ECS Instance Parameter Conversion for Game Engine Runtime

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing game engine architectures face challenges in efficiently converting editor parameters to running parameters during instance execution, leading to complex data processing logics and maintenance issues due to coupling between game scene editors and engines, which affects computational performance and memory reading speed.

Innovation Solution

Implementing an entity-component-system (ECS) architecture to compose instances, where components are established and edited in a game scene editor, and converting editor parameters to running parameters using plug-in systems, thereby decoupling data processing logic from the game engine and maintaining it within the editor.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the game engine uses efficient data structures for running parameters, then computational performance and memory reading speed are improved, but the data processing logic becomes complex and coupled

Engineering Contradiction:
Improvecomputational performanceVSAvoiddata processing logic complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent segments the data structure into two distinct parts: editor parameters used during instance creation and running parameters used during game execution. This segmentation allows each part to be optimized independently - editor parameters prioritize ease of configuration while running parameters prioritize computational efficiency, thereby resolving the contradiction between performance and complexity

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent extracts the data conversion logic from the game engine and places it in the game scene editor. By taking out the parameter conversion process from the runtime engine, the engine's data structure can be simplified and optimized for performance without the burden of maintaining dual data structure requirements, thus reducing complexity while preserving productivity

Inventive Principle:
Principle #2Taking out (Extraction)

2Ease of operation

If different data structures are used for editor parameters and running parameters, then ease of operation is improved, but device complexity increases

Engineering Contradiction:
Improveinstance editing easeVSAvoiddata structure complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary conversion mechanism that translates between editor parameters and running parameters. This intermediary layer allows the game scene editor to use user-friendly editor parameters while the game engine uses optimized running parameters, eliminating the need for the engine to directly handle complex dual-data-structure logic and thus reducing overall system complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent performs parameter conversion in advance during the instance creation phase in the game scene editor, before the instance is passed to the game engine. By completing the data structure transformation beforehand, the engine receives pre-converted running parameters that require no additional processing, simplifying the engine's data handling while maintaining ease of operation in the editor

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12632224B2Method for running instance, computer device, and storage medium
Publication Date: 2026.05.19 BOOMING TECH (HANGZHOU) CO LTD
  • US12632224B2 patent drawing
  • US12632224B2 patent drawing
  • US12632224B2 patent drawing

AI summary

A method for running an instance is provided. The method includes: acquiring a component composing an instance, wherein the component is established based on an ECS architecture, and the instance is an edited unit in a game scene editor; acquiring, during a running phase of the instance, a running parameter of the component by converting an editor parameter in the component through the game scene editor, wherein a process of the converting is determined according to a data structure of a parameter used by a game engine in a case of running the instance; and running the instance through the game engine based on the component and the running parameter.