JPH0924160A - Electronic game machine - Google Patents

Electronic game machine

Info

Publication number
JPH0924160A
JPH0924160A JP8182496A JP18249696A JPH0924160A JP H0924160 A JPH0924160 A JP H0924160A JP 8182496 A JP8182496 A JP 8182496A JP 18249696 A JP18249696 A JP 18249696A JP H0924160 A JPH0924160 A JP H0924160A
Authority
JP
Japan
Prior art keywords
viewpoint
information
viewpoints
player
display
Prior art date
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.)
Pending
Application number
JP8182496A
Other languages
Japanese (ja)
Inventor
Yutaka Suzuki
裕 鈴木
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sega Corp
Original Assignee
Sega Enterprises Ltd
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Sega Enterprises Ltd filed Critical Sega Enterprises Ltd
Priority to JP8182496A priority Critical patent/JPH0924160A/en
Publication of JPH0924160A publication Critical patent/JPH0924160A/en
Pending legal-status Critical Current

Links

Classifications

    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1012Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
    • 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
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • 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
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6669Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera using a plurality of virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character change rooms
    • 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
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6676Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dedicated player input
    • 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
    • A63F2300/8017Driving on land or water; Flying

Landscapes

  • Image Generation (AREA)
  • Processing Or Creating Images (AREA)

Abstract

PROBLEM TO BE SOLVED: To provide an electronic game machine which a player can arbitrarily change the viewpoint on the surface expression means by his/her will or attitude so as to improve presence feeling by setting information from a plurality of viewpoints and selecting and expressing one of information of viewpoints based on a signal from a detection means to detect the playing attitude of the player. SOLUTION: In an driving game, when race operation is performed by a player, a signal from a driving operation device 5 is inputted to an image processor and a calculation processing circuit board 1, and an image to be displayed on a display device 4 is changed based on the processed results therein. In this case, a plurality of preset viewpoints are made sequentially switched every time a viewpoint switch 2 is depressed. The viewpoint of a displayed image is made changeable based on the output of a photoelectric sensor group 3 to detect the game attitude, for instance, when the attitude of a player tilts toward right, a viewpoint to tilt toward right is set on the display screen for the player to feel real presence.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【産業上の利用分野】この発明は、電子遊戯機器に関
し、特に、表示対象に係る情報を三次元立方データとし
て保持し、その情報に対して三次元演算処理を行なうこ
とにより、表示対象をあらゆる視点から眺められるよう
な物体として映像化できる電子遊戯機器に関するもので
ある。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to an electronic amusement machine, and more particularly, it holds information relating to a display object as three-dimensional cubic data, and performs a three-dimensional arithmetic processing on the information to display all the display objects. The present invention relates to an electronic game machine that can be visualized as an object that can be viewed from a viewpoint.

【0002】[0002]

【従来の技術】従来の電子遊戯機器において、ディスプ
レイ装置への表示画像情報は二次元平面の情報であり、
それらのいわゆる絵を連続的に映し出すことにより動的
な連続映像としてた。この従来の表示方法によれば描か
れるすべての物体は二次元的な絵に基づくものでしかな
く、また光源の存在であるとかカメラによる視点という
概念はない。
2. Description of the Related Art In a conventional electronic game machine, image information displayed on a display device is information on a two-dimensional plane.
The so-called pictures were continuously projected to create a dynamic continuous image. According to this conventional display method, all objects drawn are based only on a two-dimensional picture, and there is no concept of the presence of a light source or the viewpoint of a camera.

