KR20110106644A - Game precessing method, computer readable recording media recorded the program thereof - Google Patents

Game precessing method, computer readable recording media recorded the program thereof Download PDF

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Publication number
KR20110106644A
KR20110106644A KR1020100025814A KR20100025814A KR20110106644A KR 20110106644 A KR20110106644 A KR 20110106644A KR 1020100025814 A KR1020100025814 A KR 1020100025814A KR 20100025814 A KR20100025814 A KR 20100025814A KR 20110106644 A KR20110106644 A KR 20110106644A
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South Korea
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character
game
ball
segment
animation
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KR1020100025814A
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Korean (ko)
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박기범
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(주)엔터플레이
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Publication of KR20110106644A publication Critical patent/KR20110106644A/en

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    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • 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
    • 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
    • A63F2300/8082Virtual reality

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)

Abstract

Disclosed is a computer readable recording medium having recorded thereon a game processing method and a program for executing the method. The game processing method of the present invention can predict the position of the ball approaching the character in the game, and can automatically process the movement of the character according to the approach position, direction, height, etc. of the ball. To this end, the present invention sets the reaction space, which is a set of spatial segments arranged around the position of the character in the virtual three-dimensional space, and which segment of the plurality of spatial segments corresponds to the predicted next position of the approaching ball? After the calculation, a method of extracting and displaying an animation mapped to the calculated segment from among animations regarding the character's motion is used.

Description

Game Precessing Method, Computer Readable Recording Media Recorded the Program

The present invention records a game processing method capable of predicting the position of a ball approaching a character in a game and automatically processing the character's motion according to the approach position, direction, and height of the ball, and a program for executing the method. The present invention relates to a computer-readable recording medium.

Computer games are divided into arcade games, adventure games, simulation games, and role playing games (RPGs). However, because adventure games have little interaction between gamers, the genre of online games can be divided into three categories: arcade, simulation, and role-playing games.

The operation of the character in the game is not entirely dependent on the user's control command, there are quite a part that the game itself is artificially processed according to the automatic recognition. For example, suppose that a ball approaches a character in a ball game such as soccer or basketball. At this time, the character can make any deformable motion depending on the height and direction of the approaching ball, and when this is possible, the game's completeness and fun are further increased. However, there is a limit that gamers can't control down to the very details of these characters, so you need to handle the game to react on its own.

This will be more demanding not only in computer level games, but also in various mobile or portable terminals with some restrictions on the input method.

An object of the present invention is to predict the position of the ball approaching the character in the game, and a game processing method and a program for executing the method that can automatically process the movement of the character according to the approach position, direction, height of the ball, etc. The present invention provides a recording medium that can be read by a computer.

The game processing method of the game processing apparatus for achieving the above object comprises the steps of predicting the next position of the ball according to the movement event of the ball in the game; Calculating a virtual three-dimensional reaction space surrounding the character in a predetermined size at the position of the character in the game, and dividing the reaction space into a plurality of spatial segments; Calculating an entry segment including the predicted ball position among the plurality of segments; Extracting an animation mapped to the entry-segment from among a plurality of animations regarding motions of the character set differently for each of the plurality of segments; And rendering the motion of the character according to the extracted animation.

According to an embodiment of the present disclosure, if a control command for designating an action of the character is received before the extracting step, the extracting of the game processing method may include: an animation in which an action according to the control command is different for each of the plurality of segments. An animation mapped to the entry-segment may be extracted from the set.

The reaction space may have a cylindrical shape divided into a plurality of layers with the central axis as the character, and each segment may be radially disposed around the central axis for each of the plurality of layers.

In the game processing method according to the present invention, when a ball approaches a character according to a movement event in the game, the character automatically predicts the height and direction of the character approaching the ball, and the character automatically performs the motion according to the direction and the height. Can be handled.

Furthermore, the game processing method of the present invention can automatically process the motion of the character according to the general user control command regarding the motion of the character as well as the height and direction of the character approaching the ball.

This game processing method is not limited to the control of the character associated with the ball in the ball game computer game silk can also be used to implement other movements of the character.

