Virtual Wind Object Generation in Game Apparatus

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Solution Overview

Problem

Existing methods for representing wind in virtual game spaces are complex and memory-intensive, as they require intricate arithmetic calculations and pre-defined tables of virtual winds, limiting flexibility and increasing memory usage, especially when generating wind at arbitrary positions in response to player operations.

Innovation Solution

A game program that generates wind objects in virtual game spaces based on player operations, using transparent polygons and collision detection to represent wind influence on movable objects, allowing wind to be generated and moved dynamically with minimal memory usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If wind vectors are calculated and combined from multiple generation sources, then wind influence on objects is determined, but arithmetic processing becomes complicated

Engineering Contradiction:
Improvewind calculation accuracyVSAvoidarithmetic processing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent creates a virtual wind that copies the movement characteristics of the player character, defining wind position and direction relative to the player's position and movement vector, thereby avoiding complex vector calculations from multiple sources while maintaining realistic wind behavior

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The virtual wind serves multiple functions simultaneously: it acts as a generation source, a moving object, and an influence source for other game objects, eliminating the need for separate calculation systems for each function and reducing overall processing complexity

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Device complexity

If multiple virtual winds are set in a table associated with objects, then wind generation is simplified, but memory capacity increases

Engineering Contradiction:
Improvewind generation processVSAvoidmemory capacity
Core Design Contradiction:
Device complexityVSQuantity of substance

Solution Approach 1:

The virtual wind is defined dynamically based on the player character's real-time position and movement, using relative coordinates and vectors that are calculated on-the-fly rather than stored in advance, allowing the wind to adapt to player actions without requiring pre-defined tables for each scenario

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The wind parameters (position, direction, strength) are changed dynamically based on player movement parameters, using the player's position coordinates and movement vector to derive wind properties, thereby avoiding the need to store multiple fixed wind configurations in memory

Inventive Principle:
Principle #35Parameter changes

3Ease of manufacture

If virtual winds are associated in advance with moving objects, then wind behavior is predetermined, but definitions of winds are restricted to associated objects

Engineering Contradiction:
Improvewind setup processVSAvoidwind generation flexibility
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The virtual wind is created dynamically in response to player character movement, allowing wind to be generated at arbitrary positions and with arbitrary directions based on player actions, thereby providing unlimited flexibility without requiring pre-association with specific objects

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The player character serves as an intermediary that translates player operations into virtual wind generation, where the player's movement and actions indirectly control wind behavior, enabling versatile wind generation without direct object association

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS8684845B2Storage medium storing game program and game apparatus
Publication Date: 2014.04.01 NINTENDO CO LTD
  • US8684845B2 patent drawing
  • US8684845B2 patent drawing
  • US8684845B2 patent drawing

AI summary

A game system includes a game apparatus and a controller. For example, whether an operation of waving the controller has been performed is determined based on at least one of a pointed position on a display screen by the controller and acceleration. A wind object is generated and moved in virtual game space according to the waving operation. When it is determined that the wind object has collided with a windmill object disposed in the virtual game space, the windmill object is influenced by the wind and its rotation speed is changed.