Shanghai Lilith Technology filed 1 patent application this quarter in the area of Networking.
The filing covers a client-side rendering system designed for massive-scale simulation games. This Networking technology uses pre-calculated damage values and hit rates to display bidirectional combat effects while minimizing server computational requirements.
The single Networking patent tackles a common challenge in large-scale multiplayer games where constant server communication for combat animations creates bottlenecks. The system divides combat interactions into distinct cycles with alternating phases, allowing the client to display attack effects and responses locally without waiting for each individual action to be validated by the server. During periods when no new damage calculations have arrived, the system temporarily sets hit rates to zero rather than continuing to show outdated combat results, then restores appropriate values once fresh data comes through. This approach lets players see responsive combat feedback while the server only needs to send periodic damage updates rather than Streaming continuous state changes for every sword swing or spell cast.
All data sourced from USPTO patent filings. Google Patents may take several weeks to index recent publications. If a link is unavailable, search for the patent number at USPTO Patent Public Search.