CA2324202C - Playing environment generation system for simulation system - Google Patents

Playing environment generation system for simulation system Download PDF

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Publication number
CA2324202C
CA2324202C CA002324202A CA2324202A CA2324202C CA 2324202 C CA2324202 C CA 2324202C CA 002324202 A CA002324202 A CA 002324202A CA 2324202 A CA2324202 A CA 2324202A CA 2324202 C CA2324202 C CA 2324202C
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Canada
Prior art keywords
course
basic
data
parameter
generating
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Expired - Fee Related
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CA002324202A
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French (fr)
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CA2324202A1 (en
Inventor
Kentaro Nishiwaki
Hisashi Shimada
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D Wonderland Inc
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D Wonderland Inc
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Publication of CA2324202A1 publication Critical patent/CA2324202A1/en
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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Abstract

In a playing environment generation system used in a simulation system, a basic outline is automatically generated on the basis of a predetermined parameter. An outline is automatically generated on the basis of the basic line. Model parts and object parts are automatically located inside the outline.
Other necessary parts are automatically generated or located. Thus generated two-dimensional data are synthesized with height data, thereby generating three-dimensional data.

Description

TITLE OF THE INVENTION
PLAYING ENVIRONMENT GENERATION SYSTEM FOR SIMULATION SYSTEM
BACKfi~ROUND OF THE INVENTION
1. FIELD OF THE INVENTION
This invention relates to an apparatus, a method and a computer-readable storage medium storing a program for automatically generating a playing environment that is applicable to a simulation system, in which a player experiences a simulation in a playing field displayed on a monitor.
Particularly, the invention is applied to a video game system that enables the player to experience a golf simulation, a drive simulation and so on by use of a personal computer or a video game machine. The inventive system automatically generates the playing field such as a golf course and a drive course.
2. DEBCRIPTION OF THE RELATED ART
There are several conventional simulation systems such as a sport simulation game system and a race simulation system, for example. The sport simulation game system enables the player to simulate a sport such as a soccer, baseball and golf. The race simulation game system enables the player to simulate a race such as a car race. The game systems use a personal computer, a personal game machine, a consumer game machine and the like to show on a monitor a playing field such as a variety of sport fields, a golf course and a racecourse. Then, the player simulates a world of the game in a position of a character in the game.
On the other hand, there are several conventional simulator systems such as a drive simulator and a flight simulator. The simulator systems use a special big screen or the like for driving simulation of a car, flight simulation of an airplane and so on. The simulator systems use a special control device to show a driving course or the like as the playing field on a monitor or the big screen. Then, the player simulates a world of the simulator in a position of a driver, a pilot or an operator.
That is, the conventional simulation systems show on the monitor a variety of playing fields as a playing environment that enables the simulation for the player.
In the conventional simulation system, the user plays the game or simulation on a playing field made by a manufacturer (game maker and the like). For instance, in the golf game, the manufacturer makes in advance a golf course including a layout of each hole and stores course data thereof in a storage area together with a game program and so on. The player plays golf on the golf course or the hole that has been prepared beforehand in a fixed manner and proper only to the same golf game. Particularly, in the golf game, the playing environment changes depending on various conditions such as the layout of the hole and the weather, which influences playing results.
Specifically, the conditions like a fairway width, a rough depth and bunkers have influence on a picture indicating a situation of the game, a moving locus or a stopping position of a golf ball, etc. Therefore, the manufacturer makes and provides a golf course that will be the most suitable for the golf game, in consideration of a variety of elements such as tactics in each hole, taste of players, satisfaction in the play and so on. So are the other simulation systems in which the playing field or the game filed has influence on the play.
However, the conventional simulation system makes the playing environment beforehand in a stereotyped manner and provides it for the players. Consequently, there is a very little choice of the playing environment.
For example, as regards the golf game, the player experiences the same golf course. whenever he or she plays. Then, the player will be bored as playing times increase. Some golf games provide several golf courses. Though the player has a little more choices of the golf courses in those games, the player will be bored as he or she plays the game in many times. So are the other conventional simulation systems.
In view of that point, some golf games add a course construction function or a course architect function so as to give more choices of the course to the player. The course construction function enables the player to make a desired golf course or a hole layout by use of an input device like a controller.
However, the player must create the golf course or each of the hole layouts through complicated procedures that are similar to an actual golf course construction. Such work is very difficult and needs much labor. Moreover, most of the players are amateurs in constructing the golf course, so that the golf course made by the player may be unsuitable as the playing environment even for use in the game. Therefore, there is a limitation in the number of the golf courses that the player can make. As a result, it is difficult to provide an enough number and kinds of golf courses for the player not to be bored.
As described above, the conventional simulation systems have poor choices of the playing environments or cannot give the player various playing environments. Particularly, the conventional games have a limited extension, though they need quality of amusement or entertainment as much as possible.

An object of the present invention is to provide a playing environment generation system applicable to a variety of simulation systems that enables a player to make a really new playing environment with a simple operation if desired and that is capable of realizing substantially an infinite number and kinds of playing environments, thereby enormously increasing a choice of playing environments.
According to a first aspect of the invention, an automatic playing environment generating device is used in a simulation system that provides a simulation in a playing field displayed on a monitor. The device comprises a storage device and a processor connected to the storage device. The storage device stores a parameter representing a characteristic relating to the playing field. The processor automatically generates basic frame shape data, which define a basic frame shape of the playing field, on the basis of the parameter read out from the storage device. The processor automatically generates basic outline shape data, which define a basic outline shape with respect to the basic dame shape, on the basis of the basic frame shape data.
According to a second aspect of the invention, an automatic playing environment generating device is used in a simulation system that provides a simulation in a playing field displayed on a monitor. The device comprises a storage device and a processor connected to the storage device. The storage device stores a parameter representing a characteristic relating to the playing field except a geographical configuration of the playing field. The processor automatically generates data of an element of the playing field except the geographical configuration of the playing field on the basis of the parameter read out from the storage device.
According to a third aspect of the invention, an automatic playing environment generating method is used in a simulation system that provides a simulation in a playing field displayed on a monitor. In the method, a basic frame shape data generating step automatically generates basic frame shape data, which define a basic frame shape of the playing field, on the basis of a parameter representing a characteristic relating to the playing field. A basic outline shape data generating step automatically generates basic outline shape data, which define a basic outline shape with respect to the basic frame shape, on the basis of the basic frame shape data.
According to a fourth aspect of the invention, an automatic playing environment generating method is used in a simulation system that provides a simulation in a playing field displayed on a monitor. In the method, a storing step stores a parameter representing a characteristic relating to the playing field except a geographical configuration of the playing field. An automatic generation step automatically generates data of an element of the playing field except the geographical configuration of the playing field on the basis of the parameter read out from the storage device.
In the first or third aspect of the invention, the basic frame shape data may be generated as one-dimensional data so as to define the basic frame shape as a line. The basic outline shape data may be generated as two-dimensional data so as to define the basic outline shape as a plane.
Moreover, height data, which define a height of the basic outline shape data, may be generated. Furthermore, the basic outline shape data may be synthesized with the height data so as to automatically generate three-dimensional data that define the basic outline shape data as a solid.
Moreover, the automatic playing environment generating device may be an automatic golf course generating device used in a golf simulation system. The parameter may be a parameter representing a characteristic relating to a hole of a golf course.
Moreover, the parameter may comprise at least a par of the hole. An imaginary moving line of a golf ball may be calculated on the basis of the par so as to automatically generate imaginary moving line data, which defines the imaginary moving line of the golf ball, as the basic frame shape data.
Moreover, an outline of a fairway and an outline of a rough as the basic outline shape may be calculated on the basis of the par of the hole and the imaginary moving line of the golf ball, thereby automatically generating data relating to the outlines as the basic frame shape data.
Moreover, the parameter may comprise a parameter relating to a level of the golf course, a parameter relating to the basic frame shape and a parameter relating to the basic outline shape. The player may be enabled to selectively input the parameter relating to the level of the golf course. The parameter relating to the basic frame shape and the parameter relating to the basic outline shape may be automatically input on the basis of the parameter relating to the level of the golf course that has been input by the player, thereby automatically generating the basic frame shape data and the basic outline shape data.
In the second or fourth aspect of the invention, the simulation system may be a golf game system. The playing field may be a golf course. At least one of a weather and a wind as the parameter, each of which influences a play in the golf game and constitutes a characteristic relating to the golf course, may be stored.
Data relating to at least one of the weather and the wind in the play on the golf course may be automatically generated on the basis of the parameter read out from the storage device.
Alternatively, the simulation system may be a golf game system. The playing field may be a golf course. At least one of a kind of a scenery, a kind of a cloud, a kind of vegetation, a kind of a clubhouse and a kind of an object in the golf course as the parameter, each of which constitutes a characteristic relating to the golf course, may be stored. At least one of the scenery, the cloud, the vegetation, the clubhouse and the object on the golf course may be automatically located on the basis of the parameter read out from the storage device.
Further objects and advantages of the invention will be apparent from the following description, reference being had to the accompanying drawings, wherein preferred embodiments of the invention are clearly shown.
BRIEF DESCRIPTION OF THE SEVERAL VIEWB OF THE DRAWINGS
FIG. 1 is a block diagram showing a hardware configuration of an automatic golf course generating device in a golf game system according to a first embodiment of the invention.
FIG. 2 is a conceptual drawing indicating a basic line as a basic frame shape that is automatically generated by the first embodiment of the golf course generating device.
FIG. 3 is a conceptual drawing indicating a fairway and a rough as basic outline shapes that are automatically generated around the basic line by the first embodiment of the golf course generating device.
FIG. 4 is a conceptual drawing indicating a variety of parts such as a teeing ground that are disposed inside and around the rougk~ by the first embodiment of the golf course generating device.
FIG. 5 is a conceptual drawing indicating other objects such as vegetation that are disposed inside and around the rough by the first embodiment of the golf course generating device.
FIG. 6 is a conceptual drawing showing a procedure to synthesize generated data of FIG. 5 with height data by the first embodiment of the golf course generating device.
FIG. ? is an explanatory drawing depicting a screen for inputting parameters in a first automatic generation mode according to the first embodiment of the golf course generating device.
FIG. 8 is an explanatory drawing depicting a screen for inputting bibliographic information in the first automatic generation mode according to the first embodiment of the golf course generating device.
FIG. 9 is an explanatory drawing depicting a screen for inputting parameters in a second automatic generation mode according to the first embodiment of the golf course generating device.
FIG. 10 is a table showing parameters in the first automatic generation mode according to the first embodiment of the golf course generating device.
FIG. 11 is a table showing course setting parameters in the second automatic generation mode according to the first embodiment of the golf course generating device.
SO FIG. 12 is a table showing hole setting parameters in the second automatic generation mode according to the first embodiment of the golf course generating device.
FIG. 13 is a table showing a relation between the parameters in the first automatic generation mode and the parameters in the second automatic generation mode according to the first embodiment of the golf course generating device.
FIG. 14 is a flowchart showing an entire process of the golf course generating device according to the first embodiment.
FIG. 15 is a flowchart schematically showing a basic frame data generating procedure as a whole in the golf course generating device according to the first embodiment.
FIG. 16 is a flowchart showing a basic line generating procedure in the golf course generating device according to the first embodiment.
FIG. 17 is a flowchart showing a fairway generating procedure for a short hole and a middle hole in the golf course generating device according to the first embodiment.
FIG. 18 is a flowchart showing a fairway generating procedure for a long hole in the golf course generating device according to the first embodiment.
FIG. 19 is a flowchart showing a fairway generating procedure for a long hole having two fairways in the golf course generating device according to the first embodiment.
FIG. 20 is a flowchart showing a rough generating procedure in the golf course generating device according to the first embodiment.
FIG. 21 is a flowchart showing an OB ground generating procedure in the golf course generating device according to the first embodiment.
FIG. 22 is a flowchart showing a height data generating procedure in the golf course generating device according to the first embodiment.
FIG. 23 is a flowchart showing a tee part locating procedure in the golf course generating device according to the first embodiment.
FIG. 24 is a flowchart showing a green part locating procedure in the golf course generating device according to the fwst embodiment.
FIG. 25 is a flowchart showing a pond generating procedure in the golf course generating device according to the first embodiment.
FIG. 26 is a flowchart showing a bunker part locating procedure in the golf course generating device according to the first embodiment.
FIG. 2? is a flowchart showing an object locating procedure in the golf course generating device according to the first embodiment.
FIG. 28 is a flowchart showing a three-dimensional polygon data generating procedure in the golf course generating device acxording to the first embodiment.
FIG. 29 is a flowchatrt showing a cup locating procedure and a tee locating procedure in the golf course generating device according to the first embodiment FIG. 30 is an explanatory drawing showing a basic screen for inputting parameters in a general setting mode according to a second embodiment of the golf course generating device of the invention.
FIG. 31 is an explanatory drawing showing a basic screen for inputting parameters in a hole setting mode according to the second embodiment of the golf course generating device.
FIG. 32 is an explanatory drawing showing a basic screen for inputting bibliographic information according to the second embodiment of the golf course generating device.
FIG. 33 is an explanatory drawing showing a basic screen for displaying a preview according to the second embodiment of the golf course generating device.
FIG. 34 is a flowchart showing an entire procedure of the golf course generating device according to other embodiments of the invention.
FIG. 35 is a table showing basic parameters used in an automatic racecourse generating device according to a third embodiment of the invention.
FIG. 36 is a table showing specific parameters used in the third embodiment of the racecourse generating device.
FIG. 37 is a flowchart showing an entire procedure for making a basic shape of a circular type racecourse according to the third embodiment of the racecourse generating device.
FIG. 38 is a conceptual drawing showing a starting procedure for making the basic shape of the circular racecourse in the third embodiment of the racecourse generating device.
FIG. 39 is a conceptual drawing showing the basic shape of the racecourse that is automatically generated in the third embodiment of the racecourse generating device.
FIG. 40 is a conceptual drawing showing a modified basic shape of the racecourse that is automatically generated in the third embodiment of the racecourse generating device.
FIG. 41 is a conceptual drawing showing a further modified basic shape of the racecourse that is automatically generated in the third embodiment of the racecourse generating device.
FIG. 42 is a flowchart showing an entire procedure for making a basic shape of a non-circular type racecourse according to the third embodiment of the racecourse generating device.
FIG. 43 is a conceptual drawing showing a starting procedure for making the basic shape of the non-circular racecourse in the third embodiment of the racecourse generating device.
FIG. 44 is a conceptual drawing showing a modified basic shape of the non-circular racecourse that is automatically generated in the third embodiment of the racecourse generating device.
FIG. 45 is a table showing basic parameters used in an automatic map generating device according to a fourth embodiment of the invention.
FIG. 46 is a table showing specific parameters used in the fourth embodiment of the map course generating device.
FIG. 47 is a flowchart showing an entire procedure for making a basic shape of the map according to the fourth embodiment of the map generating device.
FIG. 48 is a conceptual drawing showing a starting procedure for making the basic shape of the map in the fourth embodiment of the map generating device.
FIG. 49 is a conceptual drawing showing a modified basic shape of the map that is automatically generated in the fourth embodiment of the map generating device.
FIG. 50 is a conceptual drawing showing a further modified basic shape of the map that is automatically generated in the fourth embodiment of the map generating device.
DETAILED DESCRIPTION OF THE INVENTION
Several embodiments of the invention are described hereunder referring to the attached drawings. The same reference character or numeral is attached to the same element throughout the several embodiments.
[FIRST EMBODIMENT
FIG. 1 illustrates a hardware used in the first embodiment.
The first embodiment of a playing environment generating device is applied to a golf simulation system (golf game system and golf simulator system), particularly, to the golf game system. The first embodiment is concretized into an automatic golf course generating device that automatically generates golf course data. Therefore, in the first embodiment, a monitor or a screen displays a golf course as the playing environment or a playing field. A
player simulates playing golf on the displayed golf course. The hardware configuration of the golf game system that has the golf course generating device incorporated therein is described hereafter referring to FIG. 1.
In FIG. 1, the golf game system has a game machine 10 that performs various operations necessary for playing and making progress the game, such as readout of a program and data, execution of the program and so on. The game machine 10 has a central processing unit (CPU) 11, a main memory 12, an image processor 13, an interface 14, a sound processor 15 and an interface 16. The golf game system further has a display 20, an input device 30, a loudspeaker 40 and a storage medium 50. The CPU 11 is connected with the storage medium 50 via the interface 16. The storage medium 50 stores game data that are composed of image data, sound data and program data, which are necessary for playing the game or executing a game program. The CPU 11 reads in the game data from the storage medium 50 into the main memory 12 and performs arithmetic and logic operations as well as control operations that are required for playing and executing the game. The CPU 11 is connected with the input device 30 via the interface 14. When the game player does operations for continuing the game, the input device 30 inputs signals (commands or the like) corresponding to the operation into the CPU 11.
The image processor 13 generates image data necessary for playing the game and executing the game program on the basis of the computation and control of the CPU 11. Specifically, the image processor 13 writes in the main memory 12 the image data, thereby generating images. The image processor 13 is connected with the display 20 and makes the display 20 show images or pictures on the basis of the image data that has been processed for the play.
The sound processor 15 generates sound data necessary for playing the game and executing the game program on the basis of the computation and control of the CPU 11. The sound processor 15 is connected with the loudspeaker 40 and makes the loudspeaker 40 output sounds on the basis of the sound data that has been processed for the play. Specifically, the sound processor 15 takes out wave data that are stored beforehand in a sound memory (not shown) and processed into the sound data. Then, the sound processor 15 processes the wave data on the basis of the computation and control of the CPU 11 and outputs the processed data into the loudspeaker 40.
When the golf game system turns on a power, the CPU 11 reads in the main memory 12 the game data recorded in the storage medium 50 via the interface 16, thereby starting the game program. Then, the display 20 outputs predetermined pictures while the loudspeaker 40 outputs predetermined sounds according to procedures described in the game program. On the other hand, the CPU 11 monitors commands of the player that are input from the input device 30. If there is a command, the CPU 11 makes the game progress according to the command. The game progressing operations mentioned above are common in the general game machines.
The golf game system according to the first embodiment is applicable to a variety of game machines such as the personal game machine, the consumer game machine, a handheld game machine and a game system using the personal computer as the game machine. The first embodiment is also applicable to a variety of simulators that use special devices such as the big screen. If the first embodiment is applied to the personal game machine, the game machine 10 is commonly concretized in a special game machine that is provided separately from the display 20, the input device 30 and the loudspeaker 40. Specifically, a special controller is used as the input device 20. A television monitor is used as the display 30. A loudspeaker of the television is used as the loudspeaker 40. In case the first embodiment is applied to the consumer game machine or the handheld game machine, the game machine 10 is commonly concretized in a special game machine that integrally has the display 20, the input device 30 and the loudspeaker 40. If the first embodiment is applied to the game machine using the personal computer, a control circuit such as a CPU and a main memory of the personal computer is commonly used as the game machine 10. In this case, a display monitor of the personal computer is used as the display 20. A mouse, a keyboard or the like of the personal computer is used as the input device 30.
