Game Reference Point Calculation for Multiplayer Visibility
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional game apparatuses face difficulties in displaying multiple moving objects on a screen, leading to poor visibility due to frequent recalculations of the viewing point and high-speed movements, making it challenging for players to maintain a clear view, especially in multiplayer games.
Innovation Solution
A game program that calculates a reference point based on the positions of multiple objects and determines scrolling adjustments along a predetermined axis direction to maintain objects within a visible area, enhancing screen visibility and player engagement by controlling the display content to keep objects centered and within the screen boundaries.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the viewing point is set at the midpoint between two enemy objects or at the position of one enemy object, then the display can show the enemy objects on the screen, but the viewing point drastically changes when the enemy object moves frequently or at high speed, making the screen display extremely difficult for the player to view
Solution Approach 1:
The patent introduces a reference point as an intermediary element that is separate from the enemy objects themselves. This reference point serves as a stable anchor for the virtual camera, allowing the camera to track enemy objects without its own position drastically changing. The reference point acts as a mediator between the camera and the moving enemy objects, providing stability while maintaining adaptability to display multiple enemies.
2Reliability
If the viewing point recalculates each time the enemy object moves, then the enemy object can be tracked on the screen, but the frequent recalculations cause the viewing point to change drastically, reducing viewability
Solution Approach 1:
The patent performs preliminary actions by pre-calculating and setting a reference point position before enemy objects move. Instead of recalculating the viewing point every time an enemy moves, the system establishes the reference point in advance and uses it as a stable basis for camera tracking. This preliminary setup reduces the need for frequent recalculations and maintains smoother viewing experience.
3Speed
If the virtual camera tracks enemy objects at high speed, then the enemy objects can be followed on screen, but the screen display becomes extremely difficult for the player to view
Solution Approach 1:
The patent applies dynamics by making the virtual camera's behavior adaptive rather than rigid. The camera dynamically adjusts its tracking based on the reference point, which remains stable while allowing the camera to follow enemy objects at various speeds. This dynamic approach enables the camera to track high-speed enemies without causing drastic viewing point changes, maintaining both tracking capability and viewability.
Data Source
AI summary
Reference point calculation means calculates a reference point with respect to a reference axis direction, the reference point being a center position based on positions of a plurality of objects and the reference axis direction being a predetermined axis direction of a display area. First determination means determines whether or not a position of the reference point is a position within a first distance from an end of the display area with respect to the reference axis direction. When the first determination means determines that the position of the reference point is within the first distance from the end of the display area, screen control means scrolls, along the reference axis direction, a display content of a virtual space displayed in the display area.


