Virtual Projectile Tracking Control with Angle-Based Target Correction
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Solution Overview
Problem
Existing shooting game technologies lack flexibility in simulating special-effect weapons, with fixed ballistic algorithms that hinder the ability to dynamically track targets, especially for novice players.
Innovation Solution
A method for controlling the movement of virtual bodies in shooting games, involving target determination and dynamic adjustment of the virtual body's direction based on the included angle between its horizontal moving direction and the connecting line to the target, allowing for automatic target selection and gradual correction towards the target.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If fixed ballistic algorithms are used for conventional shooting weapons, then the algorithm structure is simple and easy to implement, but the flexibility to achieve various special effects is limited
Solution Approach 1:
The patent applies dynamics by making the bullet's trajectory and behavior adjustable during flight. The ballistics algorithm dynamically modifies bullet properties such as direction, speed, and trajectory based on charging parameters, allowing the same algorithm to produce various special effects (tracking, spreading, homing) without requiring separate fixed algorithms for each weapon type.
Solution Approach 2:
The patent uses parameter changes by introducing adjustable ballistics parameters including charging duration, charging power, bullet mass, initial velocity, and trajectory coefficients. These parameters can be modified to achieve different special effects, transforming a fixed algorithm into a flexible system that adapts to various weapon characteristics through parameter adjustment rather than structural redesign.
2Ease of operation
If the trajectory is determined by initial state only, then the algorithm is simple and fixed, but the trajectory is too single and difficulty in hitting target is greatly increased
Solution Approach 1:
The patent implements feedback by continuously monitoring the bullet's position and trajectory during flight, then using this information to dynamically adjust the bullet's direction and path. The system calculates real-time deviations from the target and modifies the trajectory accordingly, creating a closed-loop control system that improves hit probability while managing complexity through systematic feedback mechanisms.
Solution Approach 2:
The patent applies preliminary action by pre-calculating trajectory adjustments based on charging parameters before the bullet reaches the target. The system determines the necessary direction changes and speed modifications in advance based on the charging duration and power, allowing the bullet to automatically correct its path during flight without requiring complex real-time adjustments.
3Adaptability or versatility
If complex ballistics algorithms are designed for special-effect weapons, then various effects can be achieved, but the algorithms become rather complex and relatively fixed
Solution Approach 1:
The patent achieves universality by designing a single ballistics algorithm that can produce multiple special effects through parameter adjustment. The same algorithm handles conventional bullets, tracking bullets, spreading patterns, and homing projectiles by modifying charging parameters, bullet mass, and trajectory coefficients, eliminating the need for separate specialized algorithms for each weapon type.
Data Source
AI summary
A method, a device (800), a medium for controlling the movement of a virtual body (107), including: a target determining step, in the first frame, based on the moving direction and position of the virtual body (107), selecting a virtual object (103) in a predetermined area as a virtual target (202); a dynamic adjusting step, calculating a horizontal moving direction (302a) of the virtual body (107), a direction of a connecting line between a vertical projection (107′a) of the virtual body (107) on the horizontal plane and a vertical projection of the virtual target on the horizontal plane, and an included angle (θ1) between the horizontal moving direction (302a) of the virtual body (107) and the direction of the connecting line in each frame, and controlling the horizontal moving direction (302a) of the virtual body (107) based on the included angle (θ1) (204).


