Virtual Object Interaction Region Management for Game Stability
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Solution Overview
Problem
The addition of virtual elements in game applications leads to increased system space occupation, causing stability issues and freezing phenomena in multi-person interaction scenes, affecting the virtual element interaction process.
Innovation Solution
A virtual object interaction method that focuses on displaying a target virtual scene with a target interaction region, increasing an interaction value based on a virtual object's occupancy of this region, and updating the interaction region when its existence time reaches a valid time and the interaction value is below a preset value, thereby maintaining a continuous interaction process without introducing a large quantity of virtual elements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual elements are added to improve scene richness, then the virtual scene becomes more rich and diverse, but system space occupation increases and freezing phenomena occur
Solution Approach 1:
The patent segments the virtual scene into multiple interaction regions with different virtual elements. Instead of loading all virtual elements at once, the system divides them into separate regions and loads only the elements needed for the current interaction region, reducing overall system space occupation while maintaining scene richness.
Solution Approach 2:
The patent implements a nested structure where virtual elements are organized within interaction regions, which are nested within the broader virtual scene. This hierarchical nesting allows the system to manage and load virtual elements efficiently, loading only the necessary nested layers based on current interaction needs, thereby reducing memory footprint while preserving scene diversity.
2Adaptability or versatility
If a large quantity of virtual elements are introduced to enhance interaction, then interaction richness improves, but resource occupancy increases and stability decreases
Solution Approach 1:
The patent applies local quality by assigning different virtual elements to different interaction regions based on their specific interaction requirements. Each region contains only the virtual elements necessary for its particular interaction type, avoiding the need to load all possible elements system-wide. This localized approach maintains interaction richness where needed while reducing overall resource occupancy.
Solution Approach 2:
The patent implements dynamic loading and unloading of virtual elements based on the current active interaction region. As players move between regions, the system dynamically loads elements for the new region and unloads elements from previous regions, creating a dynamic resource management system that maintains interaction richness during active play while keeping resource occupancy low overall.
3Adaptability or versatility
If multiple virtual elements are loaded simultaneously to enable multi-person interaction, then interaction capability improves, but freezing phenomena increase
Solution Approach 1:
The patent segments the multi-person interaction scene into multiple independent interaction regions, each with its own set of virtual elements. This segmentation allows the system to load and manage virtual elements region-by-region rather than loading all elements simultaneously across the entire scene, reducing memory pressure and preventing freezing while maintaining multi-person interaction capability.
Solution Approach 2:
The patent ensures continuous interaction by implementing smooth transitions between interaction regions. As players move from one region to another, the system continuously loads new elements and unloads old ones in a controlled manner, maintaining uninterrupted interaction flow. This continuous action approach prevents the freezing phenomena that would occur with abrupt loading/unloading of multiple elements simultaneously.
Data Source
AI summary
This application discloses a virtual object interaction method performed by a computer device. A target virtual scene is obtained and displayed, where the target virtual scene includes a virtual object and a target interaction region, and the target interaction region has a valid time and randomly generated at a location in the target virtual scene; an interaction value is determined in response to a target operation of the virtual object occupying the target interaction region; and the target interaction region is then updated in the target virtual scene when an existence time of the target interaction region reaches the valid time and the interaction value is lower than a preset value. Because virtual object interaction is only guided by switching the target interaction region in a virtual scene and a large quantity of virtual elements are not introduced, occupancy of resources in the virtual element interaction process is reduced.