【0003】ところで、最近では、上述のような従来の
表示方法を発展させて、表示画像情報として三次元情報
を採用して表示する方法が普及し始めている。すなわ
ち、その方式によれば、三次元情報であるため画像情報
により表現される物体は立体としてとらえることができ
ると共に視点という概念も導入することができるように
なる。表示されるすべての物体は三次元情報(X,Y,
Z)を有しており、それらの演算処理が可能となってい
る。視点(カメラのある位置)という概念の導入によ
り、三次元座標軸上のある一点を視点として定めてやれ
ば、その位置より眺めた対象物体の映像がディスプレイ
装置に表示されることになる。また、その視点の座標を
移動させることにより視点を連続的にも段階的にも変化
させることができ、それにより三次元空間内のあらゆる
位置を視点としてディスプレイ装置へ表示することが可
能となる。いわゆるバーチャルリアリティー(仮想現実
または擬似世界等)と呼ばれる技術である。
By the way, recently, a method of displaying by adopting three-dimensional information as display image information has begun to spread, by developing the conventional display method as described above. That is, according to the method, since it is three-dimensional information, an object represented by image information can be regarded as a three-dimensional object and the concept of a viewpoint can be introduced. All displayed objects are three-dimensional information (X, Y,
Z), and can perform their arithmetic processing. If a certain point on the three-dimensional coordinate axis is determined as a viewpoint by introducing the concept of a viewpoint (a position where a camera is located), an image of a target object viewed from that position is displayed on a display device. In addition, by moving the coordinates of the viewpoint, the viewpoint can be changed continuously or stepwise, whereby it becomes possible to display any position in the three-dimensional space as a viewpoint on the display device. This is a technology called so-called virtual reality (virtual reality or pseudo-world, etc.).

【0004】この技術によれば、画像情報の三次元的操
作により任意の三次元世界がシュミレートできるように
なり、前述のように視点という概念の導入から現実には
存在しないカメラワークも可能になると共に同様に視点
の概念により任意の位置に光源をおいた映像も任意実現
可能となった。また、三次元空間における重力、気圧、
摩擦抵抗等の各種バランスも併せて自由に設定できると
いう発展性がある。このような技術は必然的に電子遊戯
機器にも採用され始めている。
According to this technique, an arbitrary three-dimensional world can be simulated by three-dimensional manipulation of image information, and as described above, the introduction of the concept of a viewpoint enables camera work that does not actually exist. At the same time, the concept of the viewpoint made it possible to realize an image with a light source placed at an arbitrary position. Also, gravity, pressure in three-dimensional space,
It has the potential to freely set various balances such as friction resistance. Such technology is inevitably being adopted in electronic game machines.

【0005】[0005]

【発明が解決しようとする課題】ところで、従来の二次
元の画像情報をディスプレイ装置へ表示する電子遊戯機
器においては、例えばいわゆるドライビングゲームで
は、表示される映像に係る視点は車の運転車の視点すな
わち競技者の視点で固定されている。また、それらの視
点を複数備える電子遊戯機器であっても、その視点を変
化させるのはゲームプログラム作成時のプログラマの意
図するところであってプログラム作成時に固定されてし
まい、競技時における競技者の意志が反映されることは
ない。更に、複数の視点相互の変化も段階的なものであ
った。
By the way, in the conventional electronic game machine for displaying two-dimensional image information on the display device, for example, in a so-called driving game, the viewpoint relating to the displayed image is the viewpoint of the driving vehicle of the car. That is, it is fixed from the viewpoint of the athlete. Further, even in an electronic game machine having a plurality of such viewpoints, it is the programmer's intention at the time of creating the game program that changes the viewpoint, and the viewpoint is fixed at the time of creating the program. Is never reflected. Furthermore, changes between multiple viewpoints were also gradual.

【0006】そこで、上述した三次元空間表示技術を電
子遊戯機器に採用すれば、表示される画像情報に係る三
次元空間のあらゆる視点から映像を表示できることにな
る。
Therefore, if the above-described three-dimensional space display technology is adopted in an electronic game machine, it is possible to display a video from any viewpoint of the three-dimensional space related to the displayed image information.

【0007】この発明は上述のような事情から成された
ものであり、この発明の目的は、ディスプレイ装置に表
示される映像の視点を競技者の競技姿勢に応じてまたは
任意に変化させることができる電子遊戯機器を提供する
ことにある。
The present invention has been made under the circumstances as described above, and an object of the present invention is to change the viewpoint of an image displayed on a display device according to the competitive posture of a competitor or arbitrarily. It is to provide an electronic game device that can be used.

