Automobile game method and system based on virtual pavement scene information and storage medium
By combining the road surface model of the driving simulator with the steer-by-wire system, virtual road scene information is provided, enhancing the realism and entertainment value of car games and solving the problem of insufficient experience in existing technologies.
Patent Information
- Application Number
- CN202511246344.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-09-02
- Publication Date
- 2025-10-31
AI Technical Summary
Existing car steering systems lack realism and entertainment value in in-car games, especially in cockpit-based racing games.
Combining typical road surface models and game modes from a driving simulator, the system provides virtual road scene information through a steer-by-wire system. By using the operation of the steering wheel, accelerator pedal, brake pedal, and gear lever, along with air suspension and ambient lighting, it simulates a realistic driving experience.
It enhances the realism and entertainment value of the game, allowing drivers to clearly feel changes in the road surface and steering resistance, thus improving the gaming experience.
Smart Images

Figure CN120860602A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of automotive steering system development technology. Background Technology
[0002] Electrification and intelligentization have become the main themes of the automotive parts industry's future. Driven by electrification and intelligentization, chassis urgently need to evolve from traditional chassis to electric and intelligent chassis to adapt to and meet customer demands for intelligent technology. The chassis system is the "actuator" in autonomous driving, a core functional module for ultimately achieving autonomous driving. Steer-by-wire, with its redundancy, meets the requirements of safety, rapid response, and precise execution in autonomous driving. Given the industry's development needs, although domestic regulations have not fully liberalized steer-by-wire, it remains a research direction for various automakers.
[0003] Currently, there are also applications of automotive steering systems in in-vehicle games. These systems achieve decoupling, coupling, and game simulation functions. For example, the published patent document CN114312977A, published on December 9, 2022, entitled "Automotive Steering System and Automobile," discloses an automotive steering system and automobile. This system includes a steering wheel, a steering column assembly, and a steering gear assembly; a first drive wheel, a second drive wheel, and a spindle are coaxially arranged; the first and second drive wheels are positioned opposite each other between the driving and driven wheels, and both mesh with the driving and driven wheels; one end of the first shaft is connected to the steering wheel, and the other end is connected to the driving wheel; one end of the second shaft is connected to the driven wheel, and the other end is connected to the steering gear assembly; one end of the spindle is fixedly connected to the first drive wheel, and the other end is rotatably or fixedly connected to the second drive wheel under the control of a synchronization control component.
[0004] However, current gaming devices only use the steering wheel as the input device, and the experience is not even as good as that of cockpit racing game consoles. Therefore, there is a need to develop a more immersive in-car gaming device. Summary of the Invention
[0005] The technical problem to be solved by the present invention is to realize a game simulation device based on a vehicle-mounted device, which has a more entertaining and realistic experience.
[0006] To achieve the above objectives, the technical solution adopted by the present invention is: a car game method based on virtual road surface scene information, comprising the following steps:
[0007] Step 1: Start the game mode;
[0008] Step 2: Determine if the conditions for starting the game are met. If not, exit; otherwise, proceed to the next step.
[0009] Step 3: Start the game and select the terrain mode;
[0010] Step 4: Based on the selected terrain mode, obtain the steering rack force execution diagram to provide the driver with a simulated feel;
[0011] Step 5: Construct a 3D road surface model according to the selected terrain pattern;
[0012] Step 6: Display the game screen and start the game;
[0013] Step 7: The user operates the game using the steering wheel, accelerator pedal, brake lever, and gear lever.
[0014] In steps 1 and 2, when the driver clicks the DVD to start the game mode, the DVD immediately sends three consecutive event-type signals DVD_SET_GAME_style = 0X01 to the steering system. When the steering system receives the DVD_SET_GAME_style = 0X01 signal from the network controller, if the steering system state switching conditions are met, it sends SBW_GAME_sts = 0X01 back to the DVD. The DVD then displays the driver's settings, indicating that the setting is successful and the game mode function is enabled. If the conditions are not met, the setting fails, and the steering system sends SBW_GAME_sts = 0X00 back to the DVD. The DVD then returns to its original state.
[0015] In step 4, the pre-selected terrain pattern test obtains different terrains under real conditions, and at different calibrated vehicle speeds, the left and right lever forces F at the turning position are obtained when the steering wheel is turned from left to right. L \F R The tie rod force is decomposed into the rack direction to obtain the rack force. Each calibrated vehicle speed constitutes a map, and all the map diagrams of the calibrated vehicle speeds constitute the steering rack force execution diagram.
[0016] When calibrated at 0kph, 10kph, 30kph, and 40kph, a map is obtained showing the steering wheel turning from the left limit to the right limit.
