Author Topic: Patent software and sims multiplayer  (Read 984 times)

Offline DarkglamJG52

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Patent software and sims multiplayer
« on: May 21, 2002, 03:32:28 PM »
Interesting post  here

Offline AKDejaVu

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« Reply #1 on: May 21, 2002, 04:50:45 PM »
Looks like the original "smoothing code" patent.

I seem to remember that HS even admitted that nobody has really improved on Dale's original idea.

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Offline AKDejaVu

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« Reply #2 on: May 21, 2002, 04:51:44 PM »
Er... smoothing code seems to be a small portion of it.  But the synchronus babble is basically just setup for it;)

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Offline CavemanJ

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« Reply #3 on: May 21, 2002, 10:30:17 PM »
Quote
Originally posted by AKDejaVu
Looks like the original "smoothing code" patent.

I seem to remember that HS even admitted that nobody has really improved on Dale's original idea.

AKDejaVu


Didn't HT also post in that thread, in response to HS asking how much of the old code he was using, HT said none, he had started from scratch?

Offline AKDejaVu

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« Reply #4 on: May 21, 2002, 10:55:28 PM »
I don't remember that... I do remember HT saying he started with a blank screen on AH.

I also remember HS admitting they hadn't changed the smoothing code at all.

I do believe that the code might be a little different... but the things covered by that patent are not.  The smoothing effect seems very similar to warbirds... with the posibility of additional complexity.  I do remember in AH that accelerations would continue infinitum... can't say I've seen that in AH.  Though.. to be honest... I don't know if WB still does it.

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Offline Sikboy

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« Reply #5 on: May 22, 2002, 08:03:45 AM »
I'm employed by a private company that works with the US Patent Office. Although I'm usually working with Foreign patents, our Office does large traffic in Patent Applications and File Histories. I'll head over there and do some public user research on my lunch break today (or ealier if I can come up with a pretense for getting out of the office).

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Offline Hortlund

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« Reply #6 on: May 22, 2002, 08:28:02 AM »
Quote
A method of rendering an object in a multiplayer electronic game virtual space such that time latency effects are reduced, wherein the object is controlled by a first one of a plurality of user computers in communication with each other across a communications network, wherein each user computer executes a game loop that renders objects within the virtual space, and wherein game loop execution on the plurality of user computers is asynchronous, the method comprising the steps of:


I highlighted the exact place where I stopped reading and gave up my feeble attempts to ever understand how these games work. To me, the small planes that appear on my screen might just as well be magic.

to all of you who understands (or even creates) stuff like that.
« Last Edit: May 22, 2002, 08:31:19 AM by Hortlund »

Offline WestyAH

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« Reply #7 on: July 19, 2003, 09:46:02 AM »
It would appear that this patent and associated topic has reared it's head in a most ugly way.

A "clickable" short cut for those who need it:

http://agw.warbirdsiii.com/bbs/showthread.php?s=&threadid=22608

Offline takeda

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« Reply #8 on: July 19, 2003, 10:05:43 AM »
If things get hairy, that patent should be pretty easy to shoot down, the generic wording of it covers pretty much any implementation of "dead reckoning" and similar algorithms, present in any online game nowadays. Many of them are public knowledge and many variations and optimizations are available.

No FPS or MMORPG would be playable without "A method of rendering an object in a multiplayer electronic game virtual space such that time latency effects are reduced".

Other than that only straight source code ownership or contract issues could be a basis for litigation and such.

As shown in many other cases in the IT industry, it seems like the last desperate resource of a dying company.

Offline Cabby44

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« Reply #9 on: July 19, 2003, 10:20:18 AM »
Quote:

"No FPS or MMORPG would be playable without "A method of rendering an object in a multiplayer electronic game virtual space such that time latency effects are reduced". "

Yep.  Except that  Warbirds, Aces High, and Papyrus Racing Games are light-years ahead of anyone else in the Multiplayer-games-with-complex-physics department.     The rest,  if not poor, are merely adequate.   So,  "many variations and optimizations" may be available, but they suck hind tit compared  to these three.

And HT had a hand in two of 'em....

C.

Offline Dowding

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« Reply #10 on: July 19, 2003, 10:48:56 AM »
You can't patent a computer program. Copyright yes, but not patent. They are talking about changing that, but at the moment a computer program cannot be patented, and neither can the concepts used to create it.
« Last Edit: July 19, 2003, 11:00:02 AM by Dowding »
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Offline Ozark

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« Reply #11 on: July 19, 2003, 01:24:31 PM »

Offline Roscoroo

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« Reply #12 on: July 19, 2003, 01:40:35 PM »
this looks like a patent to me . lol
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Offline Sikboy

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« Reply #13 on: July 19, 2003, 01:57:33 PM »
Quote
Originally posted by Ozark
Someone needs to tell the United States Patent Office.
http://patft.uspto.gov/netacgi/nph-Parser?Sect2=PTO1&Sect2=HITOFF&p=1&u=%2Fnetahtml%2Fsearch-bool.html&r=1&f=G&l=50&d=PALL&RefSrch=yes&Query=PN%2F6042477


I don't know enough about programing, so I'm not sure how this is going to sound to a programer.

But Hitechs patent is not on a program per se. What is being patented is the process which is used in the program. I think Dowding is correct, if it were the program (code) it would be copyrighted, not patented.

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Offline takeda

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« Reply #14 on: July 19, 2003, 02:00:16 PM »
Software patents are possible in the USA, but no in the EU. Some groups are pushing for them, but many are opposing them.
In my opinion, most software aspects are not patentable, as they reflect just patterns, algorithms and methods commonly used, which are just encapsulated in some software and patented. Just look at all those stupid user interface patents being bandied around.

The major problem with patents is that they have been turned from a legal tool to protect innovation into a tool to stifle competition, thus failing miserably in their original intent.

Patents, copyrights and legal mumbo jumbo aside, from my perspective as a software developer and my interest on game programming, Hitech stands as a genius. I have shown AH to colleages who I admire as excellent programmers and have seen their jaws drop when told about the features and the size of the team behind the game.