A loudspeaker of the personal computer is used as the loudspeaker 40.
In the personal game machine, the storage medium 50 is commonly attachable to and detachable from a readout device that is provided in the game machine. In the consumer game machine, the storage medium 50 is incorporated in the game machine. In the handheld game machine, some storage media 50 are attachable to and detachable from a readout device of the game machine, while some storage media 50 are incorporated in the game machine. In the game machine using the personal computer, the storage medium 50 is attachable to and detachable from a readout device that is incorporated in or attached to the personal computer. Such storage medium may be one of a variety of optical discs, magneto-optical discs, magnetic discs (hard discs or flexible discs), semiconductor memories and the like.
[GOLF COURSE QrENERATINt~ DEVICE]
Next described is the golf course generating device as an automatic playing environment generating device that constitutes characteristic features of the invention.
FIGS. 2 to 5 show how to generate a hole layout automatically by the golf course generating device.
First described are a configuration of the golf course generating device and an automatic golf course generating method (procedures or functions).
The golf course generating device has basic frame shape data generating means and basic outline shape data generating means. The basic frame shape data generating means automatically generates basic frame shape data, which define a basic frame shape of a hole, on the basis of one ore more parameters representing one or more characteristics relating to the hole of a golf course.
Specifically, the basic frame shape data generating means generates the basic frame shape data as one-dimensional data, thereby defining the basic frame shape as a line or a combination of lines. In more detail, as shown in FIG. 2, the basic frame shape data generating means computes an imaginary or supposed moving lines 104 and 105 of a golf ball on the basis of a par of the hole and the like that are set as the parameter or the condition. Then, the basic frame shape data generating means automatically generates imaginary moving line data defining the imaginary moving lines 104, 105 as the basic frame shape data or the basic lines.
The basic outline shape data generating means automatically generates basic outline shape data, which define a basic outline shape to be an extension of the basic frame shape, on the basis of the basic frame shape data.
Specifically, the basic outline shape data generating means generates the basic outline shape data as two-dimensional data, thereby defining the basic outline shape as a plane. In more detail, as shown in FIG. 3, the basic outline shape data generating means computes an outline 110 of a fairway and an outline 120 of a rough as the basic outline shape, on the basis of the par of the hole and the like that are set as the parameter and the imaginary moving lines 104, 105. Then, the basic outline shape data generating means automatically generates the basic outline shape data defining the outlines 110, 120.
The golf course generating means further has part locating means and object locating means. Specifically, in FIG. 4, the part locating means locates model parts at prescribed positions inside and outside the rough 120, on the basis of the par of the hole that has been set as the parameter, the imaginary moving lines 104, 105, the basic outline shape data and the like. The model parts are composed of a teeing ground 131, a putting green 141, a pond 151 as a water hazard, a fairway bunker 161, guard bunkers 162, 163 and so on.
In FIG. 5, the object locating means disposes objects such as vegetation (trees, grasses and followers) 171, 172 at prescribed positions inside and outside the rough 120, on the basis of the par of the hole, the imaginary moving lines 104, 105, the basic outline shape data and the like.
The golf course generating means further has height data generating means and three-dimensional shape data generating means. The height data generating means automatically generates height data that define heights of the basic shape data and the like. Specifically, in FIG. 6, the height data generating means generates the height data 180 as a polygon mesh on the basis of the par of the hole. The height data define information relating to the heights such as the slope of the entire hole (entire inclination), ups and downs (partial irregularity). The three-dimensional data generating means synthesize the basic outline shape data and the height data to automatically generate three-dimensional shape data that define the basic outline shape as a solid.
That is, the golf course generating means automatically generates the fairway and the rough as surface parts at random within a range of the given parameters (conditions), as shown in FIGS. 2 to 5. Moreover, the golf course generating means beforehand generates a predetermined number of the model parts and the objects and automatically places them at random within the range of the given parameters. Thus, the basic shape data are generated in which every necessary parts and objects are located at appropriate positions in the hole layout. At this time, part of the surface parts, the model parts and the objects may include the height data. Basically, they are generated two-s dimensionally or planarly and disposed two-dimensionally. Then, the golf course generating device synthesizes the basic shape data (two-dimensional data) and the height data (three-dimensional data), thereby converting the basic shape data into three-dimensional polygon data that are usable in an actual golf game.
In the first embodiment, the CPU 11 that reads in the main memory 12 the automatic generation program and the related data from the storage medium 50 constitutes the basic frame shape data generating means, the basic outline shape data generating means, the height data generating means and the three-dimensional shape data generating means. That is, the CPU 11 reads the program and the related data from the storage medium 50 and executes predetermined procedures. Alternatively, the CPU 11 executes the predetermined procedures on the basis of the program and the data supplied through a network.
[PARAMETER BETTING) Parameters used in the first embodiment of the golf course generating device is described hereafter.
FIGS. 7 to 9 show a monitor screen for inputting the parameters. FIGS.
10 to 13 indicate the parameters.
[EA8Y DESIGN MODE) The first embodiment of the course generating device provides two automatic course generation modes: 'Easy Design" mode and 'Free design"
mode. In the first automatic generating mode or the 'Easy Design" mode, the image processor 13 shows a basic screen 200 on the display 13 on the basis of the data read in the main memory 12, as shown in FIG. 7. The basic screen 200 has a menu list 201 arranged at the left and a plurality of selection boxes 202 disposed in the menu list 201. Each selection box enables the player to select a desired parameter by pop-up menu.
Specifically, the menu list 201 has upper two selection boxes 202 for defining 'Course Type" and 'Level", respectively, as parameters representing characteristics or features of the course or the hole. Under them, there are arranged an input box 202 of 'Course Name" for inputting a name of a new generated course, an input box 202 of 'Designer's Name" for inputting a name of a course designer and an input box 202 of 'Password" that the designer can set as desired. The selecting operation and the inputting operation are enabled in each box 202 if the player selects one of the selection boxes 202 and the input boxes 202 by a finger-shaped menu cursor 203.
At the lower end of the screen 200, there are provided help buttons 204 as selecting means for enabling the player to do necessary operations such as a selecting operation in the selection box 202 or the input box 202. A preview screen 205 is provided at the right part of the screen 200. A course information area 206 occupies an inside upper left part of the preview screen 205. The preview screen 205 displays a preview picture 207 (two-dimensional data) of the automatically generated golf course after the basic shape data has been generated by the course generating process. The course information area 206 indicates a hole number, a distance and a par of a previewed golf course.
At the right upper corner of the screen 200, there is provided a help button 208 as selecting means for changing the "Easy Design" mode into the 'Free Design' mode.
The player can control each function of the basic screen 200 of FIG. 7 by a special controller (not shown) that is commonly used in the personal game machine. Specifically, a vertical movement key (m) of the controller is operated upward and downward to move the menu cursor 203 upward and downward, thereby selecting a desired one of the boxes 202 of the menu list 201. A "2'button of the controller is pushed to select and decide one of the parameters in the selection box 202, thereby fixing the parameter. A ".' button of the controller is pushed to cancel the setting of the parameter that has been selected in the selection box 202. If the '~" button is pushed once more, another function can be realized such as an "Undo" function for deleting the basic shape data of the automatically generated hole or a 'Redo" function for getting the automatically generated hole data back to the hole data one before the present data.
A "7('"' button of the controller is pushed to send to the CPU 11 a course generating command for automatically generating the course on the basis of the set parameters. It is possible to construct the course generating device such that, each time the "Y" button is further pushed, the course is reproduced. Every course thus generated is displayed on the preview screen 205. It is also possible to configure the course generating device such that, if "START" button of the controller is pushed, the game machine gets out of the course generating routine and proceeds to an ordinary game mode. In this case, it is further possible to indicate a dialogue that warns the player whether to store the automatically generated data. Moreover, it is also possible to construct the course generating device such that, if "L1" button and 'R1' button of the controller are pushed, a hole to be automatically generated is changed. In this case, it is also possible to construct the course generating device such that the "L1" button makes the present hole return to the previous hole, while the 'R1" button makes the present hole move to the next hole.
A left analog stick of the controller may be used or operated to scroll a displayed area of the course in the preview screen 205 vertically and horizontally. "L2" button and "R2" button of the controller may be used or pushed to scale up and down the course that has been displayed on the preview screen 205. Furthermore, the left analog stick may be used or inclined to change a moving or scrolling speed of a displayed area according to a scale thereof that is controlled by the "L2" button and the "R2" button. A
"SELECT" button of the controller may be used or pushed to switch a display mode of the course or the hole inside the preview screen 205 between a bird's-eye view and a three-dimensional view at the time of playing.
In FIG. 10, the "Course Type" selection box 202 enables the user to selectively input one of eight choices (Choice 1 to Choice 8) by pop-up menu.
For example, if the player selects the Choice 2, the course generating device sets conditions proper to a woody course and, in the course generation, executes a procedure for heightening the level of the game. For instance, the course generating device increases a number of trees inside the course and makes the fairnvay narrower. If the player selects the Choice 3, the course generating device sets conditions proper to a resort course and, in the course generation, executes such a procedure as to increase flatness of each hole and copy a landscape or a scenery of a resort as a background of the course. If the player selects the Choice 4, the course generating device sets conditions proper to a mountain course and, in the course generation, executes such a procedure as to make severe a slope or ups and downs of each hole.
If the player selects the Choice 5, the course generating device sets conditions proper to a desert course and, in the course generation, executes such a procedure as to eliminate grass bunkers. If the player selects the Choice 6, the course generating device sets conditions proper to the Links that is a golf course of Scotland and, in the course generation, executes such a procedure as to make severe the weather (wind and the like) and copy a landscape of the Links as the background of the course. If the player selects the Choice 8, the course generating device sets conditions proper to the Augusta Golf Club that is the stage of the U.S. Open (Masters Tournament) and, in the course generation, executes such a procedure as to copy a landscape of the Augusta Golf Club as the background of the course. If the player selects the Choice 1, the course generating device automatically selects one of the course types of the Choices 1 to 8 at random.
In FIG. 10, the "Level" selection box 202 enables the user to selectively input one of three choices (Choice 1 to Choice 3) by pop-up menu. If the player selects the Choice 1, the course generating device sets easy course conditions suitable for beginners. If the player selects the Choice 2, the course generating device sets normal course conditions suitable for intermediate or normal players. If the player selects the Choice 3, the course generating device sets hard course conditions suitable for seniors or skilled players.
If the player selects the input boxes 202 such as the "Course Name", the course generating device changes part of displayed contents from those of the basic screen 200 of FIG. ? to a character input screen 200 of FIG. 8. At the same time, the character input screen 200 places help buttons 211 at the lower end that are different from the help buttons 204 of the basic screen 200.
The preview screen 205 has a character list 212 for an inputting operation of the characters. The player can select a desired character by the vertical movement key (m) and a horizontal movement key ('~'"~). Then, the player can fix the selected character by the 'a"button or clear one of the selected characters by the '~' button. Thus, the player can input desired characters into each input box of the "Course Name", the "Designer's Name" and the "Password". In this case, the device may install a Roman character inputting and/or converting function in order to convert data between a Japanese product and a foreign product. If the "Password" is set, a designed course (hole) is stored in the storage medium 50 with a password. Then, unless the password is input, nobody can do any operations such as copy or alteration of the designed course. Thus, it is possible to effectively protect a copyright of the designer.
(FREE DE8IG1'~ MODE]
If a '2" button of the controller is pushed in the basic screen 200 of FIG.
7, the player can switch from the "Easy Design" mode to the "Free Design"
mode. In the "Free Design" mode, the image processor 13 shows a basic screen 220 on the display 13 on the basis of the data read in the main memory 12, as shown in FIG. 9. The basic screen 220 has a menu list 221 arranged at the left, which is divided into a plurality of selection tabs 222.
The selection tabs 222 are composed of a "General" tab, a "Course" tab and a "Hole" tab. The "General" tab 222 has input boxes for a course designer's name, a course name and a course password, respectively. The "Course" tab 222 has selection boxes for setting parameters in the whole course. The "Hole"
tab 222 has selection boxes for setting parameters in each of the holes.
Each of the input boxes of the "General" tab 222 corresponds to each of the "Designer's Name", the "Course Name" and the "Password" of the "Easy Design" mode and has the same configuration. The selection boxes in the "Course" setting tab 222 serve to enable the player to select and set each of parameters shown in FIG. 11 by pop-up menu. The selection boxes in the "Hole" setting tab 222 serve to enable the player to select and set each of parameters shown in FIG. 12 by pop-up menu. The selection boxes are disposed from the top to the bottom in each of the tabs 222, though only the boxes 223 of the "Hole" setting tab 222 are shown in FIG. 9. If the player selects a marker 225 by a menu cursor 224, he or she can scroll and display all of displayed items (selection boxes 223) step by step.
At the lower end of the screen 220, there are provided help buttons 226 like the help buttons 204 of the basic screen 200. A preview screen 227 like the preview screen 205 of the basic screen 200 is provided at the right part of the screen 220. The preview screen 227 displays a preview picture 229 of an automatically generated golf course (hole). A course information area 228 like the course information area 206 of the basic screen 200 occupies an inside upper left part of the preview screen 227. At the right upper corner of the screen 220, there is provided a help button 230 like the help button 208 of the screen 200.
The player can control the basic screen 220 of FIG. 9 by the controller of the personal game machine in the same manner as the basic screen 200.
Specifically, each of the buttons, the keys and the stick of the controller is operated also in the "Free Design" mode in the same way as the "Easy Design"
mode. Then, the player can perform each of the necessary operations such as a setting operation of the parameters, automatic generation of the golf course and a checking operation in the preview screen 230. In the "Free Design"
mode, the horizontal movement key (T"~ of the controller is used to switch the setting tabs.
Referring to FIG. 11, the "Course" setting tab 222 has selection boxes as parameters showing characteristics relating to the whole course: "Course Type (kind of course)", "Par", "Weather", "Wind", "Scenery (kind of scenery)", "Cloud (kind of cloud)", "Vegetation (kind of vegetation)", "Clubhouse (kind of clubhouse)" and "Course Object (kind of course object)". In the selection box of the "Course Type", the player can selectively input one of eight choices (Choice 1 to Choice 8). These eight choices are the same as the eight choices of the "Course Type" of the "Easy Design" mode shown in FIG. 10.
In the selection box of the "Par", the player can select one of the Choice 1 (Automatic) and the Choice 2 (Input (Manual Input)). If the player selects the Choice 1, the par is chosen at random. If the player selects the Choicx 2, he or she can manually input or selectively input a desired par, so that such par is set as the parameter.
In the selection box of the "Weather", the player can select one of the Choice 1 (Automatic), Choice 2 (Rain), Choice 3 (Rainy), Choice 4 (Normal), Choice 5 (Fine) and Choice 6 (Fair). If the player selects the Choice 1, one of the Choices 2 to 6 is automatically chosen at random. If the player selects the Choice 2, the weather condition in the whole course becomes rain only, and, in the course generation, the rain is always displayed in a scenery of the course (hole). If the player selects the Choice 3, the weather condition in the whole course becomes rainy, and, in the course generation, the rain is frequently displayed in the scenery of the course (hole). If the player selects the Choice 4, the weather condition in the whole course becomes normal, and, in the course generation, fine weather and the rain are displayed with normal frequency in the scenery of the course (hole). If the player selects the Choice 5, the weather condition in the whole course becomes fine, and, in the course generation, the fine weather is frequently displayed in the scenery of the course (hole). If the player selects the Choice 6, the weather condition in the whole course becomes fine or fair only, and, in the course generation, the fine weather is always displayed in the scenery of the course (hole). Normally, if the choice number increases from Choice 2 to Choice 6, the weather condition of the course (hole) becomes better. Then, there are less influences of the rain against the play, thereby lowering the level or difficulty of the course.
In the selection box of the "Wind", the player can select one of Choice 1 (Automatic), Choice 2 (Weak), Choice 3 (Normal) and Choice 4 (Strong). If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, the wind scale or the wind velocity in the whole course is set in a weak range in the course generation.
If the player selects the Choice 3, the wind scale in the whole course is set in a normal range (medium range between the Choice 2 and the Choice 4) in the course generation. If the player selects the Choice 4, the wind scale in the whole course is set in a strong range in the course generation. Normally, if the choice number increases from the Choice 2 to Choice 4, the weather condition of the course (hole) becomes worse. Then, there are more influences of the wind against the play, thereby heightening the level or difficulty of the course.
Moreover, in case the Choice 1 is selected, it is possible to set the range of the "Wind" relatively stronger than that of common cases if the "Course Type" is the "Links" or "Seaside".
In each of the selection boxes of the "Scenery", the "Cloud ", the "Vegetation", the "Clubhouse" and the "Course Object", the player can select one of Choice 1 (Automatic) and Choices 2 to 8 (Type 1 to Type ?), respectively.
If the player selects the Choice 1, one of the Choices 2 to 8 is automatically chosen at random. Different seven types or kinds are generated and prepared for each of the "Scenery", the "Cloud ", the "Vegetation", the "Clubhouse" and the "Course Object" in the Choices 2 to 8. Such types or kinds are stored as picture data in the storage medium 50, respectively. If the player selects the one of the Choices 2 to 8 in each of the parameters, the selected type of picture of the "Scenery", the "Cloud ", the "Vegetation", the "Clubhouse" and the "Course Object" is displayed as the scenery of the course (hole) or in the scenery of the course (hple) in the course generation. In case the Choice 1 is selected, it is possible to select a type of the "Scenery", the "Cloud ", the "Vegetation" and the like that is suitable for the "Choice" selected in the "Course Type". Moreover, it is possible to provide a variety of versions for each of the four seasons for the "Vegetation". For example, maples with autumn color leaves may be provided for the autumn.
Referring to FIG. 12, the "Hole" setting tab 222 has selection boxes 223 as parameters showing characteristics relating to each of the hole:
"Distance", "Shape 1 (Dogleg (kind of dogleg))", "Shape 2 (Dogleg (angle of doglep~)", "Shape 3 (Slope (kind of slope))", "Shape 4 (Slope (angle of slope))", "Ups and Downs", "Fairway Width", "Rough Type (depth of rough)" and "Guard Bunker (Yes or No)", "Fairway Bunker (Yes or No)", "Water Hazard (pond, lake, marsh, watercourse, sea and the like)","Green Area", "Wind Scale (or wind velocity)"
and "Wind Direction".
