Virtual Object Jump Trajectory Control for Game Scenes
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Solution Overview
Problem
Current methods for controlling virtual object jumps in game scenes require manual configuration of link bridges in non-walkable regions, consuming significant resources and labor due to the numerous obstacles present in game environments.
Innovation Solution
A method and apparatus for determining a target landing point and jump trajectory for virtual objects based on their current position and destination, allowing them to jump over obstacles without pre-configured jump points, thereby reducing the need for manual link bridge configuration.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If manual configuration of link bridges is used for virtual object jumps in non-walkable regions, then jump control can be achieved, but resource consumption and labor costs increase significantly
Solution Approach 1:
The system enables virtual objects to automatically determine their own jump trajectories and target landing points based on current position and destination, without requiring manual configuration of link bridges. The object serves itself by computing jump parameters dynamically during runtime
Solution Approach 2:
The jump trajectory and target landing point are determined dynamically during runtime based on the virtual object's current position and destination, rather than being statically pre-configured. This allows the system to adapt to different scenarios without manual intervention
2Reliability
If manual link bridge configuration is implemented for each obstacle, then jump paths are established, but the complexity of setup and maintenance increases
Solution Approach 1:
The patent extracts the jump control logic from the pre-configured link bridge structure and integrates it directly into the virtual object's movement system. The object independently calculates jump parameters without relying on external bridge configurations
Solution Approach 2:
The jump determination system serves multiple purposes: it handles jumps over various types of obstacles, works with different destination types, and can be applied to multiple virtual objects simultaneously, replacing the need for specific link bridge configurations for each case
Data Source
AI summary
The present disclosure provides a virtual object jump control method performed by a computer device. The method includes determining, in a process that a first virtual object in a virtual scene moves to a destination, a target landing point of the first virtual object according to a position of the destination when a current position of the first virtual object meets a jump condition; determining, according to the current position and the target landing point, a jump trajectory of the first virtual object jumping from the current position to the target landing point; and controlling the first virtual object to jump from the current position to the target landing point according to the jump trajectory.


