so the position and orientation are stored in chronological order in the memory changing movement related parameters used in virtual physical calculations such that a designated object of the objects which is selected based on the operation input so basically you select an object ahead of time that's going to do something and then reverse time that's what they're saying so it's based on user input what object you can reverse time on okay that's pretty typical that's the way things worked in breath of the wild you know you you would magnetize and lift objects based on the object that you pointed your ability at and used that's what they're saying here this is going to be similar to that you're going to be able to select which objects before you reverse time that you potentially potentially not necessarily but potentially want to reverse time on before you interact with that object so it kind of makes sense it's describing a user interaction in this case all right um so yeah it changes the movement related parameters used in virtual physical calculations such that a designated object of the object which is selected based on the operation input is caused to perform a return movement to return to the previous positions and orientations stored in the memory sequentially backwards from the time giving a start instruction based on the operation input so this is based on user input and updating a state in the virtual space including the player character the designated object and other objects based on the virtual physical calculation so this is just taking into mind all the other objects impacted by the object that you're reversing time with this is how you can get maybe like roll down the hill double hit send it back up you know re-hit those same same guys again and seemingly what looked like slow motion thus a novel game can be implemented in which while the position and orientation of an object in a virtual space are caused to return to the previous states the returning motion reverse motion can be utilized in the return movement of the designated object at current point during the return movement the position and orientation recorded earlier into the memory may be set as a target position and orientation and a velocity and angular velocity or an acceleration in angular acceleration of the designated object may be changed the parameters such as the designated object returns to the target position and orientation so when i read that section it kind of describes the potential of being able um modify the position velocity and all that of the return um like if it's going down the hill at a certain speed maybe you want to go back up the hill slower maybe you wanted to go back up the hill at the same speed that it came down this seems like there is a user input capability here to control how that object returns to its position it's going to follow the same path but how does it return to that position how quickly does it return you know it it basically something you might be able to upgrade this to get additional uh control over how the reverse functionality works and i like they're calling it reverse they're not calling it reversing time um because maybe it's not time reversal we all viewed it as time reversal but it might not be messing with time it might it might be just a certain ability we'll see what they call it in game um so the time intervals at which the positions and orientations are recorded may correspond to a frame which is a unit time of display and the positions or orientation may be stored in the memory on a frame by frame basis so they can literally store it down to a frame by frame basis
NO_SEGMENT_TOKEN