its own thread, independent of the simulation engine 122. The SSDPs
can store all the graphical state data needed by the presentation
engine 124 for rendering a frame. The graphical state data may
include static state data, which is the same for the entire
lifetime of an object, and dynamic state data, which can change
over the lifetime of an object. The presentation engine 124 can
interpolate the graphical state data from multiple SSDPs in order
to generate and render frames at a higher frequency than the SSDPs
are generated by the simulation engine 122. The presentation engine
124 can be responsible for disposing of SSDPs in the state stream
after the SSDPs are consumed for rendering. The presentation engine
124 may not use a generated SSDP. For example, the simulation
engine 122 may generate SSDPs that are never used by the
presentation engine 124. In some embodiments, the presentation
engine 124 and can use multiple SSDPs to compose a frame and/or
render a sequence of frames. The SSDPs can be configured so that
they include no dependencies back to the simulation engine 122.
This allows the presentation engine 124 to use the SSDPs
independent of the execution of the simulation engine 122. In some
embodiments, the presentation engine 124 can use states from
different simulation engines 122.
[0022] While the description above focused on utilizing state
stream game engine in video game applications, it may be understood
that the techniques described herein may be applied to different
use cases. For example, state stream game engine may be utilized
for other types of software applications. For example, the
simulation may be based on application logic that is used by a game
announcer for an e-sports video game tournament. The video game
announcer may have an announcer application that has its own
simulation engine 122 and utilizes graphical state data received
from a plurality of different computing systems associated with
players executing a game application. The announcer application can
generate and render frames based on SSDPs received from player's
computing systems.
[0023] Overview of Video Game Environment
[0024] FIG. 1 illustrates an embodiment of a computing environment
100 for implementing a state stream game engine 120. The
environment 100 includes a network 108, a user computing system
102, and an interactive computing system 130, which includes at
least application host systems 122, and a data store 124. To
simplify discussion and not to limit the present disclosure, FIG. 1
illustrates only one user computing system 102, and one interactive
computing system 130, though multiple systems may be used.
[0025] The user computing system 102 may communicate via a network
108 with the interactive computing system 130. Although only one
network 108 is illustrated, multiple distinct and/or distributed
networks 108 may exist. The network 108 can include any type of
communication network. For example, the network 108 can include one
or more of a wide area network (WAN), a local area network (LAN), a
cellular network, an ad hoc network, a satellite network, a wired
network, a wireless network, and so forth. In some embodiments, the
network 108 can include the Internet.
[0026] A. User Computing Systems
[0027] The user computing system 102 may include hardware and
software components for establishing communications over a
communication network 108. For example, the user systems 102 may be
equipped with networking equipment and network software
applications (for example, a web browser) that facilitate
communications via one or more networks (for example, the Internet
or an intranet). The user computing system 102 may have varied
local computing resources 104, such as central processing units
(CPU) and architectures, memory, mass storage, graphics processing
units (GPU), communication network availability and bandwidth, and
so forth. Further, the user computing system 102 may include any
type of computing system. For example, the user computing system
102 may include any type of computing device(s), such as desktops,
laptops, video game platforms, television set-top boxes,
televisions (for example, Internet TVs), network-enabled kiosks,
car-console devices computerized appliances, wearable devices (for
example, smart watches and glasses with computing functionality),
and wireless mobile devices (for example, smart phones, PDAs,
tablets, or the like), to name a few. In some embodiments, the user
computing system 102 may include one or more of the embodiments
described below with respect to FIG. 8.
[0028] 1. Game Application
[0029] The user computing system 102 can execute a game application
110 based on software code stored at least in part in the
application data store 106. The game application 110 may also be
referred to as a video game, a game, game code and/or a game
program. A game application 110 should be understood to include
software code that a computing device 102 can use to provide a game
for a user to play. A game application 110 may comprise software
code that informs a computing device 102 of processor instructions
to execute, but may also include data used in the playing of the
game, such as data relating to game simulation, rendering,
animation, and other game data.
[0030] In the illustrated embodiment, the user computing system 102
is capable of executing machine readable instructions that are
configured to execute the game application 110 stored on a data
store on the user computing system (e.g., application data store
106). The game application 110, when executed, includes a state
stream game engine 120, game data 114, and game state information
116. The game application, when executed, is configured to generate
a virtual environment for a user to interface with the game
application 110.
[0031] In some embodiments, the user computing system 102 may be
configured to execute a game application 110 stored and/or executed
in a distributed environment using a client/server architecture.
For example, the user computing system 102 may execute a portion of
a game application 110 and the interactive computing system 130, or
an application host system 132 of the interactive computing system
130, may execute another portion of the game application 110. For
instance, the game application may be a massively multiplayer
online role-playing game (MMORPG) that includes a client portion
executed by the user computing system 102 and a server portion
executed by one or more application host systems 132. The game
application 110 can execute on the user computing system 102 or a
distributed application that includes a portion that executes on
the user computing system 102 and a portion that executes on at
least one of the application host systems 122. In some embodiments,
the game application 110 may execute entirely on the interactive
computing system 130, and the interactive computing system 130 may
stream the gameplay of the game application 110 to the user
computing system 102 over the network 108.
[0032] i. State Stream Game Engine
[0033] During operation, the state stream game engine 120 executes
the game logic, controls execution of the simulation of gameplay,
and rendering within the game application 110. The state stream
game engine 120 can include a simulation engine 122 and a
presentation engine 124 (as illustrated in FIGS. 2A and 2B). The
simulation engine 122 can execute the game logic and control
execution of gameplay simulation. The presentation engine 124 can
control execution of rendering of gameplay frames and the output of
the presentation of the frames.
[0034] The simulation engine 122 can read in game rules and
generates game state based on input received from one or more
users. The simulation engine 122 can control execution of
individual objects, such as virtual components, virtual effects
and/or virtual characters, within the game application. The
simulation engine 122 can manage and determine character movement,
character states, collision detection, derive desired motions for
characters based on collisions. The simulation engine 122 receives
user inputs and determines character events, such as actions,
collisions, runs, throws, attacks and other events appropriate for
the game. The character events can be controlled by character
movement rules that determine the appropriate motions the
characters should make in response to events. The simulation engine
122 can include a physics engine that can determine new poses for
the characters. The physics engine can have as its inputs, the
skeleton models of various characters, environmental settings,
character states such as current poses (for example, positions of
body parts expressed as positions, joint angles or other
specifications), and velocities (linear and/or angular) of body
parts and motions provided by a character movement module, which
can be in the form of a set of force/torque vectors for some or all
body parts. From this information, the physics engine generates new
poses for the characters using rules of physics and those new poses
can be used to update character states. The simulation engine 122
provides for user input to control aspects of the game application
according to defined game rules. Examples of game rules include
rules for scoring, possible inputs, actions/events, movement in
response to inputs, and the like. Other components can control what
inputs are accepted and how the game progresses, and other aspects
of gameplay.
[0035] The simulation engine 122 can output graphical state data
that is used by presentation engine 124 to generate and render
frames within the game application. Each virtual object can be
configured as a state stream process that is handled by the
simulation engine 122. Each state stream process can generate
graphical state data for the presentation engine 124. For example,
the state stream processes can include various virtual objects,
such as emitters, lights, models, occluders, terrain, visual
environments, and other virtual objects with the game application
that affect the state of the game. The execution of the simulation
engine 122 is described in further detail herein.
[0036] The presentation engine 124 can use the graphical state data
to generate and render frames for output to a display within the
game application. The presentation engine 124 can combine the
virtual objects, such as virtual characters, animate objects,
inanimate objects, background objects, lighting, reflection, and
the like, in order to generate a full scene and a new frame for
display. The presentation engine 124 takes into account the
surfaces, colors textures, and other parameters during the
rendering process. The presentation engine 124 can combine the
virtual objects (e.g., lighting within the virtual environment and
virtual character images with inanimate and background objects) to
generate and render a frame. The execution of the presentation
engine 124 is described in further detail herein.
[0037] ii. Game Data
[0038] The game data 114 can include game rules, prerecorded motion
capture poses/paths, environmental settings, environmental objects,
constraints, skeleton models, route information, and/or other game
application information. At least a portion of the game data 114
can be stored in the application data store 106. In some
embodiments, a portion of the game data 114 may be received and/or
stored remotely, such as in the data store 134, in such
embodiments, game data may be received during runtime of the game
application.
