Game System Terrain Deformation and Fluid Flow Control

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Solution Overview

Problem

Current game systems lack the ability to dynamically deform virtual terrain and generate fluid flows based on player input, limiting interactive gameplay experiences.

Innovation Solution

A game system and method that includes terrain deformation processing, fluid placement, shape determination, and flow control to create rivers or ponds in a virtual space based on player input, with fluid flows generated according to the shape of the terrain, allowing for different gameplay interactions in river and pond areas.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If terrain deformation processing is implemented to allow player input-based terrain modification, then interactivity and gameplay variety are improved, but system complexity increases

Engineering Contradiction:
ImproveinteractivityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The terrain is divided into discrete sections or grid cells that can be independently deformed. Each section can be manipulated separately through player input, allowing complex terrain modifications to be built from simple, manageable units. This segmentation reduces the computational complexity of handling continuous terrain while maintaining high interactivity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The terrain configuration is made dynamic and changeable during gameplay based on player actions. The system transitions from static terrain to dynamically deformable terrain, where each terrain section can be modified in real-time. This dynamic approach enhances interactivity while using efficient algorithms to manage the complexity of real-time modifications.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If fluid flow generation is implemented based on terrain shape analysis, then gameplay realism and immersion are improved, but computational requirements increase

Engineering Contradiction:
ImproverealismVSAvoidcomputational requirements
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

Fluid flow properties are determined locally based on the specific shape characteristics of each terrain area. Rather than calculating global fluid dynamics for the entire terrain, the system analyzes local geometry (such as whether an area is long and narrow versus wide and short) and applies appropriate flow behaviors. This local approach maintains realism while significantly reducing computational requirements.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system changes key parameters (such as flow velocity, flow direction, or presence of flow) based on terrain shape parameters. By monitoring geometric parameters of terrain sections and adjusting fluid behavior parameters accordingly, the system achieves realistic fluid responses without complex computational fluid dynamics simulations.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If shape determination processing is added to differentiate long shapes from other shapes, then fluid flow control accuracy is improved, but processing time increases

Engineering Contradiction:
Improveflow control accuracyVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system performs a simplified shape analysis that checks only the essential characteristic needed for flow control (whether the area is long and narrow). Rather than performing complete geometric analysis, the system uses streamlined algorithms that determine the long-shape property with minimal processing, achieving sufficient accuracy for gameplay purposes while minimizing processing time.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11219830B2Storage medium, game system, game apparatus and game controlling method
Publication Date: 2022.01.11 NINTENDO CO LTD
  • US11219830B2 patent drawing
  • US11219830B2 patent drawing
  • US11219830B2 patent drawing

AI summary

A non-limiting example game system comprises a processor incorporated in a main body apparatus, and the processor causes a player character to dig the ground based on an operation input of a player, thereby to form a hole. Water is placed in the hole, whereby a water place is formed. A shape of the water place is changed by expanding the hole, and when the water place has a long shape, the water is controlled so as to flow. When the water place is not a long shape, the water does not flow. That is, a river or a pond is formed in a game field based on an operation input of the player. When causing a player character to perform fishing based on an operation input of the player, different processing is executed between the river and the pond.