[0017] When calibrated at 50kph, obtain a map showing the steering wheel turned from its left limit to its right limit;
[0018] When calibrated at 60kph, 80kph, and 100kph, a map of the steering wheel within a range of ±90° is obtained.
[0019] In step 7, when the driver actually operates the steering wheel, accelerator pedal, brake lever, and gear shift lever:
[0020] Vehicle steering: The tire steering angle is obtained based on the steering angle / vehicle line angle transmission ratio, and the vehicle direction is adjusted accordingly;
[0021] The throttle opening and brake pedal opening curves are calibrated to achieve acceleration and deceleration of the vehicle model.
[0022] In step 7, when the vehicle goes uphill in the game, the front suspension rises and the rear suspension falls, and the vehicle tilt angle corresponds to the uphill angle in the game; when the vehicle goes downhill in the game, the front suspension falls and the rear suspension rises, and the vehicle tilt angle corresponds to the downhill angle in the game.
[0023] In step 7, when the vehicle is on a bumpy road in the game, the air suspension starts to vibrate, and the amplitude and frequency of the vibration are proportional to the degree of bumpiness of the road.
[0024] A car game system based on virtual road scene information includes a central control screen in the vehicle for displaying game graphics. The central control screen is connected to a screen controller, which is connected to a steer-by-wire controller via a network management gateway (CGW) or a base station communication module (BCM). The steer-by-wire controller is connected to the steering wheel, accelerator pedal, brake pedal, and gear shifter and acquires corresponding operation signals. The steer-by-wire controller outputs operation signals to the screen controller, and the system executes the car game method based on virtual road scene information.
[0025] The system also includes an air suspension system. The large screen controller is connected to the air suspension controller via a network management network (CGW) or a network management system (BCM). The air suspension controller controls the raising and lowering of the air suspension.
[0026] A storage medium, the storage medium being a computer-readable storage medium for storing software program code, the software program code being used to execute the car game method based on virtual road scene information.
[0027] This invention utilizes a typical road surface model from a driving simulator and integrates it with a game mode. When the driver activates game mode, the system provides different road terrains for the driver to choose from. After selecting a mode, a virtual vehicle and road surface are displayed on a large screen. In game mode, the driver can steer, accelerate, brake, and shift gears. All signals are centralized in the game module and reflected in the movement of the vehicle model. Simultaneously, the road surface model provides road data for steer-by-wire, and the steer-by-wire calculation provides the driver with different road feel feedback based on different road surfaces, allowing the driver to clearly feel changes in the road surface and steering resistance, thus enhancing the driver's gaming experience. Attached Figure Description
[0028] The following is a brief explanation of the content represented by each figure in this specification:
[0029] Figure 1 This is a schematic diagram of the signal flow in the game system;
[0030] Figure 2 This is a flowchart of the game mode.
[0031] Figure 3 A schematic diagram of rack force at 0 kph;
[0032] Figure 4 A schematic diagram of rack force at high vehicle speed;
[0033] Figure 5 A diagram showing the relationship between hand force and rack force;
[0034] Figure 6 A schematic diagram is provided for selecting the terrain. Detailed Implementation
[0035] The following description, with reference to the accompanying drawings, details the specific implementation of the present invention, including the shape and structure of each component, the relative positions and connections between the parts, the function and working principle of each part, the manufacturing process, and the operation and use methods, to help those skilled in the art to have a more complete, accurate, and in-depth understanding of the inventive concept and technical solution of the present invention.
[0036] The steer-by-wire (SBW) system is divided into upper steering (HWA) and lower steering (RWA). Because it eliminates the intermediate shaft, it achieves vertical decoupling of the steering system, allowing for the development of more personalized user scenarios, such as game modes, in conjunction with smart cockpits. Current game mode solutions often involve simply operating the steering wheel without moving the wheels, providing no road feel feedback to the driver, primarily demonstrating mechanical decoupling but offering a poor customer experience. This invention combines driving simulator technology used in current steering system testing with game modes to enhance the fun of steer-by-wire game modes. It introduces commonly used simulation models from driving simulators into the steer-by-wire game mode, and during steering system development and testing, by inputting collected typical road surface information, the feel of different road surfaces can be pre-tuned on a test bench.