[0039] iii. Game State Data
[0040] During runtime, the game application 110 can store game
state data 116, which can include a game state, character states,
environment states, scene object storage, route information and/or
other information associated with a runtime state of the game
application 110. For example, the game state data 116 can identify
the state of the game application 110 at a specific point in time,
such as a character position, character orientation, character
action, game level attributes, and other information contributing
to a state of the game application. The game state data 116 can
include simulation state data and graphical state data. The
simulation state data includes the game state data that is used by
the simulation engine 122 to execute the simulation of the game
application. The graphical state data includes game state data that
is generated based on the simulation state data and is used by the
presentation engine 124 to generate and render frames for output,
such as to a display of the user computing system 102. The
graphical state data can be generated by the state stream processes
and included in an SSDP.
[0041] B. Interactive Computing System
[0042] The interactive computing system 130 can include one or more
application host systems 132 and account data store(s) 134. The
interactive computing system 130 may include one or more computing
systems configured to execute a portion of the game application 110
and/or host application 106. In some embodiments, the one or more
application host systems 122 can include one or more computing
devices, such as servers and databases that may host and/or execute
a portion of one or more instances of the game application 110
and/or a host application (not shown). In certain embodiments,
instead of or in addition to executing a portion of the game
application 110 and/or host application, the application host
systems 122 may execute another application, which may complement
and/or interact with the application 104 during execution of an
instance of the application 104.
[0043] 1. Application Host System(s)
[0044] The interactive computing system 130 may enable multiple
users or computing systems to access a portion of the game
application 110 and/or host application 106 executed or hosted by
the interactive computing system 130. In some embodiments, the
portion of the game application 110 executed by application host
systems 132 of the interactive computing system 130 may create a
persistent virtual world. This persistent virtual world may enable
one or more users to interact with the virtual world and with each
other in a synchronous and/or asynchronous manner. In some cases,
multiple instances of the persistent virtual world may be created
or hosted by the interactive computing system 130. A set of users
may be assigned to or may access one instance of the persistent
virtual world while another set of users may be assigned to or may
access another instance of the persistent virtual world.
[0045] In some embodiments, the host application system 132 may
execute a hosting system for executing various aspects of a game
environment. For example, in one embodiment, the game application
110 may be a competitive game, such as a first person shooter or
sports game, and the host application system 132 can provide a
dedicated hosting service for hosting multiplayer game instances or
facilitate the creation of game instances hosted by user computing
devices. In some embodiments, the host application system 132 can
provide a lobby or other virtual environment for users to virtually
interact with one another. Such environments may include
environments for conducting transactions between players, such as
an auction house or type of environment for facilitating
transactions.
[0046] 2. Account Data Store
[0047] The interactive computing system 130 can include one or more
account data stores 134 that are configured to store user account
information associated with game applications hosted by the
interactive computing system 130 and/or the application host
systems 132.
[0048] Virtual Environment
[0049] As used herein, a virtual environment may comprise a
simulated environment (e.g., a virtual space) instanced on a user
computing system 102. The virtual environment may be instanced on a
server (e.g., an application host system 132 of the interactive
computing system 130) that is accessible by a client (e.g., user
computing system 102) located remotely from the server, to format a
view of the virtual environment for display to a user of the
client. The simulated environment may have a topography, express
real-time interaction by the user, and/or include one or more
objects positioned within the topography that are capable of
locomotion within the topography. In some implementations, the
topography may be a 2-dimensional topography. In other instances,
the topography may be a 3-dimensional topography. In some
implementations, the topography may be a single node. The
topography may include dimensions of the virtual environment,
and/or surface features of a surface or objects that are "native"
to the virtual environment. In some implementations, the topography
may describe a surface (e.g., a ground surface) that runs through
at least a substantial portion of the virtual environment. In some
implementations, the topography may describe a volume with one or
more bodies positioned therein (e.g., a simulation of
gravity-deprived space with one or more celestial bodies positioned
therein). A virtual environment may include a virtual world, but
this is not necessarily the case. For example, a virtual
environment may include a game space that does not include one or
more of the aspects generally associated with a virtual world
(e.g., gravity, a landscape, etc.). By way of illustration, the
well-known game Tetris may be formed as a two-dimensional
topography in which bodies (e.g., the falling tetrominoes) move in
accordance with predetermined parameters (e.g., falling at a
predetermined speed, and shifting horizontally and/or rotating
based on user interaction).
[0050] The game instance of the game application 110 may comprise a
simulated virtual environment, for example, a virtual environment
that is accessible by users via user computing systems 102 that
present the views of the virtual environment to a user. The virtual
environment may have a topography, express ongoing real-time
interaction by one or more users and/or include one or more objects
positioned within the topography that are capable of locomotion
within the topography. In some instances, the topography may
include a two-dimensional topography. In other instances, the
topography may include a three-dimensional topography. The
topography may include dimensions of the space and/or surface
features of a surface or objects that are "native" to the space. In
some instances, the topography may describe a surface (e.g., a
ground surface) that runs through at least a substantial portion of
the space. In some instances, the topography may describe a volume
with one or more bodies positioned therein (e.g., a simulation of
gravity-deprived space with one or more celestial bodies positioned
therein). In some embodiments, the instance executed by the
computer components may use synchronous, asynchronous, and/or
semi-synchronous architectures.
[0051] It should be understood the above description of the manner
in which state of the virtual environment associated with the video
game is not intended to be limiting. The game application may be
configured to express the virtual environment in a more limited, or
richer, manner. For example, views determined for the video game
representing the game state of the instance of the video game may
be selected from a limited set of graphics depicting an occurrence
in a given place within the video game. The views may include
additional content (e.g., text, audio, pre-stored video content,
and/or other content) that describes particulars of the current
state of the place, beyond the relatively generic graphics. For
example, a view may include a generic battle graphic with a textual
description of the opponents to be confronted. Other expressions of
individual places within the video game are contemplated.
[0052] The game application 110 generates game state data 116 that
may be used locally within the game application and may be
transmitted to the interactive computing system 130 over network
108. The execution of the instance of the game application 110 may
include determining a game state associated with the game
application. The game state information may facilitate presentation
of views of the video game to the users on the user computing
systems 102. The game state information may include information
defining the virtual environment in which the video game is
played.
[0053] The execution of the game instance may enable interaction by
the users with the game application and/or other users through the
interactive computing system 130. The game application may be
configured to perform operations in the game instance in response
to commands received over network 108 from user computing systems
102. In some embodiments, users may interact with elements in the
video game and/or with each other through the video game.
[0054] Users may participate in the video game through client game
applications implemented on user computing systems 102 associated
with the users. Within the game instance of the video game executed
by the state stream game engine, the users may participate by
controlling one or more of an element in the virtual environment
associated with the video game. The user-controlled elements may
include avatars, user characters, virtual environment units (e.g.,
troops), objects (e.g., weapons, horses, vehicle and so on),
simulated physical phenomena (e.g., wind, rain, earthquakes, and/or
other phenomena), and/or other user-controlled elements.
[0055] The user-controlled avatars may represent the users in the
virtual environment. The user characters may include heroes,
knights, commanders, leaders, generals and/or any other virtual
environment entities that may possess strength, skills, abilities,
magic powers, knowledge, and/or any other individualized
attributes. The virtual environment units controlled by the user
may include troops and/or any other game entities that may be
trained, recruited, captured, and/or otherwise acquired by the
users in groups or en-mass. The objects controlled by the users may
include weapons, vehicles, projectiles, magic items, wardrobes,
boots, armor, knapsacks, medicine, healing potion, and/or any other
virtual items that may be employed by the users for interaction
within the video game.
[0056] The user controlled element(s) may move through and interact
with the virtual environment (e.g., user-virtual environment units
in the virtual environment, non-user characters in the virtual
environment, other objects in the virtual environment). The user
controlled elements controlled by and/or associated with a given
user may be created and/or customized by the given user. The user
may have an "inventory" of virtual goods and/or currency that the
user can use (e.g., by manipulation of a user character or other
user controlled element, and/or other items) within the virtual
environment.
