2D Game Object Physics Simulation via 3D Collider Components
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Solution Overview
Problem
Current video game mechanics fail to provide realistic and engaging gameplay experiences as they do not adequately simulate the physical behavior of game objects during interactions, lacking detailed physics considerations.
Innovation Solution
Associating three-dimensional collider and rigid body components with two-dimensional game objects to define physics attributes, allowing for realistic physical behavior and user input control through a touch-screen interface, using spherical contours for balancing and manipulating game objects based on physics attributes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If simple game mechanics are used to manipulate game objects, then the gameplay is easier to implement and control, but the physical behavior realism is insufficient
Solution Approach 1:
The patent applies 3D physics simulations to 2D game objects by introducing a third dimension for physics calculations while maintaining 2D visual representation. The game objects are rendered in two dimensions but have associated three-dimensional collider components and rigid body components that enable realistic physical interactions, effectively bridging the gap between simple 2D control and realistic 3D physics behavior.
2Reliability
If detailed physics attributes are simulated for game objects, then the gameplay realism is enhanced, but the computational complexity increases
Solution Approach 1:
The patent segments the physics simulation system into distinct modular components: collider components that handle collision detection, rigid body components that manage physical properties like mass and friction, and physics attributes that define material properties. This segmentation allows the system to compute only the necessary physics calculations for each object independently, reducing overall computational complexity while maintaining realism.
Solution Approach 2:
The patent creates universal physics components that can be applied to multiple game objects with different properties. The collider and rigid body components serve multiple functions: they detect collisions, calculate physical responses, simulate material interactions, and handle various force applications. This multi-functionality reduces the need for separate specialized systems for each physics scenario.
3Reliability
If 3D collider and rigid body components are associated with 2D game objects, then the physical interaction realism is improved, but the device complexity increases
Solution Approach 1:
The patent implements a nested structure where 3D collider components and rigid body components are embedded within 2D game object representations. The 2D visual objects contain or are associated with 3D physics models that are not directly visible but govern the physical behavior. This nesting allows the system to maintain simple 2D visual interfaces while incorporating sophisticated 3D physics simulations internally.
Data Source
AI summary
Methods and computer programs include associating a three-dimensional collider component and a rigid body component to a two-dimensional game object used in the game play. The three-dimensional collider component and the rigid body component define a plurality of physics attributes to enable control of physical behavior of the game object. A second three-dimensional collider component is associated with a game cursor that is used for providing user input to the gameplay. The game cursor is defined as a two-dimensional object with at least a portion of the game cursor having a spherical contour. User input is detected at a touch screen interface of a computing device that is rendering the gameplay. The user input causes the spherical contour of the game cursor to control movement of the game object within the game scene of the gameplay, the movement being adjusted in accordance to physics attributes of the game object.


