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In general, operations of disclosed processes may be performed in an arbitrary order, unless otherwise provided in the claims.
A detailed description of one or more examples is provided below along with accompanying figures.
Web client data conversion for synthetic environment interaction is described, including receiving a message at a synthetic environment server indicating occurrence of an event on a web client by a web application server configured to generate a transformed message from a first protocol format to a second... However, conventional solutions for interacting with a virtual environment are problematic.
Web client data conversion for synthetic environment interaction is described, including receiving a message at a synthetic environment server indicating occurrence of an event on a web client by a web application server configured to generate a transformed message from a first protocol format to a second protocol format, sending the transformed message from the web application server to a message bus using the second protocol format, translating the transformed message into a translated message, the transformed message being translated from the second protocol to a third protocol using a property class, sending the translated message from the message bus to the synthetic environment server according to the property class, and updating the synthetic environment using data included in the translated message, wherein the synthetic environment is updated in substantially real-time. non-provisional patent application that claims the benefit of U. Using conventional solutions, access to a virtual environment is often slow.
Other conventional solutions enable users to review or update information associated with his account.
Further, conventional MMO solutions enable game play, but not in real-time.
16, 2009, all of which are herein incorporated by reference for all purposes.
12/504,625, entitled “Apparatus, Method, and Computer Readable Media to Perform Transactions in Association with Participants Interacting in a Synthetic Environment,” filed Jul.
Conventional web-based interaction in gaming is very limited in features and functions.Conventional solutions have not successfully implemented asynchronous data communication techniques between web-based game clients and game servers due to low bandwidth capacities.In other words, the increasing features, functionality, and user experiences (e.g., look-and-feel of virtual worlds due to enhanced graphics and rendering technologies) in gaming require high bandwidth capabilities that exceed those available from existing web-based clients and devices.Transmission of data in conventional solutions using UDP is problematic since lost packets, errors, and other detriments are not detected as transmission of data between a client and a server are sent without error correction or checking, which results in game play errors.Still further, web-based data communication protocols such as transmission control protocol/Internet protocol (TCP/IP) require substantial processor resources for performing protocol-based functions such as error checking, checksum calculation, and correction, typically requiring high bandwidth, resulting in slow game play (i.e. In other words, transmission of data in conventional solutions using TCP/IP uses error correction techniques such as checksums, but is processor-intensive and can command resources such that a server may be slowed substantially, causing latencies and slow game play.