Isometric Game Object Placement via Coordinate Transformation

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Solution Overview

Problem

Existing gaming systems face challenges in providing three-dimensional operations efficiently, especially in isometric projections, which require less computational resources but still need to simulate 3D environments, a task that traditional 3D gaming environments struggle with due to complex calculations and resource constraints, particularly in mobile devices with limited resources.

Innovation Solution

The implementation of a system and method that allows three-dimensional operations in an isometric projection by using an isometric relative insertion module and a coordinate transform module to place game objects relative to other objects, adjust display angles, and convert between isometric and Cartesian coordinates, enabling efficient processing and data storage while maintaining the appearance of 3D environments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional 3D gaming environments are used, then three-dimensional operations can be performed, but computational resources and processing complexity increase significantly

Engineering Contradiction:
Improvethree-dimensional operationsVSAvoidcomputational resources
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The patent uses 2D sprite-based representations to copy and simulate 3D environments instead of using actual 3D models. Objects are rendered as 2D images with perspective shading to create the illusion of three-dimensionality, reducing computational requirements while maintaining the appearance of 3D operations

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces complex 3D rendering mechanics with simplified 2D projection mechanics. Instead of performing full 3D coordinate transformations and perspective projections, the system uses pre-rendered 2D sprites with isometric or axial projections, substituting heavy computational mechanics with lighter graphical operations

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Use of energy by moving object

If isometric projection is used, then computational resources are reduced, but the ability to perform accurate three-dimensional operations is limited

Engineering Contradiction:
Improvecomputational resourcesVSAvoidthree-dimensional operations
Core Design Contradiction:
Use of energy by moving objectVSEase of operation

Solution Approach 1:

The patent introduces a virtual Z-coordinate system that operates independently from the 2D screen projection. While objects are rendered in 2D isometric or axial projection, the system maintains 3D spatial relationships through virtual depth coordinates, allowing three-dimensional operations to be performed on the logical 3D space without requiring actual 3D rendering

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The patent uses coordinate transformation as an intermediary between the 2D projection space and the virtual 3D operation space. The system transforms 2D screen coordinates to virtual 3D coordinates, performs operations in the virtual 3D space, and transforms back to 2D for rendering, enabling accurate 3D operations while maintaining efficient 2D projection rendering

Inventive Principle:
Principle #24Intermediary (Mediator)

3Device complexity

If 2D sprite-based graphics are used, then device complexity is reduced, but the realism and depth perception of the 3D environment deteriorates

Engineering Contradiction:
Improvegaming system complexityVSAvoidthree-dimensional appearance
Core Design Contradiction:
Device complexityVSShape

Solution Approach 1:

The patent applies different rendering qualities to different parts of the scene. Objects closer to the viewer use higher-detail sprite representations with better perspective shading, while distant objects use simplified representations. This local variation in quality maintains the illusion of 3D depth while reducing overall computational complexity

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent uses color and shading variations in the 2D sprites to simulate three-dimensional form and depth. By applying perspective shading, shadowing, and color depth cues to the 2D graphics, the system creates the perception of volume and spatial relationships without requiring actual 3D geometry

Inventive Principle:
Principle #32Color changes

Data Source

PatentUS9033805B2Three dimensional operations in an isometric projection
Publication Date: 2015.05.19 ZYNGA INC
  • US9033805B2 patent drawing
  • US9033805B2 patent drawing
  • US9033805B2 patent drawing

AI summary

A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing three-dimensional operations in an isometric projection are presented. A graphical user interface may be presented to a user that presents an isometric projection of a virtual environment. A placement event corresponding to a user initiating a placement of a game object within the virtual environment may then be detected. The game object may be modeled with a two-dimensional model. Selection coordinates associated with the placement event are then obtained. Using the selection coordinates, it may be determined that the user selected one of a plurality of surface areas of an existing game object. Then, the game object is then inserted within the virtual environment relative to the one of the plurality of surface areas of the existing game object.