Voxel Game Terrain Destruction for Buried Object Detection

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Solution Overview

Problem

Conventional image generation systems using voxels do not allow for deformation of objects generated from voxels with a high degree of freedom according to user operations, limiting the flexibility and realism in game environments.

Innovation Solution

A game system and method that stores terrain and object data in a storage medium, allowing voxel data to be updated based on user interactions, enabling deformation of terrain and support determination of objects buried within, using bounding boxes for efficient determination processes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If voxel data is used to generate terrain and objects in a game, then the terrain can be represented in a structured manner, but the objects cannot be deformed with a high degree of freedom according to user operations

Engineering Contradiction:
Improvedeformation freedom of objectsVSAvoidcomplexity of voxel data structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the object into multiple voxel groups, where each voxel group can be independently deformed. This allows the object to achieve high deformation freedom while maintaining the structured nature of voxel data. The segmentation enables localized modifications without requiring complex global transformations of the entire voxel structure.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces dynamic deformation capabilities by allowing voxel data to be modified in real-time based on user operations. The system dynamically adjusts the position and configuration of voxels within voxel groups during game execution, enabling objects to deform adaptively while preserving the underlying voxel data structure for efficient rendering and management.

Inventive Principle:
Principle #15Dynamics

2Manufacturing precision

If detailed voxel data is maintained for accurate terrain representation, then the terrain shape is precise, but the processing load increases

Engineering Contradiction:
Improveterrain shape precisionVSAvoidprocessing speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent applies partial action by performing detailed voxel processing only in regions where destruction events occur or where objects are located. Instead of processing the entire terrain volume, the system focuses computational resources on relevant voxel groups, maintaining high terrain precision where needed while reducing overall processing load through selective evaluation.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent implements local quality by assigning different levels of detail and processing intensity to different regions of the terrain. Voxel groups containing objects or experiencing destruction events receive detailed processing, while other regions use coarser representations. This approach maintains terrain shape precision in critical areas while improving overall processing efficiency.

Inventive Principle:
Principle #3Local quality

3Reliability

If the terrain is deformed based on destruction events, then the game realism is improved, but the determination of object burial state becomes more complex

Engineering Contradiction:
Improvegame realismVSAvoidcomplexity of burial determination
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-calculating and storing the initial burial states of objects relative to the terrain before destruction events occur. When a destruction event happens, the system compares the current terrain configuration against these pre-stored reference states to determine if objects have become exposed. This approach maintains game realism through accurate burial state detection while simplifying the determination process by avoiding complex real-time calculations.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250242262A1Storage medium, game system, game apparatus, and game processing method
Publication Date: 2025.07.31 NINTENDO CO LTD
  • US20250242262A1 patent drawing
  • US20250242262A1 patent drawing
  • US20250242262A1 patent drawing

AI summary

Terrain volume data representing a shape of a terrain in a virtual space, and object data representing an object placed at a location where at least a portion of the object is buried in the terrain, are stored in a storage medium. When a destruction event in which the terrain is broken based on a user's operation input occurs, the voxel data is updated such that the voxel data indicates the absence of the terrain with respect to a voxel included in a removal range set based on a location of the occurrence of the destruction event, and a first game process is executed, based on whether or not the object is buried in the terrain based on the terrain volume data after the destruction event.