Video Game Sub Character Movement Route Determination
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Solution Overview
Problem
In video games, particularly RPGs, sub characters following a main character often become immovable due to obstacles, leading to a heavy processing load for collision detection.
Innovation Solution
A video game processing apparatus and method that uses a movement determining map to determine and avoid unenterable regions, allowing sub characters to move around obstacles by calculating the shortest route without entering unenterable areas, thereby reducing processing load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If collision detection is performed using circumscribed quadrangular shape for sub character, then collision detection accuracy is improved, but processing load increases
Solution Approach 1:
The field map is segmented into multiple blocks, and collision detection is performed only in the block where the sub character is located. This divides the large-scale collision detection problem into smaller, manageable segments, reducing processing load while maintaining detection accuracy in the relevant area.
Solution Approach 2:
Different detection methods are applied to different regions: the circumscribed quadrangular shape method is used only in the current block containing the sub character, while other blocks use simpler detection or are skipped. This localizes the high-precision detection to where it is actually needed, balancing accuracy and processing efficiency.
2Speed
If sub character follows main character directly, then movement responsiveness is improved, but sub character becomes immovable when obstacle is present
Solution Approach 1:
The sub character's movement behavior is made dynamic by detecting obstacles in real-time and switching between following mode and bypass mode. When no obstacle is detected, the sub character follows the main character directly for responsive movement. When an obstacle is detected, the system dynamically calculates a bypass route to maintain movement capability.
Solution Approach 2:
A bypass route calculation mechanism acts as an intermediary between the sub character and the obstacle. When the direct path is blocked, this intermediary system calculates alternative paths using the field map data, allowing the sub character to navigate around obstacles while still pursuing the main character.
Data Source
AI summary
A movement determining map is stored in addition to a field display map. The field display map is a three-dimensional map for displaying a field of the video game on the image display screen. The movement determining map is a two-dimensional map in which an enterable region. An unenterable region is distinguishably provided for the characters existing in the field. A control section determines a movement route of the sub character, in which no unenterable region exists, using the movement determining map when a predetermined movement route determining condition is met. The sub character is caused to move in accordance with the determined movement route. The predetermined movement route determining condition is met every predetermined period of time or in the case where the main character moves apart from the sub character in a predetermined distance or more.


