Virtual Object Arrangement with Minimum Distance Constraints
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing game technologies fail to naturally represent objects in a virtual game world by simply arranging game objects randomly or in fixed positions, leading to unnatural player experiences, as they do not consider the likelihood of objects overlapping, which is a key aspect of realistic representation.
Innovation Solution
A game program and method that sets conditions for arranging objects in a virtual game world, including a minimum allowed distance and maximum arrangement trials, to ensure objects are placed in a well-balanced, random manner, considering their overlap likelihood, thereby creating a natural and engaging game environment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If game objects are arranged randomly in the virtual game world, then the arrangement reflects real-world randomness, but objects may overlap excessively or be spaced unnaturally, leading to an unnatural player experience
Solution Approach 1:
The patent applies parameter changes by adjusting the minimum distance parameter between objects based on their sizes. The system calculates appropriate minimum distances considering object radii and arranges objects to maintain these distances, thereby achieving natural randomness while preventing excessive overlap or unnatural spacing.
2Manufacturing precision
If game objects are arranged in fixed positions with considered overlap likelihood, then the arrangement avoids excessive overlap, but the constant arrangement relationship makes player experience feel unnatural
Solution Approach 1:
The patent applies dynamics by making the object arrangement dynamic rather than fixed. The system randomly determines arrangement positions within minimum distance constraints, allowing the arrangement to vary while maintaining natural spacing. This creates variability in each game session while preserving realistic object relationships.
3Reliability
If multiple game objects are arranged to represent matters with high overlap likelihood (e.g., fallen leaves), then the representation matches real-world scenarios, but the arrangement becomes complex to manage
Solution Approach 1:
The patent simplifies complex arrangement management by using a unified parameter-based approach. Instead of handling different object types with different complexity, the system uses a general minimum distance calculation based on object sizes, which automatically adapts to various scenarios including high-overlap situations like fallen leaves.
4Reliability
If multiple game objects are arranged to represent matters with low overlap likelihood (e.g., floating weeds), then the representation matches real-world scenarios, but ensuring adequate spacing becomes difficult
Solution Approach 1:
The patent addresses spacing difficulties for low-overlap objects by dynamically adjusting the minimum distance parameter based on object sizes. The system calculates appropriate minimum distances that reflect low-overlap scenarios while ensuring adequate spacing is maintained, making it easier to achieve realistic representations.
Data Source
Figure 1
Figure 2
Figure 3
AI summary
An area, in a virtual game world, for arranging a plurality of obj ects and a minimum allowed distance between obj ects to be arranged therein are set. A position of an object is changed for temporarily arranging the object to an arbitrary position in the area set in the virtual game world until arrangement of the object is finalized, and the distance between the temporarily arranged object and an object whose arrangement in the area is completed is calculated. When the calculated distance is equal to or greater than the minimum allowed distance, arrangement of the temporarily arranged object is finalized and a plurality of objects whose arrangement is finalized are displayed on a display screen.