[0037] A car game system based on virtual road scene information is a game device that uses the vehicle's steering wheel, accelerator pedal, brake pedal, and gear lever for operation. The display is through a screen, usually the car's central control screen, but screen projection can also be used, as long as it is convenient for the driver to view. The large screen controller (DVD device) and the steer-by-wire controller are usually not on the same network segment. Communication requires a network management gateway (CGW) or chassis communication channel (BCM) for relay. The large screen setting signal DVD_SET_GAME_style is relayed to the chassis network segment through the network management gateway, and the steer-by-wire feedback signal SBW_GAME_sts is transmitted to the large screen controller through the network management gateway. Therefore, the large screen controller is connected to the steer-by-wire controller through the network management gateway (CGW) or BCM, and the central control screen is connected to the large screen controller. The large screen controller can be the core of the entire game, and the game program can also be stored in the large screen controller's storage medium. The storage medium is a computer-readable storage medium used to store software program code, which is used to execute the car game method based on virtual road scene information.
[0038] The large-screen controller executes a car game based on virtual road scene information, displaying the game screen on the vehicle's central control screen. The driver can interact with the screen to open and close the game. The steer-by-wire controller connects to the steering wheel and can also connect to the accelerator pedal, brake pedal, and gear selector to obtain braking, accelerator, and gear signals. Alternatively, the accelerator pedal, brake pedal, and gear selector can be connected to the large-screen controller via a CAN network through a network management system (CGW) or base station (BCM). The driver controls the vehicle's steering in the game by operating the steering wheel. When the accelerator pedal is pressed, the vehicle accelerates, with the acceleration speed controlled by the depth of the accelerator pedal press. When the brake pedal is pressed, the vehicle in the game... It will also brake, and the braking force will be controlled according to the depth of the brake pedal. Since most vehicles are now automatic, the gear selector can only control the vehicle's movement gear, i.e., P gear, forward gear, and reverse gear. The gear selector controls the vehicle's gear in the game. When entering the game, the steering wheel, accelerator pedal, brake pedal, and gear selector are all virtual controls and do not actually control the vehicle's steering gear, motor, etc. When exiting the game, all controls will return to their initial state. If they cannot return to their initial state automatically, such as when the steering wheel is not straight or the physical gear is in reverse, the system will provide prompts via screen or voice, allowing the driver to manually adjust these settings to the correct initial position to avoid danger when starting to drive.
[0039] In addition, the system connects to the in-car ambient lighting, audio system, exterior lights (hazard lights), and air suspension. The ambient lighting displays different lights depending on the driving status; for example, red lights flash when speeding, while green lights remain on during normal driving. The audio system simulates tire noise, collision sounds, acceleration sounds, braking sounds, and ambient sounds from different driving scenarios, making the driving experience more realistic. The exterior lights (hazard lights) can be activated in the game to alert other vehicles on the road. The air suspension system simulates driving conditions. The large-screen controller connects to the air suspension controller via a network management system (CGW) or a bottom-up communication system (BCM). The air suspension controller controls the raising and lowering of the air suspension. The air suspension typically operates independently in four directions, simulating uphill, downhill, flat road, and bumpy road conditions through different control states of the four wheels, further enhancing the realism of the driving game.
[0040] The car game method based on virtual road scene information includes the following steps:
[0041] Step 1: Start the game mode;
[0042] When the driver makes settings, the large screen display needs to first jump to the settings state, and confirm the final display based on the feedback signal from the SBW. For example, if the driver clicks on DVD settings to open game mode, the DVD immediately sends three consecutive event-type signals DVD_SET_GAME_style = 0X01 to the steering system. Upon receiving the DVD_SET_GAME_style = 0X01 signal from the network controller, if the steering system's state switching conditions are met, it feeds back SBW_GAME_sts = 0X01 to the DVD, and the DVD displays the driver's settings, indicating successful setup and activation of the game mode function. If the conditions are not met, the setup fails, the steering system feeds back SBW_GAME_sts = 0X00 to the DVD, and the DVD display returns to its original state.
[0043] Step 2: Determine if the conditions for starting the game are met. If not, exit; otherwise, proceed to the next step.
[0044] Game mode entry conditions:
[0045] 1) Vehicle high-voltage power-on mode (HV ready = ready)
[0046] 2) Vehicle stationary (VehicleSpeed≤2km / h(calibrable)&&EPB_ActrSt=Applied)
[0047] After entering game mode and activating, the vehicle mode CarMode sends the signal CarMode=GAME. Upon receiving the vehicle's GAME mode signal, the hazard lights automatically turn on. The actuators of the vehicle's power, braking, gear, throttle, and steering systems do not execute signal commands. The DVD receives signals for steering wheel angle, braking, throttle, and gear. The DVD adjusts the vehicle model according to the received signals to realize the driver's operating intentions.
