Traveling Time Calculation Program for Racing Games
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Solution Overview
Problem
Conventional methods for calculating traveling time in racing games are limited by their accuracy and processing time, requiring prolonged calculations that can cause time lags and delay the display of goal times, especially in games with poor CPU performance, and do not allow for adjustable precision or processing time based on game content and apparatus performance.
Innovation Solution
A traveling time calculation program that uses infinitesimal unit time and unit vectors to calculate traveling time with high accuracy, allowing for adjustments in accuracy and processing time by varying the length of infinitesimal unit time, enabling precise and quick calculation of traveling times without division operations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If conventional ratio-based calculation method is used, then measurement precision of goal time is improved (accuracy of less than 1/60 sec), but processing time is increased causing time lag in displaying goal time
Solution Approach 1:
The patent changes the calculation parameters from using ratio-based division operations to using addition and subtraction operations with pre-calculated time values. Instead of calculating T1=n/60+t using division to determine arrival time at calculation goal G', the invention uses incremental time addition based on velocity and distance, eliminating division operations and significantly reducing processing time while maintaining sub-frame-time accuracy
Solution Approach 2:
The patent replaces the conventional mathematical division mechanism with an alternative computational approach using velocity vectors and incremental time addition. The goal time calculation is transformed from a division-based ratio calculation to a vector-based incremental calculation, substituting the mechanical division process with a more efficient computational method that avoids the inherent time cost of division operations
2Measurement precision
If calculation accuracy is increased to less than frame time, then measurement precision is improved, but device complexity increases due to prolonged calculation processes
Solution Approach 1:
The patent segments the goal time calculation into distinct components: time to reach measurement point P (n/60), traveling time from P to calculation goal G' (t), and infinitesimal time adjustment (Δt). By breaking down the calculation into these segments and using pre-calculated values for each segment, the overall calculation becomes more manageable and less complex while maintaining high precision
3Measurement precision
If infinitesimal unit time is used for calculation, then measurement precision is improved, but processing time may increase if too many infinitesimal units are used
Solution Approach 1:
The patent applies partial action by using a limited number of infinitesimal time units (Δt) only where necessary for precision - specifically for the final adjustment to achieve sub-frame-time accuracy. Rather than using infinitesimal divisions throughout the entire calculation, the invention uses them selectively for the critical final time adjustment, balancing precision requirements with calculation efficiency
Data Source
AI summary
A traveling time calculation program causes a computer to function as the following: position determination programmed logic circuitry which determines a position of a movable object using a velocity vector with every update of a game screen, virtual position setting programmed logic circuitry which sets a virtual position between positions immediately before and after the movable object passes through a second position, and shifts the virtual position using an infinitesimal unit vector obtained by dividing a velocity vector at the position immediately before the movable object passes through the second position into predetermined numbers, and traveling time calculation programmed logic circuitry which calculates a traveling time from the first position to a position immediately before or after the virtual position crosses the second position.


