Method and system for simulations of dynamic motion and position
OwnerJerome Hubert Weiinventor
Life of this patent
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Abstract
Methods and systems for simulating dynamic motion and position. The methods and systems are particularly well-suited for use in sports simulation video games (e.g., a basketball simulation) and gaming systems. Using a simplified model of mass and structure and a physics engine, realistic movement can be mimicked by simulation/game entities. For each entity a sense of balance may be measured that affects the entities ability to achieve objectives. The entities are projected onto an n-dimensional space, the properties of which affect the probability that an entity will succeed with respect to a given objective. The methods and systems may be used to generate a visual representation of simulation, such as in a video game.
Claims17
A method for simulating dynamic events in a video game operable on a processor, comprising:
- receiving game entity instructions related to at least one game entity and storing said game entity instructions in a storage module, said game entity instructions comprising instructions from artificial intelligence inputs and from human interface inputs;
- calling game constants associated with said at least one game entity from said storage module;
- continuously calculating a game entity balance measurement using a balance simulation model operated by said processor, wherein said balance simulation model comprises a movement model and a stability meter, wherein said instructions and said game constants are combined by said processor to generate a balance simulation model output, wherein forces are applied to said balance simulation model through a mass-spring damper system;
- generating game entity events based on balance simulation model output, wherein said game entity events relate to game entity actions and physics;
- and
- displaying said game entity events on a display.
A method for simulating game entity balance, calculated with the use of a processor, comprising:
- calling constants related to at least one game entity, wherein said constants are stored in a storage module;
- receiving instructions related to at least one game entity from at least a human interface input;
- applying said instructions and said constants to a movement model related to said at least one game entity;
- applying said instructions and said constants to a stability meter related to said at least one game entity;
- combining outputs from said movement model and said stability meter generated by said processor to generate a game entity balance value, wherein game entity sense of balance is calculated by tracking the motion of said movement model with a delay and convergence time according to a damped spring-mass system model;
- and
- measuring a sense of balance for said at least one game entity with said stability meter, wherein said game entity balance value determines a game entity event, wherein said game entity event is displayable on a display.
Dependencies are inferred from the claim text.