【0008】[0008]

【課題を解決するための手段】この発明は、表示対象に
係わる情報を三次元立体データとして保持し、その情報
に対して三次元演算処理を行うことができる演算処理手
段を備え、その演算処理手段により演算処理された表示
対象に係わる情報に基づいて表示手段にて表示が行われ
るようにした電子遊戯機器であって、複数の視点の情報
を設定しておき、競技者の競技姿勢を検出する検出手段
を設け、前記演算処理手段は、前記検出手段からの信号
に基づいて前記視点の情報の一つを選択し、その選択し
た視点に基づき前記表示手段に前記表示対象を表示する
ようにしたことを特徴とするものである。
SUMMARY OF THE INVENTION The present invention is provided with arithmetic processing means capable of holding information relating to a display object as three-dimensional stereoscopic data and performing three-dimensional arithmetic processing on the information. An electronic amusement device in which display is performed on the display means based on information related to a display target that is arithmetically processed by the means, and information on a plurality of viewpoints is set in advance to detect the competitive posture of the athlete. To detect one of the viewpoint information based on a signal from the detecting means, and display the display target on the display means based on the selected viewpoint. It is characterized by having done.

【0009】また、本発明は、表示対象に係わる情報を
三次元立体データとして保持し、その情報に対して三次
元演算処理を行うことができる演算処理手段を備え、そ
の演算処理手段により演算処理された表示対象に係わる
情報に基づいて表示手段にて表示が行われるようにした
電子遊戯機器であって、複数の視点の情報を設定してお
き、競技者により操作される切替手段を設け、前記演算
処理手段は、前記切換手段からの信号に基づいて前記視
点の情報の一つを選択し、その選択した視点に基づき前
記表示手段に前記表示対象を表示するようにしたことを
特徴とするものである。
Further, the present invention is provided with an arithmetic processing means capable of holding information relating to a display object as three-dimensional stereoscopic data and performing a three-dimensional arithmetic processing on the information, and the arithmetic processing means performs arithmetic processing. An electronic game machine in which display is performed on the display means based on the information related to the displayed object, information of a plurality of viewpoints is set in advance, and switching means operated by a competitor is provided. The arithmetic processing means selects one of the viewpoint information based on a signal from the switching means, and displays the display target on the display means based on the selected viewpoint. It is a thing.

【0010】また、前記演算処理手段は、前記切替手段
に対する操作ごとに前記視点の情報を特定の順序で選択
するようにすることが好ましく、また前記演算処理手段
は、ある視点から他の視点への移動の際、徐々に連続的
に行うように演算処理を行なうことが好ましい。
Further, it is preferable that the arithmetic processing means selects the viewpoint information in a specific order for each operation on the switching means, and the arithmetic processing means changes from one viewpoint to another viewpoint. It is preferable that the arithmetic processing is performed so as to be gradually and continuously performed during the movement.

【0011】さらに、前記演算処理手段は、複数設定さ
れた視点の情報を予め決められた順番で順次切り替えて
選択し、その選択した視点に基づき前記表示手段に前記
表示対象を異なる視点から順次表示するようにしても良
く、複数設定された視点の情報のうちから一つを選択で
き、かつ現在のカメラの位置と選択された視点のデータ
とが一致するか否かを判断し、一致していないと判断し
た際には、カメラの位置を選択された視点データに基づ
く位置に移動させるようにしても良い。
Further, the arithmetic processing means sequentially switches and selects information of a plurality of set viewpoints in a predetermined order, and sequentially displays the display target on the display means from different viewpoints based on the selected viewpoints. Alternatively, it is possible to select one from a plurality of set viewpoint information, determine whether the current camera position matches the selected viewpoint data, and determine whether they match. If it is determined that there is not, the position of the camera may be moved to the position based on the selected viewpoint data.

【0012】またさらに、前記演算処理手段は、複数設
定された視点のうちから一つの視点を選択するためのル
ーチンを、ゲームの実行途中で実行できるようにしても
良く、前記切替手段は複数の視点を順次切り替えるスイ
ッチであり、このスイッチは競技者が操作して前記演算
処理手段に信号を与えるための機器に並列又は一体に設
けられても良い。
Further, the arithmetic processing means may be capable of executing a routine for selecting one viewpoint from a plurality of set viewpoints during the execution of the game, and the switching means is provided with a plurality of switching means. It is a switch for sequentially switching viewpoints, and this switch may be provided in parallel or integrally with a device which is operated by a competitor and gives a signal to the arithmetic processing means.