In the selection box of the "Distance", the player can select one of the Choice 1 (Automatic), Choice 2 (Short), Choice 3 (Middle) and Choice 4 (Long).
If the player selects the Choice l, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, a distance of a hole is set in a short range in the course generation. If the player selects the Choice 3, the distance of the hole is set in a normal range (medium range between the Choice 2 and the Choice 4) in the course generation. If the player selects the Choice 4, the distance of the hole is set in a long range in the course generation. Normally, if the choice number increases from the Choice 2 to Choice 4, the level or difficulty of the course increases. Moreover, the range of the "Distance" parameter is set depending on the "Par" parameter in the "Course" setting tab 222.
In the selection box of the "Shape 1 ", the player can select one of the Choice 1 (Automatic), Choice 2 (Left Dogleg), Choice 3 (Straight) and Choice 4 (Right Dogleg). If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, a fairway is bent leftward at a middle and a left dogleg hole is generated in the course generation. If the player selects the Choice 3, the fairway is linearly extended and a straight hole is generated in the course generation. If the player selects the Choice 4, the fairway is bent rightward at the middle and a right dogleg hole is generated in the course generation. Generally, there is no dogleg in a short hole (par 3). Then, it is possible to always select the Choice 3 in case the Choice 1 is selected. Alternatively, it is possible to display a dialog that warns the player if the player selects the Choice 2 or the Choice 4 in the short hole.
In the selection box of the "Shape 2", the player can select one of the Choice 1 (Automatic), Choice 2 (Least), Choice 3 (Dull) and Choice 4 (Sharp).
If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, a dogleg angle is set in a least range in the course generation. If the player selects the Choice 3, the dogleg angle is set in a middle range (medium range between the Choice 2 and the Choice 4) in the course generation. If the player selects the Choicc 4, the dogleg angle is set in a most sharp range in the course generation. Normally, if the choice number increases from the Choice 2 to Choice 4, the level or difficulty of the course increases.
In the selection box of the "Shape 3", the player can select one of the Choice 1 (Automatic), Choice 2 (Uphill), Choice 3 (Straight) and Choice 4 (Downhill). If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, an entire hole is inclined upward toward a putting green and an uphill hole is generated in the course generation. If the player selects the Choice 3, the entire hole becomes generally flat without a slope and a straight hole is generated in the course generation. If the player selects the Choice 4, the entire hole is sloped downward toward the putting green and a downhill hole is generated in the course generation.
In the selection box of the "Shape 4", the player can select one of the Choice 1 (Automatic), Choice 2 (Least), Choice 3 (Gentle) and Choice 4 (Steep).
If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, a slope angle is set in a least range in the course generation. If the player selects the Choice 3, the slope angle is set in a middle range (medium range between the Choice 2 and the Choice 4) in the course generation. If the player selects the Choice 4, the slope angle is set in a steepest range in the course generation. Normally, if the choice number increases from the Choice 2 to Choice 4, the level or difficulty of the course increases.
In the selection box of the "Ups and Downs", the player can select one of the Choice 1 (Automatic), Choice 2 (Flat), Choice 3 (Gentle) and Choice 4 (Steep). If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, a flat hole without partial irregularity (ups and downs) is generated in the course generation. If the player selects the Choice 3, a degree of the ups and downs in the hole is set in a gentle range (medium range between the Choice 2 and the Choice 4) in the course generation. If the player selects the Choice 4, the degree of the ups and downs in the hole is set in a steepest range in the course generation. Normally, if the choice number increases from the Choice 2 to Choice 4, the level or difficulty of the course increases. In case the "Links" is selected as the "Course Type" in the "Course" setting tab 222, it is possible to set the range of the "Ups and Downs" in a relatively steeper range in each of the Choices. Particularly, in case the Choice 1 is selected, it is possible to set the "Ups and Downs" range into a relatively steeper range like the actual ups and downs in the Links.
In the selection box of the "Fairway Width", the player can select one of the Choice 1 (Automatic), Choice 2 (Wide), Choice 3 (Normal) and Choice 4 (Narrow). If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, a width of a fairway is set in a widest range in the course generation. If the player selects the Choice 3, the fairway width is set in a middle range (medium range between the Choice 2 and the Choice 4) in the course generation. If the player selects the Choice 4, the fairway width is set in a narrowest range in the course generation. Normally, if the choice number increases from the Choice 2 to Choice 4, the level or ditliculty of the course increases. In case the "Links" is selected as the "Course Type" in the "Course" setting tab 222, it is possible to set the range of the "Fairway Width" in a relatively narrower range in each of the Choices. Particularly, in case the Choice 1 is selected, it is possible to set the "Fairway Width" range into a relatively narrower range like the actual small fairway width in the Links.
In the selection box of the "Rough Type", the player can select one of the Choice 1 (Automatic), Choice 2 (Shallow), Choice 3 (Normal) and Choice 4 (Deep). If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, a depth of a rough is set in a shallowest range in the course generation. If the player selects the Choice 3, the rough depth is set in a middle range (medium range between the Choice 2 and the Choice 4) in the course generation. If the player selects the Choice 4, the rough depth is set in a deepest range in the course generation. Normally, if the choice number increases from the Choice 2 to Choice 4, the level or difficulty of the course increases.
In each of the "Guard Bunker", "Fairway Bunker" and "Water Hazard", the player can select one of the Choice 1 (Automatic), Choice 2 (None), Choice 3 (Normal) and Choice 4 (Many), respectively. If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, no hazards are placed in a hole in the course generation.
If the player selects the Choice 3, corresponding hazards are placed in the hole in the course generation by a normally supposed range of number (medium number between the Choice 2 and the Choice 4). If the player selects the Choice 4, corresponding hazards are placed in the hole in the course generation by a larger number than the normally supposed range of number.
Normally, if the choice number increases from the Choice 2 to Choice 4, the level or difficulty of the course increases.
The hazards are composed of the guard bunkers, the fairway bunkers and the water hazards. They are generated and provided beforehand as the model parts and stored in the storage medium 50 as the picture data. The grass bunkers as the other hazards than the above are selected according to the "Course Type" in the "Course" setting tab 222. For example, no grass bunker is placed in the "Desert" course where the grass bunker is inappropriate. To the contrary, if the "Links" is selected in the "Course Type", it is possible to compulsorily provide the grass bunkers regardless of the setting by the player.
In the selection box of the "Wind Scale", the player can select one of the Choice 1 (Automatic), Choice 2 (Gentle), Choice 3 (Normal) and Choice 4 (Strong). If the player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen at random. If the player selects the Choice 2, the wind scale or the wind velocity in a hole is set in a gentle range in the course generation. If the player selects the Choice 3, the wind scale in the hole is set in a normal range (medium range between the Choice 2 and the Choice 4) in the course generation. If the player selects the Choice 4, the wind scale in the hole is set in a strong range in the course generation. Normally, if the choice number increases from the Choice 2 to Choice 4, the weather condition of the hole become worse. Then, there are more influences of the wind against the play, thereby heightening the level or difficulty of the course. The "Wind"
parameter of the "Course" setting tab 222 is set as an initial value in the course generation. However, the set value of the "Wind Scale" parameter of the "Hole" setting tab 222 has priority over the initial value, the player can change the wind scale parameter in each of the holes.
[RELATION BETWEEN EASY DESIGN AND FREE DESIGN']
As mentioned above, the "Free Design" mode provides many kinds of conditions (parameters) necessary for the automatic course generation or course design. Then, the parameters are input automatically or by the selected operations of the player (user). On the other hand, the "Easy Design"
mode uses the "Course Type" and the "Level" as the parameters for the course generation among the parameters of the "Free Design" mode. Specifically, the "Free Design" mode intends to increase choices as many as possible in the course design, which is selectable or decided by the player by himself or herself. With such configuration, the game reflects tastes of the player thereon. On the other hand, the "Easy Design" mode is configured to spare the player the labor in designing the course as much as possible. Moreover, the player can change each of the parameters as desired in the "Free Design"
mode. The Choice 1 is set as an initial value in each of the parameters.
Therefore, if the user does not change the initial value of the parameters, the "Free Design" mode has the same parameter values as the "Easy Design"
mode.
In the first embodiment, the player can move course data that have been generated in the "Easy Design" mode into the "Free Design" mode, thereby adjusting or altering them. To the contrary, it is possible to have a function or technique to move the course data generated in the "Free Design" mode into the "Easy Design" mode. However, it means making the parameter setting in the "Free Design" mode in vain. Therefore, it is preferable in such case to show a dialog that warns the player.
FIG. 13 shows the relation between the parameters in the "Easy Design"
mode and the parameters in the "Free Design" mode.
In the "Easy Design" mode, the basic frame shape data generating means and the basic outline shape data generating means use the parameters relating to the level or difficulty of the course, the parameters relating to the basic frame shape, the basic outline shape and so on, as the parameters representing the characteristics or features relating to the hole. Moreover, these means enable the player to selectively input the parameters relating the level of the course. At the same time, these means automatically input the parameters relating to the basic frame shape, the basic outline shape and the like on the basis of the parameters relating the level of the course. Thus, these means automatically generate the data of the whole golf course such as the basic frame shape data (imaginary moving lines 104, 105), the basic outline shape data (fairway 110, rough 120) and so on.
Referring to FIG. 13, the relation between the parameters in the "Easy Design" mode and the parameters in the "Free Design" mode is described hereafter. First, if the level is set in the Choice 1 in the "Easy Design"
mode (see FIG. 10), prescribed choices with relatively lower diiHculty are automatically selected among the parameter choices that influence the course difficulty in the "Free Design" mode. Specifically, the "Weather" is set in the Choice 6 and the ""Wind" is set in the Choice 2 (see FIG. 11). As shown in FIGS. 12 and 13, the "Distance" is set in the Choice 2, the Choice 3 is frequently used as the "Shape 1" and the "Shape 2" is set in the Choice 2. The "Shape 3" is set in the Choice 3, the ""Shape 4" is set in the Choice 2 and the "Ups and Downs" is set in the Choice 2. The Choices 2 are selected as the "Fairway Width", the "Rough Type", the "Guard Bunker", the "Fairway Bunker", the "Water Hazard" and the "Green Area", respectively. Though not shown, the "Wind Direction" can be set in the Choice 1.
Next, if the level is set in the Choice 2 in the "Easy Design" mode, prescribed choices with approximately medium difficulty are automatically selected among the parameter choices that influence the course difficulty in the "Free Design" mode. Specifically, the "Weather" is set in the Choice 4 and the ""Wind" is set in the Choice 3. The "Distance" is set in the Choice 3, the Choices 2 to 4 are used at random as the "Shape 1" and the "Shape 2" is set in the Choice 3. The Choices 2 to 4 are used at random as the "Shape 3", the "Shape 4" is set in the Choice 3 and the "Ups and Downs" is set in the Choice 3. The Choices 3 are selected as the "Fairway Width", the "Rough Type", the "Guard Bunker", the "Fairway Bunker", the "Water Hazard" and the "Green Area", respectively. Though not shown, the "Wind Direction" can be set in the Choice 1.
If the level is set in the Choice 3 in the "Easy Design" mode, prescribed choices with relatively higher difficulty are automatically selected among the parameter choices that influence the course difficulty in the "Free Design"
mode. Specifically, the Choices 2 to 4 are used at random as the "Weather", while the Choices 3 and 4 are used at random as the ""Wind". The Choices 3 and 4 are used at random as the "Distance", the Choices 2 and 4 are frequently used as the "Shape 1" and the "Shape 2" is set in the Choice 4. The Choices 2 and 4 are frequently used as the "Shape 3", the "Shape 4" is set in the Choice 4 and the "Ups and Downs" is set in the Choice 4. The Choices 4 are selected as the "Fairway Width", the "Rough Type", the "Guard Bunker", the "Fairway Bunker", the "Water Hazard" and the "Green Area", respectively.
Though not shown, the "Wind Direction" can be set in the Choice 1.
(AUTOMATIC COURSE QrENERATINQr METHOD (PROCESSj~
The automatic golf course generating method (procedures or functions) of the first embodiment is described hereafter.
FIG. 14 shows an overall procedure of the first embodiment of the course generating method.
First, the player should operate fixed switches or buttons of the controller or the like during the game or at the beginning of the game in order to perform the golf course generation. Then, the basic screen 200 or the basic screen 220 is shown on the display 20 (see FIGS. ? to 9). In this procedure, either of the basic screen 200 and the basic screen 220 may be displayed first as an initial screen. At the same time, at STEP 301 (initialization) of FIG.
14, each of the parameters in the basic screens 200 and 220 is set in initial values. Next, at STEP 302, the player sets the parameters as desired by the "Easy Design" mode or the "Free Design" mode, thereby deciding conditions for the automatic course generation.
If the player inputs a command for the course generation by the button of the controller or the like, an automatic generation process of course data starts at STEP 304. Then, after the process as shown in FIGS. 2 to 5, the basic shape data of the course or the hole are automatically generated according to the set parameters or conditions. The basic shape data has three-dimensional features in part. However, they are basically generated as the two-dimensional data, thereby reducing or simplifying the steps in the generation process.
At STEP 304, the generated basic shape of the course or the hole is displayed as a preview picture 207, 229 on the preview screen 205, 227.
Then, the player can check the generated basic shape by the preview picture 207, 229. If the player agrees with the generated data, he or she makes a fixed operation to settle the data. Thereby, at STEP 305, the basic shape data as the two-dimensional data are synthesized with height data as shown in FIG. 6, so that the three-dimensional polygon data of the course are generated. If the player dislikes or disagrees with the generated basic shape at STEP 304, he or she operates a fixed button to make the process return to STEP 301. Then, the set parameters are canceled, thereby enabling the player to set new parameters.
In the first embodiment, the imaginary moving lines 104, 105 are generated as the basic line (basic frame shape) in the course generation as shown in FIG. 2 so that tactics of the golf course can be easily altered.
Then, the course is automatically generated on the basis of the basic line, while taking the level into account. Particularly, the golf course has an originality as the map or the playing field when a variety of geographical features (playing field elements) are placed at appropriate positions. Such geographical features are the teeing ground, the fairway, the rough, the bunkers, the putting greens, for example. Therefore, the course generating device basically functions to generate the course in consideration of that point. The geographical features are automatically disposed in view of the tactics in the golf game, the natural law, the other conditions to give originality to the game and the like. Thus, the golf course that satisfies requests of the player is automatically generated.
On the other hand, the first embodiment takes into account the facts that the geographical features of the golf course are disposed in a very two-dimensional way. Therefore, each of the features is placed in the two-dimensional way while the features being divided into parts, respectively, and each of the parts being located at a fixed position. Consequently, the total number of the steps for disposing the features is reduced. Some conditions such as the slope and the ups and downs must be defined in a three-dimensional way in the golf course. However, these conditions have little relation with the two-dimensionally disposed data. Therefore, the three-dimensional data are separately generated as the processed data and synthesized with the two-dimensional data at last.
A process for generating the basic shape data that are generated on the basis of the above-mentioned principle is described hereafter referring to FIGS.
15 to 29. For convenience sake, each procedure is explained just in case of automatically generating a shape of a hole (par 4) shown in FIGS. 2 to 5 a.s the basic shape data However, it is apparent that the first embodiment of the generating process can be applied to the other cases in which the other holes are automatically generated.
FIG. 15 schematically shows a basic frame shape data generating procedure as a whole in the golf course generating device according to the first embodiment.
As shown in FIG. 15, at STEP 400, a basic line such as the imaginary moving lines 104, 105 of FIG. 2 is generated first on the basis of the set parameters. Next, at STEP 500, an outline of a fairway such as the outline 110 of FIG. 3 is generated around the basic line on the basis of the set parameters and the basic line. Then, at STEP 600, an outline of a rough such as the outline 120 of FIG. 3 is generated outside the outline of the fairway on the basis of the set parameters, the basic line and the like. Thereafter, at STEP 700, an OB ground not shown is generated outside the outline of the rough on the basis of the set parameters, the basic line and the like. In STEP
800, height data are generated to define heights such as a slope and ups and downs of the entire hole. In STEP 900, each of the model parts such as the teeing ground, the putting green and the bunkers are generated and disposed in the hole on the basis of the set parameters, the basic line and the like.
Moreover, the water hazards such as the ponds are generated and disposed in the hole. At last, at STEP 1000, the other objects are disposed inside and outside the hole on the basis of the set parameters, the basic line and the like.
Such objects may be the vegetation (trees, glasses, flowers and so on) and belongings of the golf course (carts, artificial objects like washers and/or natural objects like puddles).
FIG. 16 shows a basic line generating procedure in the golf course generating device according to the first embodiment.
A sequence of steps shown in FIG. 16 indicate the basic line generating procedure corresponding to STEP 400 of FIG. 15. They are executed by the CPU 11 to constitute the basic frame shape data generating means (step or function) of the invention. In the basic line generating process, at STEP 401, a coordinate (x, z) of the center position 101 of the teeing ground 131 is decided first. The center position becomes a start point or start position of the basic line. For convenience sake of the procedure, an origin is usually selected as the start point. Then, a first supposed shot distance is set at STEP 402. At this time, set at STEP 402 is a range that is supposed for the first shot distance of the golf ball in a usual play, referring to the parameters such as the "Par" and the "Distance", for example. Then, the first supposed shot distance of the golf ball is decided at random at STEP 402 within the range by use of a random number generating device. Thereafter, a first shot angle is set at STEP 403. At this time, set at STEP 403 is a range that is supposed for the first shot angle of the golf ball in the usual play, referring to the parameters such as the "Shape 1" and the "Shape 2", for example. Then, the first shot angle of the golf ball is decided at STEP 403 at random within the range by use of the random number generating device.
At STEP 404, a coordinate (x, z) of a first shot reaching point 102 is decided on the basis of the first supposed shot distance and the first shot angle. Consequently, the basic line 104 is finally determined. In the short hole (par 3), the first shot reaching point is set as a center position of the putting green 141. At STEP 405, it is decided whether or not the par of the hole to be generated is four (middle hole) or more, on the basis of the "Par"
parameter. If it is decided at STEP 405 that the currently generated hole is the short hole (par 3), the execution of the process is ended. That is, since the first reaching point is the center position of the putting green in the short hole, the following steps (STEP 406 to STEP 411) are unnecessary.
If it is decided at STEP 405 that the par of the current hole is four or more, a second supposed shot distance is set at STEP 406. At this time, set at STEP 406 is a range that is supposed for the second shot distance of the golf ball in the usual play, referring to the parameters such as the "Par" and the "Distance", for example. Then, the second supposed shot distance of the golf ball is decided at STEP 406 at random within the range by use of the random number generating device. Thereafter, a second shot angle is set at STEP 407.
