EP1599012A1

Method and apparatus for distributed simulation

Abstract

A set of mechanisms provides consistency, responsiveness, and integrity, to allow high-realism in a distributed network simulation environment. Consistency is achieved by executing the same computation with the same inputs on multiple machines. Responsiveness is achieved by executing the parts of the computation that affect the user's object earlier on the user's machine than on the server for the user's object. Integrity is achieved by executing all computations authoritatively on the server. The ability to run different parts of a shared computation at varying times on different machines is provided.

EP1599012A1, drawing sheet 1
Sheet 1 of 16

Term

Term ended

Projected expiry passed 1 September 2020, 6.1 years ago.

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23 claims: 2 independent, 21 dependent

  1. 1
    A method of executing part of a distributed simulation on a network, the method comprising:displaying an obstacle according to a current state of the obstacle;displaying an actor which can interact with the obstacle according to a current state of the actor;and varying a time frame of the current state of the obstacle based on a positional relationship between the obstacle and the actor.
  2. 16
    A processing system comprising:- a processor;- a network interface, coupled to the processor, through which to communicate on a network;and - a memory coupled to the processor and storing instructions which, when executed by the processor, cause the processing system to perform part of a distributed simulation on the network, the distributed simulation characterized by a plurality of objects,    wherein a true state of each of the objects is maintained on a server on the network, wherein the distributed simulation includes: - associating time values with user commands directed to a displayed object on a client on the network;- sending the user commands with the associated time values from the client to a server on the network;and - performing essentially identical computations of object state on the client and the server for the displayed object, to achieve essentially the same result for said computations on the client and the server, wherein the computations of object state for the displayed object are performed on the server at different times than the corresponding computations on the client;and wherein: - the plurality of objects includes an obstacle and an actor, and - said part of the distributed simulation comprises selecting a time frame for displaying the obstacle based on a proximity of the obstacle to the actor.