Terrain Sectioning for Multi-User Video Game Collaboration

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Solution Overview

Problem

Conventional development interfaces for video game terrain design are limited in allowing effective collaboration among multiple users, often requiring a single large file for terrain data, which hinders simultaneous editing and increases costs and complexity.

Innovation Solution

The terrain is sectioned into multiple sections with associated data collections for height, vegetation, texture, and layer data, allowing multiple users to check out and edit different portions simultaneously, with a user-friendly interface providing access and locking status indications.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If terrain data is stored in a single large file, then data integrity is maintained, but multiple users cannot collaborate simultaneously and conflict occurs

Engineering Contradiction:
Improvedata integrityVSAvoidcollaboration efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The terrain data file is divided into multiple smaller section files organized in a hierarchical directory structure. Each section file represents a specific geographic region of the terrain, allowing multiple users to work on different sections simultaneously without file conflicts, while the parent directory maintains overall data integrity through coordinated check-in/check-out operations.

Inventive Principle:
Principle #1Segmentation

2Device complexity

If a single large file is used for terrain data, then storage simplicity is maintained, but file access and editing efficiency decreases

Engineering Contradiction:
Improvefile structure simplicityVSAvoidfile access time
Core Design Contradiction:
Device complexityVSLoss of time

Solution Approach 1:

The terrain data is segmented into multiple smaller files organized in a hierarchical structure with parent directories and section files. This segmentation reduces individual file access times while maintaining organized storage through the parent-child relationship system that tracks which sections belong to which parent terrain.

Inventive Principle:
Principle #1Segmentation

3Productivity

If multiple users edit terrain data simultaneously in a single file, then collaboration is enabled, but file conflicts and data corruption occur

Engineering Contradiction:
Improvecollaboration efficiencyVSAvoiddata consistency
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

By dividing the terrain data into separate section files, the system enables multiple users to check out and edit different sections simultaneously without conflicts. The hierarchical structure with parent directories maintains data consistency by tracking which sections are modified and coordinating the check-in process to ensure overall terrain integrity.

Inventive Principle:
Principle #1Segmentation

4Productivity

If terrain data is divided into multiple files, then multi-user collaboration is enabled, but system complexity increases

Engineering Contradiction:
Improvecollaboration efficiencyVSAvoidfile management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The terrain data is segmented into multiple section files organized in a hierarchical directory structure with parent-child relationships. While this creates multiple files, the systematic organization with clear parent-child links and standardized check-in/check-out procedures actually simplifies file management compared to handling a single large file with complex locking mechanisms.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS10245512B2Sectional terrain editing
Publication Date: 2019.04.02 AMAZON TECH INC
  • US10245512B2 patent drawing
  • US10245512B2 patent drawing
  • US10245512B2 patent drawing

AI summary

Techniques for sectional terrain editing are described herein. In some examples, terrain associated with at least part of a virtual area of a video game may be sectioned into a plurality of terrain sections. Each of the terrain sections may have one or more associated data collections that store terrain data related to the sections with which they are associated. This may enable multiple different users to simultaneously edit different portions of terrain with the expectation and confidence that their edits will be successfully saved and will not conflict with edits made by other users. In some examples, each terrain section may have multiple different associated data collections, for example associated with different types of terrain editing operations. This may provide further efficiency by allowing multiple different users to check out and acquire locks on different terrain data for the same terrain section at the same time.