[0057] Controls of virtual elements in the video game may be
exercised through commands input by a given user through user
computing systems 102. The given user may interact with other users
through communications exchanged within the virtual environment.
Such communications may include one or more of textual chat,
instant messages, private messages, voice communications, and/or
other communications. Communications may be received and entered by
the users via their respective user computing systems 102.
Communications may be routed to and from the appropriate users
through server(s) (e.g., through application host system 132).
[0058] Execution and/or performance of the user action by state
stream game engine 112 may produce changes to the game state, which
may reflect progresses and/or results of the user actions. In some
examples, state changes caused by the execution of the user actions
may be recorded in the application data store 106 and/or data store
134 to facilitate persistency throughout the instance of the video
game. In some examples, execution of the user actions may not
produce persistent changes to the game state (e.g., a user
character jumping forward and backward successively may not produce
any perceivable game state changes to other users).
[0059] A given user may input commands with specific parameters to
undertake specific deeds, actions, functions, spheres of actions
and/or any other types of interactions within the virtual
environment. For example, the given user may input commands to
construct, upgrade and/or demolish virtual buildings; harvest
and/or gather virtual resources; heal virtual user-controlled
elements, non-player entities and/or elements controlled by other
users; train, march, transport, reinforce, reassign, recruit,
and/or arrange troops; attack, manage, create, demolish and/or
defend cities, realms, kingdoms, and/or any other virtual
environment locations controlled by or associated with the users;
craft or transport virtual items; interact with, compete against or
along with non-player entities and/or virtual environment elements
controlled by other users in combats; research technologies and/or
skills; mine and/or prospect for virtual resources; complete
missions, quests, and/or campaigns; exercise magic power and/or
cast spells; and/or perform any other specific deeds, actions,
functions, or sphere of actions within the virtual environment. In
some examples, the given user may input commands to compete against
elements in an environment within the virtual environment--e.g.,
Player vs. Environment (PvE) activities. In some examples, the
given user may input commands to compete against each other within
the virtual environment--e.g., Player vs. Player (PvP)
activities.
[0060] The instance of the game application 110 may comprise
virtual entities automatically controlled in the instance of the
game application. Such virtual entities may or may not be
associated with any user. As such, the automatically controlled
virtual entities may be generated and/or developed by artificial
intelligence configured with the game application and/or servers
(e.g., application host system(s)) by a provider, administrator,
moderator, and/or any other entities related to the game
application. These automatically controlled entities may evolve
within the video game free from user controls and may interact with
the entities controlled by or associated with the users, other
automatically controlled virtual environment entities, as well as
the topography of the virtual environment. Certain manifested
traits may be associated with the automatically controlled entities
in accordance with the artificial intelligence configured with
server(s) (e.g., application host system 132). As used herein, such
automatically controlled virtual environment entities in the
instance of the video game are referred to as "non-player
entities."
[0061] In an online game, the instance of the video game may be
persistent. That is, the video game may continue on whether or not
individual users are currently logged in and/or participating in
the video game. A user that logs out of the video game and then
logs back in some time later may find the virtual environment
and/or the video game has been changed through the interactions of
other users with the video game during the time the user was logged
out. These changes may include changes to the simulated physical
space, changes in the user's inventory, changes in other users'
inventories, changes experienced by non-user characters, and/or
other changes.
[0062] Embodiments of State Stream Game Engine
[0063] FIGS. 2A-2F illustrates an embodiment of the functionality
of the state stream game engine 120 in additional detail. In the
illustrated embodiment, the state stream game engine 120 comprises
the simulation engine 122, the presentation engine 124, and the
state stream 126, which are configured to control the execution and
the output of rendered frames for display. Generally, the
simulation engine 122 is configured to execute the game logic of
the game application and control the state of operation. The
simulation engine 122 interfaces with the different state
generating objects of the game application 110 and provides the
simulation and control of the game application 110 based on the
various game rules and constraints, and inputs received from users.
The simulation engine 122 responds to inputs provided by the user
and determines how the game application 110 responds to external
inputs as well as internal inputs within the virtual environment.
The simulation engine 122 determines how each virtual object acts
and reacts within the game application. Generally, the CPU of the
computing device executes the functions and processes handled by
the simulation engine 122, though execution of the simulation
engine 122 is not limited to the CPU. The presentation engine 124
is configured to control the output the presentation of the game
application 110 by generating and rendering frames for display on
the user computing system 102 or another device. Generally, a GPU
of the computing device executes many of the functions and
processes handled by the presentation engine 124, though execution
of the presentation engine 124 is not limited to the GPU.
[0064] FIG. 2A illustrates an example of an embodiment 200 of
execution of the state stream game engine 120. The state stream
game engine provides a system architecture that provides for the
execution of the simulation engine 122 to be decoupled from the
execution of the presentation engine 124. The simulation engine 122
generates an SSDP and publishes the SSDP to a state stream 126,
which may be managed by a state stream manager. The presentation
engine 124 reads SSDPs from the state stream 126 to generate
rendered content (e.g., frames) to output. Generally, the
simulation engine 122 does not communicate directly with the
presentation engine 124. Rather, the simulation engine 122
generates an SSDP and writes the SSDP to the state stream 126. The
SSDP is generated and finalized by simulation engine 122 before it
is available to the presentation engine 124 on the state stream
126. After finalization of the SSDP, the simulation engine 122 can
begin generation of the next SSDP. The presentation engine 124 can
access the SSDP only after the SSDP is written to the state stream.
The presentation engine 124 uses the SSDP to render frames within
the game application 110. The presentation engine 124 can use any
of the SSDPs generated by the simulation engine 122 in order to
generate and render frames. The execution of the presentation
engine 124 can execute at least one cycle behind the execution of
the simulation engine 122 because the simulation engine 122 must
finalize the SSDP before the presentation engine 124 can begin
rendering using the graphical state data included within the SSDP.
Some example embodiments of execution of the simulation engine 122
and presentation engine 124 are further illustrated in FIGS.
2D-2F.
[0065] The state stream 126 can be a location in volatile cache
memory of the user computing device 102. The state stream 126 may
be a ring buffer of a defined size within the cache that will
continually overwrite SSDPs after a defined period of time. In some
embodiments, as will be described in more detail herein, the game
application 110 may have multiple simulation engines 122 122
operating concurrently, and the presentation engine 124 can render
frames based on the plurality of SSDP's generated by the plurality
of simulation engines 122 122. In such embodiments, each simulation
engine 122 can be associated with a different state stream such
that each simulation engine 122 is assigned a different logical
location in the cache memory for writing SSDPs. In some
embodiments, all the simulation engines 122 may write to a common
state stream.
[0066] The simulation engine 122 generates an SSDP during a
simulation cycle, the simulation cycle executes at a rate that is
independent of a rate of a rendering cycle, during which the
presentation engine 124 outputs a rendered frame of the game
application. In the illustrated embodiment, the simulation engine
122 has a simulation cycle of 30 Hz. During each simulation cycle,
the simulation engine 122 generates and writes an SSDP to the state
stream. The presentation engine 124 reads the SSDPs from the state
stream 126. The rate at which the presentation engine 124 renders
frames can be greater than the rate at which the simulation engine
122 generates SSDPs. The presentation engine 124 can interpolate
the SSDPs in order to render frames at a faster rate than the rate
at which the SSDPs are generated by the simulation engine 122. Some
examples of rendering and interpolation are illustrated in FIGS.
2D-2F. Although in the illustrated example, the simulation engine
122 is running at a fixed rate and the presentation engine 124 is
running at a variable rate, the simulation engine 122 and/or the
presentation engine 124 can execute at a fixed or variable rate.
The SSDP's can be generated at any frequency as defined by the game
application and/or the hardware computing resources of the
interactive computing system servers and/or the client computing
devices. For example, the SSDP's could be generated at 10, 15, 30,
40, 60, 120 Hz, or any other time period. In some embodiments, the
simulation cycle may have a variable rate.
[0067] With additional reference to FIGS. 2B and 2C, the embodiment
200 of the state stream game engine 120 is illustrated with
additional detail. As illustrated, the simulation engine 122 can
generates discrete SSDPs during runtime of the game application,
which are illustrated by blocks S0, S1, S2, and so on. The SSDPs
are written to the state stream 126 by the simulation engine 122.
