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

VSEngineering 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

Engineering Contradiction:
Improvevariety of equipment itemsVSAvoidcollision generation efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

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

Inventive Principle:
Principle #26Copying

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

Inventive Principle:
Principle #6Universality (Multi-functionality)

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

Engineering Contradiction:
Improvecollision detection accuracyVSAvoidcollision data complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

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

Inventive Principle:
Principle #1Segmentation

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

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12551798B2Storage medium, information processing system, information processing apparatus, and game processing method
Publication Date: 2026.02.17 NINTENDO CO LTD
  • US12551798B2 patent drawing
  • US12551798B2 patent drawing
  • US12551798B2 patent drawing

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.