Composite Equipment Collision Generation for Virtual Game Items
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Solution Overview
Problem
The generation of collisions for collision determination in games becomes labor-intensive with an increase in the types of equipment items, hindering efficient gameplay.
Innovation Solution
A method for automatically generating collisions by composing an item object and an equipment item object, using a polyhedron with restricted apexes to reduce data volume and shape the collision to match the composite equipment item's appearance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If more types of equipment items are added to the game, then the variety and richness of gameplay increases, but the labor required for manually generating collision data increases proportionally
Solution Approach 1:
The patent uses template collisions as reusable templates that can be copied and applied to multiple equipment items. Instead of manually creating unique collision data for each equipment item, the system defines template collisions that can be instantiated multiple times with different parameters, dramatically reducing the manual labor required while supporting a wide variety of equipment items
Solution Approach 2:
The patent creates a universal template collision system that can serve multiple purposes. A single template collision can be used as-is or modified to generate collisions for different types of equipment items, making the collision generation system multi-functional and adaptable to various game objects without requiring separate manual creation processes for each item type
2Manufacturing precision
If complex collision shapes are used to accurately represent equipment item geometry, then collision detection accuracy improves, but data volume and processing complexity increase
Solution Approach 1:
The patent segments complex collision shapes into multiple simpler polyhedral components. Instead of using a single complex collision shape that would require大量 data, the system divides the collision volume into multiple simpler polyhedra, each with fewer apexes. This segmentation maintains accurate collision detection coverage while reducing the complexity and data requirements of each individual collision definition
Solution Approach 2:
The patent uses multiple simpler polyhedral collisions (excessive action) rather than a single perfectly fitted complex collision shape. By using multiple simpler shapes that collectively cover the collision space, the system achieves adequate collision detection accuracy without requiring the high complexity of a single precise shape, trading some geometric precision for reduced overall data complexity
Data Source
AI summary
An example of an information processing system, in response to a first instruction based on an operation input, generates a first composite equipment item object in place of a first equipment item object designated from among a plurality of equipment item objects and a first item object designated from among a plurality of item objects present in a virtual space. The information processing system causes a player character to possess the first composite equipment item object. The first item object has a first collision. The first equipment item object has a second collision. The information processing system generates a third collision based on the first collision, and generates a fourth collision based on the third collision and the second collision. The fourth collision is a collision of the first composite equipment item object.


