Forming and executing a computer game
AssigneeThe Codemasters Software Company Limited
InventorsNicholas Melder, Karl Johan Hammarling
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Abstract
A method of forming a computer game that is arranged to move an object along a path in a virtual environment of the computer game, wherein the method comprises steps of: (a) performing a plurality of object movement simulations for an object, wherein each simulation comprises moving that object with a respective speed along a path with a respective curvature in the virtual environment to determine whether that object can successfully travel along that path at that speed; (b) using the simulations to determine a relationship between curvature and a corresponding speed with which the object can successfully travel along a path with that curvature; and (c) storing data indicating the relationship as a part of the computer game.
Claims21
A method of forming a computer game that is arranged to move an object along a path in a virtual environment of the computer game, wherein the method comprises steps of:
- (a) performing a plurality of object movement simulations for an object, wherein each simulation comprises moving that object with a respective speed along a path with a respective curvature in the virtual environment to determine whether that object can successfully travel along that path at that speed;
- (b) using the simulations to determine a relationship between curvature and a corresponding speed with which the object can successfully travel along a path with that curvature;
- and
- (c) storing data indicating the relationship as a part of the computer game.
A method of moving an object along a path in a virtual environment of a computer game, the method comprising:
- determining an indication of a curvature of a portion of the path;
- determining a limit speed for the object by using predetermined reference data of the computer game together with the indication of curvature, wherein the predetermined reference data defines a relationship between curvature and a corresponding speed with which the object can successfully travel along a section of path having that curvature;
- and
- moving the object along the portion of the path, wherein moving the object comprises limiting the speed of the object based on the limit speed.
An apparatus arranged to form a computer game, the apparatus comprising:
- a memory;
- and
- a processor arranged to:
- (a) perform a plurality of object movement simulations for an object, wherein each simulation comprises moving that object with a respective speed along a path with a respective curvature in the virtual environment to determine whether that object can successfully travel along that path at that speed;
- (b) use the simulations to determine a relationship between curvature and a corresponding speed with which the object can successfully travel along a path with that curvature;
- and
- (c) store in the memory data indicating the relationship as a part of the computer game.
An apparatus arranged to execute a computer game by moving an object along a path in a virtual environment of the computer game, the apparatus comprising a processor arranged to:
- determine an indication of a curvature of a portion of the path;
- determine a limit speed for the object by using predetermined reference data of the computer game together with the indication of curvature, wherein the predetermined reference data defines a relationship between curvature and a corresponding speed with which the object can successfully travel along a section of path having that curvature;
- and
- move the object along the portion of the path, wherein moving the object comprises limiting the speed of the object based on the limit speed.
Dependencies are inferred from the claim text.