In some embodiments, the SSDP may be written as a complete block to
the state stream 126 or may be written piecemeal to the state
stream. In either case, The SSDP is not available to the
presentation engine 124 on the state stream until the SSDP is
complete and made available to the presentation engine 124. After
an SSDP is available, the presentation engine 124 then reads the
SSDP from the state stream 126. Generally, communication of the
simulation engine 122 and the presentation engine 124 with the
state stream is a one-directional. The simulation engine 122 writes
to the state stream and the presentation engine 124 reads from the
state stream. The simulation engine 122 and presentation engine 124
can operate in different threads. In this manner, the simulation
engine 122 can run independent of each other. As long as the
presentation engine 124 lags behind the generation of SSDP by the
simulation engine 122, then the presentation engine 124 can
continue to render without waiting for the generation of the next
SSDP. Additionally, since each SSDP contains all the state
necessary for rendering, the presentation engine 124 does not have
to wait for the computation and generation of state values for
individual state stream processes within the SSDP. As illustrated
in FIG. 2C, each SSDP is composed of a plurality of individual
state stream processes that are generated during each simulation
cycle. The generation of the state stream processes are added to
the SSDP, and after all the state stream processes have been
completed, the SSDP will be finalized and available on the state
stream. In some embodiments, the SSDP will be written at a defined
rate, such as at 30 Hz. As illustrated, when the cycle is completed
and the SSDP is finalized (e.g., S0), the simulation engine 122 can
begin generation of the next SSDP (e.g., S1).
[0068] The state stream processes comprise the state generating
objects within the game application that need to be provided to the
presentation engine 124 in order for the presentation engine 124 to
have the state information necessary to generate the render state
of the game at the point in time that the SSDP is generated. FIG.
2C provides an abbreviated list of example state stream processes
that may be included in an SSDP, such as, LensFlare, OccluderMesh,
OccluderPlane, OccluderVolume, RenderVolume, GroundHeight, and so
forth. Generally, all game systems within a game application can go
through state stream. For example, some games systems executed
within the game application can include Models, Emitters, Lights,
Visual environments, and others. The graphical state data generated
for state stream processes can differ from the simulation state
data in that, the graphical state data includes a subset of the
state necessary for the presentation engine 124 to regenerate the
graphical virtual environment at the time that graphical state data
was generated. The graphical state data can be a filtered version
of the simulation state data associated with the virtual objects
that include less than all of the state that is required to execute
the game. For each state stream process of a virtual object, the
graphical state data can include static state information and
dynamic state information. Static state information refers to state
information that is the same for the entire life of an object.
Dynamic state information refers to state information that changes
over the life of an object. The full graphical state of an object
at time X (that is, the time at which the SSDP is generated) is the
static state information in conjunction with the interpolated
dynamic state information.
[0069] As discussed, the state data provided by the simulation
engine 122 to the state stream 126 is a subset of the simulation
state data associated with a virtual object. The graphical state
data included in a state stream process provides the state data
necessary for the presentation engine 124 to generate the graphical
state of the game at particular point in time. The graphical state
data can provide static and dynamic state information such as
locations, transforms, and any necessary information for the
presentation engine 124 to recreate the virtual environment at a
particular point in time. The state of the virtual environment is
frozen in time when the state stream processes are generated for an
SSDP. The presentation engine 124 is capable of using the state
information provided within an SSDP to recreate at least a portion
of the virtual environment of the game application at the point in
time, similar to a freeze frame or screenshot of the virtual
environment. In some embodiments, the SSDP may provide a default
point of view for generating and rendering the frame (e.g., the
player's perspective within the game application). However, the
SSDP provides sufficient graphical state data for the recreation of
the graphical state of the virtual environment at the point in time
of the SSDP and the generation of the graphical state at the time
is not limited to a single perspective within the game application
(e.g., the player's perspective). The SSDP can provide the state
data required to recreate the virtual environment from any angle or
camera perspective. This allows the presentation engine 124 to
generate and render a frame of the graphical state from any angle
or position within the virtual environment, or portion thereof,
based on the graphical state data. For example, an action within
the game may trigger the creation of frames from a different
perspective than the player's default point of view.
[0070] As an illustrative example of graphical state data, a wheel
on a moving car within an instance of the virtual environment may
include static state data used for identifying unchanging
characteristics (such as, the mesh and skin of the wheel), and the
dynamic state data identifying changing characteristics of the
wheel (such as, location of the wheel within the virtual
environment and rotation of the wheel about a center axis). The
graphical state data of the wheel does not need to include data
that is relevant to the simulation of the game, such as the speed
of the rotation of the wheel or the speed at which the car is
travelling within the virtual environment, but is not relevant or
does not affect the rendering of the wheel within the game
application. In this example, the `frozen` state of the wheel would
be provided as graphical state data for the wheel state stream
process within the SSDP and then written to the state stream. The
presentation engine 124 can then use the graphical state data
provided within the SSDP to render a frame. The generated frame may
or may not include a rendering of the wheel. However, the graphical
state data for the wheel would be included within the SSDP in order
for the presentation engine 124 to generate the game environment
and render a frame from a perspective that would include the wheel
in the correct position.
[0071] In some embodiments, the graphical state data that is
generated for each state stream process can be stored as a
difference between the current SSDP and the previous SSDP. The
state values of each of the various state variables within the game
can be stored as a struct that maintains the state values for an
object. In this manner, the simulation engine 122 can determine
what the state of an object at any point during the simulation.
[0072] In some embodiments, the presentation engine 124 can
maintain a copy of the current graphical state data generated by
the simulation engine 122. The simulation engine 122 may be
configured to only write state values that have changed from the
previous state to the SSDP. The presentation engine 124 can use the
graphical state data received from the SSDP to update the current
graphical state of the virtual environment. In this manner, the
size of SSDP can be significantly reduced as compared to generating
an entire copy of the graphical state data for the current
graphical state of the virtual environment. This can also reduce
the amount of time that is required for the simulation engine to
generate and finalize an SSDP.
[0073] With additional reference to FIGS. 2D-2F, various
embodiments of the timing and synchronization of the simulation
engine 122 and presentation engine 124 are illustrated. The
independence of the execution of the simulation engine 122 and
presentation engine 124 provide for a plurality of the different
modes of operation of the state stream game engine. FIGS. 2D-2F
provide examples of instances of execution of the simulation and
rendering cycles. The examples are not limiting and merely provides
illustrative examples for executing the state stream game engine.
The presentation engine 124 can render frames by interpolation
between the previous two SSDPs generated by the simulation engine
122 (e.g., S0 and S1). The illustrated examples provide examples of
how the simulation engine 122 and presentation engine 124 execute
during a simulation cycle. In the illustrated examples, the
presentation engine 124 is executing rendering cycles at 180 Hz and
the simulation engine 122 is executing simulation cycles at 30 Hz,
which results in six rendering cycles for each simulation
cycle.
[0074] The presentation engine 124 can render a plurality of frames
based on each SSDP. The presentation engine 124 can run at a faster
cycle time than the simulation engine 122. For example, the
simulation engine 122 may be operating at 30 Hz and the
presentation engine 124 is rendering frames at a greater rate
(e.g., 180 Hz). The presentation engine 124 will need to generate
multiple frames to output to the display between each generation of
a SSDP. For example, if the simulation engine 122 generates an SSDP
at each simulation cycle at 30 Hz and the presentation engine 124
renders frames at 120 FPS, then the presentation engine 124 would
need to generate 4 frames per simulation cycle, or in other words
execute four rendering cycles per simulation cycle. The
presentation engine 124 can use a previous SSDP (e.g., S0) and the
current state (S1) in order to determine interpolation of the
graphical states of the virtual environment. In some embodiments,
the presentation engine can lag behind the simulation current cycle
by more than one cycle. For example, the presentation can use S0
and S1 for generation of frames even though the current cycle is
S4.
[0075] The presentation engine 124 does not write or change the
values of the states of the graphical state data that is written to
the state stream by the simulation engine 122. The presentation
engine 124 can perform functions of cleaning up SSDPs after they
have been consumed by the presentation engine 124 and are no longer
needed. Once the presentation engine 124 has fully consumed a
state, or if a state was never used, the state can be deleted from
the state stream, or flagged for deletion or overwriting.
