Turbine, Inc. Patent applications |
Patent application number | Title | Published |
20100105481 | System and method for controlling access to a massively multiplayer on-line role-playing game - A method for controlling access to a massively multi-player, online role-playing game begins by presenting a web page to a first user. The web page receives a parameter for controlling access of a second user to a massively multi-player, online role-playing game. The received parameter is transmitted to a database server, which stores the received parameter in a database record associated with the second user. A game server receives a connection request from the second user and controls access of the second user to the massively multi-player, online role-playing game using the stored parameter. | 04-29-2010 |
20090305778 | INSTALLED GAME SOFTWARE SHARING VIA PEER-TO-PEER NETWORK - Updating a run-time version of a game stored on a first location includes causing a first swarm member to store an first version, with first game pieces, on the first location; maintaining a second game version with second pieces, some of which are missing from the first pieces; receiving, from the first swarm member, an upgrade request for the second version; identifying missing pieces; and providing, to the first swarm member, information leading to other swarm members, each of which hosts a missing piece at a second location used for storing a run-time version of the game; causing the first swarm member to retrieve the missing pieces from the second location and store them in at least a portion of the first location, thereby avoiding consumption of additional storage during the update. | 12-10-2009 |
20080313346 | SELECTIVELY ORDERED PROTOCOL FOR UNRELIABLE CHANNELS - A method for communicating in a distributed game system includes, at a server system, maintaining information associated with a plurality of entities in an environment; and maintaining communication sessions between the server system and a plurality of client systems for exchanging information associated with the entities between the server system and the plurality of client systems. Each such communication session uses a communication protocol that supports both reliable transmission of ordered messages, and transmission and selective discarding of ephemeral messages. | 12-18-2008 |