Game Object State Recording for Physics-Based Reverse Movement

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Solution Overview

Problem

Conventional game programs do not allow for the reverse motion of an object in a virtual space to return to its previous state.

Innovation Solution

A game program that records positions and orientations of objects at time intervals and uses these parameters to cause designated objects to perform return movements, updating the virtual space state based on physical calculations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional game programs are used, then the motion of an object in virtual space can be processed, but the reverse motion returning to previous state cannot be utilized

Engineering Contradiction:
Improvegameplay scenariosVSAvoidmotion processing system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system records positions and orientations of objects at time intervals during normal movement, storing this historical data in advance. When reverse motion is triggered, the system retrieves the pre-recorded position data and reconstructs the previous state, enabling reverse motion without requiring complex real-time computation or additional sensing mechanisms.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent creates a temporal copy of the object's state by recording position and orientation data at multiple time points. This copied historical state information is then used to reconstruct the object's previous position and orientation during reverse motion, allowing the system to utilize reverse motion scenarios without modifying the original physical or virtual object.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If position and orientation data are recorded at time intervals, then return movement can be implemented, but memory storage requirements increase

Engineering Contradiction:
Improvereturn movement capabilityVSAvoidstored data volume
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system segments the object's movement history into discrete time intervals, recording position and orientation only at these specific moments rather than continuously. This segmentation reduces the total amount of data that needs to be stored while still providing sufficient information for smooth reverse motion reconstruction. The segmentation allows the system to balance data storage requirements with the need for detailed motion history.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If objects return to previous positions and orientations, then novel gameplay scenarios are enabled, but the perception of physical laws may be disrupted

Engineering Contradiction:
Improvegameplay scenariosVSAvoidphysical law consistency
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system dynamically adjusts the reverse motion parameters based on the recorded history. Instead of simply teleporting objects back to previous positions, the system calculates and applies appropriate velocities and accelerations that mimic the original movement pattern in reverse. This dynamic approach maintains the appearance of physical consistency by ensuring that the reverse motion follows the same physical rules as the forward motion, just in reverse.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12370450B2Storage medium storing game program, game apparatus, game system, and game processing method
Publication Date: 2025.07.29 NINTENDO CO LTD
  • US12370450B2 patent drawing
  • US12370450B2 patent drawing
  • US12370450B2 patent drawing

AI summary

Movem+ent-related parameters used in virtual physical calculation are changed such that a designated object selected based on an operation input is caused to perform return movement to return to previously recorded positions and orientations, sequentially backward from the time of giving a start instruction based on the operation input. A state in a virtual space including a player character, the designated object, and other objects is updated based on the virtual physical calculation.