At this time, set at STEP 407 is a range that is supposed for the second shot angle of the golf ball in the usual play, referring to the parameters such as the "Shape 1" and the "Shape 2", for example. Then, the second shot angle of the golf ball is decided at STEP 407 at random within the range by use of the random number generating device.
At STEP 408, a coordinate (x, z) of a second shot reaching point 103 is decided on the basis of the second supposed shot distance and the second shot angle. Consequently, the basic line 105 is finally determined. Moreover, a third supposed shot distance is set at STEP 409. At this time, set at STEP
409 is a range that is supposed for the third shot distance of the golf ball in the usual play, referring to the parameters such as the 'Par" and the "Distance", for example. Then, the third supposed shot distance of the golf ball is decided at STEP 409 at random within the range by use of the random number generating device. Thereafter, a third shot angle is set at STEP 410.
At this time, set at STEP 40? is a range that is supposed for the third shot angle of the golf ball in the usual play, referring to the parameters such as the "Shape 1" and the "Shape 2", for example. Then, the third shot angle of the golf ball is decided at STEP 410 at random within the range by use of the random number generating device.
At STEP 411, a coordinate (x, z) of a third shot reaching point is decided on the basis of the third supposed shot distance and the third shot angle.
Then, the execution of the procedure is ended. In the middle hole (par 4) and the long hole (par 5), the third shot reaching point is set as the center position of the putting green 141. Moreover, the set shot distance of the first to the third shots (particularly the third shot) is set longer in the long hole as a whole than in the middle hole.
In the first embodiment, the first shot reaching point is set as the center position of the putting green 141 in the short hole, while the third shot reaching points being set as such center point. Therefore, it is decided at STEP 405 whether or not the current hole is short hole. If it is the short hole, the execution of the procedure is ended. However, if the second shot reaching point is set as the center position of the putting green 141 in the middle hole, it is decided whether or not the current hole is the long hole between STEP
408 and STEP 409. If it is the middle hole, the execution of the procedure is ended. That is, the positions and the number of the decisions will change depending on which shot reaching point is the center position of the putting green.
FIG. 17 shows a faixyvay generating procedure for a short hole and a middle hole in the golf course generating device according to the first embodiment.
A sequence of steps shown in FIG. 17 indicate the generating procedure of the fairway of par 3 and par 4 corresponding to STEP 500 of FIG. 15. They are executed by the CPU 11 to constitute the basic outline shape data generating means (step or function) of the invention. In the fairway generating process, at STEP 501, a start point 111 of the fairway 110 is decided first.
At this time, the start point 111 is placed on the basic line referring to the tee center position 101, the first shot reaching point 102 and the like, for example. Usually, a range is set at STEP 501 between the tee center position 101 and the first shot reaching point 102 within which the start point can be set. Then, a coordinate (x, z) of the star point 111 is decided at random within the set range.
At STEP 502, an end point 112 of the fairway 110 is decided. At this time, the end point 112 is placed on the basic line referring to the green center position, the second shot reaching point 103 and the like, for example. In case of the short hole, a range is set usually at STEP 502 beyond the putting green 141 within which the end point 112 can be set. Then, a coordinate (x, z) of the end point 112 is decided at random within the set range. In case of the middle hole, set usually at STEP 502 is a range between the green center position and the second shot reaching point 103 within which the end point 112 can be set. Then, a coordinate (x, z) of the end point 112 is decided at random within the set range.
At STEP 503, a middle point 113 of the fairway 110 is decided. At this time, the middle point 113 is placed on the basic line between the start point 111 and the end point 112, referring to the first shot reaching point 102, the second shot reaching point 103 and the like. In case of the short hole, which generally has no doglegs, a range is set at STEP 503 near a middle point between the first shot reaching point 112 and the second shot reaching point 103 within which the middle point 113 can be set, for example. Then, a coordinate (x, z) of the middle point 113 is decided at random within the set range. Alternatively, the middle point between the first shot reaching point 102 and the second shot reaching point 103 is set just as the coordinate (x, z) of the middle point 113. In case of the middle hole, which may have doglegs, a range is set at STEP 503 within which the end point 112 can be set, on the basis of the first shot reaching point, for example. Then, the coordinate (x, z) of the middle point 113 is decided at random within the set range.
At STEP 504, a first auxiliary point 114 of the fairway 110 is decided. At this time, the first auxiliary point 114 is placed on the basic line between the start point 111 and the middle point 113, referring to the start point 111, the middle point 113, the first shot reaching point 102 and the like. For example, a range is set at STEP 504 near a middle point between the start point 111 and the middle point 113 within which the first auxiliary point 114 can be set.
Then, the coordinate (x, z) of the first auxiliary point 114 is decided at random within the set range.
At STEP 505, a second auxiliary point 115 of the fairway 110 is decided.
At this time, the second auxiliary point 115 is placed on the basic line between the middle point 113 and the end point 112, referring to the middle point 113, the first shot reaching point 102, the second shot reaching point 103 and the like. For example, a range is set at STEP 505 near a middle point between the middle point 113 and the end point 112 or near a middle point between the first and the second shot reaching points 102, 103 within which the second auxiliary point 115 can be set. Then, the coordinate (x, z) of the second auxiliary point 115 is decided at random within the set range.
At STEP 506, a width of the start point 111 is decided. At this time, a predetermined range is set at both sides of the basic line in the direction perpendicular thereto about the start point 111 as a center, on the basis of the parameters such as the "Fairway Width". Then, the width of the start point 111 is decided at random within the set range. Thereafter, coordinates (x, z) of opposite ends of the width of the start point 111 are defined as a pair of end points 111W. At STEP 507, a width of the end point 112 is decided. At this time, a predetermined range is set at both sides of the basic line in the direction perpendicular thereto about the end point 111 as a center, on the basis of the parameters such as the "Fairway Width". Then, the width of the end point 112 is decided at random within the set range. Thereafter, coordinates (x, z) of opposite ends of the width of the end point 112 are defined as a pair of end points 112W. At STEP 508, widths of the middle point 113, the first auxiliary point 114 and the second auxiliary point 115 are decided, respectively. At this time, predetermined ranges are set at both sides of the basic line in the direction perpendicular thereto about the middle point 113, the first auxiliary point 114 and the second auxiliary point 115 as centers, respectively, on the basis of the parameters such as the "Fairway Width".
Then, the widths of the middle point 113, the first auxiliary point 114 and the second auxiliary point 115 are decided at random within the set ranges, respectively. Thereafter, coordinates (x, z) of opposite ends of the widths of the middle point 113, the first auxiliary point 114 and the second auxiliary point 115 are defined as pairs of end points 113W, 114W and 115W, respectively.
At last, the start point 111, the end point 112, the middle point 113, the first auxiliary point 114, the second auxiliary point 115 and their end points 111 W, 112W, 113W, 114W, 115W are connected at STEP 509. Then, the outline 110 of the fairway with a smooth curve is generated at STEP 509 by use of a curve interpolation technique such as a spline approximation. The outline 110 defines an extension or profile of the fairway.
FIG. 18 shows a fairway generating procedure for a long hole in the golf course generating device according to the first embodiment. FIG. 19 shows a fairway generating procedure for a long hole having two fairways in the golf course generating device according to the first embodiment.
A sequence of steps shown in FIG. 18 and FIG. 19 indicate the generating procedures of the fairway corresponding to STEP 500 of FIG. 15, while the par is five and the number of the fairway is one or two. They are executed by the CPU 11 to constitute basic outline shape data generating means (step or function) of the invention. In the fairway generating process, a width of a start point is decided at STEP 511. A width of an end point is decided at STEP 512.
Widths of a middle point, a first auxiliary point and a second auxiliary point are decided, respectively, at STEP 513. At this time, predetermined ranges are set at both sides of the basic line in the direction perpendicular thereto on the basis of the parameters such as the "Fairway Width". Then, the widths of the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point are decided at random within the set ranges, respectively. In this case, the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point have not been determined yet. Therefore, each of the widths is defined as a scalar, while end points at opposite ends of the width being not specified at this time.
At STEP 514, it is decided whether the number of the fairway is one or not. If there is one fairway, the execution proceeds to STEP 515 and the following steps. On the other hand, if there are two fairways, the execution proceeds to STEP 521 shown in FIG. 19. At STEPS 515 to 519, coordinates (x, z) of the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point of the fairway are determined, respectively, in the same manner as at STEPS 501 to 505. At STEPS 515 to 519, the data, the ranges to be set and the 1>'ke, which are referred to in determining each of the coordinates, are appropriately changed in consideration of the difference of the distance between the middle hole and the long hole. Thereafter, the coordinates (x, z) of the opposite ends of the widths of the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point are decided, respectively, on the basis of the widths decided at STEPS 511 to 513. An outline of the fairway is generated in the same manner as at STEP
509 on the basis of the above coordinates. Then, the execution of the procedure is ended.
On the other hand, if there are two fairways, coordinates (x, z) of the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point of the first fairway that is located at the side of the teeing ground are decided at STEP 521 to STEP 525, respectively, in the same manner as at STEP 515 to STEP 519, as shown in FIG. 19. At STEPS 521 to 525, the data, the ranges to be set and the like, which are referred to in determining each of the coordinates (x, z), are changed so that the first fairway is placed at or near a front half portion of the long hole. Next, coordinates (x, z) of the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point of the second fairway that is located at the side of the putting green are decided at STEP 526 to STEP 530, respectively, in the same manner as at STEP 515 to STEP 519. At STEPS 526 to 530, the data, the ranges to be set and the like, which are referred to in determining each of the coordinates (x, z), are appropriately changed so that the second fairway is placed at or near a rear half portion of the long hole and is not overlapped with the first fairovay.
At STEP 531, the coordinates (x, z) of the opposite ends of the widths of the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point of the first fairway are decided, respectively, on the basis of the widths decided at STEP 511 to 513. An outline of the first fairway is generated in the same manner as at STEP 509 on the basis of the above coordinates. Similarly, the coordinates (x, z) of the opposite ends of the widths of the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point of the second fairway are decided, respectively, on the basis of the widths decided at STEP 511 to 513. An outline of the second fairway is generated in the same manner on the basis of the above coordinates. Then, the execution of the procedure is ended.
FIG. 20 shows a rough generating procedure in the golf course generating device according to the first embodiment.
A sequence of steps shown in FIG. 20 indicate the generating procedure of the rough corresponding to STEP 600 of FIG. 15. They are executed by the CPU 11 to constitute basic outline shape data generating means (step or function) of the invention. In the rough generating process, at STEP 601, a start point 121 of the rough 120 is decided first. At this time, the start point 121 is placed on the basic line referring to the tee center position 101, the first shot reaching point 102 and the like, for example. Usually, a range is set at STEP 601 in front of the teeing ground 130 within which the start point 121 can be set. Then, a coordinate (x, z) of the start point 121 is decided at random within the set range.
At STEP 602, a slope (inclination angle) of the entire rough is set at random. STEP 602 is a procedure relating to generation of a height data (y component). Therefore, STEP 602 may be omitted from the rough generating process, while the height data obtained at STEP 800 being used as the height data of the rough.
At STEP 603, a middle point 123 of the rough 120 is decided. At this time, a range is set on the basic line at STEP 603 within which the middle point 123 can be set, referring to the data of the fairway and the like. Then, a coordinate (x, z) of the middle point 123 is decided at random within the set range.
At STEP 604, a height (y component) of the middle point 123 is set on the basis of the slope angle that has been set at STEP 602. STEP 604 is a procedure relating to generation of the height data (y component). Therefore, STEP 604 may be omitted from the rough generating process of FIG. 20, too, same as STEP 602.
At STEP 605, an end point 122 of the rough 120 is decided. At this time, a range is set at STEP 605 beyond the putting green 140 within which the end point 122 can be set, referring to the green center position, the first shot reaching point 102, the second shot reaching point 103, the data of the fairway and the like. Then, a coordinate (x, z) of the end point 122 is decided at random within the set range.
At STEP 606, a height (y component) of the end point 122 is set on the basis of the slope angle that has been set at STEP 602. STEP 606 is a procedure relating to generation of the height data (y component). Therefore, STEP 606 may be omitted from the rough generating process of FIG. 20, too, same as STEP 602.
At STEP 607, a first auxiliary point 124 of the rough 120 is decided. At this time, a range is set on the basic line at STEP 607 between the start point 121 and the end point 122 within which the first auxiliary point 124 can be set. Then, a coordinate (x, z) of the first auxiliary point 124 is decided at random within the set range.
At STEP 608, a height (y component) of the first auxiliary point 124 is set on the basis of the slope angle that has been set at STEP 602. STEP 608 is a procedure relating to generation of the height data (y component). Therefore, STEP 608 may be omitted from the rough generating process of FIG. 20, too, same as STEP 602.
At STEP 609, a second auxiliary point 125 of the rough 120 is decided.
At this time, a range is set on the basic line at STEP 609 between the middle point 123 and the end point 122 within which the second auxiliary point 125 can be set. Then, a coordinate (x, z) of the second auxiliary point 125 is decided at random within the set range.
At STEP 610, a height (y component) of the second auxiliary point 125 is set on the basis of the slope angle that has been set at STEP 602. STEP 610 is a procedure relating to generation of the height data (y component).
Therefore, STEP 610 may be omitted from the rough generafiing process of FIG. 20, too, same as STEP 602.
At STEP 611, a width of the start point 121 is decided. At this time, a predetermined range is set at both sides of the basic line in the direction perpendicular thereto about the start point 121 as a center, on the basis of the parameters such as the width of the start point 111 of the fairway and the like. Then, the width of the start point 121 is decided at random within the set range. Thereafter, coordinates (x, z) of opposite ends of the width of the start point 121 are defined as a pair of end points 121W.
At STEP 612, widths of the middle point 123, the first auxiliary point 124 and the second auxiliary point 125 are decided, respectively. At this time, predetermined ranges are set at both sides of the basic line in the direction perpendicular thereto about the middle point 123, the first auxiliary point and the second auxiliary point 125 as centers, respectively, on the basis of the parameters such as the widths of the middle point 113, the first auxiliary point 114 and the second auxiliary point 115 of the fairway and the lie.
Then, the widths of the middle point 123, the first auxiliary point 124 and the second auxiliary point 125 are decided at random within the set ranges, respectively. Thereafter, coordinates (x, z) of opposite ends of the widths of the middle point 123, the first auxiliary point 124 and the second auxiliary point 'S 125 are defined as pairs of end points 123W, 124W and 125W, respectively.
At STEP 613, a width of the end point 122 is decided. At this time, a predetermined range is set at both sides of the basic line in the direction perpendicular thereto about the end point 122 as a center, on the basis of the parameters such as the width of the end point 112 of the fairway and the like.
Then, the width of the end point 122 is decided at random within the set range. Thereafter, coordinates (x, z) of opposite ends of the width of the end point 122 are defined as a pair of end points 122W.
At last, the start point 121, the end point 122, the middle point 123, the first auxiliary point 124, the second auxiliary point 125 and their end points 121W, 122W, 123W, 124W, 125W are connected at STEP 614. Then, the outline 120 of the rough with a smooth curve is generated at STEP 614 by use of a curve interpolation technique such as the spline approximation. The outline 120 defines an extension or profile of the rough.
An order of deciding the reference points is not limited to the above mentioned order in generating the outline of the rough. That is, as in the generation of the outline 110 of the fairway shown in FIGS. 17 to 19, the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point may be decided in this order. Then, the widths and the pairs of the end points of the start point, the end point, the middle point, the first auxiliary point and the second auxiliary point may be decided in this order.
Thereafter, the outline 120 of the rough may be generated on the basis of the reference points. In this case, the data that are referred to in deciding each of the reference points are changed appropriately according to the difference of the characteristics between the rough and the fairway, the difference of the par in each hole and the like. Moreover, the data relating to the height are omitted in the rough outline generating process. The automatically generated data of the rough are added with data relating to a rough depth on the basis of the parameters such as "Course Type" and the "Rough" when or after the data of the rough are generated.
FIG. 21 shows an OB ground generating procedure in the golf course generating device according to the first embodiment.
FIG. 21 indicates the generating procedure of the OB ground corresponding to STEP 700 of FIG. 15. In the OB ground generating process, at STEP 701, a start point of the OB gxound is decided first. At this time, a coordinate (x, z) of the start point is decided referring to the data of the fairway, the data of the rough (outline 120) and the like, for example. At STEP
702, an end point of the OB ground is decided. At this time, a coordinate (x, z) of the end point is decided referring to the data of the fairway, the data of the rough (outline 120), the start point of the OB ground and the like, for example.
At STEP 703, a middle point of the OB ground is decided. At this time, a coordinate (x, z) of the middle point is decided referring to the start point and the end point of the OB ground and the like, for example. At STEP 704, a first auxiliary point of the OB ground is decided. At this time, a coordinate (x, z) of the first auxiliary point is decided referring to the start point and the middle point of the OB ground and the like, for example. At STEP 705, a second auxiliary point of the OB ground is decided. At this time, a coordinate (x, z) of the second auxiliary point is decided referring to the end point and the middle point of the OB ground and the like, for example. At last, the start point, the end point, the middle point, the 5rst auxiliary point and the second auxiliary point are connected at STEP 706. Then, the outline of the OB ground with a smooth curve is generated at STEP 706 by use of a curve interpolation technique such as the spline approximation. The outline defines an extension or profile of the OB ground.
FIG. 22 shows a height data generating procedure in the golf course generating device according to the first embodiment.
A sequence of steps shown in FIG. 22 indicate the generating procedures of the height corresponding to STEP 800 of FIG. 15. They are executed by the CPU 11 to constitute the height data generating means (step or function) of the invention. In the height data generating process, at STEP 801, a predetermined polygon mesh is stored or kept in the main memory 12. Then, the data about the outline 110 of the fairway, the data about the outline 120 of the rough and so on are read in the main memory 12 at STEP 802. At STEP
803, the parameters of "Shape 3" and "Shape 4" are referred to for deciding whether there is a slope or not. If there is a slope, the data of the polygon mesh is converted so as to include the slope data at STEP 804. Then, the execution proceeds to STEP 805. If the hole is straight or has no slope, the execution proceeds to STEP 805 immediately. At STEP 805, the "Ups and Downs" parameter is referred to for deciding whether there are ups and downs or not. If there are ups and downs, the data of the polygon mesh is converted so as to include the ups and downs data at STEP 806. Then, the execution is finished. If the hole is flat or has no ups and downs, the execution is finished immediately.