[0076] FIG. 2D illustrates an embodiment in which the simulation
engine 122 generates and finalizes an SSDP at the end of the
simulation cycle, such that S2 is completed just prior to the end
of the sixth rendering cycle. If generation of the SSDP takes the
entire simulation cycle to complete. After the simulation engine
122 completes the SSDP (S2), simulation engine 122 immediately
begins the next SSDP (S3). The presentation engine 124 can continue
to render frames without las as long as the SSDP completes prior to
the end of the sixth rendering cycle. In this embodiment, there is
no buffer between the time that the SSDP is completed and the
rendering for the next rendering cycle needs to commence. In which
case, if the finalization of the SSDP is delayed, the next
rendering cycle can be delayed as well.
[0077] FIG. 2E illustrates an embodiment in which the simulation
engine 122 generates and finalizes an SSDP prior to the end of the
simulation cycle, such as in 5.5 milliseconds of the total 33
milliseconds allocated to the simulation cycle time. Since
generation of the SSDP takes only a portion of the simulation cycle
to complete, the simulation engine 122 can dedicate processing
resources to other processes, such as rendering prior to initiation
of the next SSDP (S3). At the beginning of the next simulation
cycle, the simulation engine can generate the next SSDP. The length
of time the simulation engine takes to generate the SSDP may differ
based on the simulation of the game. For example, more dynamic
simulation processes where many state values are changing can
result in the generation of SSDPs at a slower rate (such as
illustrated in FIG. 2D) than compared to when a user is in a menu
selection screen within the simulation of the game application
110.
[0078] FIG. 2F illustrates an embodiment in which the simulation
engine 122 generates and finalizes an SSDP prior to the end of the
simulation cycle, such that S2 is completed with a buffer of time
prior to the end of the sixth rendering cycle. Generation of the
SSDP takes only a portion of the simulation cycle to complete.
After the simulation engine 122 completes the SSDP (S2), simulation
engine 122 can dedicate processing resources to other processes,
such as rendering prior to initiation of the next SSDP (S3). In
this embodiment, the simulation engine has a variable simulation
cycle and the simulation engine begins generating an SSDP that does
not follow a fixed simulation cycle duration. The SSDP can include
the time that the simulation cycle took to complete the SSDP. This
information can be used by the presentation to predict the number
of rendering cycles between simulation cycles. This can be also be
used when the simulation cycle takes longer than the determined
simulation cycle time. For example, if the creation of the SSDP
took 55 milliseconds, the presentation engine can predict that the
more rendering cycles will need to be completed prior to receiving
the next SSDP. In such a case, the presentation can adjust the
interpolation of the SSDPs and the number of rendering cycles based
on the prediction.
[0079] State Stream Game Engine with Replay Functionality
[0080] FIG. 3 illustrates a block diagram 300 of a state stream
game engine that includes replay functionality. In the illustrated
embodiment, the replay functionality can be implemented by writing
the SSDPs to the state stream and to storage simultaneously.
Generally, after the state is consumed by the presentation engine
124, it is removed from the state stream and no longer available to
use for rendering by the presentation engine 124. However, the SSDP
can be persistently saved by having the simulation engine 122
simultaneously write to a storage location, such as non-volatile
memory, on the computing device. The storage location can be
written to a different location on the computing device than what
is designated and allocated for the state stream. The presentation
engine 124 can load the states from the disk to the state stream in
order to consume the states again. In the illustrated example, the
SSDP is being written from the storage to a second state stream.
Though illustrated as a second state stream, the first state stream
and the second state stream may be the same allocated memory
location on the computing device. In some embodiment, the state
stream game engine may have different state streams with different
allocated memory locations.
[0081] The SSDPs written to memory may be used for replaying the
sequences of a gameplay session. For example, if a user wanted to
watch a replay of highlights of a game, the SSDPs associated with
the requested sequence of events could be written from storage into
state stream. The presentation engine 124 could generate and render
the frames for the SSDPs in order to display a replay to the user.
The data could be displayed in the same manner and angle that was
originally provided to the user during gameplay of the game, such
as a goal in a soccer game. Additionally, the state data includes
the state data necessary for the presentation engine 124 to
recreate the virtual scene within the game application, the
presentation engine 124 can render the replay from a different
perspective or point of view within the game environment. For
example, the replay may provide the replay of a goal scored by the
player, which can be displayed from the goal scorer's point of
view, the goal keeper's point of view, a bird's eye point of view,
or any other point of view. The recreation of the scene can be
controlled by a display manager of the presentation engine 124. In
some embodiments, the simulation engine may generate a display
manager SSDP that can be used by the presentation engine to
determine the point of view that is being output for display. For
example, during gameplay the display manager SSDP can provide
instructions for the presentation engine to use the SSDP from state
stream A and during a replay, the display manager SSDP can provide
instructions for the presentation engine to use the SSDP from state
stream B.
[0082] The SSDPs written to storage during the gameplay session may
be stored in a ring buffer. The ring buffer may cycle through a
defined amount of gameplay time, such as 10 minutes, 15 minutes, or
another amount of defined time. Some of the SSDPs can be flagged so
that they are not overwritten when the ring buffer cycles through.
The SSDPs may be flagged based on specific events that occurred
during gameplay, such as scoring a goal, or based on other criteria
defined by the specific rules and parameters of the game
application. Generally, after an SSDP is consumed, the presentation
engine 124 manages the removal of the SSDP from the state stream.
In the case of SSDPs that are written into the state stream from
storage, the SSDP may be rewritten into storage or not removed from
storage when written into the state stream prior to consumption by
the presentation engine 124.
[0083] In some embodiments, the presentation engine 124 can utilize
multiple different SSDPs to generate and render a frame. The
presentation engine 124 may pull state information from any number
of states in order to generate a frame. For example, the
presentation engine 124 may generate a series frames by combining
multiple states together to create a collage of graphics generated
from multiple different states.
[0084] State Stream Game Engine with Multiple Simulation Engines
122
[0085] FIG. 4 illustrates a block diagram 400 of a state stream
game engine that includes multiple simulation engines 122. In the
illustrated embodiment, the multiple simulation engines 122 can
generate state information simultaneously. The multiple simulation
engine 122's may be generating SSDPs for different aspects of a
video game. For example, a first simulation engine 122 may be
configured to generate state for a first virtual character in a
first virtual environment (e.g., a first virtual world) within the
game application. The second simulation engine 122 can be
configured to generate state for a second virtual character in a
second virtual environment (e.g., a second virtual world) within
the game application. The independent state engines can
independently determine the state associated with each virtual
world, which may be governed by different rules of operation and
constraints within the game application. For example, the game
application may have a persistent virtual environment that
continues to execute independent of the virtual characters within
the persistent virtual environment. As illustrated, each simulation
engine 122 can write the SSDPs to a state stream allocated for the
simulation engine 122. In some embodiments, the state stream game
engine may have a common state stream for all simulation engines
122.
[0086] The presentation engine 124 can use the data to generate
frames that includes state information from multiple simulation
engines 122. As an illustrative example, the game application may
generate frames that include state information received from a
first virtual character in a first virtual environment (with SSDPs
generated by a first simulation engine 122) and from a second
virtual character in a second virtual environment (with SSDPs
generated by a second simulation engine 122). In this example, the
game application may include persistent virtual environments in
which the state continues to generate regardless of whether the
user is actively playing either the first or second virtual
character. The user may select to view only one character, in which
case, the SSDPs from simulation engine 1221 or simulation engine
1222 would be used to generate frames for display to the user. The
user may choose to have a picture in picture view of the second
character while the first character is active or visa-versa. The
presentation engine 124 can then use the SSDPs from simulation
engine 1221 and simulation engine 1222 to generate the frame. In
some embodiments, one or more of the simulation engine may generate
a display manager SSDP that can be used by the presentation engine
to determine the point of view that is being output for display.
The presentation engine 124 can be responsible for disposing of
consumed and or unused SSDPs within a state stream.