【0013】また、前記演算処理手段は、複数設定され
た視点の情報のうちから一つを選択でき、かつ現在のカ
メラの位置を選択された視点の位置までに徐々に連続的
に移動させる演算処理を行なっても良く、複数設定され
た視点の情報のうちから、前記表示対象に挙動変化が生
じても視方向が変わることが無い視点を選択できるよう
にしても良い。
Further, the arithmetic processing means is capable of selecting one from a plurality of set viewpoint information and gradually and continuously moving the current camera position to the selected viewpoint position. Processing may be performed, and a viewpoint whose view direction does not change even if the behavior of the display target changes may be selected from a plurality of set viewpoint information.

【0014】この発明は、前記いずれかの演算処理手段
が実現されるための電子遊戯装置用基板である。
The present invention is an electronic game device substrate for realizing any one of the above arithmetic processing means.

【0015】[0015]

【作用】この発明にあっては、表示対象に係る情報を三
次元立体データとして保持し、三次元演算処理により三
次元立体画像として映像化できる電子遊戯機器におい
て、1つまたは複数の視点の情報を設定しておき、競技
者の競技姿勢を検出する検出手段を設け、その切替手段
または検出手段からの信号に基づいて視点の情報の1つ
を選択するようにしているので、競技者の競技姿勢に応
じて、表示手段に表示対象を表示する際の視点が変化す
る。
According to the present invention, information on one or a plurality of viewpoints is stored in an electronic game machine which can hold information related to a display object as three-dimensional stereoscopic data and can be visualized as a three-dimensional stereoscopic image by three-dimensional arithmetic processing. Is set and detection means for detecting the competition posture of the athlete is provided, and one of the viewpoint information is selected based on the signal from the switching means or the detection means. The viewpoint when displaying the display target on the display means changes according to the posture.

【0016】[0016]

【実施例】以下、図面に基づいてこの発明の実施例につ
いて詳細に説明する。
Embodiments of the present invention will be described below in detail with reference to the drawings.

【0017】ところで、この発明は、前述のように、表
示対象に係る情報を三次元立体データとして保持し、そ
の情報に対して三次元演算処理を行なうことにより、表
示対象をあらゆる視点から眺められるような物体として
映像化できる電子遊戯機器についてのものである。
By the way, according to the present invention, as described above, the information regarding the display object is held as three-dimensional stereoscopic data, and the three-dimensional arithmetic processing is performed on the information, so that the display object can be viewed from all viewpoints. The present invention relates to an electronic game machine that can be visualized as such an object.

【0018】図1は、この発明の電子遊戯機器における
一実施例の構成ブロック図である。ドライビングゲーム
を実施例として説明する。従来と同様、競技者により運
転操作が行なわれると運転操作装置5からの信号が画像
処理及び演算処理基板1に入力され、そこで処理が行な
われた後、その処理結果に基づいてディスプレイ装置4
に表示される映像が変化する。すなわち、競技者の運転
に応じて景色、背景等が変化するわけである。ところ
で、この発明では競技者が任意に表示画像の視点を変更
するための視点変更スイッチ2と競技者の競技姿勢に応
じて表示画像の視点を変更するため競技姿勢の検出を行
なう姿勢検出用光電センサ郡3を設ける。いずれも出力
信号を画像処理及び演算処理基盤1に入力するように構
成する。
FIG. 1 is a block diagram showing the configuration of an embodiment of the electronic game machine of the present invention. A driving game will be described as an example. As in the conventional case, when the athlete performs a driving operation, a signal from the driving operation device 5 is input to the image processing and arithmetic processing board 1, and the processing is performed there. After that, the display device 4 is based on the processing result.
The image displayed on changes. That is, the scenery, background, etc. change according to the driving of the athlete. By the way, according to the present invention, the viewpoint changing switch 2 for allowing the athlete to arbitrarily change the viewpoint of the display image and the photoelectric sensor for attitude detection for detecting the competition attitude for changing the viewpoint of the display image according to the competition attitude of the athlete. Sensor group 3 is established. In both cases, the output signal is input to the image processing and arithmetic processing base 1.

