Markup free ledge grab
AssigneeBungie, Inc.
InventorLuke Timmins
Life of this patent
Estimating the term…
Abstract
Described herein are techniques for performing dynamic ledge detection on obstacles within a virtual space. Such techniques may comprise identifying at least one obstacle positioned in proximity to an avatar within a virtual space, identifying at least one facing on the obstacle that is substantially normal to a vector of travel associated with the avatar, identifying, on the at least one facing, a recession that comprises a lip and a receded area above the lip, determining, based at least in part on one or more properties of the receded area, that the recession is a ledge, and generating, at the lip, an anchor point configured to enable one or more interactions between the avatar and the recession.
Claims21
A method of detecting collision points within game maps during gameplay, the method comprising:
- receiving a controller input sent from a client device over a communication network, wherein the controller input concerns a movement of an avatar within a virtual space corresponding to a game map, wherein the virtual space includes one or more objects;
- identifying an input vector corresponding to the movement of the avatar based on the controller input;
- identifying a collision point associated with at least one of the objects located in the virtual space along a trajectory of the avatar based on the identified input vector;
- and
- generating an anchor point at the identified collision point, wherein the anchor point allows for a set of one or more interactions with the avatar, and wherein the anchor point allows for a different set of one or more interactions with a different avatar.
A system for detecting collision points within game maps during gameplay, the system comprising:
- a communication interface that communications over a communication network, wherein the communication interface receives a controller input sent from a client device, wherein the controller input concerns a movement of an avatar within a virtual space corresponding to a game map, wherein the virtual space includes one or more objects;
- and
- a processor that executes instructions stored in memory, wherein the processor executes the instructions to:
- identify an input vector corresponding to the movement of the avatar based on the controller input;
- identify a collision point associated with at least one of the objects located in the virtual space along a trajectory of the avatar based on the identified input vector;
- and
- generate an anchor point at the identified collision point, wherein the anchor point allows for a set of one or more interactions with the avatar, and wherein the anchor point allows for a different set of one or more interactions with a different avatar.
A non-transitory computer-readable medium storing program code that, when executed by one or more processors, cause the one or more processors to perform a method of detecting collision points within game maps during gameplay, the method comprising:
- receiving a controller input sent from a client device over a communication network, wherein the controller input concerns a movement of an avatar within a virtual space corresponding to a game map, wherein the virtual space includes one or more objects;
- identifying an input vector corresponding to the movement of the avatar based on the controller input;
- identifying a collision point associated with at least one of the objects located in the virtual space along a trajectory of the avatar based on the identified input vector;
- and
- generating an anchor point at the identified collision point, wherein the anchor point allows for a set of one or more interactions with the avatar, and wherein the anchor point allows for a different set of one or more interactions with a different avatar.
Dependencies are inferred from the claim text.