Game Element Physics Engine Segmentation for Remote Interaction
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Solution Overview
Problem
Current physics engines used in computer simulations of physical processes, such as in computer games, face challenges with low precision and limited complexity in modeling interactions between physical objects, leading to reduced accuracy and increased computational resources for real-time visualization.
Innovation Solution
A system for modeling the behavior of game elements during remote games, utilizing a module-based approach that includes positioning, force action application, control, and visualization modules to accurately track and simulate the behavior of game elements, allowing for improved accuracy in force actions and visualization, even with complex processes and multiple interacting objects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If complex physics calculations are performed to model interactions between physical objects, then modeling accuracy is improved, but computational speed and resource efficiency deteriorate
Solution Approach 1:
The system segments the modeling task by separating complex physics calculations from visualization. A dedicated physics engine handles accurate collision detection and interaction calculations between game elements, while a separate visualization module renders the results. This division allows each module to optimize for its specific function, maintaining high modeling accuracy without requiring the entire system to perform computationally intensive calculations in real-time.
Solution Approach 2:
The patent introduces an intermediary data structure that stores the results of physics calculations. The physics engine computes accurate interaction outcomes and stores them in this intermediate representation, which is then consumed by the visualization module. This intermediary layer decouples the computationally heavy physics simulation from the real-time rendering requirements, allowing accurate modeling without compromising computational speed.
2Measurement precision
If high-precision physics calculations are performed, then modeling accuracy is improved, but system complexity and resource requirements increase
Solution Approach 1:
The system architecture is segmented into distinct functional modules: a physics engine module for accurate calculations, a data storage module for intermediate results, and a visualization module for rendering. Each module has a specialized function, which reduces the complexity burden on any single component while maintaining overall high accuracy through their coordinated operation.
3Productivity
If simplified physics calculations are used, then computational speed is improved, but modeling accuracy deteriorates
Solution Approach 1:
The intermediary data structure serves as a bridge that allows the physics engine to perform accurate calculations at its own pace while the visualization module operates in real-time. The intermediate representation stores precise collision and interaction data that can be rendered efficiently, thus maintaining modeling accuracy while achieving computational speed suitable for real-time applications.
4Measurement precision
If ray tracing is used for visualization, then visualization accuracy is improved, but computational resource consumption increases
Solution Approach 1:
The visualization task is segmented and handled by a dedicated visualization module that receives pre-computed physics data from the physics engine. This module can apply rendering techniques such as ray tracing selectively to enhance visualization accuracy for critical elements while using more efficient rendering methods for less critical elements, thus balancing visualization quality with computational resource consumption.
Data Source
AI summary
Disclosed are systems and methods for modeling behavior of game elements during a remote game between at least two users. The system includes a positioning module configured to determine parameters for at least two game elements representing physical objects, and game manipulators that detect a physical action performed by a user in order to exert a force action on at least one game element and calculate one or more physical parameters characterizing the physical action. The system further includes a module for performing force actions that determines the game element to be subject to the detected physical action and perform a force action on the determined game element. The system further includes a control module that determines behavior parameters for the game elements characterizing a change in state of the game elements, and a visualization module that generates a behavior model of the game elements.


