SHARED PHYSICS ENGINE IN A WAGERING GAME SYSTEM
A computerized wagering game system includes a gaming module comprising a processor and gaming code which is operable when executed on the processor to present a wagering game on which monetary value can be wagered, and a centralized physics engine operable to model motion physics for multiple wagering game machines.
This patent application claims the priority benefit of U.S. Provisional Patent Application Ser. No. 60/827,917 filed Oct. 3, 2006 and entitled “SHARED PHYSICS ENGINE IN A WAGERING GAME SYSTEM”, which application is incorporated herein by reference.
FIELD OF THE INVENTIONThe invention relates generally to computerized wagering game machines, and more specifically to a shared physics engine in a computerized wagering game system.
LIMITED COPYRIGHT WAIVERA portion of the disclosure of this patent document contains material to which the claim of copyright protection is made. The copyright owner has no objection to the facsimile reproduction by any person of the patent document or the patent disclosure, as it appears in the U.S. Patent and Trademark Office file or records, but reserves all other rights whatsoever. Copyright© 2006, 2007, WMS Gaming Inc. All Rights Reserved.
BACKGROUNDComputerized wagering games have largely replaced traditional mechanical wagering game machines such as slot machines, and are rapidly being adopted to implement computerized versions of games that are traditionally played live such as poker and blackjack. These computerized games provide many benefits to the game owner and to the gambler, including greater reliability than can be achieved with a mechanical game or human dealer, more variety, sound, and animation in presentation of a game, and a lower overall cost of production and management.
The elements of computerized wagering game systems are in many ways the same as the elements in the mechanical and table game counterparts in that they must be fair, they must provide sufficient feedback to the game player to make the game fun to play, and they must meet a variety of gaming regulations to ensure that both the machine owner and gamer are honest and fairly treated in implementing the game. Further, they must provide a gaming experience that is at least as attractive as the older mechanical gaming machine experience to the gamer, to ensure success in a competitive gaming market.
Computerized wagering games do not rely on the dealer or other game players to facilitate game play and to provide an entertaining game playing environment, but rely upon the presentation of the game and environment generated by the wagering game machine itself. Incorporation of audio and video features into wagering games to present the wagering game, to provide help, and to enhance the environment presented are therefore important elements in the attractiveness and commercial success of a computerized wagering game system. It is not uncommon for audio voices to provide instruction and help, and to provide commentary on the wagering game being played. Music and environmental effects are also played through speakers in some wagering game systems to enhance or complement a theme of the wagering game. These sounds typically accompany video presentation of the wagering game on a screen, which itself often includes animation, video, and three-dimensional graphics as part of presentation of the wagering game.
But, challenges remain in presenting entertaining and realistic graphics to wagering game players. For example, realistically rendering moving physical objects and modeling their actions such as is commonly done in movie special effects and advanced video games remains challenging even in a single-player game environment, and is generally not attempted in multi-player or cooperative wagering games. It is therefore desirable to present more realistic graphics to wagering game players in a variety of wagering game environments.
SUMMARYOne example embodiment of the invention comprises a computerized wagering game system including a gaming module comprising a processor and gaming code which is operable when executed on the processor to present a wagering game on which monetary value can be wagered, and a centralized physics engine operable to model motion physics for multiple wagering game machines. In further examples, the centralized physics engine resides in a server coupled to multiple wagering game machines, is able to model an object visible to two or more of the multiple game machines, and is operable to model interaction between two or more objects where each of the two or more objects is associated with a different one of the two or more game machines.
In the following detailed description of example embodiments of the invention, reference is made to specific examples by way of drawings and illustrations. These examples are described in sufficient detail to enable those skilled in the art to practice the invention, and serve to illustrate how the invention may be applied to various purposes or embodiments. Other embodiments of the invention exist and are within the scope of the invention, and logical, mechanical, electrical, and other changes may be made without departing from the scope or extent of the present invention. Features or limitations of various embodiments of the invention described herein, however essential to the example embodiments in which they are incorporated, do not limit the invention as a whole, and any reference to the invention, its elements, operation, and application do not limit the invention as a whole but serve only to define these example embodiments. The following detailed description does not, therefore, limit the scope of the invention, which is defined only by the appended claims.
