Game Character Collision Control for Jumpable Step Boundaries
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Solution Overview
Problem
Existing game technologies allow characters with spherical collisions to slide or not slide based on collision settings, leading to characters potentially moving beyond intended ranges, especially when jumping over undesirable steps, disrupting game balance and player experience.
Innovation Solution
Implement a computer-readable storage medium that limits character movement by determining a height threshold and forcing the character to move in a specific direction when encountering terrain objects exceeding this threshold, ensuring the character does not cross undesirable steps.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If the character is allowed to jump with sufficient momentum, then the character can forcibly get over steps, but the character may move beyond the intended movable range
Solution Approach 1:
The system applies preliminary anti-action by detecting when a character is about to exceed a designated movable range and applying a counteracting force to prevent further movement in that direction. This resolves the contradiction by allowing natural jump momentum while preventing the character from moving beyond intended boundaries.
Solution Approach 2:
The system converts the potentially harmful effect of excessive jump momentum into a beneficial outcome by using the momentum to drive the character against a boundary, then utilizing the resulting reaction force to redirect the character back toward the valid movement area, effectively using the momentum against itself to maintain range control.
2Manufacturing precision
If the character is constrained to slide according to collision settings, then the movable range is controlled, but the character cannot forcibly get over steps that should be jumpable
Solution Approach 1:
The system applies dynamics by making the collision response adaptive rather than static. Instead of using fixed slide/not-slide settings, the system dynamically adjusts the collision response based on real-time conditions such as whether the character is jumping, the height of obstacles, and the current position relative to the movable range, thereby enabling both controlled movement and forced jumping when appropriate.
Solution Approach 2:
The system changes parameters dynamically during gameplay by adjusting collision response parameters based on the character's state and environmental conditions. This allows the transition between sliding and jumping behaviors, and between restricted and permitted movement, resolving the contradiction between controlled range and jump capability.
3Manufacturing precision
If the character is forced to move back when exceeding the range, then the movable range is maintained, but unnatural movements occur when the character should be allowed to pass
Solution Approach 1:
The system applies local quality by making the collision response location-dependent. Different regions of the virtual space have different collision characteristics - areas within the movable range allow natural movement, while areas beyond the range trigger forced movement back. This spatial differentiation resolves the contradiction by applying range control only where necessary while preserving natural movement elsewhere.
Solution Approach 2:
The system performs preliminary action by pre-defining the movable range boundaries and collision characteristics before the character reaches them. This allows the system to prepare appropriate response forces in advance, ensuring that when the character approaches the boundary, the forced movement back occurs naturally and predictably rather than abruptly, maintaining movement stability.
Data Source
AI summary
A reference position is determined on the basis of a position of a player character before the player character performs a target action at a first position. When the player character comes into contact with a terrain object at a second position by performing the target action, whether or not a height of the second position with respect to the reference position is equal to or greater than a height threshold is determined. When it is determined that the height of the second position is equal to or greater than the height threshold, the player character is caused to move in a forced movement direction that is a direction toward the first position side with respect to the terrain object among directions away from the terrain object or is a downward direction along the terrain object.