[0087] In some embodiments, the different simulation engines 122
may be generated on different computing systems. The simulation
engine 122 can then send the SSDP to another computing system over
a network. In such a case, the latency of the network connection
would need to be factored into the timing and transmission of the
SSDP between computing devices. In an illustrative example, in a
competitive gaming environment, each computing system associated
with a player may send SSDPs, generated by their simulation engine
122, to an announcer computing system. The presentation engine 124
of the announcer computing system can be a different type of
presentation engine 124 that the player computing systems. The
announcer presentation engine 124 may be configured to have
different functionality and/or display options for controlling
and/or generating frames that contain graphical state information
received from the respective SSDPs. The announcer computing system
may also include a different simulation engine 122 specific to the
announcer computing system in order to execute a different type of
application than the player computing systems.
[0088] In some embodiments, a game application may stop or suspend
operation of simulation engines 122 during execution of the game
application. The multiple simulation engines 122 may be executed in
series or in in parallel based on the functionality and/or
constraints of the game application. Prior to stopping operation of
a simulation engine 122, a simulation engine 122 can generate SSDPs
that can be configured to be used at different times within the
game application. Depending on what is being presented by the
presentation engine 124 (such as, a prerendered cut scene), the
simulation engine 122 may have the budget to generate additional
SSDPs that are not intended to be displayed as they generated.
Rather, these SSDPs can be written to storage. These SSDPs can be
used for the generation of frames at another point in time and
under different conditions. For example, the state that is being
generated for the presentation engine 124 to be displayed at a
different time(s) within the game application. In one embodiment,
when a simulation engine 122 is going to be terminated, the
simulation engine 122 can generate a number of SSDPs that are
determined to be used within a game after the new simulation engine
122 is being implemented. For example, a simulation engine 122
(SE1) may generate SSDPs for the destruction of a virtual planet
controlled by simulation engine 1221. When the user transitions to
a new virtual planet, which is controlled by a new simulation
engine 122 (SE2), the SSDPs associated with destruction of the
virtual planet may be used by presentation engine 124 to generate
frames displaying the destruction of the virtual planet, even
though simulation engine 1221, which generated the SSDPs, is no
longer executing.
[0089] The execution of multiple simulation engines 122 and
preparation of SSDPs provides for a presentation engine 124 to
operate completely independent and decoupled from the operations of
the simulation engine 122. The presentation engine 124 can generate
and render frames based on state information received from any SSDP
regardless of whether the simulation engine 122 is currently
executing or executing on the same computing system as the
presentation engine 124. Additionally, the presentation engine 124
generating and rendering frames can be a different type of
presentation engine 124 with different functionality than the
presentation engine 124 that is being used on computing systems
that is playing the game application and generating the SSDPs.
[0090] State Stream Game Engine for Multiplayer Game
Application
[0091] FIG. 5 illustrates a block diagram 500 of a state stream
game engine that is executing in a multiplayer game application
environment where the execution of the state of each client
computing system within the simulation of the game application is
synchronized. The synchronization of the game application requires
that each client computing device is operating on the same
simulation clock and each is executing the same time cycle at the
same time. In such an embodiment, the behavior of the generation of
the SSDPs by the simulation engines 122 may not be generated when
the client computing device completes the simulation cycle. Rather,
the SSDP is only generated after certain criteria are satisfied.
For example, an SSDP may not be finalized until the server receives
input from each player (through their client computing system)
participating in a multiplayer game. In some embodiments, the
simulation engine 122 will only generate the SSDPs when each of the
client systems has provided their input to the simulation engine
122 and the simulation engine 122 receives an indication from the
server that the cycle is complete. In instances where there is
peer-to-peer communication (such as, a two player game), the
simulation engine 122 may not proceed until the input is received
from the other player. In such embodiments, the simulation can be
heavily dependent upon network latencies, as each player's
simulation is dependent on the highest latency client. This can
have a significant effect on the quality of gameplay within the
game. The game application may have thresholds the govern what
happens when the latency of a client is too great and is adversely
affecting the simulation. For example, when one of the players has
a network latency that is too high, the player may be kicked out of
the game. Additionally, in these embodiments, the network
connections can result in periods of high and low latency, which
can result in bursts of SSDPs that are generated. In order to
accommodate the aperiodic nature of the generation of the SSDPs,
the presentation engines can be configured so that the rendering of
frames is based on frames that are more than one cycle behind the
simulation cycle. The number of cycles can be based on the
predicted latencies, the game application and other factors. By
lagging behind a plurality of cycles, the presentation engine can
provide rendered frames at a consistent rate without being affected
by the inconsistent generation of simulation cycles.
[0092] State Stream Execution Processes
[0093] FIGS. 6A-6B and 7A-7B illustrate embodiments of flowcharts
for executing processes of a state stream game engine within a game
application. The processes, in whole or in part, can be implemented
by CPUs and/or GPUs configured with computer readable instructions
to execute a game application. For example, the process, in whole
or in part, can be implemented by the game application, state
stream game engine, simulation engine 122, state stream, and/or the
presentation engine 124. Although any number of systems, in whole
or in part, can implement the processes, to simplify discussion,
the processes will be described with respect to the game
application, state stream game engine, simulation engine 122, state
stream, and/or the presentation engine 124.
[0094] Simulation Engine Execution Process
[0095] FIG. 6A illustrates an embodiment of a process 600 for
execution of a simulation engine 122 during a simulation cycle
within the state stream game engine.
[0096] At block 602, a simulation engine 122 initiates a new SSDP
for a simulation cycle. The new SSDP can be initiated immediately
after a previous SSDP (such as, illustrated in FIG. 2D), or there
may be a time period between the previous SSDP and the new SSDP
(such as, illustrated in FIGS. 2E-2F). The simulation cycle can be
configured to occur on a periodic basis (such as, every 30 Hz), an
aperiodic basis (such as, as soon as the previous cycle completed),
or based on requirements of the game application (such as, after
receiving input from other user computing devices in a multiplayer
game).
[0097] At block 604, the simulation engine 122 generates state data
for at least a portion of the virtual objects within the
simulation. During the simulation cycle, the simulation engine can
generate new state data for virtual objects within the virtual
objects. The simulation may only generate state data for virtual
objects where the state data changed in the current simulation
cycle compared to the previous simulation cycle. In some
embodiment, state data for all virtual objects are generated in
each simulation cycle. The simulation engine may only generate
state data that is associated with a portion of the virtual
environment. For example, in an online game, the simulation engine
may only have access to a portion of the total state data
associated with the virtual environment.
[0098] At block 606, the simulation engine 122 generates graphical
state data for state stream processes that are necessary for
presentation engine 124 to render virtual objects within the
virtual environment. The graphical state data can be a subset of
the simulation state data. The simulation engine may not generate
any data for state stream process where the state did not change
when compared to the previous simulation state.
[0099] At block 608, the simulation engine writes the graphical
state data to the SSDP. The graphical state data for state stream
process can be written to the SSDP as soon as the graphical state
data is generated.
[0100] At block 610, the simulation engine 122 finalizes the SSDP
and makes the SSDP available to the presentation engine on the
state stream. The simulation engine may write the SSDP to the state
stream as a single block or may write to the state stream during
the simulation cycle and not finalize or otherwise make the SSDP
available until the SSDP is complete. The finalized SSDP can be
written to the state stream at the time designated by the timing of
the simulation cycle. The state stream can be a location in
volatile cache memory that is allocated for the simulation engine
122. The write can be one-directional, from the simulation engine
122 to the state stream. In some embodiments, the SSDP can have a
defined time period in which to generate and write the SSDP to the
state stream. The SSDP may be completed prior to the end of a
simulation cycle. For example, a SSDP may be completed halfway
through the simulation cycle.
[0101] At block 612, optionally, the simulation engine 122 writes
the SSDP to an allocated storage location, simultaneously with the
SSDP written to the state stream. The allocated storage location
may be located in non-volatile storage on a storage device. After
the write is complete, the process returns to block 602
[0102] Presentation Engine Execution Process
[0103] FIG. 6B illustrates an embodiment of a process 650 for
execution of a presentation engine 124 within the state stream game
engine.
[0104] At block 652, the presentation engine 124 reads at least one
SSDP from the state stream for a new rendering cycle. The read is
one-directional. The presentation engine 124 does not write modify
the graphical state data included in the SSDP. The presentation
engine 124 does not read data directly from the simulation engine
122.
[0105] At block 654, the presentation engine can update the current
graphical state of the virtual environment based on the SSDP. The
presentation engine can maintain the current graphical state of
each virtual environment. Based on the SSDP, the presentation
engine can then update the current state based on the state values
that were changed and provided by the SSDP.
