Game Object Collision Control Using Skeleton and Collider Segmentation
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Solution Overview
Problem
Existing collision control methods in 3D network games face challenges in accuracy due to voxel-based modeling, which results in inaccurate collision detection and increased calculation overhead, especially when dealing with complex and irregular movements in game environments.
Innovation Solution
The method involves obtaining entity information for a game client's control object, including a skeleton and colliders, to simplify the collision action, reducing calculation complexity and improving accuracy by using the skeleton and colliders to perform collision actions, thereby enhancing the precision and efficiency of collision control.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If voxel-based 3D modeling is used for collision control, then calculation amount is reduced, but collision detection accuracy deteriorates
Solution Approach 1:
The patent segments the collision detection process into two stages: first using voxel-based broad-phase collision detection to quickly identify potential collisions, then using precise 3D model-based narrow-phase collision detection to accurately determine collision details. This segmentation allows the system to benefit from both the computational efficiency of voxel models and the accuracy of detailed 3D models.
Solution Approach 2:
The patent dynamically adjusts the level of detail used for collision detection based on the specific game scenario, object type, and collision context. For example, simpler voxel-based detection is used for non-critical objects or distant collisions, while more detailed model-based detection is applied to critical gameplay elements, optimizing both performance and accuracy adaptively.
2Measurement precision
If third-party engine is used for precise collision determining, then collision detection accuracy is improved, but device complexity and calculation overhead increase
Solution Approach 1:
The patent extracts and implements only the essential collision detection functions needed for the game into a custom lightweight engine, rather than using a full-featured third-party engine. This extraction approach maintains collision detection accuracy while significantly reducing device complexity and calculation overhead by eliminating unnecessary engine features.
Solution Approach 2:
The patent creates a simplified copy of the collision detection subsystem from third-party engines, implementing only the core algorithms needed for accurate collision detection while using the game's existing voxel-based rendering system. This copying approach allows the system to achieve precise collision detection without the complexity of a complete third-party engine integration.
3Ease of manufacture
If voxel-based modeling is used, then ease of manufacture is improved, but collision control accuracy deteriorates
Solution Approach 1:
The patent segments the modeling pipeline into two parts: voxel-based models for ease of creation and rendering, and separate collision meshes for accurate collision detection. This segmentation allows artists to create models using simple voxel techniques while maintaining precise collision control through dedicated collision geometry.
Solution Approach 2:
The patent introduces collision meshes as an intermediary between the voxel-based visual models and the collision detection system. These collision meshes serve as a bridge, allowing the simple voxel models to be rendered easily while the collision meshes provide accurate collision boundaries for precise collision control.
Data Source
AI summary
A collision control method and apparatus, and a storage medium are provided. The method includes obtaining a collision action to be performed by a first control object in a game client and entity information of the first control object. The entity information includes first entity information representing a skeleton of the first control object, and second entity information representing a group of colliders of the first control object excluding the skeleton and driven by the skeleton. The skeleton and the group of colliders are controlled to perform the collision action of the first control object with a second control object based on the entity information.


