Hexagonal Terrain Fragmentation for Game Latency Reduction

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Solution Overview

Problem

Existing video game terrains are often large, immutable, and repetitive, leading to significant computing resource usage and player disinterest due to high upload and processing times.

Innovation Solution

The implementation of hexagonal terrain fragmentation, where client devices receive terrain data with hexagonal tiles and corresponding definition data, including constraint conditions, light solutions, and permutation information, allowing for efficient generation and customization of terrain by instantiating tiles in compliance with these conditions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Area of stationary object

If traditional large-scale terrains are used in video games, then the terrain provides comprehensive game environments, but it requires significant upload time and computing resources

Engineering Contradiction:
Improveterrain sizeVSAvoidupload time
Core Design Contradiction:
Area of stationary objectVSLoss of time

Solution Approach 1:

The terrain is divided into multiple hexagonal tiles that can be independently loaded and assembled. Each tile contains specific terrain features and can be retrieved separately, reducing the initial upload time while maintaining the ability to create large-scale game environments through composition of multiple smaller units.

Inventive Principle:
Principle #1Segmentation

2Area of stationary object

If traditional large-scale terrains are used in video games, then the terrain provides comprehensive game environments, but it consumes significant computing resources

Engineering Contradiction:
Improveterrain sizeVSAvoidcomputing resource usage
Core Design Contradiction:
Area of stationary objectVSUse of energy by moving object

Solution Approach 1:

The terrain is divided into multiple hexagonal tiles that can be independently loaded and assembled. Each tile contains specific terrain features and can be retrieved separately, reducing the initial upload time while maintaining the ability to create large-scale game environments through composition of multiple smaller units.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different hexagonal tiles can have different levels of detail and complexity appropriate to their specific function in the game. Less important areas can use simpler tiles while critical areas receive more detailed treatment, optimizing computing resource allocation across the entire terrain.

Inventive Principle:
Principle #3Local quality

3Stability of the object's composition

If traditional immutable terrains are used, then the terrain structure remains stable, but players lose interest due to repetitiveness

Engineering Contradiction:
Improveterrain stabilityVSAvoidterrain variety
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The terrain transitions from a static immutable structure to a dynamic composable system. Hexagonal tiles can be rearranged, replaced, and reconfigured to create different terrain layouts and game scenarios, allowing the same basic tile set to generate diverse environments while maintaining structural stability through consistent tile interfaces.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The hexagonal tile system creates universal building blocks that can serve multiple functions and be used in various configurations. The same tile types can be assembled differently to create diverse terrains, and tiles can be reused across multiple game levels and scenarios, providing both stability through reuse and variety through reconfiguration.

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

Data Source

PatentUS10918943B2Hexagonal fragmentation of terrain in computer game
Publication Date: 2021.02.16 SQUARE ENIX EUROPE
  • US10918943B2 patent drawing
  • US10918943B2 patent drawing
  • US10918943B2 patent drawing

AI summary

Embodiments relate to hexagonal fragmentation of terrain. Terrain data including locations on a terrain and corresponding hex identifiers of hexagonal terrain tiles of a three-dimensional topology to be placed at the locations are received at a computing device. Hex definition data corresponding to a hexagonal terrain tile includes a constraint condition imposed on an adjacent hexagonal terrain tile so that it can be placed adjacent to the hexagonal terrain tiles. A representation of the terrain is generated by instantiating the hexagonal terrain tiles at the locations indicated in the terrain data with faces of one or more of the hexagonal terrain adjoined to each other in compliance with the constraint condition.