Modular Performance Content With Declarative Scene Transitions
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Solution Overview
Problem
Traditional game engine concepts result in tangled monoliths of behaviors, objects, and events, making content reuse difficult and transitions between scenes inefficient and prone to bugs due to state-based side effects.
Innovation Solution
A method for creating and controlling modular performance content by defining content behavior functionally, using synchronized data streams and a transition controller to blend object properties declaratively, ensuring smooth transitions without side effects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional game engine concepts with imperative programming and timelines are used, then scene transitions can be controlled, but content reuse becomes difficult and the system becomes a tangled monolith
Solution Approach 1:
The performance content is segmented into independent, reusable objects with clearly defined properties and behaviors. Each object can be individually authored, stored in a library, and reused across multiple scenes without entanglement with other objects or scenes.
Solution Approach 2:
Scene transitions are extracted from imperative code and timelines, and redefined as functional blends of object properties. This separates the transition logic from the object definitions, allowing independent manipulation and reuse.
2Ease of operation
If animated state and dependent logic are used in traditional scenes, then performance can be controlled, but content cannot be easily separated by logical boundaries for reuse
Solution Approach 1:
The system segments performance content into atomic objects with explicit property definitions. Each object's behavior is determined by its properties and the current scene context, not by embedded state machines or dependent logic that tie it to specific scenes.
Solution Approach 2:
Objects are designed to be universal and scene-agnostic. The same object can appear in multiple scenes with different property values, and its behavior is determined by the current scene's property blend rather than scene-specific logic.
3Productivity
If imperative code schedules all changes in a specific way, then transitions can be executed, but bugs from state-based side effects increase
Solution Approach 1:
The system replaces the mechanical imperative execution model with a functional evaluation model. Instead of scheduling changes through code, the system continuously evaluates object properties as functions of scene parameters, eliminating side effects and non-deterministic behavior.
Solution Approach 2:
Objects automatically update their own properties based on the current scene context without external scheduling. Each object evaluates its own property functions in response to scene changes, making the system more resilient and easier to reason about.
Data Source
AI summary
A method for creating content, the method comprising: inputting one or more streams of data; wherein the streams of data comprises music data, synchronization data, object data, and scene data; defining objects; wherein the properties of objects of the streams of data are defined in a functional nature; creating scenes; wherein the scenes are defined by a set of objects; wherein the scenes have a set of properties defined by an expression; transitioning; wherein each set of objects is transitioned from a first scene to a second scene; and interpolating; wherein objects of a scene are compatible but have different expressions; wherein the objects are transitioned over a duration of time.

