# US 11,998,842 B2 · Method for rendering an environment in an electronic game

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- Number: US 11,998,842 B2
- Document ID: US11998842B2
- Status: Granted
- Kind: B2
- Application number: 17/764,834
- Filed: 2021-12-17
- Published: 2023-03-23
- Granted: 2024-06-04
- Earliest claimed: 2021-06-01
- Assignees: Garena Online Private Limited
- Applicants: Garena Online Private Limited
- Inventors: Chen Lu
- Web page: https://patentgrep.com/patent/US11998842B2

## CPC

- A63F 13/52: involving aspects of the displayed game scene
- A63F 13/48: Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
- A63F 13/69: by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
- G06T 15/00: Three-dimensional [3D] image rendering
- A63F 13/53: involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06T: IMAGE DATA PROCESSING OR GENERATION, IN GENERAL

## Abstract

A method for rendering an environment in an electronic game is disclosed. The game comprises a plurality of sessions and the method comprises, during an initiation phase, generating a map for all sessions of the game and dividing the map up into a plurality of sub-regions, each of the sub-regions being allocated to at least one session; and for each session, rendering a current sub-region of the map wherein the current sub-region corresponds to a current session.

## Claims

### Claim 1

A method for rendering an environment in an electronic game, the game comprising a plurality of sessions, the method comprising:
during an initiation phase, generating a map for all sessions of the game and dividing the map up into a plurality of sub-regions, each of the sub-regions being allocated to at least one session;
for each session, rendering a current sub-region of the map wherein the current sub-region corresponds to a current session; and
for each session subsequent to a first session, the step of rendering the current sub-region comprises determining a difference between the current sub-region and a previous sub-region, and rendering the current sub-region according to the difference.

### Claim 2 (depends on 1)

The method according to claim 1 comprising establishing a one-to-one correlation between sub-regions and sessions so that each session is allocated a unique sub-region.

### Claim 3 (depends on 1)

The method according to claim 1 wherein the step of rendering the current sub-region of the map comprises populating the current sub-region with one or more objects.

### Claim 4 (depends on 1)

The method according to claim 1 wherein the sessions occur sequentially so that a second session occurs after a first session.

### Claim 5 (depends on 1)

The method according to claim 1 wherein the step of rendering the current sub-region comprises populating the current sub-region with one or more objects and the step of rendering according to the difference comprises rendering only the objects which have changed between the previous session and the current session.

### Claim 6 (depends on 5)

The method according to claim 5 wherein the objects which have changed comprise new objects and/or old objects with different details.

### Claim 7 (depends on 6)

The method according to claim 6 wherein details of objects may include one or more of level of detail, texture, pattern, shadows and motion blur.

### Claim 8 (depends on 6)

The method of claim 6 wherein the objects are animate and/or inanimate objects.

### Claim 9 (depends on 1)

The method according to claim 1 wherein the map comprises a skybox and a terrain together with descriptors of objects on the terrain.

### Claim 10 (depends on 9)

The method according to claim 9 wherein the descriptors of objects on the terrain may describe one or more of: type of the object; dimensions of the object; size of the object; location of the object; orientation of the object; visual characteristics of the object such as colour, shade, pattern, reflectivity, texture etc., and animation characteristics of the object.

### Claim 11 (depends on 9)

The method according to claim 9 wherein the terrain comprises a description of a landscape used in the game.

### Claim 12 (depends on 1)

The method according to claim 1 wherein the map comprises predetermined aspects as well as randomly generated aspects.

### Claim 13 (depends on 1)

The method according to claim 1 wherein the sub-regions are adjacent to one another.

### Claim 14 (depends on 13)

The method according to claim 13 wherein users are discouraged from accessing a sub-region which is not allocated to the current session.

### Claim 15 (depends on 1)

A system comprising one or more computers and one or more storage devices storing computer-readable instructions that, when executed by the one or more computers, cause the one or more computers to perform the method of claim 1.

### Claim 16 (depends on 1)

One or more non-transitory computer storage media storing instructions that, when executed by one or more computers, cause the one or more computers to perform the method of claim 1.
