Dynamic Game Object Destruction Detail Level
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Solution Overview
Problem
Simulating detailed damage to game objects in electronic games can consume significant computing resources, leading to performance issues such as low frame rates, lag, or game crashes.
Innovation Solution
Dynamic destruction of game objects is implemented, where the level of destructive detail is determined based on properties of the game object, client device, gameplay session, and user settings, allowing for real-time adjustment between physics-based and effects-based configurations to optimize resource usage.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If detailed damage simulation is implemented for game objects, then visual realism and player immersion are improved, but computing resource consumption increases leading to performance degradation
Solution Approach 1:
The patent applies dynamics by making the destruction detail level adjustable and context-dependent. Instead of using fixed high-detail destruction for all objects, the system dynamically selects between high-detail physics-based destruction and low-detail effects-based destruction based on game conditions, object importance, and performance requirements, thereby maintaining visual realism while controlling computing resource consumption
Solution Approach 2:
The patent implements local quality by applying different levels of destruction detail to different game objects based on their importance and role in the game. Critical objects receive high-detail physics-based destruction for immersion, while less important objects use low-detail effects-based destruction to conserve resources, ensuring that computing resources are allocated efficiently across the game scene
2Illumination intensity
If detailed damage simulation is implemented for game objects, then visual realism is improved, but system stability deteriorates due to high computing resource usage
Solution Approach 1:
The system dynamically adjusts destruction detail levels to prevent performance degradation that could cause crashes. By switching between high-detail and low-detail modes based on real-time computing resource availability and game state, the system maintains stability while preserving visual realism when resources permit
Solution Approach 2:
The patent uses effects-based destruction as a simplified copy or approximation of physics-based destruction. Instead of always simulating full physics interactions for debris and damage, the system creates visual effect copies that replicate the appearance of destruction without the computational overhead, thereby maintaining visual realism while improving system stability
Data Source
AI summary
Embodiments relate to providing dynamic destruction of a game object displayed in an electronic game. During a gameplay session, a determination is made that the game object has been damaged. Responsive to the determination that the game object has been damaged, a level of destructive detail is determined. A destruction object having the determined level of destructive detail is created. Using the destruction object, a graphical indication of the damage of the game object is rendered.


