VR Shooting Game Recoil Simulation via Physics Engine

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Solution Overview

Problem

Existing VR shooting games lack realistic recoil force simulation due to the transition from traditional PC and mobile game interaction modes, resulting in a poor gaming experience and lack of immersion.

Innovation Solution

A method and apparatus that apply physical simulation to VR shooting games by detecting shooting operations and applying acting forces to virtual weapon holders, simulating recoil through a physical engine, enhancing the realism and immersion of the gaming experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If animation mode is used to simulate recoil force in VR shooting games, then the implementation is simple, but the game realism and player immersion are poor

Engineering Contradiction:
Improveimplementation simplicityVSAvoidgame realism
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent replaces the animation-based simulation system with a physics-based system. Instead of using pre-defined animations to simulate recoil, the invention applies physical forces to the weapon holder through a physics engine, allowing the weapon to recoil according to actual physical laws. This substitution transforms the system from a visual illusion to a physically accurate simulation, resolving the contradiction between implementation simplicity and game realism.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent changes the fundamental parameter of recoil simulation from animation keyframes to physical force parameters. By introducing force magnitude, direction, and application timing as controllable parameters, the system can dynamically adjust recoil behavior to match real-world ballistics, thereby improving game realism while maintaining implementation feasibility through parameterized control.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If traditional PC and mobile game interaction modes are used in VR shooting games, then the interaction mode is familiar, but the recoil force simulation is inadequate and player experience is poor

Engineering Contradiction:
Improveinteraction familiarityVSAvoidrecoil simulation quality
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent introduces dynamic physics-based recoil simulation that responds to shooting actions in real-time. Unlike static animation modes, the physics engine continuously calculates and applies recoil forces based on weapon properties, ammunition type, and shooting conditions. This dynamic approach maintains familiar interaction patterns while dramatically improving recoil simulation quality through physics-based responsiveness.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent introduces a physics engine as an intermediary between the player's shooting action and the weapon's recoil response. This intermediary layer processes the shooting input and translates it into physically accurate recoil forces, bridging the gap between simple button presses and complex physical reactions. The physics engine acts as a mediator that preserves interaction simplicity while enabling realistic recoil behavior.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11446581B2Method and apparatus for controlling virtual reality shooting game
Publication Date: 2022.09.20 NETEASE (HANGZHOU) NETWORK CO LTD
  • US11446581B2 patent drawing
  • US11446581B2 patent drawing
  • US11446581B2 patent drawing

AI summary

The present disclosure provides a control method and apparatus for a Virtual Reality (VR) shooting game. The control method includes: detecting a shooting operation instruction in the VR shooting game; when the shooting operation instruction is detected, controlling a shooting weapon to execute a shooting action; in response to the shooting weapon executing the shooting action, applying a first acting force to a virtual weapon holder, the first acting force being used for simulating a recoil force to the virtual weapon holder when the shooting weapon executes the shooting action; calculating and controlling a position change of the virtual weapon holder based on the first acting force; and after the first force disappears, applying a second acting force to the virtual weapon holder, and calculating and controlling the position change of the virtual weapon holder based on the second acting force.