FIG. 23 shows a tee part locating procedure in the golf course generating device according to the first embodiment.
FIG. 23 indicates the tee part locating procedure as one of part locating procedures corresponding to STEP 900 of FIG. 15. In the tee part locating procedure, a tee part (teeing ground) 131 is selected at random among a group of model parts for many prescribed tee parts at STEP 901, which have been generated and prepared in advance. In the model part group, there are provided a variety of tee parts that have their own part numbers. The tee parts have their own characteristics according to the part numbers, respectively. At STEP 902, a height at a position of the tee part 131 is decided on the basis of the tee center position 101 decided at STEP 400 and the height data generated at STEP 800. At STEP 903, coordinate data of the tee part 131 is converted by a fixed operation such as moving or rotation, on the basis of the tee center position 101 (x and z components) and the height position (y component) decided at STEP 902. Thereby, the tee part 131 is disposed on the hole. Thereafter, the execution of the procedure is finished.
FIG. 24 shows a green part locating procedure in the golf course generating device according to the fast embodiment.
FIG. 24 indicates the green part locating pure as one of the part locating procedures corresponding to STEP 900 of FIG. 15. In the green part locating procedure, a green part (putting green) 141 is selected at random among a group of the model parts for many prescribed green parts at STEP
911, which have been generated and prepared in advance. In the model part group, there are provided a variety of green parts that have their own part numbers. The green parts have their own characteristics according to the part numbers, respectively. At this time, the green 141 is selected at random so as to have an area corresponding to the set values of the parameters such as the "Course Type" and the "Green". At STEP 912, a height at a disposed position of the green part 141 is decided on the basis of the green center position 101 decided at STEP 400 and the height data. At STEP 913, the coordinate data of the green part 141 are converted by a fixed operation such as moving or rotation, on the basis of the green center position (x and z components) and the height position (y component) decided at STEP 912, thereby being disposed on the hole. Thereafter, the execution of the procedure is finished.
FIG. 25 shows a pond generating procedure in the golf course generating device according to the first embodiment.
FIG. 25 indicates the pond generating procedure as one of the part generating procedures corresponding to STEP 900 of FIG. 15. In the pond generating procedure, an outline of the pond is generated first at STEP 921.
At this time, the coordinates of the outline of the rough near the center of the hole can be used as a model to generate the outline of the pond. For example, the five coordinates of both the end points 123W, the second auxiliary point 125 and both the end points 125W are used as reference points and connected to make the outline of the pond. Moreover, the connected lines are smoothed by the curve interpolation. Thereby, the outline of the pond with a smooth curve can be generated. In this case, since the previously defined coordinates of the outline of the rough are used as the model, the outline of the pond can be generated easily and the procedure can be simplified.
On the other hand, if the rough is used as the model of the pond, there takes place some relationship between the shape of the pond and the shape of the rough. Then, the choices or freeness in generating the course may be lessened. Therefore, it is preferable to generate basic shapes for the outline of the pond by using a circle or an ellipse or a plurality of circles and/or ellipses in combination. Then, the basic shapes are varied by random numbers so that the outline of the pond is generated finally. In the above operation, it is more preferable to decide the number of the ponds to be generated and the outline of each of the ponds on the basis of the parameters such as the "Course Type" and the "Water Hazard".
At STEP 922, a position where the pond is disposed is decided on the basis of the rough data generated at STEP 600, the height data and the like.
For example, the pond 151 is placed in a zone that is extended at random from the center position of the rough.
At STEP 923, it is decided whether a vertical edge is formed on the pond or not. If YES, the vertical edge is formed at an edge of the pond 151 at STEP
924 and the execution proceeds to STEP 925. If there is no vertical edge, the execution proceeds to STEP 925 immediately. At STEP 925, a normal edge is formed on the edge of the pond 151. In providing the normal edge, its inclination (x component and so on) may be set at random.
At STEP 926, a bottom shape of the pond is formed at random on the basis of a bottom data of the pond 151. At STEP 927, the coordinate data of the pond 151 is converted by a fixed operation such as moving or rotation, on the basis of the position (x, y, and z components) decided at STEP 922. Then, the pond 151 is disposed on the hole. Thereafter, the execution of the procedure is ended. If the pond is overlapped with the rough, the putting green and the like, such overlapped area are further processed, e.g. to eliminate one of the overlapped elements.
In the same manner as the other model parts (teeing grounds, putting greens and so on), many and various pond parts may be prepared beforehand as one of the model parts. Then, the pond part may be selected at random in consideration of the parameters among such group of the model parts at STEP
921. Moreover, another water hazard such as the sea, the lake and the waterway may be placed on the hole in the same process as the above, according to the parameters such as the course type.
FIG. 26 shows a bunker part locating procedure in the golf course generating device according to the first embodiment.
FIG. 26 indicates the bunker part locating procedure as one of the part locating procedures corresponding to STEP 900 of FIG. 15. The bunker is a very important element in view of strategy of the golf course, so that a more complicated procedure is used for placing the bunker parts, compared with the other parts. Specifically, at STEP 931, a necessary number of bunker parts (bunkers) 161, 162, 163 are selected at random among a group of model parts for many prescribed bunker parts, which have been generated and prepared in advance. In the model part group, there are provided a variety of bunker parts that have their own part numbers. The bunker parts have their own characteristics according to the part numbers, respectively. The number and kinds of the bunker parts 161, 162, 163 to be selected are decided on the basis of the parameters such as the "Course Type", the "Guard Bunker" and the "Fairway Bunker".
At STEP 932, it is decided if the hole to be generated is a short hole or not, on the basis of the "Par" parameter. If YES, the guard bunkers 161 and 162 are placed near the putting green 141 at STEP 938. If the hole is a middle hole or a long hole, it is decided at STEP 933 if there is a dogleg or not in the hole to be generated on the basis of the "Shape 1" parameter. If yes, a fairway bunker 161 is placed at STEP 934 at a position that has been selected at random near the first shot reaching point 102. Then, the execution proceeds to STEP 936. If the hole is a straight hole, a pair of fairway bunkers 161 is placed at STEP 934 at positions that have been selected at random at the right and the left of the first shot reaching point 102. Then, the execution proceeds to STEP 936.
At STEP 936, it is decided if the hole to be generated is a long hole or not.
If YES, a fairway bunker is placed near the second shot reaching point 103 at STEP 937. Then, the execution proceeds to STEP 938. If the hole is a middle hole, the execution proceeds to STEP 938 immediately. At STEP 939, the guard bunkers 161 and 162 are placed at positions that have been selected at random near the putting green 141, e.g. at the right and the left in front of the putting green 141. In the above-mentioned placement of the bunker parts, they are provisionally disposed and their positions are determined as temporary positions. At that time, each of the bunker parts 161, 162, 163 is not disposed actually on the hole to be generated.
At STEP 939, each bunker part 161, 162, 163 is moved to the provisional position after coordinate conversion such as necessary rotation or movement.
At STEP 940, a geographical configuration is formed around the bunker parts 161 to 163. At STEP 941, it is decided whether or not there is overlap between the bunker parts 161 to 163 and the green parts 141. If some parts are overlapped, such overlapped parts are moved gradually by a predetermined amount until the overlap is cleared at STEP 942. If the overlap is eliminated completely, the execution proceeds to STEP 943. If there is no overlap, the execution proceeds to STEP 943 immediately.
At STEP 943, it is decided whether or not there is overlap between the bunker parts 161 to 163 and the pond (pond part) 151. If there is an overlap, such overlapped parts are moved gradually by a predetermined amount until the overlap is cleared at STEP 944. If the overlap is eliminated completely, the execution proceeds to STEP 945. If there is no overlap, the execution proceeds to STEP 945 immediately. At STEP 945, the bunker parts 161 to 163 are placed actually after the above mentioned positional adjustment is carried out.
At STEP 946, an edge is formed between the bunker parts 161 to 163 and a loan of the fairway and the like. Then, the execution of the procedure is ended. At this time, a depth of each of the bunker parts 161 to 163 is calculated according to the selected part number. Thereafter, the edge is formed according to the calculated value.
In the above-mentioned procedure to dispose each kind of model part, it is preferable to refer to the height data so that the model parts are not placed at inconvenient positions. For example, it is difficult to dispose the model parts on a slope having ups and downs (irregularity) or bent portion or the like. Therefore, the model parts are prohibited to be disposed at such positions.
FIG. 27 shows an object locating procedure in the golf course generating device according to the first embodiment.
FIG. 27 indicates the locating procedure of the other objects (object parts 171, 172) corresponding to STEP 1000 of FIG. 15. In the procedure for placing the object parts 171, 172, an extension (outer outline) and an intension (inner outline) between which the object parts 171, 172 are placed are set first at step S 1001. For example, the intension of the area where the object parts 171, 172 are placed is made to coincide with the outline 110 of the fairway or the outline 120 of the rough. Moreover, the extension is located at random position that is distant outward and away from the intension.
Thus, the area where the object parts 171, 172 can be placed is set in the hole.
At STEP 1002, polygons of the area where the object parts 171, 172 are placed are generated. At step 1003, it is decided at random how many object parts 171, 172 are placed on the hole on the basis of the parameters such as the "Course Type" and the "Vegetation". At step S 1004, a random number table of the object parts 171, 172 is generated by use of the model parts group that has been formed and provided for predetermined object parts. Each of the object parts 171, 172 has its own characteristics, size and so on according to its part number.
At STEP 1005, the object parts 171, 172 to be placed are selected from the random number table up to the number decided at STEP 1003. At STEP
1006, the positions (x and z components) of the selected object parts 171, 1?2 are decided at random. At STEP 1007, the sizes of the selected object parts 171, 172 are determined at random. Then, the sizes go under necessary scale conversion. At STEP 1008, the height positions (y component) of the placed object parts 171, 172 are determined on the basis of the sizes decided at STEP
100?. At last, the object parts 171, 172 are placed at the decided positions at STEP 1009. Then, the execution of the procedure is ended.
FIG. 28 shows a three-dimensional polygon data generating procedure in the golf course generating device according to the first embodiment.
The procedure of FIG. 28 shows the three-dimensional polygon data generating procedure of the course corresponding to STEP 305 of FIG. 14.
Such procedure is executed by the CPU 11 thereby to constitute the three-dimensional data generating means (step and function) of the invention. In the generation, at STEP 2001, a height position (y component) of the outline 110, 120 of the surface part (fairways, roughs and OB grounds) is determined on the basis of the coordinates (x, z) of each of the surface parts and the height data generated in STEP 800. The model parts (tees, greens, bunkers and ponds) are located at STEP 2002 and the objects (trees and other vegetation) are placed at STEP 2003. STEPS 2001 to 2003 are carried out as a preliminary process for generating the three dimensional polygon data Actually, these steps have been carried out at STEPS 500, 600, 700, 900 and 1000.
At STEP 2004, a random number table is set for the converting operation into the three-dimensional polygon data. At STEP 2005, a memory area is set in the main memory 12 for chromaticity data (RGBA data including transparency data) and texture data. At STEP 2006, polygons of the teeing ground part are generated. At STEP 2007, polygons of the green part are generated. At STEP 2008, polygons of the pond are generated. At STEP 2009, polygons of the bunker part are generated.
At STEP 2010, it is decided whether or not the part number of the bunker part that has the polygons generated is less than the number of all the bunkers to be located. If it is less than the total number, the execution returns to STEP 2009, then polygons of the next number of the bunker part are generated. The same operation is repeated until the polygons are generated for all the bunker parts. If the polygons are generated for all the bunker parts, the polygons of the OB ground are generated at STEP 2011. At STEP 2012, polygons of the rough are generated. At STEP 2013, polygons of the fairway are generated.
In the above-mentioned generation of polygons, if the hole has the pond, the first fairway, the green part and the second fairway, overlay lines are set for the second fairway, the teeing ground part and the bunker part in such order. Then, the polygons of each of the parts are generated. Moreover, UV
coordinates of the texture data are designated in the generation of each of the polygons. At last, the RGBA data of each of the polygons are generated. Then, the execution of the procedure is ended.
FIG. 29 shows a cup locating procedure and a tee locating procedure in the golf course generating device according to the first embodiment.
The process of FIG. 29 relates to the process for locating the cups that are provided on the green part and the process for locating the tees that are provided on the teeing ground part. In the procedure, one or plural positions are set for the cup location on the green part at STEP 2101. Specifically, the cup is placed at one or plural positions that have been selected at random on each of the green parts. The cup position also becomes a criterion in selecting the green part according to the "Level". Next, at STEP 2102, it is decided whether or not the number of the cups that have been processed is less than the total number of the cups to be located on the green part. If it is less than the total number, the execution returns to STEP 2101. Then, the same operation is repeated until finishing locating all the cups on the green part.
STEPS 2101 and 2102 are described more in detail. In the cup locating procedure, plural cups (e.g. sixteen cups) are placed on one green in consideration of "Cup Selecting Function" that will be installed in the inventive golf game system. The cup selecting function enables the player to select a suitable cup among the cups in accordance with a progress of the game.
Therefore, it is preferable to calculate appropriately a coordinate for the cup or each of the plural cups in consideration of the conditions (parameters) and the like and to store the coordinates as positional information in the memory at STEPS 2101 and 2102. That is, in the first embodiment, it is preferable to place the one or more cups, which have been specified in advance, on one green, while calculating the position thereof according to the parameters.
If the procedure completes the location of all the cups, one or plural positions are set for the tee location on the teeing ground part at STEP 2103 in the same way as the cup locating procedure. Specifically, the tee is placed at one or plural positions that have been selected at random on each of the teeing ground parts. Next, at STEP 2104, it is decided whether or not the number of the tees that have been processed is less than the total number of the tees to be located on the teeing ground part. If it is less than the total number, the execution returns to STEP 2103. Then, the same operation is repeated until finishing locating all the tees on the teeing ground part. If all the tees are placed on the teeing ground, the execution of the procedure is ended.
STEPS 2103 and 2104 are described more in detail. In the tee locating procedure, plural tees (e.g. sixteen tees) are placed on one teeing ground, too, in consideration of "Tee Selecting Function" that will be installed in the inventive golf game system. The tee selecting function enables the player to select a suitable tee among the tees in accordance with a progress of the game.
Therefore, it is preferable to calculate appropriately a coordinate for the tee or each of the plural tees in consideration of the conditions (parameters) and the like and to store the coordinates as positional information in the memory at STEPS 2103 and 2104. That is, in the first embodiment, it is preferable to place the one or more tees, which have been specified in advance, on one teeing ground, while calculating the position thereof according to the parameters.
In the above description, the cup locating procedure (STEPS 2101 and 2102) and the tee locating procedure (STEP 2103 and 2104) are shown as one sequential procedure. However, each of them may be carried out separately as a matter of course.
(8ECO1~D EMBODIMENT) FIGS. 30 to 33 show a basic screen used in a golf course generating device according to a second embodiment of the invention.
The second embodiment of the course generating device is different from the first embodiment in the configuration of the screen for inputting the parameters. Specifically, the second embodiment of the automatic course generating mode (design mode) is not divided into two modes of the "Easy Design" mode and the "Free Design" mode as in the first embodiment. In the second embodiment, the two modes are integrated for use of the player as one design mode.
More in detail, in the second embodiment, the CPU 11 reads in the main memory 12 the data recorded in the storage medium 50. Then, the image processor 13 makes the display 20 show the basic screen 250 thereon. The basic screen 250 has a menu list 251 at the left side. In the menu list 251, plural selection items 252 for parameter selection are disposed from an upside to a downside. If one of the selection items 252 is selected by a finger-shaped menu cursor 253, the player is permitted to select a desired parameter or input characters in each of the selection items 252.
At a lower end of the basic screen 250, help buttons 254 are arranged as inputting means in order to enable the player to do necessary operations such as a parameter selection. When each of the selection items 252 is selected by the menu cursor 253, plural choices are indicated by pop-up menu at the right of each of the selection items 252. Then, the player is permitted to select a desired parameter. Each of the choices in the pop-up menu can be selected by a finger-shaped menu cursor 255.
At an upper side of the menu list 251, "General Setting" tab 256 and "Hole Setting" tab 256 are arranged in a line. If the "General Setting" tab is selected, characters of the "General Setting" itself are displayed in reverse manner. Then, the selection items 252 for defining parameters that are necessary in setting the overall course are shown in the menu list 251. For example, "Course Type", "Level", "Designer's Name" and "Password" are displayed as the selection items 252 in FIG. 30. FIG. 30 shows the basic screen 250 when the "General Design" tab 256 is selected, while the "Course Type" is selected as the selection item 252 of the menu list 251. In FIG. 30, plural choices are indicated by pop-up menu corresponding to the "Course Type" at the right of the selection item "Course Type" 252. The choices are "Automatic", "Woody Course", "Southern Country Course", "Pond Course", "Desert Course", "Links" and "Seaside Course". The player selects one of the choices as the set parameter by use of the menu cursor 255.
If the "Hole Setting" tab 256 is selected, characters of the "Hole Setting"
itself are displayed in reverse manner. Then, the selection items 252 in the menu list 251 are switched, thereby showing setting items 252 for defining parameters that are necessary in setting the hole. For example, "Distance", "Layout", "Slope", "Ups and Downs" and "Fairway" are displayed as part of the selection items 252 in FIG. 31. In case there are many setting items and all the setting items 252 cannot be displayed at once, an up arrow 251a and a down arrow 251a are shown at the rigk~t end of the menu list 251. Then, after the player selects the uppermost or lowermost selection item 252 by the menu cursor 253, selection items 252 that are hidden at the upper or the lower side are shown or scrolled one by one.
At the upper end of the basic screen 250 or above the selection item "Hole Setting" 256, a hole number indicator 257 is provided to indicate a number of a hole to be generated.
The basic screen 250 of the second embodiment is designed such that the above-mentioned selecting operations can be done by the controller of the personal game machine and the like. Specifically, a variety of buttons, keys and sticks are operated in the same way as the "Free Design" mode and the "Easy Design" mode. Then, a variety of operations such as the parameter setting, the golf course generation and the checking of the preview screen are carried out. For example, the menu cursor 203 is moved upward and downward by the vertical movement key (m), thereby selecting a desired selection item 252 in FIGS. 30 and 31. Then, the "ct" button is pushed to fix or settle the selection item 252. Furthermore, if the '.' button is pushed, the selecting action in the selection item 252 can be canceled. If the "7f'"
button is pushed, a course generating command is sent to the CPU 11.
