A63F2300/643

Collision detection and resolution in virtual environments
10984573 · 2021-04-20 · ·

A non-transitory computer readable storage medium storing computer program code that, when executed by a processing device, cause the processing device to perform operations comprising: determining a first representative point, wherein the first representative point represents a first geometric primitive; determining a second representative point, wherein the second representative point represents a second geometric primitive; determining an initial distance between the first representative point and the second representative point; calculating a first displacement based on a velocity of the first representative point; calculating a second displacement based on a velocity of the second representative point; determining a separating direction between the first representative point and the second representative point; projecting the first displacement along the separating direction; projecting the second displacement along the separating direction; calculating a predicted minimum distance between the first representative point and the second representative point based on the projection of the first displacement along the separating direction, the projection of the second displacement along the separating direction and the initial distance between the first representative point and the second representative point; and in response to the predicted minimum distance being less than a threshold distance, generating a collision constraint preventing penetration between the first geometric primitive and the second geometric primitive.

Method and apparatus for preventing a collision between subjects
10905944 · 2021-02-02 · ·

An apparatus for executing a computer game is provided. The apparatus includes an output unit configured to transmit a first image generated based on a form of a first user participating in the computer game and a second image generated based on a form of a second user participating in the computer game to a display apparatus, and a control unit configured to predict a possibility of a collision between the first user and the second user, and to control transmitting warning information indicating the possibility of the collision to the display apparatus via the output unit, according to a result of the predicting.

Virtual Resource Processing Method in Game Scene and Apparatus, Terminal, and Storage-Medium
20200353357 · 2020-11-12 ·

A virtual resource processing method and apparatus in a game scene, a terminal, and a storage medium are disclosed. The method includes: in response to a disassembly instruction, detecting whether the virtual resource is attacked by a virtual character; when detecting that the virtual resource is attacked by the virtual character, determining the virtual resource attacked by the virtual character as a first virtual resource to be disassembled; and when the first virtual resource to be disassembled satisfies a preset condition removing, the first virtual resource to be disassembled from the game scene. A processing apparatus, a mobile terminal and a computer storage medium are also disclosed. The present disclosure provides a novel user interaction mode. A user may conveniently achieve attacking and removing of a virtual resource in a game scene. The number of interactions between the user and an interaction interface is reduced. The user experience is improved.

Path management for virtual environments
10792568 · 2020-10-06 · ·

Navigation paths through complex physical or virtual spaces can be determined without the need to transmit complex map data for the spaces, avoiding issues with additional latency or bandwidth. In a video game environment, a path can be determined for a non-player character through a level of the game. A pathfinding algorithm can be used to determine a path from a start point to an end point in the level. A virtual element can be swept along the path to determine significant spatial variations. Spatial information, such as may include different radius values for a virtual sphere able to pass through these variations, can be provided along with the coordinates of the points used to approximate the path. A path following service can utilize the spatial information to direct the character along the path in a more natural way for that character based upon factors such kinematic limitations.

PERIPERSONAL BOUNDARY-BASED AUGMENTED REALITY GAME ENVIRONMENT
20200306624 · 2020-10-01 ·

A method of providing an augmented reality game environment within a game space includes obtaining, by a processor, sensor data for the game space, determining, by the processor, a position of a player in the game space based on the sensor data, generating, by the processor, player image data of a peripersonal boundary of the player based on the determined position of the player for rendering a representation of the peripersonal boundary in the game space, the peripersonal boundary being disposed about, and spaced from, the determined position, obtaining, by the processor, player data for the player via an input modality, the player data being indicative of a player directive to modulate the peripersonal boundary, adjusting, by the processor, a size of the peripersonal boundary as a function of the player data, and updating, by the processor, the player image data based on the adjusted size of the peripersonal boundary.

Virtual reality collision interpretation

A rhythm-based video game (game) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (digital saber), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.

METHOD, DEVICE AND MEDIUM FOR DETERMINING POSTURE OF VIRTUAL OBJECT IN VIRTUAL ENVIRONMENT
20200286288 · 2020-09-10 ·

This application discloses a method for determining a posture of a virtual object in a virtual environment performed at an electronic device. The method includes: determining at least one sampling point of the virtual object; determining a normal direction of the virtual object relative to the ground according to the at least one sampling point and the ground on which the virtual object is located; determining a ground-hugging posture of the virtual object in the virtual environment according to the normal direction; and rendering the virtual object in the virtual environment according to the ground-hugging posture. The normal direction of the ground on which the virtual object is located is determined according to the sampling point, and the ground-hugging posture of the virtual object in the virtual environment is obtained according to the normal direction.

Collision Detection and Resolution in Virtual Environments
20200273228 · 2020-08-27 ·

A non-transitory computer readable storage medium storing computer program code that, when executed by a processing device, cause the processing device to perform operations comprising: determining a first representative point, wherein the first representative point represents a first geometric primitive; determining a second representative point, wherein the second representative point represents a second geometric primitive; determining an initial distance between the first representative point and the second representative point; calculating a first displacement based on a velocity of the first representative point; calculating a second displacement based on a velocity of the second representative point; determining a separating direction between the first representative point and the second representative point; projecting the first displacement along the separating direction; projecting the second displacement along the separating direction; calculating a predicted minimum distance between the first representative point and the second representative point based on the projection of the first displacement along the separating direction, the projection of the second displacement along the separating direction and the initial distance between the first representative point and the second representative point; and in response to the predicted minimum distance being less than a threshold distance, generating a collision constraint preventing penetration between the first geometric primitive and the second geometric primitive.

Collision control method and apparatus, and storage medium

A collision control method and apparatus, and a storage medium are provided. The method includes obtaining a collision action to be performed by a first control object in a game client and entity information of the first control object. The entity information includes first entity information representing a skeleton of the first control object, and second entity information representing a group of colliders of the first control object excluding the skeleton and driven by the skeleton. The skeleton and the group of colliders are controlled to perform the collision action of the first control object with a second control object based on the entity information.

Accelerometer sensing and object control
10697996 · 2020-06-30 · ·

A handheld controller includes a three-axis, linear acceleration sensor that can detect linear acceleration in three directions, i.e., the up/down direction (Y-axis), the left/right direction (Z-axis), and the forward/backward direction (X-axis). A programmed object adjustment process adjusts a falling object to decrease the velocity v at which the object is moving in response to detected tilt changes in a first direction, and to increase the velocity v at which the object is moving in response to detected tilt changes in a second direction different from the first direction.