Game Collision Detection with Segmented Influence Zones

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Solution Overview

Problem

Conventional action games in virtual environments lack realism as player character actions do not accurately simulate real-world interactions, where not all objects contacted by a sword are cut when swung, leading to an unnatural gaming experience.

Innovation Solution

A game program and apparatus that utilize multiple collision determination areas and random number tables to dynamically determine the influence of player character actions on objects, allowing for varied influences such as cutting, waving, or no influence based on object proximity and type, mimicking real-world scenarios.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If all game objects contacted by the sword are cut off after one swing motion, then the game action is simple and clear, but the realism is poor and the game becomes unnatural

Engineering Contradiction:
ImproverealismVSAvoidcomplexity of influence determination
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The collision determination area is divided into multiple segments (first through fourth areas) based on distance from the player character. Each segment applies different influence rules: the first area (closest) always causes cutting, the second area applies random determination for cutting, the third area applies random determination for waving, and the fourth area (farthest) never causes cutting. This segmentation resolves the contradiction by creating a structured, multi-zone system that balances realism with manageable complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different regions of the collision determination area are assigned different properties and influence rules. Objects in the first area experience deterministic cutting influence, objects in the second area experience probabilistic cutting influence, objects in the third area experience probabilistic waving influence, and objects in the fourth area experience no cutting influence. This local differentiation allows the system to achieve realistic varied outcomes while maintaining clear regional boundaries that simplify the overall determination logic.

Inventive Principle:
Principle #3Local quality

2Reliability

If the sword swing influences only objects within a valid area, then the processing is efficient, but the phenomenon differs from real world where peripheral objects are also waved

Engineering Contradiction:
Improverealism of peripheral influenceVSAvoidprocessing efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The collision determination area is extended beyond the traditional valid area by creating four distinct segments. The fourth area, located at the periphery farthest from the player character, specifically addresses peripheral objects. This segmentation allows the system to efficiently process peripheral objects with a simple rule (no cutting influence) while still capturing the realistic phenomenon of peripheral objects being waved without requiring complex individual assessments.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system applies influence determination to all objects within the extended collision determination area (including the fourth peripheral area) rather than limiting processing only to objects that would definitely be affected. This partial action approach processes more objects than strictly necessary for cutting determination but efficiently captures the realistic waving effect on peripheral objects without excessive computational overhead.

Inventive Principle:
Principle #16Partial or excessive action

3Reliability

If random probability is used to determine influence on objects, then the realism is improved, but the determination process becomes more complex

Engineering Contradiction:
Improverealism of influence variationVSAvoidcomplexity of random determination
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The random determination process is segmented into distinct phases based on area: the second area uses random determination for cutting, while the third area uses random determination for waving. This segmentation allows the system to apply randomness in a structured, localized manner rather than uniformly across all objects, reducing overall complexity while maintaining realistic variation in outcomes.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different types of random determination are applied to different regions: probabilistic cutting determination in the second area and probabilistic waving determination in the third area. This local quality approach ensures that randomness is applied appropriately to each region's characteristics, achieving realistic influence variation while keeping the determination process organized and manageable through region-specific rules.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS7967680B2Storage medium having game program stored thereon and game apparatus
Publication Date: 2011.06.28 NINTENDO CO LTD
  • US7967680B2 patent drawing
  • US7967680B2 patent drawing
  • US7967680B2 patent drawing

AI summary

A first collision determination area and a second collision determination area moving concurrently with a motion of a player character are set, and a collision of the first or second collision determination area against an object is detected. Each time a collision of the first collision determination area against an object is detected, an influence to be exerted on the object which has collided against the first collision determination area is determined as being one of a plurality of preset influences at a predetermined probability. Each time a collision of the second collision determination area against an object is detected, an influence to be exerted on the object which has collided against the second collision determination area is determined as being a predetermined influence. The display state of each object is changed to a display state in accordance with the respectively determined influence.