Particularly, when a horizontal direction button or the horizontal movement key (~'"~) is operated in a horizontal direction, the hole number shown in the indicator 257 is switched. Thus, the hole as an object to be generated can be switched accordingly. For example, if the right button is pushed in the basic screen 250 of FIG. 31, the hole number is switched so as to increase from 1H (1st hole) to 2H (2nd hole) and 3H (3rd hole). Then, the hole to be generated can be switched in such order. On the other hand, if the left button is pushed, the hole number is switched so as to decrease and the hole to be generated can be switched in such order. If the left button is pushed when the hole number shown in the indicator 257 is "1st hole (1H)", the setting mode is turned over from the hole setting mode to the general setting mode.
At the right of the basic screen 250, there are provided a preview screen for showing a generated hole as a preview and an auxiliary screen 258 that acts as an input screen for characters of a designer's name and the like. If one of the selection items "Designer's Name", "Course Name" and "Password" is selected, contents shown on the auxiliary screen 258 are switched from those shown in FIG 30, FIG. 32 or FIG. 33 to those shown in FIG. 31. Then, a list of characters is shown for the inputting operation. At the same time, the basic screen 250 of FIG. 32 has different help buttons 254 from those of the basic screen 250 of FIG. 30 or FIG. 31. The player selects a desired character by the vertical movement key (DO) and the horizontal movement key ("~). Then, the player fixes the character selection by the 'a" button. Alternatively, the player does other necessary operations such as deleting one character from the selected or input characters by the '." button. Thereby, the player can input desired characters in each of the selection items 252 of "Designer's Name", "Course Name" and "Password".
One of the menu list 251 and the auxiliary screen 258, which is under operation, is displayed while laid over the other. For example, at the time of selecting the selection item 252 of the menu list 251 shown in FIG. 30, the right side of the menu list 251 is overlaid on the left side of the auxiliary screen 258. On the other hand, at the time of inputting characters shown in FIG. 31, the left side of the auxiliary screen 258 is overlaid on the right side of the menu list 251 and the like.
When the player requests a hole generation after finishing setting of FIG.
30 and FIG. 31, the basic shape of the hole is automatically generated. Then, the generated basic shape of the hole is shown as a preview picture 260 in the preview screen 258 as shown in FIG. 33. At this time, a course information area 259 is provided on the lower end of the auxiliary screen 258. The hole number, the distance and the par relating to the preview picture 260 are shown on the course information area 259. At the same time, the basic screen 250 of FIG. 33 has different help buttons 254 from those of the basic screen 250 of FIG. 30, FIG. 31 or FIG. 32.
In the basic screen 250 of FIG. 33, the L1 button and the R1 button are pushed to magnify and minify the preview picture 260. It is possible to change a moving or scrolling speed of a displayed area by inclining the left analog stick in accordance with the scale thereof determined by the L1 and R1 buttons. If the vertical or horizontal movement buttons are pushed, the displayed area of the preview picture 260 is moved vertically and horizontally, thereby changing the viewpoint. Moreover, if the "~" button is pushed, the basic screen 250 returns from the preview picture displaying mode to the course generating parameter setting mode. Furthermore, if the '2" button is pushed, the generated basic shape of the hole is converted into the three-dimensional polygon data, so that a hole in which the user can actually play golf is generated. Therefore, the player can try playing golf by using the hole (3D picture). Thus, the player is given information to decide if he or she wants to store the hole data or not.
In the second embodiment, the parameters for generating the course are essentially the same as the parameters in the "Free Design" mode of the first embodiment. In contrast, the second embodiment of the course generating device uses the items (parameters) displayed in the "Easy Design" mode of the first embodiment as the items (parameters) displayed when the "General Setting" tab 256 is selected. Moreover, the second embodiment of the course generating device uses, as the items (parameters) displayed when the "General Setting" tab 256, all the items (parameters) other than the parameters of the "Course Type" that are displayed in the "Course" setting tab of the "Free Design" mode as well as all the items (parameters) in the "Hole" setting tab of the first embodiment.
In the parameters of the "Course Type" when the "General Setting" tab is selected as shown in FIG. 31, the "Layout" corresponds to the "Shape 1" of the first embodiment. Moreover, the "Slope" corresponds to the "Shape 3" and the "Fairway" corresponds to the "Fairway Width", respectively.
In the second embodiment, the "Masters" of the first embodiment is omitted from the parameters of the "Course Type" of the "General Setting" tab, while the "Pond Course" is added. If the "Pond Course" is selected, proper conditions are set to carry out such operations as to increase ponds in the golf course generation. Moreover, the parameters relating to the "Shape 2" and the "Shape 4" of the first embodiment are omitted from the parameters of the "Hole Setting" tab.
The second embodiment is able to realize the same functions as the first embodiment. That is, the general setting mode can act in the same way as the free design mode. Specifically, it is possible to generate a course after the items 252 of the "General Setting" tab are set as desired, while all the items 252 of the "Hole Setting" tab being set in initial states where no changes are given thereto. Consequently, the same e$'ects or results are obtained as the "Easy Design" mode of the first embodiment. In the initial states, all the items 252 are set in "Automatic". Thus, the input screen as a user interface (GUI) becomes simple, and the player is allowed to input the parameters more easily.
(MODIFICATIONS OF THE FIR8T AND SECOND EMBODIMENTS]
In the above embodiments, all the elements (surface parts, model parts, SO ponds objects and the like) of the golf course are automatically generated or automatically disposed on the course. Therefore, many parameters representing characteristics of the respective elements are prepared so that the parameters are automatically set or manually set. However, other modifications are possible as long as the inventive device automatically generates at least the basic frame shape and the basic outline shape. In this case, at least the parameter relating to the hole (e.g. par) may be provided as the parameter having several choices, while values of the other necessary parameters being automatically processed.
For example, in a first modification, it is possible to adopt only the procedures from the generation of the basic line as the basic frame shape to the generation of the outline of the fairway as the basic outline shape (STEP
400 to STEP 500) in the above embodiments. Then, only the fairway can be automatically generated among many shapes in the course or the hole. In this case, the player should prepare and dispose the other elements by him or herself in order to finish the golf course. That is, he or she makes and places a rough around the automatically generated fairway and makes and places an OB ground outside the prepared rough. Then, he or she places a teeing ground and a putting green in front of and behind the fairway and places hazards such as bunkers and objects such as vegetation inside and outside the rough. Still, the automatically generated data (fairway data) constitute the main part of the basic shape of the hole of the golf course. Therefore, even if such device with less function has less utility for the game, the player using such device can design and fabricate the golf course with less labor than using the conventional golf construction function.
Alternatively, in a second modification, it is possible to adopt only the procedures from the generation of the basic line to the generation of the outline of the rough (STEP 400 to STEP 600) so that the following steps are done by the player. Alternatively, in a third modification, it is possible to adopt only the procedures from the generation of the basic line to the generation of the OB ground (STEP 400 to STEP 700) so that the following steps are done by the player.
In a fourth modification, heigk~t data as three-dimensional data may be automatically generated (STEP 800) in each case of the first to third modifications. Then, the two-dimensional data obtained in each of the fwst to the third embodiments are synthesized with the height data. Thereafter, the player carries out the following steps. In the first to the third modifications, the automatically generated data such as the fairway data and the rough data are two-dimensional. In contrast, the fourth modification is able to automatically generate the three-dimensional polygon data that can be used in the actual game, thereby eliminating the labor of the player very much in designing the course.
The inventive playing environment generating device may generate the course shape until the basic outline shape such as the fairway by use of the conventional golf construction function. Then, the invention is embodied into the device that automatically disposes the part such as the bunker parts and the objects such as the vegetation on the basis of the parameters relating thereto such as the "Course Type" and the "Level". Moreover, the invention may be concretized into a playing environment generating device that automatically performs the above-mentioned cup disposing procedure and/or the tee disposing procedure.
(APPLICATION TO THE OTHER SIMULATION SYSTEM8]
FIG. 34 shows an entire procedure of the golf course generating device according to other embodiments of the invention.
The inventive playing environment generating device is applicable to a car race game system, a computer role playing game (RPG) system and the like other than the golf game described above.
A simulation system incorporating the playing environment generating device may have the same hardware configuration as that of FIG. 1. The simulation system executes its overall simulation program in the same manner as the first embodiment.
The playing environment generating device uses parameters proper to each of the simulation systems, as shown in FIG. 14 and FIG. 34, so as to automatically generate basic shapes such as a basic frame shape, a basic outline shape, a variety of parts and a variety of objects, in the same way as the first and second embodiments. Then, the inventive device synthesizes the basic shape data with height data to automatically generate three-dimensional polygon data.
For example, in a procedure to generate the basic frame (basic line) data (STEP 2301), a coordinate (x0, y0) of a start point (origin) is set first.
Then, a direction and a distance of a next point (first point) relative to the start point is set at random on the basis of a parameter relating to the basic line, so that a coordinate (x1, z1) is determined. Thus, the basic line connecting the start point and the first point is fixed. Similarly, necessary numbers of points (passing points of the basic line) are added one by one, so that an entire basic line is generated.
In a procedure to generate the basic outline data (STEP 2302), a basic outline shape (extension) of the basic line that has been generated in STEP
2301 is generated. At this time, auxiliary points are set to each of the points of the basic line, in the same way as the first embodiment. If necessary, middle points and their auxiliary points are set between the above points, too.
Then, the auxiliary points are connected to make one continuous line.
Thereafter, the continuous line is processed by the curve interpolation to generate a smooth outline (basic outline shape).
In a procedure to generate height data (STEP 2303), height data of thus obtained entire basic outline shape is generated on the basis of a parameter relating to height. Then, the basic outline shape data and the height data are synthesized so that three-dimensional polygon data are obtained at STEP
2304.
As examples for putting the invention into practice other than the golf game, a car racecourse generating device (3rd embodiment) and an 1ZPG map generating device (4th embodiment) are described, respectively.
(THIRD EMBODIMENT) The third embodiment is concretized into the racecourse generating device that automatically generates course data of a car race game. If the invention is applied to the car race game, the racecourse is shown on the screen or monitor as a playing environment or a playing field. Then, the player drives a car as a simulation on the racecourse.
Parameters relating to the course generation and a basic line generating method are described hereafter.
[BASIC PARAMETERS]
FIG. 35 shows basic parameters used in an automatic racecourse generating device according to a third embodiment of the invention.
The car race game has many elements to constitute the course. As basic parameters that can be used as characteristics for defining the course, four parameters are exemplified as shown in FIG. 35: "Course Type", "Course Kind", "Course Length" and "Level". Therefore, these four characteristics are used as the basic parameters in the racecourse generation of the third embodiment, as shown in FIG. 35.
The "Course Type" serves to specify a kind of a basic geographical configuration of the course. A state of a road surface of the course or structures around the course are decided to a certain extent according to the kind. It is possible to prepare only one kind of the geographical configuration.
However, the course can be rich in variations of the geographical configuration if several kinds are prepared and used in combination. Eight choices are provided as the "Course Type" in FIG. 35: "Automatic", "Circuit", "City Road", "Mountain Road", "Desert", "Rocky Place", "Marsh" and "Snowy Road". If the "Automatic" is selected, one of the course types of the choices 2 to 8 is automatically selected at random. If one of the Choices 2 to 8 is selected, the course generating device sets conditions proper to the selected course type, such as the state of the road surface and the structures around the course.
Then, a processing is carried out in the course generation so as to provide the course with features proper to the selected course type.
The "Course Kind" serves to specify whether the course is circular or non-circular. The course is specified as "Circular" if it is circular such as a circuit. The course is specified as "Non-circular" if it is not circular such as a long distance rally course. Three choices are provided as the "Course Kind" in FIG. 35: "Automatic", "Circular" and "Non-circular". If the "Automatic" is selected, one of the choices 2 and 3 is automatically selected at random. If one of the Choices 2 and 3 is selected, the course generating device generates a circular course or a non-circular course in the course generation.
The "Course Length" serves to specify a length of the course. It is possible to roughly set the course such as "short". Alternatively, it is possible to directly specify the length such as "30km". Seven choices are provided as the "Course Length" in FIG. 35: "Automatic", "Very Short", "Short", "Middle", "lAng", "Very Long" and "???km". If the "Automatic" is selected, one of the choices 2 to 7 is automatically selected at random. If one of the Choices 2 to is selected, the course generating device sets a course length at random according to the choice. If the Choice 7 is selected, the player can input and set a desired course length. Then, the course generating device generates a racecourse having the above specified length.
The "Level" serves to specify a level or difficulty when the player drives on the course. The level is adjusted by a number of corners, a corner R (radius of each corner) and so on. Four choices are provided as the "bevel" in FIG. 35:
"Automatic", "Easy", "Normal" and "Difficult". If the "Automatic" is selected, one of the choices 2 to 4 is automatically selected at random. If one of the Choices 2 to 4 is selected, the course generating device sets course conditions according to the selected level. For example, the choice 2 provides conditions that the course has a small number of corners and a relatively large corner R.
In contrast, the choice 4 provides conditions that the course has a large number of corners and a relatively small corner R. Then, a processing is carned out in the course generation so as to provide the course with features proper to the selected level.
[BPECIFIC PARAMETERBj FIG. 36 shows specific parameters used in the third embodiment of the racecourse generating device.
In the third embodiment, as shown in FIG. 36, specific parameters are provided in addition to the basic parameters. Specifically, eight features relating to the course are provided as the specific parameters: "Weather", "Corners", "Corner R", "Crossing", "Ups and Downs", "Course Width", "Wind"
and 'Time". It is possible to adjust the racecourse to be generated more in detail if these specific parameters are operated.
Among the specific parameters, the "Weather" specifies a weather of the course and gives change to the level or the scenery of the course. Six choices are provided as the "Weather" in FIG. 36: "Automatic", "Rain", "Rainy", "Normal", "Fine" and "Fair". If the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out in the course generation so that the course has the selected "Weather".
The "Corners" specifies a number of the corners of the course. Six choices are provided as the "Corners" in FIG. 36: "Automatic", "Least", "Less", "Normal", "Many" and "Most". If the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out so as to provide a random number of corners within a range of condition of the choice. If there are many "Corners", the course becomes a technical course. If there are less number of corners, the course becomes a high-speed course. The number of the corners are set at random within a range of the condition that has been set as the "Level" of the basic parameter.
The "Corner R" specifies a radius of each of the corners of the course.
Six choices are provided as the "Corner R" in FIG. 36: "Automatic", "Very Small", "Small", "Normal", "Large" and "Very Large". If the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out so as to set the radius of each corner at random within a range of the condition of the choice.
If the "Corner R" is smaller, the course generating device makes many sharp curves such as a hairpin curve in the processing. In contrast, If the "Corner R" is larger, the course generating device makes many slow curves in the processing.
The "Crossing" specifies whether or not the course has a crossing. Three choices are provided as the "Corner R" in FIG. 36: "Automatic", "Yes" and "No".
If the "Automatic" is selected, one of the choices 2 and 3 is automatically selected at random. If one of the Choices 2 and 3 is selected, a processing is carned out so as to forth a crossing course in which it has one or more crossing such as an eight-figure racecourse.
The "Ups and Downs" specifies a degree of change in irregularity over the entire course. Six choices are provided as the "Ups and Downs" in FIG. 36:
"Automatic", "Least", "Less", "Normal", "Many" and "Most". If the "Automatic"
is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out so as to set the ups and downs at random within a range of the condition of the choice.
The "Course Width" specifies a width of the course. Six choices are provided as the "Course Width" in FIG. 36: "Automatic", "Very Narrow", "Narrow", "Normal", "Wide" and "Very Wide". If the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out so as to set the width of the course at random within a range of the condition of the choice. For example, if the course width is set in "Narrow", a relatively narrow course is generated as a whole. In contrast, if the course width is set in "Wide", a relatively wide course is generated as a whole.
The "Wind" specifies a strength of the wind in the course. Six choices are provided as the "Wind" in FIG. 36: "Automatic", "Very Weak", "Weak", "Normal", "Strong" and "Very Strong". If the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to is selected, a processing is carried out so as to set the strength of the wind at random within a range of the condition of the choice. A strong wind influences a car action, thereby making the driving harder. That is, the wind strength varies the level or difficulty of the course.
The "Time" specifies a time zone in which a car race is held and influences the difficulty of the course, the scenery and the like. Five choices are provided as the "Wind" in FIG. 36: "Automatic", "Morning", "Daytime", "~ening" and "Night". If the "Automatic" is selected, one of the choices 2 to is automatically selected at random. If one of the Choices 2 to 5 is selected, a processing is carried out so as to set the time zone at random within a range of the condition of the choice.
(USER INTERFACE]
The third embodiment may use a user interface (screen for selecting parameters) similar to that of the first or the second embodiment. For example, each of the setting items or parameters are displayed by pop-up menu at the left of the screen. Then, a generated course (two-dimensional map) is displayed at the right of the screen. Moreover, the third embodiment may have an easy design mode, in which only the "Course Type" and the "Level" are selectable by the player as in the first or the second embodiment.
Then, all the other parameters are set in an automatic processing (choice 1).
Alternatively, the easy design mode may enable the player to select one or more parameters among the basic parameters. Then, all the other parameters are set in an automatic processing (choice 1).
(BASIC LINE GENERATION]
It is helpful to think about the basic line generation as a frame of the racecourse separately for the circular course and the non-circular course.
Therefore, the basic line generation is described for the circular type and the non-circular type, respectively.
[BASIC LINE GEl'IERATION (CIRCULAR TYPE)]
FIG. 37 shows an overall procedure for making a basic shape of a circular racecourse according to the third embodiment of the racecourse generating device. The procedure of FIG. 3? basically corresponds to the procedure of STEP 2301 of FIG. 34. FIG. 38 to FIG. 41 conceptually depict the procedure for making the basic line of the racecourse according to the third embodiment.
In case the circular course is generated, a start point 2601 is decided first at STEP 2501 as shown in FIG. 3?. For convenience sake, the start point 2501 is set as an origin. At STEP 2502, lengths of a front straight line and a back straight line are decided at random with respect to the start point 2601 on the basis of the parameter settings such as the "Course Type" and the "Course Length", as shown in FIG. 38. Thus, a front straight line end point 2602 and a back straight line end point 2603 are decided, respectively.
Then, a random number of points (four points 2604, 2605, 2606, 260? in FIG. 39) are added at STEP 2503 to roughly form a shape of an entire course.
The shape of the entire course is decided by applying basic figures such as a rectangle, an ellipse and an eight figure thereto and geometrically calculating the basic figure thereafter. Alternatively, a variety of basic shapes may be prepared as initial data, including the above-mentioned basic figures and their variations. Then, one or more of them are selected to decide the shape of the entire course. If the "Crossing" parameter is "Yes" and the course has one or more crossings, a basic shape having a crossing figure such as the eight figure is selected. In FIG. 39, the rectangle is used as the basic figure to constitute the basic shape of the entire course. It is preferable to prepare many choices as the basic shapes for the purpose of providing many variations on the course shape.
