US 12,134,038 B2
Methods and systems for generating proxy level of detail visual assets in a video game
Rulon Joseph Raymond, Los Angeles, CA (US)
Assigned to Activision Publishing, Inc., Santa Monica, CA (US)
Filed by Activision Publishing, Inc., Santa Monica, CA (US)
Filed on Aug. 7, 2023, as Appl. No. 18/366,205.
Application 18/366,205 is a continuation of application No. 17/037,309, filed on Sep. 29, 2020, granted, now 11,717,753.
Prior Publication US 2023/0372817 A1, Nov. 23, 2023
This patent is subject to a terminal disclaimer.
Int. Cl. A63F 13/537 (2014.01); G06F 3/0482 (2013.01); G06F 3/04847 (2022.01); G06T 15/00 (2011.01); G06T 17/20 (2006.01)
CPC A63F 13/537 (2014.09) [G06F 3/0482 (2013.01); G06F 3/04847 (2013.01); G06T 15/005 (2013.01); G06T 17/20 (2013.01); G06T 2200/24 (2013.01)] 22 Claims
OG exemplary drawing
 
1. A method for generating level of detail (LOD) visual assets in a portion of a game map in a multi-player video game, wherein the method is performed by programmatic code executed by one or more processors, the method comprising:
receiving data associated with said portion of the game map;
generating a first LOD visual asset representative of the data and an associated first switch distance;
generating a second LOD visual asset by iteratively reducing a mesh characteristic of the first LOD visual asset until a function of the second LOD visual asset approaches a predefined threshold value;
generating a second switch distance at which the second LOD visual asset, when projected on a display having a first resolution, comprises a predefined number of pixels; and
displaying the second LOD visual asset at the second switch distance only when a difference between the first switch distance and the second switch distance is greater than a predefined distance.