System and method for dynamicaly loading game software for smooth game play
AssigneeSony Interactive Entertainment America LLC
InventorAndrew Scott Gavin
Life of this patent
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Abstract
A system and method are disclosed for dynamically loading game software for smooth game play. A load boundary associated with a game environment is identified. A position of a character in the game environment is then monitored. Instructions corresponding to a next game environment are loaded into a memory when the character crosses the load boundary, such that game play is not interrupted.
Claims21
A method for dynamically loading game software, the method comprising:
- storing information in memory regarding a plurality of game environments, wherein each environment is associated with one or more next environments;
- and
- executing instructions stored in memory, wherein execution of the instructions by a processor:
- renders a game environment in which a character is located,
- identifies a plurality of game environments that are next to the rendered game environment based on stored information, wherein each next game environment is associated with a load boundary located in the rendered game environment, wherein the rendered game environment includes a plurality of load boundaries each located at a different distance to a boundary of the rendered game environment;
- detects when the character crosses one of the plurality of load boundaries in the rendered game environment,
- identifies which of the plurality of next game environments is associated with the crossed load boundary, and
- loads instructions corresponding to the identified next game environment associated with the crossed load boundary into a memory, wherein the loading of instructions for the identified next game environment is complete and ready to render when the character reaches the identified next game environment.
A system for dynamically loading game software, the system comprising:
- a memory for storing information regarding a plurality of game environments, wherein each environment is associated with one or more next environments;
- and
- an environment management engine stored in memory, wherein execution of the environment management engine by a processor:
- renders a game environment in which a character is located,
- identifies a plurality of game environments that are next to the rendered game environment based on stored information, wherein each next game environment is associated with a load boundary located in the rendered game environment, wherein the rendered game environment includes a plurality of load boundaries each located at a different distance to a boundary of the rendered game environment,
- detects when the character crosses one of the plurality of load boundaries in the rendered game environment,
- identifies which of the plurality of next game environments is associated with the crossed load boundary, and
- loads instructions corresponding to the identified next game environment associated with the crossed load boundary into an available memory segment, wherein the loading of instructions for the identified next game environment is complete and ready to render when the character reaches the identified next game environment.
A non-transitory computer-readable storage medium, having embodied thereon a program executable by a processor to perform a method for dynamically loading game software, the method comprising:
- storing information in memory regarding a plurality of game environments, wherein each environment is associated with one or more next environments;
- rendering a game environment in which a character is located;
- identifying a plurality of game environments that are next to the rendered game environment based on stored information, wherein each next game environment is associated with a load boundary located in the rendered game environment, wherein the rendered game environment includes a plurality of load boundaries each located at a different distance to a boundary of the rendered game environment;
- detecting when the character crosses one of the plurality of load boundaries in the rendered game environment;
- identifying which of the plurality of next game environments is associated with the crossed load boundary;
- and
- loading instructions corresponding to the identified next game environment associated with the crossed load boundary into a memory, wherein the loading of instructions for the identified next game environment is complete and ready to render when the character reaches the identified next game environment.
Dependencies are inferred from the claim text.