A position of each of the points 2604 to 2607 is decided in forming the basic shape, taking the length of the entire course into account to a certain degree. If the number of the corners should be many according to the settings of the "Level" and the "Corners", the course length becomes longer than the length of the basic shape in the following process. Therefore, the positions of the points 2604 to 260? are decided in view of that point so that the length of the circular basic shape becomes within a range of 50% to 80% of the final length of the course.
At STEP 2505, the points 2604 to 2607 added in the process of FIG. 39 are moved at random, thereby changing the basic shape of the course. At this time, the processing is done while preventing each line between the points 2604 to 260? from coming very near to each other, preventing a non-crossing course from crossing or a crossing course from becoming a non-crossing course. That is, the moving area of each of the points 2604 to 260? is set within such a range as to prevent the above problems. Moreover, each of the points 2604 to 260? is moved such that a corner angle defined by each of the points 2604 to 260? becomes a predetermined angle such as a sharp angle or dull angle, in consideration of the "Corner R".
At STEP 2506, new points are added between the points 2604 to 260?
that constitute the basic shape, thereby making the basic shape more complicated. FIG. 41 depicts an example in which new points 2608, 2609, 2610, 2611, 2612 are added one by one at random positions between the points 2604 to 260? so as to change the basic shape more. That is, the shape obtained by connecting the points 2601 to 2612 of FIG. 41 is more complicated than the shape obtained by connecting the points 2601 to 260? of FIG. 40. At this time, the processing is done while preventing each line between the points 2602 to 2612 from coming very near to each other, preventing a non-crossing course from crossing or a crossing course from becoming a non-crossing course, as carried in STEP 2505. Moreover, the number of newly added points is changed so as to increase or decrease the number of the corners as a whole, in accordance with the setting of the "Corners". For example, if the "Corners" is set in "Many", many points are added so as to dispose many corners. At this time, the angle of each corner is adjusted according to the parameter of the "Corner R" by setting appropriately the positions of the added points.
After making the entire shape in the prescribed way as mentioned above, the course length is adjusted into a set range of the "Course Length" at STEP
2507. Specifically, the entire course formed as mentioned above is scaled up or down thereby to decide the final course length within the set range.
The circular type car racecourse is generated with the above-described operations.
[BASIC LINE GENERATION (NON-CIRCULAR TYPE)]
FIG. 42 shows entire procedures for making a basic shape of a non circular type racecourse according to the third embodiment of the racecourse generating device. The procedure of FIG. 42 basically corresponds to the procedure of STEP 2301 of FIG. 34. FIG. 43 and FIG. 44 conceptually depict the procedure for making the basic line of the non-circular racecourse according to the third embodiment.
The non-circular racecourse has no such limitation as the circular racecourse in which the course should return to the original point (start point). That is, there is relatively little limitation in generating the non-circular racecourse.
A start point 2801 is decided first at STEP 2701 as shown in FIG. 42.
For convenience sake, the start point 2701 is set as an origin. At STEP 2702, a length of a front straight line is decided at random with respect to the start point 2701 on the basis of the parameter settings such as the "Course Type"
and the "Course Length", as shown in FIG. 43. Thus, a front straight line end point 2802 is decided.
Then, straight lines are additionally joined to the front end point 2802 one by one at STEP 2703. Specifically, a random number of points (six points 2703, 2704, 2705, 2706, 2707, 2708 in FIG. 44) are added to roughly form a shape of an entire course, thereby providing a basic shape of the course. At this time, the number of the points (number of divisions of the entire basic shape) is decided according to the setting of the "Corners" and the "Corner R".
Thereafter, the position of each of the points is adjusted to modify a corner angie between the points. In case of forming a special course such as a crossing course, it is possible to use the parts that form the basic shape (basic line) of the circular course described above. For example, a crossing part composed of the points 2709, 2710, 2711, 2712 is interposed between the point 2707 and the point 2708 in FIG. 44, in order to make a "Crossing"
course. Then, a goal point 2713 is located next to the end point 2708 and a line joining them is defined.
At STEP 2704, additional points 2713, 2714, 2715, 2716, 2? 17 are placed between the points 2702 to 2712 of the basic lines of the course, which has been formed in STEP 2703, so as to further divide each of the basic lines.
Then, the additional points 2713 to 2717 are moved and located at random positions, thereby making the basic shape more complicated. Moreover, the number of the additional points is changed so as to increase or decrease the number of the corners as a whole, in accordance with the setting of the "Corners". For example, if the "Corners" is set in "Many", many points are added so as to dispose many corners. At this time, the angle of each corner is adjusted according to the parameter of the "Corner R" by setting appropriately the positions of the added points.
After making the entire shape in the prescribed way as mentioned above, the course length is adjusted into a set range of the "Course Length" at STEP
2705. Specifically, the entire course formed as mentioned above is scaled up or down thereby to decide the final course length within the set range.
The non-circular type car racecourse is generated with the above-described operations.
[FOLLOWING OPERATIONS) As a next procedure, the course generating device forms a basic outline shape that defines an outline (extension) of the basic frame shape. In case the course width is constant as in the "Circuit" course, the basic line can be set as a center line of the course for the purpose of simplifying the procedure, for example. Then, a pair of outlines (inner outline and outer outline) can be formed at lateral both sides of the center line (basic line) with a constant width, thereby providing the basic outline shape. That is, a pair of course boundaries (inner and outer boundaries) are generated at the lateral both sides of the basic line according to the setting of the "Course Width", thereby obtaining the basic outline shape. Thereafter, corners of the basic outline shape are made into smooth curves by the curve interpolation, thereby generating the entire course shape.
On the other hand, if the course width is not constant, it is possible to give variation at random to the course boundaries at the both lateral sides of the basic line, on the basis of the setting of the "Course Width", thereby obtaining the basic outline shape. Thereafter, corners of the basic outline shape are made into smooth curves by the curve interpolation, thereby generating the entire course shape. If there are no boundaries at the lateral both sides of the course as in the "Desert" course, it is possible to set supposed or virtual boundaries with a constant width or a varying width at the both lateral sides of the basic line, on the basis of the "Course Width".
Then, the basic outline shape can be obtained.
Thereafter, height data are generated corresponding to the basic outline shape on the basis of the parameters relating to the height such as the "Ups and Downs". Then, the height data is synthesized with the basic outline shape data to obtain three-dimensional polygon data. Moreover, obstacles, objects and the like are disposed on the basis of the "Course Type" and the like. Thus, a racecourse that is usable in the actual car race game is automatically generated.
[ADVANTAGES OF THE THIRD EMBODIMENT]
The inventive car race game can make infinite kinds of racecourses and SO increase fun as the car race game.
[FOURTIi EMBODIMENT]
The fourth embodiment is concretized into the map generating device that automatically generates dungeon map data of the RPG. If the invention is applied to the RPG, the map is displayed on the screen or monitor as a playing environment or a playing field. Then, the player plays or simulates a role of a character on the map in accordance with a story.
Parameters relating to the map generation and a basic frame shape (basic line) generating method are described hereafter with respect to the automatic map generation.
[BASIC PARAMETERS]
FIG. 45 shows basic parameters used in an automatic map generating device according to a fourth embodiment of the invention.
The RPG has many elements to constitute the dungeon map. As basic parameters that can be used as characteristics for defining the map, three parameters are exemplified as shown in FIG. 45: "Map Type", "Map Length", and "Level". Therefore, these three characteristics are used as the basic parameters in the map generation of the fourth embodiment, as shown in FIG.
45.
The "Map Type" selves to specify a kind of a basic geographical configuration of the map. Several elements such as a path of the map, a state of a wall, kinds of traps are decided to a certain extent according to the Type.
It is possible to prepare only one kind of the geographical configuration.
However, the map can be rich in variations of the geographical configuration if several kinds are prepared and used in combination. Eight choices are provided as the "Map Type" in FIG. 45: "Automatic", "Underground Prison", "Limestone Cave", "Lava Cave", "Gallery", "Underground Watercourse", "Sewer"
and "Underground Ruins". If the "Automatic" is selected, one of the course types of the choices 2 to 8 is automatically selected at random. If one of the Choices 2 to 8 is selected, the map generating device sets conditions proper to the selected map type, such as the path of the map, the state of the wall and the kinds of the traps state. Then, a processing is carried out in the map generation so as to provide the map with features proper to the selected map type.
The "Map Length" serves to specify a length of the map or a route. It is possible to roughly set the map such as "short". Alternatively, it is possible to directly specify the length such as "1000m". Seven choices are provided as the "Map Length" in FIG. 45: "Automatic", "Very Short", "Short", "Middle", "Long", "Very Long" and "???km". If the "Automatic" is selected, one of the choices 2 to 7 is automatically selected at random. If one of the Choices 2 to 6 is selected, the map generating device sets a map length at random according to the choice. If the Choice 7 is selected, the player can input and set a desired map length. Then, the map generating device generates a map having the above specified length.
The "Level" selves to specify a level or dithculty when the player passes the map. The level is adjusted by a number of branches, a number of enemies, a number of traps, kinds of traps and so on. Four choices are provided as the "Level" in FIG. 45: "Automatic", "Easy", "Normal" and "DitFcult". If the "Automatic" is selected, one of the choices 2 to 4 is automatically selected at random. If one of the Choices 2 to 4 is selected, the map generating device sets map conditions according to the selected level. For example, the choice 2 provides conditions that the map has a small number of branches, a small number of enemies and the like. In contrast, the choice 4 provides conditions that the course has a large number of branches, a small number of enemies and the like. Then, a processing is carried out in the map generation so as to provide the map with features proper to the selected level.
[SPECIFIC PARAMETERS]
FIG. 46 shows specific parameters used in the fourth embodiment of the map generating device.
In the fourth embodiment, as shown in FIG. 46, specific parameters are provided in addition to the basic parameters. Specifically, five features relating to the map are provided as the specific parameters: "Brightness", "Enemy", "Trap", "Branch" and "Path Width". It is possible to adjust the map to be generated more in detail if these specific parameters are operated.
Among the specific parameters, the "Brightness" specifies a brightness at an interior of the map and influences the level or the scenery of the map. For example, if it comes to the darker side, it becomes harder for the player to avoid an attack or a raid of the enemy. Six choices are provided as the "Brightness" in FIG. 46: "Automatic", "Very Dark", "Dark", "Normal", "Bright"
and "Very Bright". If the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out in the map generation so that the map has the selected "Brightness".
The "Enemy" specifies a level or a difficulty caused by the enemy. Six choices are provided as the "Enemy" in FIG. 46: "Automatic", "Very Easy", "Easy", "Normal", "Difficult" and "Very Difficult". If the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out so as to set contents of the enemies at random within a range of condition of the choice. For example, if the "Enemy" is "Easy", the processing makes the enemies weaker and the number of the enemies smaller, thereby lowering the level as a whole. If the "Enemy" is "Difficult", the processing makes the enemies stronger and the number of the enemies larger, thereby heightening the level as a whole.
The "Trap" specifies a level or a difficulty caused by the trap that is located on the map. Six choices are provided as the "Trap" in FIG. 46:
"Automatic", "Very Easy", "Easy", "Normal", "Difficult" and "Very Difficult".
If the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out so as to set contents of the traps at random within a range of condition of the choice. For example, if the "Trap" is "Easy", the processing makes the traps easier and the number of the traps smaller, thereby lowering the level as a whole. If the "T'rap" is "Difficult", the processing makes the enemies harder and the number of the traps larger, thereby heightening the level as a whole.
The "Branch" specifies how many branches the map includes. Six choices are provided as the "Branch" in FIG. 46: "Automatic", "Least", "Less", "Normal", "Many" and "Most". ff the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out so as to set the number of the branches at random within a range of condition of the choice. If the number of the branches becomes larger, the player is easier to lose his or her way on the map. Thus, the level of the map increases.
The "Path Width" specifies a width of the path of the map. Six choices are provided as the "Path Width" in FIG. 46: "Automatic", "Very Narrow", "Narrow", "Normal", "Wide" and "Very Wide". If the "Automatic" is selected, one of the choices 2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is selected, a processing is carried out so as to set the width of the path at random within a range of the condition of the choice. For example, if the path width is set in "Narrow", the level of the game increases even if the same number of enemies appear, in comparison with the case where the path width is wide. That is, the "Path Width" influences the level and the scenery of the map.
[USER INTERFACE]
The fourth embodiment may use a user interface (screen for selecting parameters) similar to that of the first or the second embodiment. For example, each of the setting items or parameters are displayed by pop-up menu at the left of the screen. Then, a generated map (two-dimensional map) is displayed at the right of the screen. Moreover, the fourth embodiment may have an easy design mode, in which only the "Map Type" and the "Level" are selectable by the player as in the first or the second embodiment. Then, all the other parameters are set in an automatic processing (choice 1).
Alternatively, the easy design mode may enable the player to select one or more parameters among the basic parameters. Then, all the other parameters are set in an automatic processing (choice 1).
BASIC LINE QrENERATION]
FIG. 4? shows entire procedures for making a basic line of a map according to the fourth embodiment of the map generating device. The procedure of FIG. 47 basically corresponds to the procedure of STEP 2301 of FIG. 34. FIG. 48 to FIG. 50 conceptually depict the procedure for making the basic line of the map according to the fourth embodiment.
A start point 3101 is decided first at STEP 3001. For convenience sake, the start point 3101 is set as an origin. While a route is generated from an entrance to a goal of the map in a map making procedure described hereafter only for convenience sake, it is not limited to such way how the route is generated. For example, the route may be formed from the goal to the entrance to the contrary. Alternatively, the route may be generated from an intermediate point to the goal and the entrance.
At STEP 3102, next points that connect to the start point 3101 are set one by one as shown in FIG. 48, thereby joining lines to the start points 3101 to roughly form a shape of a route on the map. In FIG. 48, four points 3102, 3103, 3104, 3105 are added to the start point 3101. The map generation is carried out while preventing the route from crossing.
One or more branches are formed on the mute, if necessary, at the time of making the mute. Specifically, if it is decided to use a branch at STEP
3003, the branch is formed at the point 3105 as shown in FIG. 49. Then, a new point 3106 is added to the branch point 3105 so as to continue a main route. At the same time, new points 3107 and 3108 are added to the branch point 3105 so as to form a branch route (sub-route) in the same manner as the main route. In FIG. 49, the point 3108 also becomes a branch point in the sub-route. Then, a point 3109 is added thereto to continue a first sub-route.
Moreover, point 3110 and 3111 are added to the branch point 3108. The points 3109 and 3111 become branch ends or the first sub-route end and the second sub-route end, respectively.
It is possible to use map parts in combination with the generated lines in forming the route. For example, a hall 3120 as a map part is connected to the point 3112, which is connected with the point 3106 of the main route. Then, the hall 3120 is furnished with an entrance 3121 such as a door through which the character can enter and exit. The hall 3120 is furnished with another entrance 3122 to which new points 3123, 3124, 3125 are added to continue the main route.
If it is decided at STEP 3006 that a necessary length of map is generated, a goal is disposed at the end point 3125 of the main route at STEP 3007. For example, a treasure 3130 as a map part is connected to the end point 3125.
The basic line of the dungeon map of the RPG is generated with the above-described operations.
[FOLLOWING OPERATIONS]
As a next procedure, the map generating device forms a basic outline shape that defines an outline (extension) of the basic frame shape (basic line).
In case the route width is constant as in the "Underground Prison", the basic line can be set as a center line of the route or the course for the purpose of simplifying the procedure, for example. Then, a pair of outlines (inner outline and outer outline) can be formed at lateral both sides of the center line (basic line) with a constant width, thereby providing the basic outline shape.
Thereafter, corners of the basic outline shape are made into smooth co=ves by the curve interpolation, thereby generating the entire route or course shape.
On the other hand, if the course width is not constant as in the "Limestone Cave", it is possible to give variation at random to the route boundaries at the both lateral sides of the basic line, on the basis of the setting of the "Path Width", thereby obtaining the basic outline shape.
Thereafter, corners of the basic outline shape are made into smooth curves by the curve interpolation, thereby generating the entire route shape.
There are no parameters relating to height such as "Ups and Downs" in the fourth embodiment. Therefore, after the basic outline shape is generated, three-dimensional polygon data corresponding to the actual game scxeen are generated by a specified three-dimensional processing. In this case, the route of the map or the road surface, on which the character passes, is arranged in itself in the two-dimensional manner. Moreover, obstacles, objects and the like are disposed on the basis of the "Map Type" and the like. Thus, a map that is usable in the actual RPG is automatically generated.
However, the route of the map is not limited in the two-dimensional data in the invention. For example, one or more parameters may be prepared such as "Slope". Then, the route (basic line) is inclined on the basis of the height related parameter to such a degree as not to make it hard for the character to pass the route. Thus, the route is arranged in the three-dimensional manner.
It is possible to perform such processing at the time of generating the basic line. Alternatively, the height data may be generated after the basic line is generated or after the basic outline shape is generated. Then, they are synthesized to generate the three-dimensional polygon data.
(ADVANTAGES OF THE FOURTH EMBODIMENT]
If the invention is applied to the dungeon of the RPG as mentioned above, infinite kinds of maps can be generated so as to increase fun as the RPG.
[OTHER MODIFICATIONS OF THE INVENTION) The basic frame shape data automatically generated in the invention may be two-dimensional data (planar data) in place of the one-dimensional data (linear data) such as the basic line. For example, in the golf game, a fixed width of a plane may be generated as the basic frame shape data so as to extend from the teeing ground to the putting green, according to the set parameters. Then, an outline of a fairway, an outline of a rough and the like may be formed at the outside of the plane, on the basis of an outline of the plane.
The invention can be concretized in a variety of simulation systems as mentioned above. That is, the inventive playing environment generating system (device, method and program storage medium) is applicable to any simulation systems, as long as the system has a playing field that is displayed on a screen and enables a simulation, while the playing field can be grasped in terms of a basic frame shape and a basic outline shape.
For example, the invention is applicable to a variety of sport simulation games other than the golf game as well as a variety of race simulation games other than the car race game. Moreover, the invention is applicable to a variety of simulation game systems such as a fishing game other than the RPG. Furthermore, the invention is applicable to simulator systems that use a monitor such as a big screen, e.g. a golf simulator that uses an actual golf club and an actual golf ball, a drive simulator that uses a dummy car or a dummy steering wheel, a flight simulator that uses a dummy plane or a dummy control lever.