【0019】先ず、視点変更スイッチ2による場合を説
明する。すなわち、競技者の意志に基づいて表示画像の
視点を変更する場合である。視点変更スイッチ2はゲー
ムスタートスイッチに並列させて設けたり、ハンドルに
備えるようにしてもよい。また、ゲームスタートスイッ
チと兼用することとしてゲームスタート後はゲームスタ
ートスイッチは視点変更スイッチ2として機能するよう
に構成してもよい。
First, the case of using the viewpoint changing switch 2 will be described. That is, this is a case where the viewpoint of the display image is changed based on the will of the athlete. The viewpoint changing switch 2 may be provided in parallel with the game start switch, or may be provided on the steering wheel. In addition, the game start switch may also function as the viewpoint changing switch 2 after the game is started, so that the game start switch also functions as the game start switch.

【0020】ここで、予めいくつかの視点を決定して設
置しておく。図3(A)、(B)及び図4(A)、
(B)は、ドライビングゲームについてその決定した視
点を示す図である。同図に示すように例えば視点を4点
設定し、視点1は“自車のやや後方”、視点2は“競技
者(ドライバー)の視点”、視点3は“自車の後ろ低
空”、視点4は“自車の後ろ高空”である。装置への設
定はそれらの視点の具体的な三次元座標を与えることに
より行なう。そこで、この視点変更スイッチ2による場
合は、例えばそれを押すごとにシーケンシャルに切り替
わっていくようにする。すなわち、視点1→視点2→視
点3→視点4→視点1のごとくである。このとき、ある
視点から次の視点への移動は、三次元データの処理を行
ないつつ、徐々に視点が移動していく方法で連続的に行
なわれる。
Here, some viewpoints are determined and set in advance. 3 (A), (B) and FIG. 4 (A),
(B) is a diagram showing the determined viewpoint of the driving game. As shown in the figure, for example, four viewpoints are set, viewpoint 1 is “slightly behind the vehicle”, viewpoint 2 is the “competitor (driver) viewpoint”, viewpoint 3 is “low behind the vehicle”, viewpoint 3 4 is "high above the vehicle". The setting to the device is performed by giving concrete three-dimensional coordinates of those viewpoints. Therefore, in the case of using the viewpoint changing switch 2, for example, it is sequentially switched each time the switch is pressed. That is, viewpoint 1 → viewpoint 2 → viewpoint 3 → viewpoint 4 → viewpoint 1 and so on. At this time, the movement from one viewpoint to the next viewpoint is continuously performed by a method in which the viewpoint gradually moves while processing the three-dimensional data.

【0021】図2は、そのときの画像処理及び演算処理
基盤1における処理手順を示すフローチャートである。
そこで、先ず視点変更スイッチ2が押されたか否かを判
断し(ステップS21)、押されたと判断した場合には
視点データを次の視点データに変更する(ステップS2
2)。一方、押されなかった場合はそのままステップS
23に移行する。ステップS23においては現在のカメ
ラ位置と視点データに基づくカメラ位置が一致している
か否かを判断し、一致していないと判断した場合には、
カメラの位置を視点データに基づく位置に近づけていく
(ステップS24)。
FIG. 2 is a flowchart showing a processing procedure in the image processing and arithmetic processing base 1 at that time.
Therefore, it is first determined whether or not the viewpoint changing switch 2 is pressed (step S21), and when it is judged that the viewpoint changing switch 2 is pressed, the viewpoint data is changed to the next viewpoint data (step S2).
2). On the other hand, if it is not pressed, step S is performed as it is.
Move to 23. In step S23, it is determined whether or not the current camera position and the camera position based on the viewpoint data match. If it is determined that they do not match,
The position of the camera is brought closer to the position based on the viewpoint data (step S24).

【0022】尚、以上のような視点変更スイッチ2によ
る場合、視点の移動は上述のようなシーケンシャルな方
法に限ることはなく、例えば任意にある視点を選択する
方法とすることもできる。
In the case of the viewpoint changing switch 2 as described above, the movement of the viewpoint is not limited to the sequential method as described above, and a method of arbitrarily selecting a certain viewpoint can be used.

