<story><title>Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics</title><url>https://automaton-media.com/en/news/20230808-20590/</url></story><parent_chain><item><author>jallen_dot_dev</author><text>&amp;gt; &lt;i&gt;The functionality seems at first glance to be a given for any game with a similar environment, but according to an observation by naoya2k, what makes Nintendo’s solution unique is that there are no physics working between Link and the dynamic object. Since both the character and object use physics, the most straightforward solution would be that Link moves together with the moving objects he is on top of as a result of physics (such as frictional force), but Nintendo apparently decided that what works better game-wise is Link being given the same movement that the object is performing, without any physics working between the two.&lt;/i&gt;&lt;p&gt;No way this is the first game to ignore the player character in physics calculations. I&amp;#x27;m pretty sure in GTA3 you could climb onto the roof of a car and not slide around as the NPC drives and makes sharp turns.</text></item></parent_chain><comment><author>thomastjeffery</author><text>That&amp;#x27;s just a trivial parent-child transformation copy, and it&amp;#x27;s one of the &lt;i&gt;oldest&lt;/i&gt; tools in 3D digital representation. You would be hard-pressed to find a game engine or even modeling software without this feature. Hell, I&amp;#x27;m sure if you looked through a few geometry or physics books, you could pretty easily find any instance of this that predates computing.&lt;p&gt;We aren&amp;#x27;t even talking about something interesting like inverse kinematics!&lt;p&gt;This patent boils down to nothing more than math, and should have been invalidated as soon as it was read. The fact that it &lt;i&gt;wasn&amp;#x27;t&lt;/i&gt; speaks volumes on the failure of our patent system.</text></comment>
<story><title>Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics</title><url>https://automaton-media.com/en/news/20230808-20590/</url></story><parent_chain><item><author>jallen_dot_dev</author><text>&amp;gt; &lt;i&gt;The functionality seems at first glance to be a given for any game with a similar environment, but according to an observation by naoya2k, what makes Nintendo’s solution unique is that there are no physics working between Link and the dynamic object. Since both the character and object use physics, the most straightforward solution would be that Link moves together with the moving objects he is on top of as a result of physics (such as frictional force), but Nintendo apparently decided that what works better game-wise is Link being given the same movement that the object is performing, without any physics working between the two.&lt;/i&gt;&lt;p&gt;No way this is the first game to ignore the player character in physics calculations. I&amp;#x27;m pretty sure in GTA3 you could climb onto the roof of a car and not slide around as the NPC drives and makes sharp turns.</text></item></parent_chain><comment><author>jamesu</author><text>Another example could be: in Tribes, when you pilot a vehicle your player character gets attached to a mount point and any physics calculations are ignored.&lt;p&gt;I&amp;#x27;d imagine nintendo probably have other claims linked to this since alone it has clearly been done before.</text></comment>