Athlete-Based Route Generation for Realistic Game Character Movement
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Solution Overview
Problem
Video games often feature unrealistic character movements and animations due to characters moving in straight lines and unnatural speeds, breaking immersion and realism, especially in sports simulations where motion capture data fails to accurately match in-game movements.
Innovation Solution
Generate routes for game characters based on real-world data collected from athletes using tracking devices during actual games, creating a database of realistic routes and animations that are then used to dynamically generate lifelike movements during gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If motion capture data is used to generate character movements, then animations can be obtained, but the movements become unrealistic and break immersion
Solution Approach 1:
The patent copies real-world athlete routes and movements into the virtual game environment. By tracking actual athletes during real games and storing their routes in a database, the system creates virtual character paths that replicate real movements, making characters appear more realistic and immersive rather than moving in unnatural straight lines
Solution Approach 2:
The patent replaces traditional motion capture systems with a route-based system that uses real-world tracking data. Instead of capturing movements through mechanical sensors and then applying them to characters, the system directly imports actual athlete routes from real games, substituting the mechanical motion capture process with data collection from tracking devices during actual play
2Device complexity
If characters move in straight lines at constant speeds, then path generation is simple, but movements appear unnatural and unrealistic
Solution Approach 1:
The patent segments complex athlete routes into discrete path segments stored in a database. Each route is divided into multiple segments with different characteristics (speed, direction, acceleration), allowing the system to generate realistic movements by combining these segments rather than using simple straight lines
Solution Approach 2:
The patent introduces dynamic route generation where characters can change their path based on real-time game conditions. The system allows characters to accelerate, decelerate, and change direction by selecting from pre-segmented routes that mimic real athlete behavior, making movements dynamic and adaptive rather than rigid and linear
3Manufacturing precision
If motion capture data is used for animations, then character movements can be generated, but the data fails to accurately match in-game movements
Solution Approach 1:
The patent uses feedback from actual game play to improve route generation. By tracking real athletes during actual games and using that data to create routes, the system continuously refines its accuracy. The routes are generated based on real feedback from player movements, ensuring high precision in matching actual in-game behavior rather than relying on pre-programmed or captured motion data
Data Source
AI summary
The systems and processes described herein can provide dynamic and realistic route generation based on actual route data within the game environment. The system provides for generating a route database for use with a sports simulation game application. The present disclosure also provides for generation of routes during runtime of the game application. The route generation system can help address the problem of generating realistic and lifelike routes based on real life movements of athletes.


