Virtual Object Assembly Control for Stable Character Mounting
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Solution Overview
Problem
Existing game systems lack effective methods for a player character to appropriately operate and mount objects in a virtual space, leading to potential movement discrepancies and inefficiencies.
Innovation Solution
Implementing game processing that includes physical calculations and operation inputs to control a player character's movement and object interactions, with contact determinations to prevent assembly objects from moving when in contact, and specifying dynamic objects to prevent indirect movement based on operation actions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the player character mounts a dynamic object and the object operation action specifies a dynamic object in contact with the player character in the down direction, then the specified dynamic object can be moved based on the first operation, but the assembly object including the specified dynamic object will also move causing the player character to be displaced from the mounted object
Solution Approach 1:
The system applies a counter-action by detecting contact between the assembly object and the player character in the down direction, and preventing movement of the specified dynamic object when such contact exists. This preliminary anti-action offsets the harmful effect of assembly object movement that would displace the player character from the mounted object.
Solution Approach 2:
The contact determination mechanism acts as an intermediary between the object operation action and the movement control. It mediates by checking whether the assembly object contacts the player character, and based on this intermediate check, decides whether to allow movement of the specified dynamic object, thus preventing player character displacement.
2Ease of operation
If the dynamic object in contact with the player character in the down direction is mounting another dynamic object or assembly object, then the contacted dynamic object can be moved based on the first operation, but the mounted dynamic object or assembly object will also move causing indirect displacement of the player character
Solution Approach 1:
The system recursively checks through nested levels of mounted objects. When the contacted dynamic object is mounting another dynamic object or assembly object, the system checks whether those mounted objects also contact the player character in the down direction. This nested checking approach ensures that indirect mounting relationships are properly detected and handled.
Solution Approach 2:
The system applies preliminary anti-action by preventing movement of the specified dynamic object when indirect contact is detected through the mounting chain. By checking mounted objects and preventing movement when any of them contact the player character, the system offsets the harmful effect of indirect displacement.
3Adaptability or versatility
If the player character can operate any dynamic object freely, then the versatility of object operation is improved, but the complexity of determining contact relationships and movement restrictions increases
Solution Approach 1:
The contact determination system is segmented into distinct functional components: (1) determining contact between the assembly object and player character in the down direction, (2) checking whether the contacted dynamic object is mounting other objects, and (3) preventing movement when contact is detected. This segmentation makes the complex system more manageable and implementable.
Solution Approach 2:
The system performs preliminary actions by pre-establishing contact determination logic and mounting relationship checks before executing object movement. By preparing these determination mechanisms in advance, the system can handle versatile object operations without increasing runtime complexity.
Data Source
AI summary
In an example of a game according to an exemplary embodiment, a movement of a movable dynamic object placed in a virtual space is controlled based on physical calculations, and based on an operation input, a player character is caused to perform an object operation action including a first operation of moving a dynamic object specified based on the object operation action and a second operation of forming an assembly object by linking the specified dynamic object to the other dynamic object, and if the assembly object including the dynamic object specified based on the object operation action includes the dynamic object that the player character is mounting, the dynamic object is prevented from moving based on the object operation action.


