Virtual Object Interaction Effects for High-Frequency Gameplay
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing game technologies face challenges in efficiently managing high-frequency virtual object interactions due to the computational burden on servers and clients, leading to suboptimal performance and smoother data settlement schemes.
Innovation Solution
A method and system for determining and displaying interaction effects between virtual objects based on interaction values and hit rates, allowing clients to process and display effects independently, utilizing server performance for real-time or periodic data calculation and synchronization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If all interaction data is calculated at the server, then calculation accuracy is ensured, but server computational burden increases and response time decreases
Solution Approach 1:
The patent segments the interaction data processing into two parts: the server calculates only the interaction values (first and second interaction values) between virtual objects, while the client calculates the interaction effects based on these values. This division reduces the computational burden on the server and improves response time while maintaining calculation accuracy through centralized interaction value computation.
2Measurement precision
If interaction effects are calculated in real-time at the server, then data accuracy is improved, but system performance and smoothness deteriorate due to high computational load
Solution Approach 1:
The patent divides the calculation workload by having the server compute only the essential interaction values between virtual objects, while delegating the generation of interaction effects to the client. This segmentation maintains data accuracy through server-side validation while significantly improving system performance and enabling smoother gameplay.
Solution Approach 2:
The server performs preliminary calculation of interaction values before the client generates effects. By pre-calculating the interaction values that determine the outcome of virtual object interactions, the server ensures data accuracy upfront, allowing the client to efficiently render effects without heavy computational requirements.
3Stability of the object's composition
If the server processes all interaction calculations, then data consistency is maintained, but the client cannot support high-frequency interactions
Solution Approach 1:
The patent segments processing responsibilities so the server handles only critical interaction value calculations to maintain data consistency, while the client handles effect generation to support high-frequency interactions. This allows the system to maintain consistency where needed while enabling high-frequency gameplay.
Solution Approach 2:
The server performs partial calculation (only interaction values) rather than complete processing (including effect generation). This partial action approach maintains necessary data consistency while leaving excess computational work to the client, enabling higher interaction frequencies.
Data Source
AI summary
The present disclosure relates to the field of game design technologies, and in particular, to a virtual object interaction control method, a device, a computer-readable storage medium, and a computer program product. The method includes: a determining step of determining a first virtual object and a second virtual object to interact with each other; a receiving step of receiving a first interaction value that the first virtual object performs on the second virtual object and a second interaction value that the second virtual object performs on the first virtual object; and a display step of displaying a corresponding first interaction effect on the second virtual object based on the first interaction value and displaying a corresponding second interaction effect on the first virtual object based on the second interaction value.


