ECS Game Development GUI for Novice Mobile Users

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Solution Overview

Problem

Current game development tools require coding skills, excluding novice developers and are not well-suited for mobile devices due to the lack of physical keyboards and administrative access, and traditionally use object-oriented architectures that become complex, making it difficult to create games using Entity-Component-System (ECS) architecture.

Innovation Solution

A graphical user interface (GUI) system for video game development that allows users to select actors and associate behaviors without writing code, using an ECS architecture, where entities, components, and systems are used to create and manage game objects, with pre-built code interpreting association tables to render scenes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a graphical user interface is used for game development, then ease of operation is improved, but device complexity increases due to the need for pre-built code and interpretation systems

Engineering Contradiction:
Improveease of game developmentVSAvoidsystem architecture complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary layer (the GUI system with hash table and handler architecture) that mediates between the user's visual selections and the underlying ECS architecture. Users interact with visual representations of entities and behaviors without writing code, while the system automatically manages the complexity of mapping these selections to ECS components and systems through pre-built interpretation routines.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of manufacture

If object-oriented architecture with class inheritance is used, then ease of manufacture is improved, but adaptability deteriorates due to complex inheritance trees

Engineering Contradiction:
Improveease of creating game objectsVSAvoidadaptability of game objects
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent segments game objects into independent entities, components, and systems rather than using hierarchical inheritance. Each entity is composed of discrete components that can be freely combined, and systems operate independently on entities with relevant components. This segmentation allows any entity to have any combination of components without being constrained by inheritance hierarchies, greatly enhancing adaptability while maintaining ease of creation through the GUI.

Inventive Principle:
Principle #1Segmentation

3Manufacturing precision

If coding is required for game development, then manufacturing precision is improved, but ease of operation deteriorates, excluding novice developers

Engineering Contradiction:
Improveprecision of game logic implementationVSAvoidaccessibility to novice developers
Core Design Contradiction:
Manufacturing precisionVSEase of operation

Solution Approach 1:

The patent uses visual copies or representations of game objects and behaviors in the GUI instead of requiring code. Users select and configure entities by interacting with visual icons and properties in the interface, and the system automatically translates these visual selections into precise ECS configurations. This copying approach maintains implementation precision while eliminating the need for coding knowledge.

Inventive Principle:
Principle #26Copying

4Ease of operation

If mobile devices are used for game development, then ease of operation is improved for portability, but device complexity increases due to lack of physical keyboards and administrative access

Engineering Contradiction:
Improveportability and accessibilityVSAvoidlimitations of mobile device environment
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent replaces the mechanical keyboard input system with a graphical user interface that operates through touch or click interactions on the mobile device screen. The complex administrative access and filesystem operations are substituted with high-level GUI commands that the system handles automatically. This substitution allows game development to proceed on mobile devices without requiring physical keyboards or direct filesystem access, as the GUI abstracts these underlying complexities.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS12023591B2Method and system for application development via a graphical user interface using an entity-component-system architecture
Publication Date: 2024.07.02 MONTEREYS COAST INC
  • US12023591B2 patent drawing
  • US12023591B2 patent drawing
  • US12023591B2 patent drawing

AI summary

Systems and methods for application development via a graphical user interface (GUI) using an Entity-Component-System (ECS) architecture are provided herein. In some embodiments, a method for application development may include receiving a selection of at least one actor to be part of a game scene; displaying a representation of the at least one actor in the game scene; receiving a selection of one or more behaviors to associate with each of the at least one actors in the game scene; storing the selected one or more behaviors as associations with each of the at least one actors, wherein the associations are stored in a hash table; updating, each of that at least one actors and their associated behaviors; and automatically creating an executable video game based on the at least one actor and associated behaviors in an ECS architecture without the need for user written software code.