[0048] Step 3: Start the game and select the terrain mode;
[0049] Once in game mode, drivers can choose different terrains according to their personal preferences, such as... Figure 6 The display shows that you can select sandy road conditions, urban road conditions, rural road conditions, cobblestone road conditions, and brick road conditions (including but not limited to the above road conditions).
[0050] Terrain options can be continuously added via OTA. After selecting a terrain mode, the terrain and virtual vehicle will be displayed on the DVD screen, and the terrain mode feedback will be sent to the HWA controller. Based on the rack force information, the HWA provides the driver with simulated steering feel, allowing the driver to clearly feel the change in hand force on the steering wheel, thus improving the driving experience.
[0051] Step 4: Based on the selected terrain mode, obtain the steering rack force execution diagram to provide the driver with a simulated feel;
[0052] The pre-selection is based on the terrain mode test to obtain different terrains under real conditions. At different calibrated vehicle speeds, the steering wheel is turned from left to right to obtain the left and right tie rod forces FL and FR at the corner position. The tie rod forces are decomposed into the rack direction to obtain the rack force. Each calibrated vehicle speed constitutes a map, and all calibrated vehicle speed maps constitute the steering rack force execution map.
[0053] Specific method: Taking a brick road as an example, force sensors are attached to the left and right tie rods of the steering gear. The vehicle is driven at different speeds (0kph, 10kph, 30kph, 40kph can be calibrated) as the steering wheel is turned from the left limit to the right limit. The driving records are kept of the left and right tie rod forces F at different speeds and turning angles. L \F R The lever force is decomposed into rack force, and a map is generated for each vehicle speed. The left and right wheel angles are converted from steering wheel angle to tire angle, and the difference between the left and right angles is ignored.
[0054] Frack force = Frack force Lcos Ф-F Rcos Ф
[0055] F L —Left-side tie rod force
[0056] F R—Right-side tie rod force
[0057]
[0058] — Steering wheel angle (measured by an angle sensor)
[0059] i — System transmission ratio
[0060] The vehicle was driven at different speeds (60kph, 80kph, 100kph calibrable), with the steering wheel within a ±90° (calibrable) range. The left and right tie rod forces F at different speeds and steering angles were recorded. L \F R The tie rod force is decomposed into the rack, resulting in a rack force curve. For unrecorded turning angles, the rack force at the 0 kph (calibrable) end is used as a limit, and the curves recorded at ±90° (calibrable) smoothly transition to the rack force at the 0 kph (calibrable) end, with one map for each vehicle speed. Data for other road conditions can be collected in the same way, or calibrated by multiplying the data for the paved road condition by a calibration value.
[0061] Step 5: Construct a 3D road surface model according to the selected terrain mode, and select the corresponding steering rack force execution diagram based on the constructed 3D road surface model;
[0062] Step 6: Display the game screen and start the game;
[0063] In step 7, the driver's actual operations, such as steering angle, throttle opening, brake pedal opening, and gear information, are transmitted to the DVD. After receiving the signals, the virtual vehicle on the DVD will execute the driver's operations, controlling the vehicle's direction and acceleration / deceleration, thus enhancing the user experience in the game mode. Vehicle steering: The tire turning angle is obtained based on the steering angle / vehicle angle transmission ratio, and the vehicle's direction is adjusted accordingly; the throttle opening and brake pedal opening are calibrated curves to achieve acceleration and deceleration of the vehicle model.
[0064] When a vehicle goes uphill in the game, the front suspension rises and the rear suspension falls, and the vehicle's tilt angle corresponds to the uphill angle in the game; when a vehicle goes downhill in the game, the front suspension falls and the rear suspension rises, and the vehicle's tilt angle corresponds to the downhill angle in the game.
[0065] When a vehicle is on a bumpy road in the game, the air suspension starts to vibrate, and the amplitude and frequency of the vibration are directly proportional to the degree of bumpiness of the road.
[0066] This invention introduces simulation models commonly used in driving simulator technology into a steer-by-wire game mode. Currently, in steering system development and testing, typical road surface information is collected and input to pre-calibrate the feel of different road surfaces on a test bench. Driving simulators are a commonly used method for pre-calibration. The system utilizes typical road surface models from driving simulators and integrates them with the game mode. When the driver activates the game mode, the system provides different road terrains for the driver to choose from. After selecting a mode, a virtual vehicle and road surface are displayed on a large screen. In game mode, the driver can steer, accelerate, brake, and shift gears. All signals are concentrated in the game module and reflected in the movement of the vehicle model. Simultaneously, the road surface model provides road data for steer-by-wire, and the steer-by-wire calculation provides the driver with different road feel feedback based on different road surfaces, allowing the driver to clearly feel changes in the road surface and steering resistance, thus enhancing the driver's gaming experience.