[0106] At block 656, the presentation engine 124 uses the SSDP
(SSDP1) and a previous SSDP (SSDP0) to determine interpolation for
rendering of frames based at least in part on a rendering frame
rate and a simulation cycle time period. When the simulation cycle
occurs at a defined periodicity, the presentation engine 124 can
determine the interpolation calculations based on the calculated
frame rate. The presentation engine can predict the number of
rendering cycles based on a predicted or defined simulation rate
and the predicted or defined frame rate.
[0107] At block 658, the presentation engine 124 renders frames
based on determined interpolation. The frames can be rendered using
the graphical state data from SSDP1 and SSDP0. In some embodiments,
graphical state data can be used from more than one SSDP in order
to render one or more frames. In some embodiments, the presentation
engine may use SSDPs for rendering that are a plurality of states
behind a current state. The presentation engine 124 can generate
and render frames using the SSDPs without any interaction or
dependencies to the simulation engine 122.
[0108] At block 660, after the rendering cycle is complete and the
SSDP is no longer needed from the state stream, the presentation
engine 124 can clean up or otherwise tend to the disposal of the
SSDP. The presentation engine 124 may delete one or more SSDPs from
state stream. In some embodiments, the presentation engine 124 may
delete SSDPs that were consumed and/or SSDPs that were not
consumed, but are no longer needed. In some embodiments, the state
stream is a ring buffer, and the presentation engine 124 flags
SSDPs within the ring buffer that can be overwritten. After the
rendering cycle is complete, the process returns to block 652.
[0109] Execution Process for Multiple Simulation Engines 122
[0110] FIG. 7A illustrates an embodiment of a process 700 for
execution of multiple simulation engines 122 during a simulation
cycle within the state stream game engine.
[0111] At block 702, a plurality of simulation engines 122 initiate
new SSDPs for a simulation cycle. The simulations cycles for each
simulation engine 122 may be synchronized or may be out of
synchronization. Each simulation engine 122 runs completely
independently of the other simulation engines 122. There may be no
execution dependencies between the simulation engines 122. Each
simulation engine 122 can generate an SSDP without input from
another simulation engine 122. The new SSDP can be initiated
immediately after a previous SSDP (such as, illustrated in FIG.
2D), or after a time period between the previous SSDP and the new
SSDP (such as, illustrated in FIGS. 2E-2F). The simulation cycle
can be configured to occur on a periodic basis (such as, every 30
Hz), an aperiodic basis (such as, as soon as the previous cycle
completed), or based on requirements of the game application (such
as, after receiving input from other user computing devices in a
multiplayer game). At least one of the simulation engines may be
configured to generate a display manager SSDP that includes data
indicating how to combine the graphical state data from the various
SSDPs for rendering a frame.
[0112] At block 704, each simulation engine 122 generates state
data for at least a portion of the virtual objects within the
simulation. During the simulation cycle, the simulation engine can
generate new state data for virtual objects within the virtual
objects. The simulation may only generate state data for virtual
objects where the state data changed in the current simulation
cycle compared to the previous simulation cycle. In some
embodiment, state data for all virtual objects are generated in
each simulation cycle. The simulation engine may only generate
state data that is associated with a portion of the virtual
environment. For example, in an online game, the simulation engine
may only have access to a portion of the total state data
associated with the virtual environment.
[0113] At block 706, each simulation engine 122 generates graphical
state data for state stream processes that are necessary for
presentation engine 124 to render virtual objects within the
virtual environment. The graphical state data can be a subset of
the simulation state data. The simulation engine may not generate
any data for state stream process where the state did not change
when compared to the previous simulation state.
[0114] At block 708, each simulation engine writes the graphical
state data to the SSDP. The graphical state data for state stream
process can be written to the SSDP as soon as the graphical state
data is generated.
[0115] At block 710, each simulation engine 122 finalizes the SSDP
and makes the SSDP available to the presentation engine on the
state stream. The simulation engine may write the SSDP to the state
stream as a single block or may write to the state stream during
the simulation cycle and not finalize or otherwise make the SSDP
available until the SSDP is complete. The finalized SSDP can be
written to the state stream at the time designated by the timing of
the simulation cycle. The state stream can be a location in
volatile cache memory that is allocated for the simulation engine
122. The write can be one-directional, from the simulation engine
122 to the state stream. In some embodiments, the SSDP can have a
defined time period in which to generate and write the SSDP to the
state stream. The SSDP may be completed prior to the end of a
simulation cycle. For example, a SSDP may be completed halfway
through the simulation cycle.
[0116] At block 712, optionally, the simulation engine 122 writes
the SSDP to an allocated storage location, simultaneously with the
SSDP written to the state stream. The allocated storage location
may be located in non-volatile storage on a storage device. After
the write is complete, the process returns to block 702
[0117] Execution Process for Presentation Engine with Multiple
Simulation Engines
[0118] FIG. 7B illustrates an embodiment of a process 750 for
execution of a presentation engine 124 interfacing with multiple
simulation engines 122 within the state stream game engine.
[0119] At block 752, the presentation engine 124 identifies a
plurality of SSDPs from one or more state streams for a new
rendering cycle. The presentation engine 124 does not write to the
state stream. The presentation engine 124 does not read data
directly from the simulation engine 122. The presentation engine
124 reads multiple SSDPs from different simulation engines 122. In
some embodiments, the presentation engine reads a display manager
SSDP that includes data indicating how to combine the graphical
state data from the various SSDPs for rendering a frame.
[0120] At block 754, the presentation engine can update the current
graphical state of each virtual environment based on the SSDPs. The
presentation engine can maintain the current graphical state of
each virtual environment. Based on the SSDPs, the presentation
engine can then update the current state based on the state values
that were changed and provided by the SSDPs.
[0121] At block 756, the presentation engine 124 uses the multiple
SSDPs and a previous SSDPs to determine interpolation for rendering
of frames based at least in part on a rendering frame rate and a
simulation cycle time period. When the simulation cycle occurs at a
defined periodicity, the presentation engine 124 can determine the
interpolation calculations based on the calculated frame rate. The
presentation engine can predict the number of rendering cycles
based on a predicted or defined simulation rate and the predicted
or defined frame rate.
[0122] At block 758, the presentation engine 124 renders frames
based on determined interpolation and the current states of the
virtual environments. The frames can be rendered using the
graphical state data from the plurality of SSDPs from each of the
simulation engines 122. The graphical state data can be used to
create a frame for rendering from the plurality of SSDPs. In some
embodiments, based on presentation parameters within the game
application, only graphical state data from one of the SSDPs are
used to generate and render a frame. The presentation engine 124
can generate and render frames using the SSDPs without any
interaction or dependencies to the simulation engines 122. In some
embodiments, the presentation engine can use data received from a
display manager SSDP to determine how to use the generate the
frames based on the current states of each virtual environment.
[0123] At block 760, after the rendering cycle is complete and the
SSDP is no longer needed from the state stream, the presentation
engine 124 can clean up or otherwise tend to the disposal of the
SSDP(s). The presentation engine 124 may delete one or more SSDPs
from state stream. In some embodiments, the presentation engine 124
may delete SSDPs that were consumed and/or SSDPs that were not
consumed, but are no longer needed. In some embodiments, the state
stream is a ring buffer, and the presentation engine 124 flags
SSDPs within the ring buffer that can be overwritten. After the
rendering cycle is complete, the process returns to block 752.
[0124] Overview of Computing Device
[0125] FIG. 8 illustrates an embodiment of computing device 10
according to the present disclosure. Other variations of the
computing device 10 may be substituted for the examples explicitly
presented herein, such as removing or adding components to the
computing device 10. The computing device 10 may include a game
device, a smart phone, a tablet, a personal computer, a laptop, a
smart television, a car console display, a server, and the like. As
shown, the computing device 10 includes a processing unit 20 that
interacts with other components of the computing device 10 and also
external components to computing device 10. A media reader 22 is
included that communicates with media 12. The media reader 22 may
be an optical disc reader capable of reading optical discs, such as
CD-ROM or DVDs, or any other type of reader that can receive and
read data from game media 12. One or more of the computing devices
may be used to implement one or more of the systems disclosed
herein.
