Mobile Game Event Replay Using Reusable Rendering Resources
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Solution Overview
Problem
Real-time event replay in mobile end games is not applicable due to high performance overheads on internal memory and CPU, making it impractical for mobile devices.
Innovation Solution
An event replay method that reuses game resources from a current battle to render and play historical game events, reducing redundant operations and performance overheads by forming second game resources based on reusable resources.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If real-time event replay is implemented in mobile end games, then user experience is improved, but performance overheads on internal memory and CPU increase excessively
Solution Approach 1:
The patent segments game resources into two categories: reusable resources (models, textures, materials, animations) and non-reusable resources (dynamic data). By separating resource management into these segments, the system can efficiently handle replay rendering without duplicating entire resource sets, thereby reducing memory overhead while maintaining replay functionality on mobile devices.
Solution Approach 2:
The patent creates a virtual copy of the game world for replay purposes by instantiating a replay camera and replay renderer that operate independently from the main game renderer. This virtual copy allows historical game events to be rendered without duplicating physical game objects, reducing CPU and memory overhead while enabling real-time replay on mobile devices.
2Manufacturing precision
If game resources are recreated for historical event replay, then rendering accuracy is improved, but redundant operations increase performance overheads
Solution Approach 1:
The patent performs preliminary actions by pre-processing and storing game resources during the original game execution. The reusable game resources are prepared in advance and stored for later retrieval during replay, eliminating the need to recreate them during historical event rendering. This preliminary preparation ensures rendering accuracy while avoiding redundant operations during replay.
Solution Approach 2:
The patent implements a resource recovery mechanism where game resources are discarded after the original game execution completes but retained in a reusable pool. During replay, these recovered resources are reused rather than recreated, maintaining rendering accuracy while significantly reducing the computational overhead of redundant resource creation operations.
Data Source
AI summary
This application discloses an event replay method performed by an electronic device. The method includes: displaying a running picture of a mobile end game on a display of the electronic device obtained through rendering based on first game resources used during execution of a current battle in the mobile end game; receiving an event replay request by a user of the electronic device, the event replay request being configured for requesting to replay a historical game event of a virtual character in the mobile end game; obtaining reusable game resources from the first game resources; forming second game resources based on the reusable game resources, the second game resources required during rendering and playing of the historical game event; and rendering and playing a historical game event based on the second game resource during the execution of the current battle in the mobile end game.


