Ball Rolling Model Displacement Points for Game Apparatus

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Solution Overview

Problem

Conventional action adventure games lack realistic representation of rolling and movement of objects in 3D virtual spaces with high calculation loads, particularly in games where objects stick together, leading to inefficient processing and limited complexity in object interactions.

Innovation Solution

A game method and apparatus that utilize a ball rolling model with fixed and optional spicular arms, where displacement points are set to simulate the rolling and sticking of objects, reducing calculation load by using a limited number of displacement points to create intricate shapes and realistic movements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If a detailed model with many display elements is used to represent rolling objects, then the realism of rolling representation is improved, but the calculation load increases significantly

Engineering Contradiction:
Improverealism of rolling representationVSAvoidcalculation load
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent segments the rolling object into a simplified model with a limited number of displacement points (e.g., 8 points) arranged in specific patterns, rather than using a complete detailed model with all display elements. This segmentation maintains sufficient rolling representation while dramatically reducing calculation load.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a simplified copy or representation of the rolling object using discrete displacement points that capture the essential rolling characteristics without replicating every detail of the actual object. This copying approach preserves the functional behavior while reducing computational requirements.

Inventive Principle:
Principle #26Copying

2Productivity

If the number of displacement points is reduced to lower calculation load, then processing efficiency is improved, but the complexity of representing intricate shapes deteriorates

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidcomplexity of shape representation
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent applies local quality by strategically positioning displacement points at specific locations that capture the essential shape characteristics. Instead of uniformly distributing points, the model places points where they most effectively represent the object's geometry, achieving good shape representation with minimal points.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent uses partial action by employing only the necessary minimum number of displacement points (e.g., 8 points) to represent the object's shape and rolling behavior. This partial representation is sufficient for the game's requirements, avoiding the excessive complexity of using all possible display elements.

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If conventional action adventure games are used, then the game genre is established, but the realism of object rolling and movement is insufficient

Engineering Contradiction:
Improvegame genre establishmentVSAvoidrealism of object rolling
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The patent implements dynamics by enabling the displacement points to move and reposition during the rolling process. The points dynamically adjust their positions to accurately represent the changing shape and orientation of the rolling object, providing realistic movement behavior that static models cannot achieve.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7402104B2Game performing method, game apparatus, storage medium, data signal and program
Publication Date: 2008.07.22 BANDAI NAMCO ENTERTAINMENT INC
  • US7402104B2 patent drawing
  • US7402104B2 patent drawing
  • US7402104B2 patent drawing

AI summary

A game performing method for executing a game by arranging a plurality of objects comprising a plurality of objects to be stuck and an operation object, in a virtual space, controlling rolling and movement of the operation object according to a player's input, and rolling and moving the operation object while sticking the objects which the operation object comes in contact with, comprises: setting a plurality of first displacement points capable of displacing only in predetermined radial directions different from each other, from a reference point respectively; displacing the first displacement point adjacent to a contact position, in the predetermined radial direction when the operation object comes in contact with the object to be stuck; setting a second displacement point in a position which meets a predetermined distance condition; and controlling the rolling of the operation object based on rolling surface reference points comprising the first and second displacement points.