One example embodiment of the invention provides enhanced graphics rendering presentation capability via a computerized wagering game system including a gaming module comprising a processor and gaming code which is operable when executed on the processor to present a wagering game on which monetary value can be wagered, and a centralized physics engine operable to model motion physics for multiple wagering game machines. In further examples, the centralized physics engine resides in a server coupled to multiple wagering game machines, is able to model an object visible to two or more of the multiple game machines, and is operable to model interaction between two or more objects where each of the two or more objects is associated with a different one of the two or more game machines.
A wagering game is implemented using software within the wagering game machine, such as through instructions stored on a machine-readable medium such as a hard disk drive or nonvolatile memory. In some further example embodiments, some or all of the software stored in the wagering game machine is encrypted or is verified using a hash algorithm or encryption algorithm to ensure its authenticity and to verify that it has not been altered. For example, in one embodiment the wagering game software is loaded from nonvolatile memory in a compact flash card, and a hash value is calculated or a digital signature is derived to confirm that the data stored on the compact flash card has not been altered. The game of chance implemented via the loaded software takes various forms in different wagering game machines, including such well-known wagering games as reel slots, video poker, blackjack, craps, roulette, or hold 'em games. In some further embodiments, a secondary game or bonus game is displayed on the secondary display 102, or other information such as progressive slot information or other community game information is displayed.
The wagering game is played and controlled with inputs such as various buttons 104 or via a touchscreen overlay to video screen 101. The touchscreen is used in some embodiments to display virtual buttons, which can have unique functions in some embodiments, or can duplicate the functions provided by the mechanical buttons 104 in other embodiments. In some alternate examples, other devices such as a pull arm used to initiate reel spin in this reel slot machine example are employed to provide other input interfaces to the game player. The player interface components are in this example contained within or mechanically coupled to the wagering game system, but in other embodiments will be located outside the wagering game system cabinet such as by a wired or wireless electronic connection to the wagering game system.
Monetary value is typically wagered on the outcome of the games, such as with tokens, coins, bills, or cards that hold monetary value. The wagered value is conveyed to the machine such as through a changer 106 or a secure user identification module interface 107, and winnings are returned such as via a returned value ticket, a stored value card, or through the coin tray 108. Sound is also provided through speakers 109, typically including audio indicators of game play, such as reel spins, credit bang-ups, and environmental or other sound effects or music to provide entertainment consistent with a theme of the computerized wagering game. In some further embodiments, the wagering game machine is coupled to a network, and is operable to use its network connection to receive wagering game data, track players and monetary value associated with a player, and to perform other such functions.
In other embodiments, the computerized wagering game system takes one or more other forms, such as a mobile or portable wagering game device, a server-based wagering game device, or a networked wagering game system. These other computerized wagering game system embodiments need not contain all features of the wagering game system of
The bus 202 also couples the processor and components to various other components, such as a value acceptor 205, which is in some embodiments a token acceptor, a card reader, or a biometric or wireless player identification reader. A touchscreen display 206 and speakers 207 serve to provide an interface between the wagering game system and a wagering game player, as do various other components such as buttons 208, pullarms, and joysticks. A network connection 209 couples the wagering game system to other wagering game machines and to a wagering gape server, such as to provide downloadable games or to provide accounting, player tracking, or other functions. These components are located in a wagering game machine cabinet such as that of
In operation, the wagering game system loads program code from nonvolatile storage 204 into memory 203, and the processor 201 executes the program code to cause the wagering game system to perform desired functions such as to present a wagering game upon which monetary value can be wagered. This and other functions are provided by various modules in the computerized system such as an audio module, a game presentation module, or a touchscreen display module, where such modules comprise in some embodiments hardware, software, mechanical elements, manual intervention, and various combinations thereof.
In this example, the wagering game server comprises a centralized physics engine 304. The physics engine comprises in some embodiments special-purpose hardware, such as a processor or integrated circuit having functionality particularly applicable to calculation or simulation of physical phenomena. In other embodiments, general-purpose hardware, such as a general-purpose processor executing physics modeling software, comprises a part of the physics engine.
The physics engine in one further embodiment comprises one or more physics-specific adapters or computer cards, such as one or more video cards having rendering capability that includes functions useful for modeling physics. Multiple cards are combined in some further embodiments, such as with Crossfire or SLI technologies, to provide even greater physics calculation capability.
