摘要 |
Multi-platform, distributed client-server system for multi-player videogame, characterised in that it comprises: - An assembly of game devices (100; 102, 104, 106, 108 and 110) on each of which a respective game client application (112, 114, 116, 118 e 120) is installed, - An assembly of game administration devices (300; 302, 304, 306), which are apt to manage the digital contents and monitor the game activity, on each device being installed an administration client (312, 314, 316), - An assembly of game servers (200; 202), on at least one of which a respective game engine is installed (212) which manages the functioning of the game simulation, as well as the communications with the game clients and administration clients, - An information system (400) comprising at least a database (402, 404), and - A routing server (500), all communicating through a network communication infrastructure (510,51O1), each game (112, 114, 116, 118, 120) and administration (312, 314, 316) client being able to establish a specific communication connection or session (522, 524, 526, 528, 530, 532, 534, 536), through which, after having been switched on a specific communication connection (542) by the routing server (500), communicates with any other game engine (212) installed on one of the game servers (202), the information system (400) being accessible, through specific connections (552, 554), by the administration clients and game engines, in such a way that these are able to introduce in said at least a database (402,404) information concerning the virtual game world and/or information concerning the real setting of the players, thus allowing in real time a game interaction between virtual setting and real setting. The invention further concerns a method for simulating a lifelike virtual character for videogame that can be used with the system according to the invention. |