3D Online Game Builder with Automatic Part Joining

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Solution Overview

Problem

Current computer-aided modeling tools for virtual reality restrict users to building puzzle games from existing models and do not allow for the creation of custom models or easy sharing of games and models between users, limiting user creativity and collaboration.

Innovation Solution

A system that enables users to build online games and models in a three-dimensional virtual world by selecting and automatically joining primitive shapes, with automatic creation of mechanical joints for physics simulation, allowing users to form models and games that can be tested, published, and shared with others, using a network architecture that includes a game builder module and an online gaming service for storage and cataloging.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If users manually join parts together to create models, then model creation is possible, but the process becomes time-consuming and complex

Engineering Contradiction:
Improveease of model creationVSAvoidtime for joining parts
Core Design Contradiction:
Ease of manufactureVSLoss of time

Solution Approach 1:

The system enables models to automatically join parts together through proximity detection. When parts are placed near each other in the 3D environment, the system automatically creates joints between them without requiring manual intervention, allowing the modeling process to serve itself

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent replaces the manual mechanical process of joining parts with an automated computational system that detects part proximity and automatically creates joints, substituting human manual operations with algorithmic processes

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

2Adaptability or versatility

If existing models are used to build games, then game creation is enabled, but user creativity and custom model creation are limited

Engineering Contradiction:
Improveflexibility in game creationVSAvoidease of custom model creation
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The system segments the game creation process into independent components: primitive shape selection, automatic joining, model formation, and game assembly. This allows users to create custom models from basic geometric primitives rather than being constrained to pre-made models

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a new dimension of creativity by enabling users to construct models from fundamental geometric primitives (cubes, spheres, cylinders) in a 3D virtual environment, transforming the creative process from selecting existing models to building custom ones

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

3Ease of operation

If models are created without automatic joining, then manual control is maintained, but model creation complexity increases

Engineering Contradiction:
Improvesimplicity of model buildingVSAvoidcomplexity of joining mechanism
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The joining mechanism serves itself by automatically detecting when parts are in proximity and creating appropriate joints without user intervention, eliminating the need for complex manual joining operations while maintaining simple user interaction

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS7874921B2Online building toy
Publication Date: 2011.01.25 ROBLOX CORP
  • US7874921B2 patent drawing
  • US7874921B2 patent drawing
  • US7874921B2 patent drawing

AI summary

The present invention pertains to a method and apparatus for building online games. In one embodiment, the method may include providing a user interface that facilitates user selection of parts, and placing a set of parts selected by a user in a three-dimensional (3D) world. The method may also include joining parts within the set based on their proximity to each other in the 3D world to form one or more models for a game, and sending a model file for each of these models to a server via a network for use by various users.