US 12,145,066 B2
Systems and methods for an object movement engine in a gaming environment
Brian Upton, Los Angeles, CA (US); Bert Freudenberg, Los Angeles, CA (US); and David A. Smith, Cary, NC (US)
Assigned to CEO Vision, Inc, Cary, NC (US)
Filed by CEO Vision, Inc, Cary, NC (US)
Filed on Apr. 2, 2021, as Appl. No. 17/221,622.
Claims priority of provisional application 63/141,447, filed on Jan. 25, 2021.
Claims priority of provisional application 63/006,642, filed on Apr. 7, 2020.
Prior Publication US 2021/0308576 A1, Oct. 7, 2021
Int. Cl. A63F 13/56 (2014.01); A63F 13/40 (2014.01); A63F 13/577 (2014.01)
CPC A63F 13/56 (2014.09) [A63F 13/40 (2014.09); A63F 13/577 (2014.09); A63F 2300/643 (2013.01)] 19 Claims
OG exemplary drawing
 
1. A unified gaming engine system within a multi-player gaming environment comprising:
a core entity management system in a reflector server, wherein each entity is a model-view pair, and wherein the reflector server provides a time advancement message on a periodic basis;
a dedicated communication channel between each entity enabling the model to directly communicate with the view within the given entity; and
at least one modular component operating within a computer system, the modular components providing at least one service including a physics simulation service, the physics simulation service on each of the at least one modular component configured to receive a plurality of messages, wherein the messages are arranged in a message queue by execution time, and wherein the messages include an action to be taken by the physics simulation service, and wherein the physics simulation service receives the singular time advancement message and executes the messages in the message queue up to the time advancement message irrespective of an internal clock signal of the computer system.