Dynamic 3D Game Object Selection by Character Movement
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Solution Overview
Problem
Existing information processing systems require complex operations to control both player characters and cursors, making it difficult to set objects for further game processing.
Innovation Solution
A system that allows a player character to move in a three-dimensional virtual space, generating an object that connects to a reference point and changes shape based on character movement, enabling easy designation of objects for further processing by surrounding them with a first object.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If both player character and cursor movements are controlled to set an object, then the object can be designated for further game processing, but the operation becomes complicated
Solution Approach 1:
The patent extracts the cursor control function from the traditional dual-control system (player character + cursor). Instead of controlling both, the system uses only player character movement to generate a selection tool object that automatically designates targets. This removes the complexity of coordinating two independent control inputs while maintaining the object designation capability.
Solution Approach 2:
The selection tool object serves as an intermediary between the player character and the target object. Rather than directly selecting objects through cursor manipulation, the player character generates a selection tool object that acts as a mediator to surround and designate the target. This intermediary simplifies the interaction by converting character movement into automatic object selection.
2Ease of operation
If a selection tool object is used to surround the target object, then the target can be easily designated, but the selection tool object becomes longer and more complex in shape
Solution Approach 1:
The selection tool object is designed to be dynamic rather than static. Its shape automatically adjusts and changes based on the player character's movement and the position of the target object. This dynamic adaptation allows the selection tool to maintain an efficient, compact form that minimizes length and complexity while still successfully surrounding and designating the target.
Solution Approach 2:
The patent changes the parameters of the selection tool object based on game state and player input. The object's shape, size, and configuration are not fixed but are modified in real-time according to the player character's position and movement. This parameter adjustment allows the selection tool to optimize its form for each specific situation, reducing unnecessary length and complexity.
Data Source
AI summary
A player character is caused to move in a three-dimensional virtual space according to a first operation input. In the three-dimensional virtual space, a first object that connects a reference point set at a position according to a second operation input, and the player character is generated. A shape of the first object is changed based on movement of the player character. When a second object is surrounded by the first object in the three-dimensional virtual space, the second object is designated for further game processing.