【0023】次に、姿勢検出用光電センサ群3による場
合を説明する。図5は、姿勢検出用光電センサ群3を構
成する個々のセンサの本体90における設置位置を示す
図である。同図に示すように、例えば競技者の競技姿勢
の左右の動きを検出するため両肩のそれぞれの位置に2
つのセンサ31、32を設け、また競技者の前後の動き
を検出するため背中中央の位置にセンサ33を設ける。
そして、この場合にも予めいくつかの視点を決定して設
定しておく。例えば、競技者の姿勢が右側に傾き左側の
センサ32の検出光量が増加した場合には表示画像も右
に傾くような視点を設定しておき、また、競技者が前屈
みになってセンサ33の検出光量が増加した場合には表
示される水平線の位置が画面上で上方へスライドするよ
うな視点を設定しておく。それにより競技者の競技姿勢
に応じてそれに合った視点で映像が推移することにな
る。この場合もある視点からある視点への移動はスムー
ズに行なわれる。
Next, a case where the posture detecting photoelectric sensor group 3 is used will be described. FIG. 5 is a diagram showing the installation positions in the main body 90 of the individual sensors that constitute the attitude detection photoelectric sensor group 3. As shown in the figure, for example, in order to detect the left and right movements of the athlete's competition posture, two positions are placed on both shoulders.
Two sensors 31 and 32 are provided, and a sensor 33 is provided at the center of the back to detect the forward and backward movements of the athlete.
Also in this case, some viewpoints are determined and set in advance. For example, if the posture of the athlete leans to the right and the amount of light detected by the sensor 32 on the left increases, the viewpoint is set so that the displayed image also leans to the right. The viewpoint is set so that the position of the horizontal line displayed slides upward on the screen when the detected light amount increases. As a result, the video changes from a viewpoint suitable for the competition posture of the competitor. In this case also, the movement from one viewpoint to another viewpoint is performed smoothly.

【0024】図6は、そのときの画像処理及び演算処理
基盤1における処理手順を示すフローチャートである。
そこで、先ず姿勢検出用光電センサ群3が作動したか否
かを判断し(ステップS61)、作動したと判断した場
合には視点データをその作動状況に対応した視点データ
に変更する(ステップS62)。一方、作動しなかった
場合はそのままステップS63に移行する。ステップS
63においては現在のカメラ位置と視点データに基づく
カメラ位置が一致しているか否かを判断し、一致してい
ないと判断した場合には、カメラの位置を視点データに
基づく位置に近付けていく(ステップS64)。
FIG. 6 is a flow chart showing the processing procedure in the image processing and arithmetic processing base 1 at that time.
Therefore, first, it is determined whether or not the posture detecting photoelectric sensor group 3 has operated (step S61), and when it is determined that the attitude detecting photoelectric sensor group 3 has operated, the viewpoint data is changed to the viewpoint data corresponding to the operating condition (step S62). . On the other hand, if it has not been activated, the flow proceeds to step S63. Step S
In 63, it is determined whether or not the current camera position and the camera position based on the viewpoint data match. If it is determined that they do not match, the camera position is brought closer to the position based on the viewpoint data ( Step S64).

【0025】尚、センサの位置は上述した態様に限られ
ることはなくゲームの種類等に応じて各種考えられる。
Incidentally, the position of the sensor is not limited to the above-mentioned form, and various kinds can be considered according to the type of game.

【0026】ところで、この発明の視点の概念と運転操
作との関係であるが、例えば以下に示すような2つのモ
ードを設けてやればよい。すなわち、1つは“ゲーム外
部観戦の視点”モードであり、他方は、“ドライバーの
視点”のモードである。前者においては自車がスピン等
を起こしても視方向が変わることはなく、後者において
はスピン等によりそれに応じて視方向が変わるようにす
る。図3及び図4に示した視点の例では、視点4のとき
は“ゲーム外部観戦の視点”のモードとし、視点2のと
きは“ドライバーの視点”のモードとすることは明確な
事項である。
Incidentally, regarding the relationship between the concept of the viewpoint of the present invention and the driving operation, for example, the following two modes may be provided. That is, one is a "viewpoint of watching the game outside" mode, and the other is a "driver's viewpoint" mode. In the former case, the visual direction does not change even if the vehicle spins, and in the latter case, the visual direction changes accordingly due to the spin or the like. In the example of the viewpoints shown in FIGS. 3 and 4, it is clear that the viewpoint 4 is set to the “game external viewpoint” mode, and the viewpoint 2 is set to the “driver's viewpoint” mode. .