[0126] Computing device 10 may include a separate graphics
processor 24. In some cases, the graphics processor 24 may be built
into the processing unit 20. In some such cases, the graphics
processor 24 may share Random Access Memory (RAM) with the
processing unit 20. Alternatively, or in addition, the computing
device 10 may include a discrete graphics processor 24 that is
separate from the processing unit 20. In some such cases, the
graphics processor 24 may have separate RAM from the processing
unit 20. Computing device 10 might be a handheld video game device,
a dedicated game console computing system, a general-purpose laptop
or desktop computer, a smart phone, a tablet, a car console, or
other suitable system.
[0127] Computing device 10 also includes various components for
enabling input/output, such as an I/O 32, a user I/O 34, a display
I/O 36, and a network I/O 38. I/O 32 interacts with storage element
40 and, through a device 42, removable storage media 44 in order to
provide storage for computing device 10. Processing unit 20 can
communicate through I/O 32 to store data, such as game state data
and any shared data files. In addition to storage 40 and removable
storage media 44, computing device 10 is also shown including ROM
(Read-Only Memory) 46 and RAM 48. RAM 48 may be used for data that
is accessed frequently.
[0128] User I/O 34 is used to send and receive commands between
processing unit 20 and user devices, such as game controllers. In
some embodiments, the user I/O can include a touchscreen inputs.
The touchscreen can be capacitive touchscreen, a resistive
touchscreen, or other type of touchscreen technology that is
configured to receive user input through tactile inputs from the
user. Display I/O 36 provides input/output functions that are used
to display images from the game being played. Network I/O 38 is
used for input/output functions for a network. Network I/O 38 may
be used during execution of a game.
[0129] Display output signals produced by display I/O 36 comprising
signals for displaying visual content produced by computing device
10 on a display device, such as graphics, user interfaces, video,
and/or other visual content. Computing device 10 may comprise one
or more integrated displays configured to receive display output
signals produced by display I/O 36. According to some embodiments,
display output signals produced by display I/O 36 may also be
output to one or more display devices external to computing device
10, such a display 16.
[0130] The computing device 10 can also include other features that
may be used with a game, such as a clock 50, flash memory 52, and
other components. An audio/video player 56 might also be used to
play a video sequence, such as a movie. It should be understood
that other components may be provided in computing device 10 and
that a person skilled in the art will appreciate other variations
of computing device 10.
[0131] Program code can be stored in ROM 46, RAM 48 or storage 40
(which might comprise hard disk, other magnetic storage, optical
storage, other non-volatile storage or a combination or variation
of these). Part of the program code can be stored in ROM that is
programmable (ROM, PROM, EPROM, EEPROM, and so forth), part of the
program code can be stored in storage 40, and/or on removable media
such as game media 12 (which can be a CD-ROM, cartridge, memory
chip or the like, or obtained over a network or other electronic
channel as needed). In general, program code can be found embodied
in a tangible non-transitory signal-bearing medium.
[0132] Random access memory (RAM) 48 (and possibly other storage)
is usable to store variables and other game and processor data as
needed. RAM is used and holds data that is generated during the
execution of an application and portions thereof might also be
reserved for frame buffers, application state information, and/or
other data needed or usable for interpreting user input and
generating display outputs. Generally, RAM 48 is volatile storage
and data stored within RAM 48 may be lost when the computing device
10 is turned off or loses power.
[0133] As computing device 10 reads media 12 and provides an
application, information may be read from game media 12 and stored
in a memory device, such as RAM 48. Additionally, data from storage
40, ROM 46, servers accessed via a network (not shown), or
removable storage media 46 may be read and loaded into RAM 48.
Although data is described as being found in RAM 48, it will be
understood that data does not have to be stored in RAM 48 and may
be stored in other memory accessible to processing unit 20 or
distributed among several media, such as media 12 and storage
40.
[0134] It is to be understood that not necessarily all objects or
advantages may be achieved in accordance with any particular
embodiment described herein. Thus, for example, those skilled in
the art will recognize that certain embodiments may be configured
to operate in a manner that achieves or optimizes one advantage or
group of advantages as taught herein without necessarily achieving
other objects or advantages as may be taught or suggested
herein.
[0135] All of the processes described herein may be embodied in,
and fully automated via, software code modules executed by a
computing system that includes one or more computers or processors.
The code modules may be stored in any type of non-transitory
computer-readable medium or other computer storage device. Some or
all the methods may be embodied in specialized computer
hardware.
[0136] Many other variations than those described herein will be
apparent from this disclosure. For example, depending on the
embodiment, certain acts, events, or functions of any of the
algorithms described herein can be performed in a different
sequence, can be added, merged, or left out altogether (for
example, not all described acts or events are necessary for the
practice of the algorithms). Moreover, in certain embodiments, acts
or events can be performed concurrently, for example, through
multi-threaded processing, interrupt processing, or multiple
processors or processor cores or on other parallel architectures,
rather than sequentially. In addition, different tasks or processes
can be performed by different machines and/or computing systems
that can function together.
[0137] The various illustrative logical blocks and modules
described in connection with the embodiments disclosed herein can
be implemented or performed by a machine, such as a processing unit
or processor, a digital signal processor (DSP), an application
specific integrated circuit (ASIC), a field programmable gate array
(FPGA) or other programmable logic device, discrete gate or
transistor logic, discrete hardware components, or any combination
thereof designed to perform the functions described herein. A
processor can be a microprocessor, but in the alternative, the
processor can be a controller, microcontroller, or state machine,
combinations of the same, or the like. A processor can include
electrical circuitry configured to process computer-executable
instructions. In another embodiment, a processor includes an FPGA
or other programmable device that performs logic operations without
processing computer-executable instructions. A processor can also
be implemented as a combination of computing devices, for example,
a combination of a DSP and a microprocessor, a plurality of
microprocessors, one or more microprocessors in conjunction with a
DSP core, or any other such configuration. Although described
herein primarily with respect to digital technology, a processor
may also include primarily analog components. For example, some or
all of the signal processing algorithms described herein may be
implemented in analog circuitry or mixed analog and digital
circuitry. A computing environment can include any type of computer
system, including, but not limited to, a computer system based on a
microprocessor, a mainframe computer, a digital signal processor, a
portable computing device, a device controller, or a computational
engine within an appliance, to name a few.
[0138] Conditional language such as, among others, "can," "could,"
"might" or "may," unless specifically stated otherwise, are
otherwise understood within the context as used in general to
convey that certain embodiments include, while other embodiments do
not include, certain features, elements and/or steps. Thus, such
conditional language is not generally intended to imply that
features, elements and/or steps are in any way required for one or
more embodiments or that one or more embodiments necessarily
include logic for deciding, with or without user input or
prompting, whether these features, elements and/or steps are
included or are to be performed in any particular embodiment.
[0139] Disjunctive language such as the phrase "at least one of X,
Y, or Z," unless specifically stated otherwise, is otherwise
understood with the context as used in general to present that an
item, term, etc., may be either X, Y, or Z, or any combination
thereof (for example, X, Y, and/or Z). Thus, such disjunctive
language is not generally intended to, and should not, imply that
certain embodiments require at least one of X, at least one of Y,
or at least one of Z to each be present.
[0140] Any process descriptions, elements or blocks in the flow
diagrams described herein and/or depicted in the attached figures
should be understood as potentially representing modules, segments,
or portions of code which include one or more executable
instructions for implementing specific logical functions or
elements in the process. Alternate implementations are included
within the scope of the embodiments described herein in which
elements or functions may be deleted, executed out of order from
that shown, or discussed, including substantially concurrently or
in reverse order, depending on the functionality involved as would
be understood by those skilled in the art.
[0141] Unless otherwise explicitly stated, articles such as "a" or
"an" should generally be interpreted to include one or more
described items. Accordingly, phrases such as "a device configured
to" are intended to include one or more recited devices. Such one
or more recited devices can also be collectively configured to
carry out the stated recitations. For example, "a processor
configured to carry out recitations A, B and C" can include a first
processor configured to carry out recitation A working in
conjunction with a second processor configured to carry out
recitations B and C.
[0142] It should be emphasized that many variations and
modifications may be made to the above-described embodiments, the
elements of which are to be understood as being among other
acceptable examples. All such modifications and variations are
intended to be included herein within the scope of this
disclosure.
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