IP Library Granted Patent US 10,322,347
Granted Patent B2
US 10,322,347 · App. 13/548,791 · Granted Jun 18, 2019

System and method for dynamicaly loading game software for smooth game play

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Quick Facts
Patent No.
US 10,322,347
App. No.
13/548,791
Granted
Jun 18, 2019
Kind
B2
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.

Claims (43)

1. 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.

2. The method of claim 1 , wherein the location of each of the plurality of load boundaries is based on a load time of the associated next game environment.

3. The method of claim 2 , wherein a minimum amount of time for the character to traverse the rendered game environment from the crossed load boundary to the identified next game environment is greater than the load time of the identified next game environment.

4. The method of claim 1 , further comprising detecting when the character crosses a continuation point.

5. The method of claim 4 , further comprising pausing the loading of instructions upon detection that the character fails to reach a continuation point.

6. The method of claim 5 , further comprising continuing the loading of instructions upon detection that the character has crossed the continuation point.

7. The method of claim 1 , further comprising rendering a partial view of the identified next game environment.

8. The method of claim 1 , further comprising:

detecting that the character crosses the load boundary in a backwards direction away from the identified next game environment, and

loading instructions corresponding to a game environment previous to the rendered game environment into memory.

9. The method of claim 1 , wherein the plurality of next game environments associated with the rendered game environment include an environment that is not immediately adjacent to the rendered game environment.

10. The method of claim 1 , wherein the loading of instructions is initially not complete when the character reaches the identified next game environment and further comprising restricting movement of the character until the loading of instructions is complete.

11. 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.

12. The system of claim 11 , wherein the location of each of the plurality of load boundaries is based on a load time of the associated next game environment.

13. The system of claim 12 , wherein a minimum amount of time for the character to traverse the rendered game environment from the crossed load boundary to the identified next game environment is greater than the load time of the identified next game environment.

14. The system of claim 11 , wherein further execution of instructions detects when the character crosses a continuation point.

15. The system of claim 14 , wherein further execution of instructions pauses the loading of instructions upon detection that the character fails to reach a continuation point.

16. The system of claim 15 , wherein further execution of instructions continues the loading of instructions upon detection that the character has crossed the continuation point.

17. The system of claim 11 , wherein further execution of instructions renders a partial view of the identified next game environment.

18. The system of claim 11 , wherein the further execution of the environment management engine detects that the character is crossing the load boundary in a backwards direction away from the identified next game environment, and wherein instructions corresponding to a game environment previous to the rendered game environment are loaded into memory.

19. The system of claim 11 , wherein the plurality of next game environments associated with the rendered game environment include an environment that is not immediately adjacent to the rendered game environment.

20. The system of claim 11 , wherein the loading of instructions is initially not complete when the character reaches the identified next game environment and further comprising restricting movement of the character until the loading of instructions is complete.

21. 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.

Assignments (4)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
CHANGE OF NAME Recorded May 5, 2016
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 038626/0637 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 18, 2013
From: GAVIN, ANDREW SCOTT
To: SONY COMPUTER ENTERTAINMENT AMERICA INC
Reel/Frame 031812/0241 →
MERGER Recorded Dec 18, 2013
From: SONY COMPUTER ENTERTAINMENT AMERICA INC.
To: SONY COMPUTER ENTERTAINMENT AMERICA LLC
Reel/Frame 031812/0358 →