【0027】以上がこの発明の実施例の説明であるが、
視点変更スイッチ2による場合と姿勢検出用光電センサ
群3による場合について、両方を併用して行なってもよ
いし、いずれか一方を単独で行なってもよい。併合する
場合はどちらかを優先処理させるようにすればよい。
The above is the description of the embodiment of the present invention.
Regarding the case of using the viewpoint changing switch 2 and the case of using the posture detecting photoelectric sensor group 3, both may be used in combination, or one of them may be used alone. When merging, either one may be preferentially processed.

【0028】尚、この実施例においては、いわゆるドラ
イビングゲームについて説明したがこれに限られること
はなく、他のあらゆるゲームに対応できることは自明の
ことである。また、この電子遊戯装置は、ゲームセンタ
ー等の業務用のものにも一般の家庭用のものにも適用で
き、いずれの場合にも演算手段(演算処理基板)に図2
または図6のフローチャートを実行させるための手順が
記憶媒体に記憶されていることは自明のことである。
Although the so-called driving game has been described in this embodiment, it is obvious that the present invention is not limited to this and that it can be applied to all other games. Further, this electronic amusement device can be applied to commercial ones such as game arcades and general household ones, and in any case, the arithmetic means (arithmetic processing board) can be used as shown in FIG.
Alternatively, it is obvious that the procedure for executing the flowchart of FIG. 6 is stored in the storage medium.

【0029】[0029]

【発明の効果】以上のようにこの発明の電子遊戯機器に
よれば、表示手段への表示の際の視点を競技者の意志や
競技者の競技姿勢により変化させることができるので、
操作態様の幅が広がり、かつ臨場感のある遊戯を楽しむ
ことができる。
As described above, according to the electronic play device of the present invention, the viewpoint at the time of displaying on the display means can be changed according to the intention of the competitor and the competitive posture of the competitor.
You can enjoy a realistic game with a wide range of operation modes.

【図面の簡単な説明】[Brief description of drawings]

【図1】この発明の電子遊戯機器における一実施例の構
成ブロックである。
FIG. 1 is a block diagram of an embodiment of an electronic game device of the present invention.

【図2】視点変更スイッチ2による場合の画像処理及び
演算処理基盤1における処理手順を示すフローチャート
である。
FIG. 2 is a flowchart showing a processing procedure in the image processing and arithmetic processing base 1 when the viewpoint changing switch 2 is used.

【図3】ドライビングゲームについてその決定した視点
を示す図である。
FIG. 3 is a diagram showing the determined viewpoints of a driving game.

【図4】ドライビングゲームについてその決定した視点
を示す図である。
FIG. 4 is a diagram showing the determined viewpoints of a driving game.

【図5】姿勢検出用光電センサ群3を構成する個々のセ
ンサの本体90における設置位置を示す図である。
FIG. 5 is a diagram showing installation positions of individual sensors forming the attitude detection photoelectric sensor group 3 in the main body 90.

【図6】姿勢検出用光電センサ群3による場合の画像処
理及び演算処理基盤1における処理手順を示すフローチ
ャートである。
FIG. 6 is a flowchart showing a processing procedure in the image processing / arithmetic processing substrate 1 when the posture detecting photoelectric sensor group 3 is used.

