Server-Based Physics Simulation Engine for Virtual Worlds
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Solution Overview
Problem
Existing online gaming services lack personalization, as users with varying computing powers are not on equal footing, and physics properties and interaction policies are uniform, leading to a predictable and unevolving experience, with limited user control over virtual environments.
Innovation Solution
A system and method for creating and managing virtual worlds using an Internet-connected server with a dual-mode physics simulation engine, allowing creators to customize physics settings and administrative controls, and matching players based on their profiles, enabling personalized experiences and interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If uniform physics properties and interaction policies are applied to all users, then system management is simplified, but user experience becomes predictable and unevolving
Solution Approach 1:
The system applies different physics properties and interaction policies to different users based on their individual profiles, achievements, and roles. Each user experiences a customized virtual world configuration rather than a uniform system-wide setting, allowing personalized gravity, friction, and interaction parameters for each user account.
Solution Approach 2:
The system dynamically adjusts physics properties and interaction policies as users progress through the virtual world. As users achieve goals and earn privileges, their physics parameters and interaction capabilities evolve automatically, transforming the static uniform system into a dynamic adaptive experience that changes over time.
2Reliability
If computing power requirements are increased to improve virtual world interaction quality, then user experience improves, but accessibility to users with limited computing resources deteriorates
Solution Approach 1:
The system replaces client-side computational processing with server-side physics simulation. The physics engine runs on the service provider's servers rather than requiring powerful local hardware, substituting mechanical/computational requirements at the user end with centralized computational resources accessible through standard web browsers.
Solution Approach 2:
The system creates a universal access point through web browsers that works across diverse computing platforms. The same virtual world experience with high-quality physics simulation is made accessible through standard browser technology, allowing users with limited computing resources to participate equally with those using powerful machines.
3Adaptability or versatility
If users are given full control over virtual environment customization, then personalization increases, but system complexity and administrative overhead increase
Solution Approach 1:
The system pre-configures physics properties, interaction policies, and environmental parameters based on user profiles and achievement levels before users enter the virtual world. This preliminary configuration reduces the complexity of real-time adjustments and provides users with personalized experiences without requiring complex administrative interfaces or real-time system reconfiguration.
Data Source
AI summary
A system for creating and operating virtual worlds has an Internet-connected server, and software executing on the Internet-connected server from a non-transitory physical medium. The software provides tools enabling creation of a new virtual world, including terrain and objects in the new virtual world, and a physics simulation engine providing simulation for movement of objects in the new virtual world created. The physics simulation engine has a default physics simulation mode wherein simulation approximates real-world physics, and at least one alternative simulation mode wherein simulation applies physics substantially different than real-world physics. Simulation may be switched between the default mode and the alternative mode.