The physics engine is operable in various embodiments to perform various calculations relevant to rendering the physical motion or interaction of objects, light, gases, fluids, or other physical phenomena. In further examples, the physics engine is operable to model traditional motion of objects, including applying physical rules related to mass, velocity, acceleration, friction, gravity, and other such traditional physical forces. In further examples, characteristics of objects, such as elasticity and density are modeled. In still other examples, physical phenomena related to other mediums, such as viscosity, turbulence, and flow of liquids is modeled. Other physical models include modeling the travel of light and light-related phenomena such as diffraction or diffusion, phase or state change such as melting ice or evaporating water, and modeling the effects of physical events such as explosions.
In one more detailed example incorporating modeling many physical phenomena, light illuminates an object of a certain mass and size in a turbulent flowing stream. Such an example is illustrated in
A fisherman in a boat 401 here throws fish food 402 over the side of a boat, which drifts through slowly flowing water. The food is swept to the side by the water flow, and tumbles as it falls due to the irregular shape of the food and the turbulence in the water. Fish 403 representing the various players competing for the fish food, such as in a bonus round, direct their fish toward the fish food, but are influenced by turbulence in the water and water flow, as well as by displacement or movement of the water as a result of movement of objects such as the boat 401, and other fish 403.
In this example, the combination of the random tumbling motion of the fish food, the outside influences acting on the fish, and the gradual flow of water are all modeled using physical modeling methods. Similarly, other movements or actions, such as movement of the boat in the water, including waves or wakes created while starting and stopping as well as water displaced while running a boat motor can be modeled to further increase the realism of the bonus game. The fish food is in a further example modeled as flakes of a certain size and consistency, so that they tumble and turn as they fall through the water, causing both turbulence in the water and random movement as they fall. In a further example, the fish food is modeled as a material that absorbs water and changes density over time, first floating on the surface of the water but rapidly gaining density and sinking as water is absorbed.
Light from the setting sun 404 is modeled as illuminating the boat and fisherman 401, the fish food 402, and the fish 403. As the food tumbles, different portions of the food are illuminated using physics models such as light ray tracing, enhancing visibility of the tumbling food. Similarly, movement of the fish is accentuated by the single source of light from the side, resulting in dramatic lighting effects as the fish turn, bend, and change direction in pursuit of the fish food. Because the index of refraction in water is different from that of air, the physics light model in a further embodiment will model entry of light into the water, resulting in some areas that are illuminated poorly as a result of the angle of incidence of light on the water to reach or illuminate that area of the water. Similarly, turbulence or movement of the water will have a diffractive effect on the water, causing a visible shimmering effect on the fish and the fish food, and causing shimmering reflections on the boat and fisherman 401, resulting in greater perceived realism.
The centralized physics engine is in this example used to render each of the fish under control of a different wagering game player, as well as to model interactions between the fish, water, fish food, and other elements of the example bonus game. The inputs regarding fish action are received from each of the individual wagering game machines and processed in the central physics engine, and the results of the motion of the fish, water, fish food, and various other physics model elements such as light are sent back to the wagering game machines for display.
In this example, the game players provide input to the bonus game at 502 by using various inputs on the wagering game machines, such as by touching the touchscreen, or using buttons, a joystick, or other inputs to direct the action of their fish or other game elements in the bonus game. In other examples, such as where the outcome of the bonus game is entirely random, player input is not needed but the motion or other physical characteristics of the game elements assigned to the game players are rendered via the physics engine. Here, inputs provided by the wagering game players are sent from the wagering game machines to the server 304 with a centralized physics engine 304 for physics modeling.
The physics engine applies physics models to the game elements, such as to water, solid objects, light, wind, or other such elements, including forces on these elements, interaction between elements, and motion, propagation, deformation, or other physical phenomena at 504. The results of the physics engine calculations are used to determine the physics of various objects which are rendered either in the server or in the wagering game machines, depending on where the results of the physics engine calculations are rendered as graphics. In this example, the physics results are calculated in the centralized physics engine 301, and are sent via the network 302 back to the wagering game machines 303, where the physical elements are rendered and displayed.