【符号の説明】[Explanation of symbols]

1 画像処理及び演算処理基盤 2 視点変更スイッチ 3 姿勢検出用光電センサ群 4 ディスプレイ装置 5 運転操作装置 31 センサ 32 センサ 33 センサ 90 本体 1 image processing and arithmetic processing base 2 viewpoint change switch 3 attitude detection photoelectric sensor group 4 display device 5 driving operation device 31 sensor 32 sensor 33 sensor 90 main body

Claims (1)

【特許請求の範囲】[Claims] 【請求項1】 表示対象に係わる情報を三次元立体デー
タとして保持し、その情報に対して三次元演算処理を行
うことができる演算処理手段を備え、その演算処理手段
により演算処理された表示対象に係わる情報に基づいて
表示手段にて表示が行われるようにした電子遊戯機器で
あって、複数の視点の情報を設定しておき、競技者の競
技姿勢を検出する検出手段を設け、前記演算処理手段
は、前記検出手段からの信号に基づいて前記視点の情報
の一つを選択し、その選択した視点に基づき前記表示手
段に前記表示対象を表示するようにしたことを特徴とす
る電子遊戯機器。
1. An arithmetic processing unit capable of holding information relating to a display target as three-dimensional stereoscopic data and performing a three-dimensional arithmetic processing on the information, and a display target arithmetically processed by the arithmetic processing unit. Is an electronic game machine that is displayed on the display means based on the information relating to the above, and is provided with detection means for setting information of a plurality of viewpoints and detecting the competition posture of the athlete. The processing means selects one of the viewpoint information based on the signal from the detection means, and displays the display target on the display means based on the selected viewpoint. machine.
JP8182496A 1996-07-11 1996-07-11 Electronic game machine Pending JPH0924160A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP8182496A JPH0924160A (en) 1996-07-11 1996-07-11 Electronic game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP8182496A JPH0924160A (en) 1996-07-11 1996-07-11 Electronic game machine

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
JP4179040A Division JP2687989B2 (en) 1992-06-12 1992-06-12 Electronic play equipment

Related Child Applications (3)

Application Number Title Priority Date Filing Date
JP26756697A Division JP3631890B2 (en) 1997-09-30 1997-09-30 Electronic game equipment
JP9267567A Division JPH10113467A (en) 1997-09-30 1997-09-30 Electronic game device using three-dimensional image displaying
JP2004096521A Division JP2004313778A (en) 2004-03-29 2004-03-29 Electronic game equipment

Publications (1)

Publication Number Publication Date
JPH0924160A true JPH0924160A (en) 1997-01-28

Family

ID=16119316

Family Applications (1)

Application Number Title Priority Date Filing Date
JP8182496A Pending JPH0924160A (en) 1996-07-11 1996-07-11 Electronic game machine

Country Status (1)

Country Link
JP (1) JPH0924160A (en)

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11249772A (en) * 1998-02-26 1999-09-17 Dainippon Printing Co Ltd Virtual environment presenting device
EP0943362A2 (en) * 1998-03-19 1999-09-22 Konami Co., Ltd. Image processing method, video game apparatus and storage medium
JP2002297017A (en) * 2001-03-30 2002-10-09 Honda Motor Co Ltd Driving simulator
EP1170043A3 (en) * 2000-07-03 2003-08-20 Sony Computer Entertainment Inc. Video game system
JP2007268286A (en) * 1997-03-03 2007-10-18 Sega Corp Game machine and medium
JP2018102588A (en) * 2016-12-26 2018-07-05 株式会社コーエーテクモゲームス Game program, record medium and game processing method

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH07116343A (en) * 1992-06-12 1995-05-09 Sega Enterp Ltd Electronic game apparatus

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH07116343A (en) * 1992-06-12 1995-05-09 Sega Enterp Ltd Electronic game apparatus

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007268286A (en) * 1997-03-03 2007-10-18 Sega Corp Game machine and medium
JPH11249772A (en) * 1998-02-26 1999-09-17 Dainippon Printing Co Ltd Virtual environment presenting device
EP0943362A2 (en) * 1998-03-19 1999-09-22 Konami Co., Ltd. Image processing method, video game apparatus and storage medium
EP1170043A3 (en) * 2000-07-03 2003-08-20 Sony Computer Entertainment Inc. Video game system
JP2002297017A (en) * 2001-03-30 2002-10-09 Honda Motor Co Ltd Driving simulator
JP2018102588A (en) * 2016-12-26 2018-07-05 株式会社コーエーテクモゲームス Game program, record medium and game processing method

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