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US Patent 7796128 Dynamically load balancing game physics using real-time object scaling

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Patent abstractTimelineTable: Further ResourcesReferences
Is a
Patent
Patent
1

Patent attributes

Patent Jurisdiction
United States Patent and Trademark Office
United States Patent and Trademark Office
1
Patent Number
77961281
Patent Inventor Names
Eric Michael Radzikowski1
Robert Allen Shearer1
Date of Patent
September 14, 2010
1
Patent Application Number
116747341
Date Filed
February 14, 2007
1
Patent Citations Received
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US Patent 12134039 Methods and systems for selecting a level of detail visual asset during the execution of a video game
2
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US Patent 12059627 System and method for customizing a replay of one or more game events in a video game
3
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US Patent 12064688 Methods and systems for determining decal projections intersecting spatial units in a frame of a game space
4
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US Patent 12083440 Systems and methods for enabling remote viewers to participate in a multi-player video game play session
5
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US Patent 12086845 Systems and methods for dynamically modifying video game content based on non-video gaming content being concurrently experienced by a user
6
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US Patent 12134038 Methods and systems for generating proxy level of detail visual assets in a video game
7
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US Patent 11666831 Systems and methods for determining game events based on a crowd advantage of one or more players in the course of a multi-player video game play session
8
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US Patent 11679333 Methods and systems for generating a video game stream based on an obtained game log
9
...
Patent Primary Examiner
‌
Kimbinh T. Nguyen
1
Patent abstract

The present invention provides methods and apparatus for dynamically varying a physics workload by scaling the classification of objects within a three-dimensional scene. According to embodiments of the invention, a physics engine may classify a plurality of objects within a three-dimensional scene as either static objects or as dynamic objects. The physics engine may then perform physics operations with the objects, and may monitor the workload experienced by processing elements within a system which includes the physics engine. Based on the workload experienced by the processing elements within the system, the physics engine may vary the number of objects which are classified as dynamic and vary the number of objects which are classified as static. By varying the classification of the objects, the physics engine may vary the workload experienced by the physics engine.

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