This example shows how a centralized physics engine can be used in various wagering game environments to provide centralized physics modeling functions, including modeling physical interaction between elements representing different wagering game players in a community or multi-player wagering game. Although certain examples shown and described here, other blocking elements and other variations exist and are within the scope of the invention. It will be appreciated by those of ordinary skill in the art that any arrangement which is calculated to achieve the same purpose may be substituted for the specific embodiments shown. This application is intended to cover any adaptations or variations of the example embodiments of the invention described herein. It is intended that this invention be limited only by the claims, and the full scope of equivalents thereof.
Claims
1. A computerized wagering game system, comprising:
- a gaming module comprising a processor and gaming code which is operable when executed on the processor to present a wagering game on which monetary value can be wagered; and
- a centralized physics engine operable to model motion physics for multiple wagering game machines.
2. The computerized wagering game system of claim 1, wherein the centralized physics engine comprises part of a server and the multiple wagering game machines comprise network-coupled wagering game machines.
3. The computerized wagering game machine of claim 1, wherein motion physics comprises modeling at least one of mass, velocity, acceleration, friction, elasticity, density, viscosity, light, and gravity.
4. The computerized wagering game system of claim 1, wherein the centralized physics engine is further operable to model an object visible to two or more of the multiple game machines.
5. The computerized wagering game system of claim 1, wherein the centralized physics engine is operable to model interaction between two or more objects, each of the two or more objects associated with a different one of the two or more game machines.
6. A method of providing physics modeling in a wagering game system, comprising:
- presenting a wagering game on which monetary value can be wagered; and
- modeling motion physics for multiple wagering game machines in a centralized physics engine.
7. The method of claim 6, wherein the centralized physics engine comprises part of a server and the wagering game is presented on one or more network-coupled wagering game machines.
8. The method of claim 6, wherein modeling motion physics comprises modeling at least one of mass, velocity, acceleration, friction, elasticity, density, viscosity, light, and gravity.
9. The method of claim 6, wherein the modeling motion physics comprises modeling an object visible to two or more of the multiple game machines.
10. The method of claim 6, wherein modeling motion physics comprises modeling interaction between two or more objects, each of the two or more objects associated with a different one of the two or more game machines.
11. A computerized wagering game server, comprising:
- a communications module operable to communicate with one or more wagering game machines comprising a processor and gaming code which is operable when executed on the processor to present a wagering game on which monetary value can be wagered; and
- a centralized physics engine operable to model motion physics for two or more of the wagering game machines.
12. The computerized wagering game server of claim 1, wherein the server is further operable to conduct at least one of a wagering game, a community game, a bonus game, and a multi-player game for presentation on at least one of the coupled wagering game machines.
13. The computerized wagering game server of claim 1, wherein motion physics comprises modeling at least one of mass, velocity, acceleration, friction, elasticity, density, viscosity, light, and gravity.
14. The computerized wagering game server of claim 1, wherein the centralized physics engine is further operable to model an object visible to two or more of the wagering game machines.
15. The computerized wagering game server of claim 1, wherein the centralized physics engine is operable to model interaction between two or more objects, each of the two or more objects associated with a different one of two or more of the wagering game machines.
16. A method of providing physics modeling in a wagering game server, comprising:
- communicating with one or more wagering game machines comprising a processor and gaming code which is operable when executed on the processor to present a wagering game on which monetary value can be wagered; and
- modeling motion physics for two or more of the wagering game machines in a centralized physics engine comprising part of the wagering game server.
17. The computerized wagering game server of claim 16, further comprising conducting at least one of a wagering game, a community game, a bonus game, and a multi-player game on the server for presentation on at least one of the coupled wagering game machines.
18. The computerized wagering game server of claim 16, wherein motion physics comprises modeling at least one of mass, velocity, acceleration, friction, elasticity, density, viscosity, light, and gravity.
19. The computerized wagering game server of claim 16, wherein the centralized physics engine is further operable to model an object visible to two or more of the wagering game machines.
20. The computerized wagering game server of claim 16, wherein the centralized physics engine is operable to model interaction between two or more objects, each of the two or more objects associated with a different one of two or more of the wagering game machines.
Type: Application
Filed: Oct 3, 2007
Publication Date: Feb 4, 2010
Inventors: Stephen A. Canterbury (Antioch, IL), Mark B. Gagner (West Chicago, IL), Victor Mercado (Berwyn, IL), Craig J. Sylla (Round Lake, IL)
Application Number: 12/442,435
International Classification: A63F 9/24 (20060101);