World Prediction for Game Collision Accuracy
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Solution Overview
Problem
Predicting collisions in video games is challenging due to the complexity of simulating realistic collisions and the significant computational resources required, leading to potential inaccuracies and bizarre animations.
Innovation Solution
A computer-implemented method for world prediction in game applications, which generates future projections of virtual objects, determines bounding box positions, predicts collisions by checking for overlaps between bounding boxes, and generates collision data to update action states of virtual objects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If collision prediction is implemented in video games, then collision accuracy and realism are improved, but computational resource consumption increases
Solution Approach 1:
The patent segments the collision detection process into multiple stages: first generating future projections of virtual objects, then determining bounding box positions, next checking for bounding box overlaps, and finally generating collision data only when overlaps are detected. This segmentation allows the system to perform preliminary checks on all objects efficiently, then focus computational resources only on objects that actually collide, thereby improving collision prediction accuracy while controlling computational resource consumption.
2Reliability
If detailed collision simulation is performed, then collision realism is improved, but device complexity increases
Solution Approach 1:
The patent applies preliminary action by generating future projections of virtual objects and determining their bounding box positions in advance, before actual collision detection is needed. This allows the system to prepare collision data proactively, reducing the need for complex real-time collision simulation during gameplay. The preliminary determination of bounding box overlaps simplifies the actual collision handling, thereby improving collision simulation realism while reducing system complexity.
Data Source
AI summary
Embodiments of the present application provide systems and methods for world prediction within a game application environment. The systems and methods can include a world prediction module for predicting collisions between virtual objects in the game application environment. The world prediction module can use game state data to simulate the virtual objects into future instances. The world prediction module can parse the future instances to find collisions in a farfield representation of the virtual objects and collisions in a nearfield representation of the virtual objects. The world prediction module can use collision information to update a game engine of the game application.


