US 11,771,997 B2
Method of and system for preventing wall hacking in video games by using ray tracing to filter outgoing data packets
Baktash Abdollah-shamshir-saz, Toronto (CA)
Assigned to TooMuchVoltage Software Inc., Toronto (CA)
Filed by TooMuchVoltage Software Inc., Toronto (CA)
Filed on Jan. 10, 2022, as Appl. No. 17/572,009.
Claims priority of provisional application 63/151,289, filed on Feb. 19, 2021.
Claims priority of provisional application 63/135,354, filed on Jan. 8, 2021.
Prior Publication US 2022/0219086 A1, Jul. 14, 2022
Int. Cl. A63F 13/75 (2014.01); G06T 15/06 (2011.01)
CPC A63F 13/75 (2014.09) [G06T 15/06 (2013.01); A63F 2300/5533 (2013.01); A63F 2300/5586 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method for preventing wall hacking by using ray tracing to filter data packets to be provided to a plurality of user devices during a video gaming session, each respective user device being associated with a respective player having a respective player geometry in the gaming session, the method being executed by at least one processing device, the at least one processing device being connected to the plurality of user devices, the method comprising:
receiving map information for the gaming session;
for a given iteration of a plurality of iterations during the gaming session:
receiving player updates indicative of actions of the respective players on the map, the player updates including respective virtual frustum information for each player;
generating an acceleration structure using the map information and the player updates;
generating, for each player, respective primary rays from the respective virtual frustum associated with the player;
determining, for each player, based on the respective primary rays and the acceleration structure, intersections between the respective primary rays and the respective player geometries on the map;
generating a visibility matrix based on at least the determined intersections, the visibility matrix comprising pair-wise visibility between the respective players on the map;
receiving outgoing data packets representative of player states on the map for the given iteration;
filtering the outgoing data packets based on the visibility matrix to obtain respective filtered data packets for each player; and
transmitting the respective filtered data packets to each of the plurality of user devices.