Game Animation Placement via Obstruction-Free Location Detection
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Solution Overview
Problem
In video games, scripted takedown routines can appear unnatural due to interference with the local geometry of the game environment, leading to an undesirable gaming experience.
Innovation Solution
A method is implemented to identify a location in the game environment with a surrounding area free from obstructions, allowing the animation routine to be executed without interference, using a pathfinding function to determine an optimal animation location and potentially selecting a constrained version of the animation if necessary.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a scripted takedown routine is executed at the character's current location, then the animation can be performed quickly, but the local geometry of the game environment may interfere with the animation and make it appear unnatural
Solution Approach 1:
The system performs preliminary pathfinding and location analysis before executing the animation routine. It calculates suitable animation locations in advance by analyzing the game environment geometry and identifying areas free from obstructions, ensuring the animation can be performed naturally before the actual takedown occurs.
Solution Approach 2:
The system introduces an intermediary pathfinding function that acts as a mediator between the character's current location and the animation execution. This intermediary analyzes the environment, identifies suitable locations, and determines the optimal placement for the animation routine, resolving the conflict between speed and natural appearance.
2Reliability
If the animation routine is placed at a location with surrounding area free from obstructions, then the animation appears natural, but the process of identifying such a location increases computational complexity
Solution Approach 1:
The system extracts the location identification functionality as a separate pathfinding function. This extracted component专门 handles the analysis of game environment geometry and identification of suitable animation locations, isolating the computational complexity from the main animation execution system.
Solution Approach 2:
The pathfinding function performs self-service by automatically analyzing the game environment and identifying suitable animation locations without requiring manual intervention. It uses the game's existing geometry data and collision information to determine optimal animation placement, making the system self-sufficient.
3Speed
If the animation routine is executed immediately upon request, then the response time is fast, but environmental interference may cause the animation to appear unnatural
Solution Approach 1:
The system performs preliminary analysis of the game environment and pre-calculates suitable animation locations when the animation request is received. This preliminary action includes analyzing local geometry and identifying obstruction-free areas, allowing the animation to be executed quickly at a pre-determined optimal location.
Solution Approach 2:
The system dynamically adjusts the animation location based on the current game environment state. Instead of using a fixed location, the pathfinding function dynamically determines the optimal animation placement by considering the current positions of characters, obstacles, and other environmental factors at the time of the animation request.
Data Source
AI summary
A method for execution by a processor of a computer system for computer gaming. The method comprises maintaining a game environment; receiving a request to execute an animation routine during gameplay; attempting to identify a location in the game environment having a surrounding area that is free to host the requested animation routine; and in case the attempting is successful, carrying out the animation routine at the identified location in the game environment.


