Game Object Collision Control via Repulsive Force Simulation
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Solution Overview
Problem
Current game systems experience reduced realism and user experience due to interlacing or clipping phenomena between game objects during battles, which do not conform to actual physical laws, leading to an unrealistic combat performance.
Innovation Solution
An interactive control system for game objects that assigns independent collision attributes such as deformation size, mass, and repulsion coefficients to each object, calculating repulsive forces to prevent clipping and simulate realistic interactions, including a collision module, moving module, and interaction module that calculates and applies restoring forces to maintain object integrity within a group circle.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If game objects are controlled to move and interact in large-scale battles, then the game can simulate large troop combat scenarios, but interlacing or clipping phenomena occur between inner units of troops, reducing combat realism and user experience
Solution Approach 1:
The troop is segmented into multiple individual game objects (units), each with independent collision attributes. This allows the system to process combat at the unit level rather than treating the entire troop as a single entity, enabling realistic collision detection between individual units while maintaining large-scale battle performance.
Solution Approach 2:
Each game object is assigned local collision attributes (deformation size, mass, repulsion coefficient) that define its physical properties. This local quality approach allows different units to have different physical characteristics, enabling realistic interactions where units with larger deformation sizes can be pushed aside rather than clipping through each other.
2Manufacturing precision
If collision attributes are assigned to each game object to prevent clipping, then combat realism is improved, but the system complexity increases due to calculating repulsive forces for multiple objects
Solution Approach 1:
The system uses parameter-based collision attributes (deformation size, mass, repulsion coefficient) that can be directly applied in physics calculations. By defining these parameters upfront for each game object, the system avoids complex geometric collision detection and instead uses simple parameter-based force calculations, reducing computational complexity while maintaining realism.
Solution Approach 2:
The patent replaces traditional mechanical collision detection systems with a field-based repulsion force system. Instead of using complex boundary detection and collision response mechanisms, the system uses repulsion coefficients to generate virtual repulsion forces that naturally prevent clipping, simplifying the overall system architecture.
3Reliability
If repulsion coefficients and deformation sizes are assigned to game objects, then clipping phenomena are prevented, but the calculation of repulsive forces for each object increases computational load
Solution Approach 1:
The system calculates repulsion forces based on the deformation size parameter, which represents only the relevant portion of the collision interaction. By using this partial action approach, the system avoids calculating complete collision responses for all possible unit interactions, instead focusing only on the deformation-based repulsion component, thereby reducing computational energy consumption.
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
The system provides realistic and immersive combat experiences by preventing clipping between game objects, allowing for stable and realistic movement and battle scenes, even in multi-player operations, with real-time compensation and display of combat performance.
Implementation Method 1
an interaction module, configured to be coupled to the collision module, calculate a repulsive force of each game object based on the collision attribute
Implementation Method 2
the collision attribute comprises at least one or more of a deformation size, mass, a radius, and a repulsion coefficient of the game object
Implementation Method 3
the collision attribute comprises at least one or more of a deformation size, mass, a radius, and a repulsion coefficient of the game object
Data Source
AI summary
An interactive control system for a game object including: a collision module, configured to assign a collision attribute to each game object; a moving module, configured to receive a moving instruction directed to a game group; an interaction module, configured to be coupled to the collision module, calculate a repulsive force of each game object, and represent an interaction form of the game object based on the repulsive force, wherein, when the game group is moved to the moving target, makes a group circle with a center of the game group as a center of the circle and a first length as a radius, when the game object is outside the group circle, it controls the collision module to impart a restoring force directing to the center of the circle to the game object, so as to control the game object to return to the game group.

