Game Controller Collision Response Switching via Gyro Orientation

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Solution Overview

Problem

Conventional game apparatuses struggle to easily switch the representation of a response when a colliding object, such as a sword, collides with another object, based on the swing direction of the controller, leading to inconsistent collision responses in virtual game spaces.

Innovation Solution

A game program that includes direction determination, collision determination, and collision processing determination means, using state signals from input apparatuses like gyro sensors to accurately reflect the operation direction and position changes, allowing for precise control over collision responses based on the operation direction and position relation between objects in a virtual game space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional game apparatuses use basic collision detection based on controller movement, then collision determination can be performed, but the representation of collision responses cannot be easily switched according to swing direction

Engineering Contradiction:
Improvecollision response switchingVSAvoidcollision processing system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The collision processing is divided into separate determination steps: first determining operation direction from controller state, then determining collision occurrence, and finally determining collision processing based on the operation direction. This segmentation allows independent control of each aspect, enabling versatile collision responses without overwhelming system complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The collision response is made dynamic by continuously updating the operation direction based on real-time controller state signals. The system adapts the collision processing (such as cutting direction or attack direction) according to the detected operation direction, allowing the representation to switch flexibly without fixed predetermined responses.

Inventive Principle:
Principle #15Dynamics

2Measurement precision

If the game apparatus uses detailed state signals from input apparatus to determine operation direction, then collision responses can be accurately controlled, but the system complexity increases

Engineering Contradiction:
Improveoperation direction detectionVSAvoidstate detection and processing system
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The operation direction information is extracted separately from the controller state signals and stored as a distinct parameter. This extracted direction information is then used independently in the collision processing determination, allowing precise control of collision responses without requiring the entire state signal processing system to be complex.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The operation direction acts as an intermediary parameter between the raw controller state signals and the collision processing. The direction determination unit processes the state signals to extract direction information, which then mediates the collision processing determination, simplifying the overall system architecture while maintaining measurement precision.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Measurement precision

If the game apparatus determines collision based on object position and operation direction, then accurate collision detection is achieved, but processing time increases

Engineering Contradiction:
Improvecollision detection accuracyVSAvoidcollision processing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The operation direction is determined in advance from the controller state signals before performing the collision determination. This preliminary extraction of direction information allows the collision detection to proceed efficiently using pre-computed direction data, reducing processing time while maintaining accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The collision determination focuses on the specific local parameters needed for accurate detection: the position of the first object relative to the determination target and the pre-determined operation direction. By concentrating computational resources on these critical local parameters rather than processing all controller states, the system achieves high accuracy without excessive processing time.

Inventive Principle:
Principle #3Local quality

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables seamless switching of collision responses in accordance with the operation direction of the input apparatus, ensuring accurate and dynamic representation of collisions in the virtual game space, even when the position relation between objects changes, and allows for priority ranking of collision targets for appropriate processing.

Implementation Method 1

state signal outputted by state detection means for detecting at least one of the position or the orientation of an input apparatus

Methodology Applied
Scientific EffectGyroscopic effect: Gyroscope

Data Source

PatentUS8337313B2Computer-readable storage medium having game program stored therein, game apparatus, game system, and game processing method
Publication Date: 2012.12.25 NINTENDO CO LTD
  • US8337313B2 patent drawing
  • US8337313B2 patent drawing
  • US8337313B2 patent drawing

AI summary

Angular velocity data for specifying the position and the orientation of the first controller is inputted to a game apparatus. Based on the angular velocity data, the swing direction of the first controller is determined, and whether or not a sword object that acts in a virtual game space will collide with an enemy object is determined. If it has been determined that the sword object will collide with the enemy object, whether or not to perform hitting processing for the enemy object is determined based on the swing direction of the first controller.