Systems and methods for improved corner slicing in a multiplayer video game
AssigneeActivision Publishing, Inc.
InventorsJuan Morelli, Eugene Michael Barnes, Pablo Manuel Ortiz, Matthew Kyle Scronce
Life of this patent
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Abstract
Systems and methods for enabling automated, gradual visual rotation of a player's weapon and arms view model around an edge that the player intends to corner slice include imparting realistic motion and dynamism to the player's weapon and arms view model as the player engages in cover negotiation. The weapon and arms view model rolls and translates away from the edge in hip mode and rolls away from the edge in ADS (Aim Down Sight) mode so that the weapon and arms view model is canted away from the edge while being centered on the sight.
Claims21
A computer-implemented method for enabling a rotation of a player's weapon and arms, as viewed from the player's perspective, around a target edge during a video gameplay session in a multi-player gaming network, wherein the multi-player gaming network comprises at least one game server and a plurality of client devices in data communication with the at least one game server, wherein each of the plurality of client devices is configured to execute the video gameplay session, and wherein a first game module is stored in the at least one game server and a second game module is stored in each of the plurality of client devices, the method being executed by the first and second game modules and comprising:
- identifying one or more candidate edges from a plurality of potential edges within the player's view in the video gameplay session;
- determining a rotation target score for each of the one or more candidate edges, wherein the rotation target score is a function of a distance of the player to a respective one of the one or more candidate edges and a degree to which the player is viewing said respective one of the one or more candidate edges;
- sorting the one or more candidate edges on the basis of their rotation target scores;
- selecting the target edge from the sorted one or more candidate edges;
- determining a plurality of rotation linear interpolation (LERP) values for the target edge based on the rotation target value of the target edge and a direction of rotation of the player around the target edge, wherein the plurality of rotation LERP values comprise a series of incremental transform values for modifying a position of the player over time;
- applying the plurality of rotation LERP values to the player's weapon and arms, view roll and world model in order to cause rotation of the player's weapon and arms around the target edge;
- and
- causing said rotation to be rendered in one or more of the plurality of client devices.
Dependencies are inferred from the claim text.