Any kind of the playing field can be used in the invention, as long as it is a field in which the player plays the game or the simulation. As the playing fields, there are exemplified a variety of racecourses of race games, a variety of maps of RPG, a variety of maps such as lake maps, pond maps, marsh maps, sea maps or river maps, including water surface maps as well as underwater maps, that are used in fishing games where fishes to be fished in the game live, flight spaces including lands used in flight simulators.
As parameters used in the automatic generation of the playing field in the invention, any parameter can be used as long as it has a characteristic relating to the playing field and can define a basic frame shape of the playing field. As such parameters, there are exemplified a geographical condition at a course or a course type, a geographical configuration (slope, ups and downs and the like), and the like. It is possible to use a weather condition such as a wind velocity (wind scale), a wind direction and a raining condition as a parameter. It is also possible to use as a parameter a background element such as scenery, cloud, vegetation (tree, grass or flower) and a clubhouse.
However, at least one parameter is preferably an information relating directly to an entire shape and a size of a hole such as a par and a dogleg as at least one parameter in the golf game, in order to define the basic shape of the hole of the golf course. Particularly, the par regulates and limits the course length and is preferable as a parameter that can be used by itself. However, it is also possible to use as a parameter a condition other than the geographical configuration. For example, only a weather condition can be used as a parameter. In this case, it is possible to automatically generate the playing environment within the range of the parameter.
As a parameter for generating a basic frame shape in each of the race games, there are exemplified a geographical condition at a course, a course length, a course width, a geographical configuration such as ups and downs, a course layout and the like. As a parameter for generating a basic frame shape in each of the l2PGs, there are exemplified a geographical configuration such as a mountain, a valley and ups and downs, a natural object such as a lake, a marsh, a river and a cave, an artificial object such as a building, a bridge and a road. As a parameter for generating a basic frame shape in the fishing game, there are particularly exemplified a shape of a bottom of the water (bottom of the lake, river and the like), an artificial object such as a tetrapod (Trademark) in the water and a sunken ship, a natural object such as a rock, a stone and vegetation and other obstacles. As a parameter for generating a basic frame shape in the flight simulator, there are particularly exemplified a geographical configuration such as a mountain, a valley, a flat land and ups and downs, a natural object such as a river, an artificial object such as a building, a bridge and a road.
The inventive device displays a picture such as the course layout of the golf game, which influences the play in each game or simulation, as the playing field on the monitor. However, the inventive device may display a picture such as a background, which has no influence on the play in each game or simulation, as the playing field on the monitor.
The inventive device may define and prepare beforehand prescribed kinds of parameters as described above for the automatic generation of the playing environment. For example, such parameters are stored as data in the storage medium 50. Then, the inventive device displays the parameters as a menu on the screen when necessary so that the player can selectively input a desired parameter as an external input. Alternatively, the CPU 11 may automatically input all or part of the parameters as the basic frame shape generating means.
In order to increase variations or choices in the playing environment, it is preferable to use parameters as many as possible so as to make more diversified playing environments. To the contrary, in order to save the labor in the operations of the player, it is preferable to have kinds of the parameters that are input by the player as less as possible. In this case, only the level in playing the simulation system may be used as the parameter that needs selection by the player. Then, the other parameters may be automatically input by the CPU 11 on the basis of the level that has been selected by the player. Thereby, the labor of the player becomes minimum, while a variety of playing environments can be generated. Alternatively, the CPU 11 may automatically input all the parameters on the basis of a start command for the automatic generation by the player, for example, without parameter input operation of the player. In this case, the player is substantially completely free from the labor of the operation.
The CPU 11 may judge how the play goes on or a story of the game so as to selectively input a predetermined parameter. In this case, it is possible to automatically generate a playing environment that is suitable for the progress or the story of the game play. For example, there is a golf game that has a character selection function in which the player (actual game player) can designate a characteristic or features of a golfer (nationality, handicap, skill and so on) who appears in the game. In such game, the inventive device can automatically select and input an appropriate parameter according to the characteristics of the golfer. For example, if the golfer has a nationality of the United States, the inventive device selects such parameters (course type, course layout and the like) as to provide a playing environment that realizes a tour in the United such as the Masters Tournament. Then, the inventive device may automatically input the parameters in appropriated values.
There is a golf game that has a player educating or training mode. In this case, the inventive device may control the game so as to increase kinds of golf courses that can be automatically generated, according to the progxess of the educating mode. For example, if there is an educating mode having a story that an amateur golfer becomes a professional after a test and attends tours with achievements, appropriate parameters may be automatically selected and input according to the progress of the educating mode. In this case, the skill of the golfer increase steadily with the progress of the educating mode. Therefore, the inventive device may automatically input values of the parameters (weather condition, distance, number and degree of dogleg, fairway width and the like) relating to the course level so as to increase the level step by step. Moreover, it is possible to augment the kinds of the parameters in the "Free Design" mode according to the progress of the educating mode. In this case, the inventive device controls all the parameters to be settable at the stage when the educating mode enters a tour pro mode.
As the basic frame shape of the playing field other than the golf game, any one can be used as long as it can be automatically generated on the basis of the parameter representing the characteristic of the playing field. In each of the race games, a locus or an outline of a road or a course as a racecourse can be used as the basic frame shape, for example. In each of the RPGs, an outline of a way or a course a shape of which can be seen specifically may be used as the basic frame shape. Moreover, a locus or an outline of a course which a character is going to pass or is permitted to pass may be used as the basic frame shape in the RPG. In the fishing game, a specific course shape such as the road cannot be seen. Therefore, the basic frame shape may be a locus or an outline of a course which a fish is going to move or permitted to move according to a fishing operation of the player. In the flight simulator, the flight course exists in the sir, so that a specific course shape such as the road cannot be seen. Therefore, the basic frame shape may be a locus or an outline of a course which a plane is going to fly according to a flight operation of the player.
As the basic outline shape of the playing field, any one can be used as long as it can be generated in association with the basic frame shape and define a main element of the playing field. For example, the fai~vay, the rough or the OB gxound can be generated as the basic outline shape in the golf game. Moreover, the teeing ground, the putting green or the bunker can be generated as the basic outline shape in the golf game, too. In the race games, the basic outline shape may be generated as outlines defining both sides of the racecourse, a course wall disposed along the racecourse, a slope of a mountain or a valley, a tire barner, lawns, a sand zone, poles, etc, for example.
In the RPGs, the basic outline shape may be generated as outlines defining both sides of the course on which the character passes, a slope of a mountain or a valley that is located along the course, a natural object such as a cliff, a sea, a lake, a pond, a marsh and a river, an artificial object such as a building, a bridge and a road, etc, for example. In the fishing game, the basic outline shape may be generated as an artificial object such as tetrapods that are located along a moving course of a fish to be fished and a sunken ship, a natural object such as rocks, stones and vegetation, other obstacles, etc, for example. In the flight simulator, the basic outline shape may be generated as a geographical configuration such as a mountain, a valley, a flat land and ups and downs that are located particularly on the ground along the flight course, a natural object such as a river, an artificial object such as a building, a bridge and a road, etc, for example.
The basic outline shape is located around the basic frame shape in the above embodiments. However, in case the basic frame shape is defined planarly, part or all of the basic outline shape may be placed inside the basic frame shape in an overlapped manner. Moreover, if the basic frame shape is defined linearly, part of the basic outline shape may cross the basic frame shape.
In order to generate the height data of the basic outline shape such as the fairway, the rough, the OB ground in the invention, a predetermined polygon mesh is prepared first as mentioned above. Then, the basic outline shape is read in and the coordinates of the polygon mesh are converted according to the parameters relating to the height such as the slope and ups and downs. At this time, the height-related parameters are reflected on the polygons within a plane that is surrounded by the outline of the basic outline shape such as the outline of the fairway, the rough or the OB ground. Then, each of the polygons goes under the conversion of the coordinate. Moreover, thus generated height data are synthesized with the basic outline shape data, so that the three-dimensional polygon data are generated. At this time, the height data is synthesized not only with the basic outline shape data itself but also with the coordinate data inside the basic outline shape. Namely, the height data is synthesized with the entire plane surrounded by the basic outline shape. Similarly, the three-dimensional polygon data are generated for the entire plane surrounded by the basic outline shape. ~.trthermore, the height data and the three-dimensional polygon data may be generated for coordinates outside the basic outline shape that do not belong thereto, if necessary.
Golf courses made by the user according to the invention may be storod as a golf course collection in an external storage medium such as a CD-R, a CD-R, DVD-RAM, MO, etc, so that the other users can utilize it. In this case, the golf course generating system may have an additional function to read in and reproduce the collection data stored in the external storage medium.
The inventive device may be structured such that the CPU 11 virtually rounds the golf course, which is automatically generated by the course generation device according to each of the above embodiments. Then, the CPU
11 can check a score in the round so as to decide if the course meets requirement of the player and the like.
The invention is mainly concretized in the automatic generation of the geographical data such as the map as the playing environment. However, the invention may be concretized into the other playing environments than the geographical data. For example, the invention may be embodied into the system for automatically generating data of the weather such as the rain or the wind, data of the time, etc. That is, the invention may use only a part of the above-mentioned parameters. Then, the invention may automatically generate the playing environment on the basis of the parameters that has been set.
[BUMMARYJ
In the inventive playing environment generation system, each of the basic frame shape data generating means, the basic outline shape data generating means, the height data generating means and the three-dimensional shape data generating means is realized by the CPU of the computer that reads in the program for realizing the functions of each of the means. Specifically, the CPU reads in the program from the storage medium and performs a predetermined processing. Alternatively, the CPU performs a predetermined processing on the basis of the program supplied through a telecommunication line. Thus, the CPU functions as each of the basic frame shape data generating means, the basic outline shape data generating means, the height data generating means and the three-dimensional shape data generating means. Similarly, in the inventive playing environment generation system, each of the procedure to realize the program such as the basic frame shape data generating procedure is realized by the CPU on the basis of the program that is read from the storage medium.
The inventive playing environment generating device automatically generate all the data that are necessary for defining the playing field according to the kind of the simulation system. Specifically, the basic frame shape data generating means automatically generates the basic frame shape data on the basis of the parameters representing the characteristics of the playing field such as the geographical configuration and the weather. Thus, the basic frame shape of the playing field is defined by the basic frame shape data..
Moreover, the basic outline shape data generating means automatically generates the basic outline shape data on the basis of the basic frame shape data. Thus, the basic outline shape for the basic frame shape is defined by the basic outline shape data. Thereafter, thus generated playing field can be used as the playing environment for the simulation system.
The preferred embodiments described herein are illustrative and not restrictive, the scope of the invention being indicated in the appended claims and all variations which come within the meaning of the claims are intended to be embraced therein.

Claims (21)

1. ~An automatic playing environment generating device for use in a simulation system that provides a simulation in a playing field displayed on a monitor, the device comprising:
a storage device; and a processor connected to the storage device;
the storage device storing a parameter representing a characteristic relating to the playing field;
the processor automatically generating basic frame shape data, which define a basic frame shape of the playing field, on the basis of the parameter read out from the storage device; and the processor automatically generating basic outline shape data, which define a basic outline shape with respect to the basic frame shape, on the basis of the basic frame shape data.
2. ~An automatic playing environment generating device according to claim 1, in which:
the processor generates the basic frame shape data as one-dimensional data so as to define the basic frame shape as a line; and the processor generates the basic outline shape data as two-dimensional data so as to define the basic outline shape as a plane.
3. ~An automatic playing environment generating device according to claim 1 or 2, in which:
the processor automatically generates height data that define a height of the basic outline shape data; and the processor synthesizes the basic outline shape data with the height data so as to automatically generate three-dimensional data that define the basic outline shape data as a solid.
4. ~An automatic playing environment generating device according to any one of claims 1-3, in which:
the automatic playing environment generating device is an automatic golf course generating device used in a golf simulation system; and the parameter is a parameter representing a characteristic relating to a hole of a golf course.
5. ~An automatic playing environment generating device according to claim 4, in which:
the parameter comprises at least a par of the hole; and the processor calculates an imaginary moving line of a golf ball on the basis of the par so as to automatically generate imaginary moving line data, which defines the imaginary moving line of the golf ball, as the basic frame shape data.
6. ~An automatic playing environment generating device according to claim 5, in which the processor calculates an outline of a fairway and an outline of a rough as the basic outline shape on the basis of the par of the hole and the imaginary moving line of the golf ball, thereby automatically generating data relating to the outlines as the basic frame shape data.
7. ~An automatic playing environment generating device according to any one of claims 4-6, in which:
the parameter comprises a parameter relating to a level of the golf course, a parameter relating to the basic frame shape and a parameter relating to the basic outline shape;
the player being enabled to selectively input the parameter relating to the level of the golf course; and the processor automatically inputs the parameter relating to the basic frame shape and the parameter relating to the basic outline shape on the basis of the parameter relating to the level of the golf course that has been input by the player, thereby automatically generating the basic frame shape data and the basic outline shape data.
8. ~An automatic playing environment generating device for use in a simulation system that provides a simulation in a playing field displayed on a monitor, the device comprising:
a storage device; and a processor connected to the storage device;
the storage device storing a parameter representing a characteristic relating to the playing field except a geographical configuration of the playing field; and the processor automatically generating data of an element of the playing field except the geographical configuration of the playing field on the basis of the parameter read out from the storage device.
9. ~An automatic playing environment generating device according to claim 8, in which:
the simulation system is a golf game system;
the playing field is a golf course;
the storage device stores at least one of a weather and a wind as the parameter, each of which influences a play in the golf game and constitutes a characteristic relating to the golf course; and the processor automatically generating data relating to at least one of the weather and the wind in the play on the golf course on the basis of the parameter read out from the storage device.
10. An automatic playing environment generating device according to claim 8, in which:
the simulation system is a golf game system;
the playing field is a golf course;
the storage device stores at least one of a kind of a scenery, a kind of a cloud, a kind of vegetation, a kind of a clubhouse and a kind of an object in the golf course as the parameter, each of which constitutes a characteristic relating to the golf course; and the processor automatically locating at least one of the scenery, the cloud, the vegetation, the clubhouse and the object on the golf course on the basis of the parameter read out from the storage device.
11. An automatic playing environment generating method for use in a simulation system that provides a simulation in a playing field displayed on a monitor, the method comprising:
a basic frame shape data generating step for automatically generating basic frame shape data, which define a basic frame shape of the playing field, on the basis of a parameter representing a characteristic relating to the playing field; and a basic outline shape data generating step for automatically generating basic outline shape data, which define a basic outline shape with respect to the basic frame shape, on the basis of the basic frame shape data.
12. An automatic playing environment generating method according to claim 11, in which:
the basic frame shape data generating step comprises a step for generating the basic frame shape data as one-dimensional data so as to define the basic frame shape as a line;
and the basic outline shape data generating step comprises a step for generating the basic outline shape data as two-dimensional data so as to define the basic outline shape as a plane.
13. An automatic playing environment generating method according to claim 11 or 12, further comprising the steps for:
a height data generating step for automatically generating height data that define a height of the basic outline shape data; and a three-dimensional shape data generating step for synthesizing the basic outline shape data with the height data so as to automatically generate three-dimensional data that define the basic outline shape data as a solid.
14. ~An automatic playing environment generating method according to any one of claims 11-13, in which:
the automatic playing environment generating method is an automatic golf course generating method used in a golf simulation system; and the parameter is a parameter representing a characteristic relating to a hole of a golf course.
15. ~An automatic playing environment generating method according to claim 14, in which:
the parameter comprises at least a par of the hole; and the basic frame shape data generating step comprising a step for calculating an imaginary moving line of a golf ball on the basis of the par so as to automatically generate imaginary moving line data, which defines the imaginary moving line of the golf ball, as the basic frame shape data.
16. ~An automatic playing environment generating method according to claim 15, in which the basic outline shape data generating step comprises a step for calculating an outline of a fairway and an outline of a rough as the basic outline shape on the basis of the par of the hole and the imaginary moving line of the golf ball, thereby automatically generating data relating to the outlines as the basic frame shape data.
17. An automatic playing environment generating method according to claim 14, in which:
the parameter comprises a parameter relating to a level of the golf course, a parameter relating to the basic frame shape and a parameter relating to the basic outline shape;
the player being enabled to selectively input the parameter relating to the level of the golf course; and the basic frame shape data generating step and the basic outline data generating step respectively comprise steps for automatically inputting the parameter relating to the basic flame shape and the parameter relating to the basic outline shape on the basis of the parameter relating to the level of the golf course that has been input by the player, thereby automatically generating the basic frame shape data and the basic outline shape data.
18. An automatic playing environment generating method for use in a simulation system that provides a simulation in a playing field displayed on a monitor the method comprising:
a storing step for storing a parameter representing a characteristic relating to the playing field except a geographical configuration of the playing field; and an automatic generation step for automatically generating data of an element of the playing field except the geographical configuration of the playing field on the basis of the parameter read out from the storage device.
19. An automatic playing environment generating method according to claim 18, in which:
the simulation system is a golf game system;
the playing field is a golf course;
the storing step comprises a step for storing at least one of a weather and a wind as the parameter, each of which influences a play in the golf game and constitutes a characteristic relating to the golf course; and the automatic generation step comprises a step for automatically generating data relating to at least one of the weather and the wind in the play on the golf course on the basis of the parameter read out from the storage device.
20. An automatic playing environment generating method according to claim 18, in which:
the simulation system is a golf game system;
the playing field is a golf course;
the storing step comprises a step for storing at least one of a kind of a scenery, a kind of a cloud, a kind of vegetation, a kind of a clubhouse and a kind of an object in the golf course as the parameter, each of which constitutes a characteristic relating to the golf course; and the automatic generation step comprises a step for automatically locating at least one of the scenery, the cloud, the vegetation, the clubhouse and the object on the golf course on the basis of the parameter read out from the storage device.
21. A computer readable storage medium that stores a program for executing each of the steps of the automatic playing environment generating method according to any one of claims 11-20.
CA002324202A 1999-10-25 2000-10-25 Playing environment generation system for simulation system Expired - Fee Related CA2324202C (en)

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KR100953131B1 (en) * 2009-09-29 2010-04-16 (주) 골프존 Apparatus for virtual golf simulation and method for the same
KR101078898B1 (en) * 2011-03-31 2011-11-01 (주) 골프존 Apparatus for virtual golf driving range simulation and method for the same
KR101431080B1 (en) * 2012-12-07 2014-08-22 제주한라대학교산학협력단 Equestrian course set up system
JP6600801B2 (en) 2014-07-29 2019-11-06 株式会社コナミデジタルエンタテインメント GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
CN112190948B (en) * 2020-10-15 2024-03-22 网易(杭州)网络有限公司 Game map generation method and device, electronic equipment and storage medium
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