Shader-Based Tile Image Composition for Game Backgrounds
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Solution Overview
Problem
The limitations imposed by app store providers on the size of data packages restrict the number of aesthetically pleasing background images that can be stored for games, leading to repetitive backgrounds as users progress through levels.
Innovation Solution
A method where a computer device generates thousands of unique backgrounds by randomly combining predefined masks stored locally, without exceeding download size limits, using a shader program to render tile images and adjust their tint and scale, allowing for non-repetitive backgrounds without remote access.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple background images are stored in the data package, then the variety and aesthetic quality of backgrounds improve, but the data package size increases beyond app store limitations
Solution Approach 1:
The patent segments background images into modular components: base images, overlay images, and mask images. Each background is constructed by combining these segmented elements through shader programs, allowing unlimited background variety without storing complete background images. This segmentation resolves the contradiction by reducing data package size while maintaining background diversity.
Solution Approach 2:
The patent transitions from storing complete 2D background images to storing 1D arrays of mask values (0 or 1) that control the visibility of image portions. This dimensional reduction compresses the data representation, enabling numerous background configurations within the same storage constraints, thus resolving the contradiction between background variety and data package size.
2Quantity of substance
If the same background images are reused across levels, then the data package size remains small, but the backgrounds become repetitive and less aesthetically pleasing
Solution Approach 1:
The patent introduces dynamic background generation where the same set of base images and overlays can produce different backgrounds through randomized mask application and scaling. The shader programs dynamically combine elements based on mask arrays, creating unique backgrounds for each level without requiring additional image assets. This dynamics principle resolves the contradiction by enabling background variety through procedural generation rather than static asset multiplication.
3Quantity of substance
If remote access to image files is used, then storage requirements are reduced, but the application requires continuous network connectivity and remote access infrastructure
Solution Approach 1:
The patent applies preliminary action by downloading and storing all necessary image components (base images, overlays, and mask data) in the local data package during initial app installation. The shader programs then operate locally on this pre-stored data, eliminating the need for remote access during gameplay. This preliminary action resolves the contradiction by ensuring offline functionality while maintaining minimal local storage requirements through efficient data compression.
Data Source
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AI summary
The invention relates to a computer implemented method for controlling the display of a tile image on a display of the computer device, the method comprising: storing in a computer memory at the computer device, image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image; selecting at random a tile image for display from a plurality of tile images; determining a location of each mask in the set of predefined masks for forming the selected tile image, in the image texture data; and supplying an indication of said location to a shader program executed on the computer device to control the shader program to use the set of predefined masks to form the selected tile image on said display. Randomly selected multiple tile images are displayed adjacent to each other to form a background image.