Reactive emitters of a video game effect based on intersection of coverage and detection zones

US10532286B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10532286-B2
Application numberUS-201414267824-A
CountryUS
Kind codeB2
Filing dateMay 1, 2014
Priority dateMay 1, 2014
Publication dateJan 14, 2020
Grant dateJan 14, 2020

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

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A reactive emitter associated with an object in a video game emits an asset in response to a secondary effect of an activity that occurs in the video game within a vicinity of the object.

First claim

Opening claim text (preview).

What is claimed is: 1. A method of outputting an asset and exhibiting a simulated physical effect in a video game being played by a user, comprising: assigning a coverage zone to a secondary effect of an activity in the video game, the secondary effect simulating a force caused by the activity; assigning a detection zone to an object in the video game; determining the coverage zone intersects with the detection zone; determining a magnitude of the intersection; assigning a payload to an asset dependent at least partially on the magnitude of the intersection and at least partially on a factor from the group consisting of activity type and object type, the asset corresponding to a simulated physical effect of the simulated force acting on the object; causing the object to emit the asset based on the intersection of the coverage zone and the detection zone, and exhibiting the simulated physical effect perceivable by the user playing the video game. 2. The method of claim 1 , wherein the asset is an audio asset. 3. The method of claim 2 , wherein the detection zone is substantially spherical and is defined by a detection radius. 4. The method of claim 3 , wherein the activity is an explosion. 5. The method of claim 1 , wherein assigning the payload to the asset further comprises assigning a value to a property of the asset from the group consisting of pitch, volume, duration, frequency. 6. The method of claim 3 , wherein the coverage zone is substantially spherical and is defined by a coverage radius. 7. The method of claim 2 , wherein the coverage zone is substantially spherical and is defined by a coverage radius. 8. The method of claim 2 , wherein the activity is an explosion. 9. The method of claim 1 , wherein the detection zone is substantially spherical and is defined by a detection radius. 10. The method of claim 9 , wherein the coverage zone is substantially spherical and is defined by a coverage radius. 11. The method of claim 1 , wherein the coverage zone is substantially spherical and is defined by a coverage radius. 12. The method of claim 1 , wherein the activity is an explosion. 13. A method of outputting an asset and exhibiting a simulated physical effect in a video game being played by a user, comprising: assigning a coverage zone to a secondary effect of an activity in the video game, the secondary effect simulating a force caused by the activity; assigning a detection zone to an object in the video game; determining the coverage zone intersects with the detection zone; determining a magnitude of the intersection; assigning a payload to the asset dependent at least partially on the magnitude of the intersection and at least partially on a factor from the group consisting of activity type and object type, the asset corresponding to a simulated physical effect of the simulated force acting on the object; causing the object to emit the asset based on the intersection of the coverage zone and the detection zone; and exhibiting the simulated physical effect perceivable by the user playing the video game. 14. The method of claim 13 , wherein assigning the payload to the asset further comprises assigning a value to a property of the asset from the group consisting of pitch, volume, duration, frequency.

Assignees

Inventors

Classifications

  • using trajectories of game objects, e.g. of a golf ball according to the point of impact · CPC title

  • responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light · CPC title

  • by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions · CPC title

  • Fighting without shooting · CPC title

  • for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car · CPC title

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What does patent US10532286B2 cover?
A reactive emitter associated with an object in a video game emits an asset in response to a secondary effect of an activity that occurs in the video game within a vicinity of the object.
Who is the assignee on this patent?
Activision Publishing Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/577. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jan 14 2020 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 8 related publications on this page (citations in our corpus or others sharing the same primary CPC).