Game Object Landing Determination Using Directional Vectors

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Solution Overview

Problem

Conventional methods for displaying an object landing in a virtual three-dimensional game space either require excessive calculation or restrict the ability to freely assign landing directions and easiness, making them unsuitable for game devices with low processing performance and limiting creative control for game creators.

Innovation Solution

A game device and program that utilize vectors with assigned directions and end positions to determine the landing direction and easiness of an object, allowing for flexible assignment of landing faces and realistic display without relying on the object's shape, and include mechanisms for rotation and translation to ensure natural landing behavior.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If the first method (physical behavior-based calculation) is used to display object landing, then the display realism is improved, but the calculation amount becomes enormous

Engineering Contradiction:
Improvedisplay realismVSAvoidcalculation amount
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent extracts the essential landing determination logic from the complex physical behavior simulation. Instead of calculating complete physical interactions (rebound forces, vertex behaviors), the invention only extracts and computes the critical landing face determination based on vector directions, achieving sufficient realism without excessive calculation.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent uses simple vector objects with predetermined directions to represent object faces, replacing complex geometric calculations. These vector objects are computationally inexpensive and sufficient for determining landing behavior, acting as disposable computational elements that simplify the overall system.

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

2Productivity

If the second method (face closest to ground determination) is used to display object landing, then the calculation amount is reduced, but the landing direction assignment flexibility is limited

Engineering Contradiction:
Improvecalculation amountVSAvoidlanding direction assignment flexibility
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent makes the landing determination dynamic by using vector directions that can be freely assigned to represent different object faces. Instead of fixed geometric relationships, the system allows flexible configuration of vector directions to match various object shapes and desired landing behaviors, while maintaining simple calculation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter representation from fixed geometric face calculations to configurable vector direction parameters. By storing direction cosines as parameters, the system can adapt to different object shapes and landing requirements without changing the fundamental simple calculation method, thus maintaining both efficiency and flexibility.

Inventive Principle:
Principle #35Parameter changes

3Power

If conventional landing determination methods are used, then the processing performance requirement is reduced, but the creative control for game creators is limited

Engineering Contradiction:
Improveprocessing performanceVSAvoidcreative control
Core Design Contradiction:
PowerVSAdaptability or versatility

Solution Approach 1:

The patent creates a universal vector-based system that can handle various object shapes and landing scenarios through a single unified approach. The same vector direction storage and comparison mechanism works for different objects (dice, balls, irregular shapes), allowing game creators to control landing behavior across diverse objects without requiring object-specific calculations.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS7785200B2Game device and storage medium having game program stored therein
Publication Date: 2010.08.31 NINTENDO CO LTD
  • US7785200B2 patent drawing
  • US7785200B2 patent drawing
  • US7785200B2 patent drawing

AI summary

An object is provided with a plurality of vectors each having a direction and an end position assigned to the object in a fixed manner. The game device moves the object in a three-dimensional game space, and determines whether a part of the object has contacted a predetermined surface or not. When it is determined that a part of the object has contacted the predetermined surface, a vector among the plurality of vectors, the vector having an end located at a position closest to a predetermined direction is specified. Also, when it is determined that a part of the object has contacted the predetermined surface, the game device lands the object on the predetermined surface in a position such that the specified vector faces toward the predetermined surface, and is perpendicular to the predetermined surface.