IP Library Patent Application 18826711
Patent Application
App. No. 18/826,711

MARKUP FREE LEDGE GRAB

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Quick Facts
Patent No.
US None
App. No.
18/826,711
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.

Claims (37)

1 . 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.

2 . The method of claim 1 , further comprising determining a direction and a magnitude of the input vector.

3 . The method of claim 1 , further comprising determining that the object is a wall by identifying that an angle of a normal vector at the collision point on the object is within a tolerance.

4 . The method of claim 1 , wherein identifying the collision point is further based on a starting location of the avatar.

5 . The method of claim 4 , further comprising determining that the object is a wall by offsetting the starting location of the avatar and the collision point on the object downward.

6 . The method of claim 4 , further comprising determining a top of the object by offsetting the starting location of the avatar and the collision point on the object upwards.

7 . The method of claim 6 , further comprising determining an area at the top of the object, wherein generating the anchor point is further based on the determined area extending at least a threshold distance.

8 . The method of claim 7 , wherein the threshold distance is based upon one or more aspects of the avatar.

9 . The method of claim 8 , wherein the aspects include a width of the avatar.

10 . The method of claim 1 , wherein the different set of the one or more interactions is based on a different size of the different avatar.

11 . The method of claim 1 , further comprising determining a velocity of the avatar based on the input vector, wherein identifying the collision point is based on the velocity of the avatar in a vertical direction being smaller than a threshold value.

12 . The method of claim 1 , wherein identifying the collision point further includes identifying when the at least one object is positioned within a threshold distance to the avatar in the virtual space as the avatar travels within the virtual space in accordance with the controller input.

13 . The method of claim 1 , wherein identifying the collision point further includes identifying at least one facing on the object that is normal to a vector of travel associated with the avatar.

14 . The method of claim 13 , further comprising:

identifying a recession on the at least one facing, wherein the identified recession includes a lip and a receded area above the lip;

determining that the recession is a ledge based on one or more properties of the receded area; and

generating another anchor point at the lip, wherein the other anchor point is configured to enable one or more interactions between the avatar and the recession, wherein the interactions enabled by the anchor point are displayed within a display of the virtual space on a display device.

15 . The method of claim 14 , further comprising determining a height of the recession, and determining that the recession is a hanging ledge when the height is greater than a threshold height.

16 . The method of claim 15 , wherein the threshold height is based on a height value associated with the avatar.

17 . The method of claim 15 , wherein the different set of the interactions include performing a hanging action on the hanging ledge.

18 . The method of claim 14 , further comprising determining a height of the recession, wherein the recession is determined to be a climbing ledge if the height is less than a threshold height.

19 . The method of claim 18 , wherein the different set of the interactions include performing a climbing action on the climbing ledge.

20 . 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.

21 . 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.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 17, 2026
From: BUNGIE, INC.
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 074404/0767 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 24, 2024
From: TIMMINS, LUKE
To: BUNGIE, INC.
Reel/Frame 068682/0302 →