[0067] The present invention has been described above by way of example with reference to the accompanying drawings. Obviously, the specific implementation of the present invention is not limited to the above-described manner. Any non-substantial improvements made using the inventive concept and technical solution of the present invention, or the direct application of the inventive concept and technical solution of the present invention to other occasions without modification, are all within the protection scope of the present invention.
Claims
1. A car game method based on virtual road scene information, characterized in that, Includes the following steps: Step 1: Start the game mode; Step 2: Determine if the conditions for starting the game are met. If not, exit; otherwise, proceed to the next step. Step 3: Start the game and select the terrain mode; Step 4: Based on the selected terrain mode, obtain the steering rack force execution diagram to provide the driver with a simulated feel; Step 5: Construct a 3D road surface model according to the selected terrain pattern; Step 6: Display the game screen and start the game; Step 7: The user operates the game using the steering wheel, accelerator pedal, brake lever, and gear lever.
2. The car game method based on virtual road scene information according to claim 1, characterized in that: In steps 1 and 2, when the driver clicks the DVD to start the game mode, the DVD immediately sends three consecutive event-type signals DVD_SET_GAME_style = 0X01 to the steering system. When the steering system receives the DVD_SET_GAME_style = 0X01 signal from the network controller, if the steering system state switching conditions are met, it sends SBW_GAME_sts = 0X01 back to the DVD. The DVD then displays the driver's settings, indicating that the setting is successful and the game mode function is enabled. If the conditions are not met, the setting fails, and the steering system sends SBW_GAME_sts = 0X00 back to the DVD. The DVD then returns to its original state.
3. The car game method based on virtual road scene information according to claim 2, characterized in that: In step 4, the pre-selected terrain pattern test obtains different terrains under real conditions, and at different calibrated vehicle speeds, the left and right lever forces F at the turning position are obtained when the steering wheel is turned from left to right. L \F R The tie rod force is decomposed into the rack direction to obtain the rack force. Each calibrated vehicle speed constitutes a map, and all the map diagrams of the calibrated vehicle speeds constitute the steering rack force execution diagram.
4. The car game method based on virtual road scene information according to claim 3, characterized in that: When calibrated at 0kph, 10kph, 30kph, and 40kph, a map is obtained showing the steering wheel turning from the left limit to the right limit. When calibrated at 50kph, obtain a map showing the steering wheel turned from its left limit to its right limit; When calibrated at 60kph, 80kph, and 100kph, a map of the steering wheel within a range of ±90° is obtained.
5. The car game method based on virtual road scene information according to any one of claims 1-4, characterized in that: In step 7, when the driver actually operates the steering wheel, accelerator pedal, brake lever, and gear shift lever: Vehicle steering: The tire steering angle is obtained based on the steering angle / vehicle line angle transmission ratio, and the vehicle direction is adjusted accordingly; The throttle opening and brake pedal opening curves are calibrated to achieve acceleration and deceleration of the vehicle model.
6. The car game method based on virtual road scene information according to claim 5, characterized in that: In step 7, when the vehicle goes uphill in the game, the front suspension rises and the rear suspension falls, and the vehicle tilt angle corresponds to the uphill angle in the game; when the vehicle goes downhill in the game, the front suspension falls and the rear suspension rises, and the vehicle tilt angle corresponds to the downhill angle in the game.
7. The car game method based on virtual road scene information according to claim 6, characterized in that: In step 7, when the vehicle is on a bumpy road in the game, the air suspension starts to vibrate, and the amplitude and frequency of the vibration are proportional to the degree of bumpiness of the road.
8. A car game system based on virtual road scene information, wherein a central control screen in the vehicle is used to display the game screen, the central control screen is connected to a screen controller, the screen controller is connected to a steer-by-wire controller via a network management network (CGW) or a base station (BCM), the steer-by-wire controller is connected to a steering wheel, accelerator pedal, brake pedal, and gear shifter and acquires corresponding operation signals, and the steer-by-wire controller outputs operation signals to the screen controller, characterized in that: The system executes the car game method based on virtual road scene information as described in any one of claims 1-7.
9. The car game system based on virtual road scene information according to claim 8, characterized in that: The system also includes an air suspension system. The large screen controller is connected to the air suspension controller via a network management network (CGW) or a network management system (BCM). The air suspension controller controls the raising and lowering of the air suspension.
10. A storage medium, said storage medium being a computer-readable storage medium for storing software program code, characterized in that: The software program code is used to execute the car game method based on virtual road scene information as described in any one of claims 1-7.
Citation Information
Patent Citations
Automobile steering system and automobile
CN114312977A