The game processing method of the present invention is effective for processing a game in a mobile or portable device, in which the user input means is not sufficient, because the game processing method automatically processes the character's motion regardless of whether the user's control command is input or not. .

1 is a view showing an example of a system of the game processing apparatus of the present invention,
2 and 3 are provided in the description of the reaction space and the spatial segment,
4 is a view showing the operation of the character in accordance with the approach of the ball, and
5 is a flowchart provided for explaining the game processing method of the present invention.

BEST MODE FOR CARRYING OUT THE INVENTION The present invention will be described in more detail with reference to the drawings.

The present invention can be implemented in any type of game processing device (hereinafter, simply referred to as a “terminal”) 100 such as a computer, a mobile terminal, a PDA, a mobile phone, and the like. Further, the game to which the present invention is applied may be in the form of a PC game implemented in a computer, a video game, or an arcade game. It's also a game whether it's a networked game with other gamers or a stand alone game.

Preferably, the present invention can be applied to sports ball games. Here, the sports ball game is a game in which a ball, which is another object that is displayed as moving in conjunction with the character's motion, is carried out between the characters in addition to the user character, and the ball's position and movement are separately calculated and processed. Say

Referring to FIG. 1, a terminal 100 and another terminal 30 connected to each other through a network 10 are displayed in order to proceed with the same football game, and the terminal 100 includes a storage unit 111 and a display unit ( 113, an input unit 115, a communication interface unit 117, and a control unit 130.

The storage 111 stores a plurality of animation sets for the operation of the character to be described below. Each animation is an animation for rendering a character's motion through the display unit 113, and one animation set includes a plurality of animations in which individual motions are different.

The display unit 113 converts the image data output from the controller 130 into an image signal and displays the image visually.

The input unit 115 receives a user's control command for the progress of the game, and transmits the same to the controller 130. In particular, the input unit 115 receives a control command regarding a motion of a character in the reaction space.

The communication interface unit 117 exchanges game state information with the game server 40 or game progress information with another terminal 30 participating in the game under the control of the controller 130.

Here, the game state information refers to information stored in the game server 40, such as user information (status, possession, level, etc.), game information (persons participating in the same game, etc.), item information, or guild information. In addition, the game progress information may include a user's key input, information on the state (position, behavior, direction, speed, etc.) of a 'dynamic object' such as a character or a ball.

The controller 130 controls the overall operation of the terminal 100 of the present invention and at the same time includes a game controller 131 and a game processor 133 to perform the automatic processing method of the present invention. The game control unit 131 and the game processing unit 133 are software recorded in a program language that can be interpreted by a computer (similar device) and can process the designated series of commands. It may be.

The game controller 131 connects to the game server 40 through the communication interface 117 and the network 10 to perform a log-in process including user authentication and exchange game state information. It processes the progress of the whole game while exchanging game progress information between the other terminal 30 participating in the game.

The game processor 133 performs various operations required for a game according to a user's key input through the input unit 115, processes a game image to be displayed through the display unit 113 based on the result of the calculation, and generates a speaker (not shown). By processing the audio on the game to be output through the), the game proceeds according to the user's various control commands input through the keyboard or the mouse and the preset game story. However, since this operation relates to general processing of the game, a conventionally known method may be used as it is, and thus description thereof is omitted here.

The game processor 133 of the present invention calculates the direction and height of the ball approaching the character, based on the next predicted position of the ball calculated according to the movement event causing the movement of the ball, the calculated approach direction of the ball, The motion animation of the character, which is already set according to the height, may be extracted from the storage 111 and displayed on the display 113 to automatically process the motion of the character.

To this end, the game processor 133 sets a reaction space that is a combination of a plurality of space segments around a character in a virtual three-dimensional space, and a ball approaching the character enters through any segment of the corresponding reaction space. The motion of the character is rendered according to the motion animation mapped to the corresponding segment (hereinafter referred to as 'entry-segment'). Furthermore, since the position of each segment is fixed based on the position of the character, when the character rotates, the segment also rotates.

Here, the reaction space is a virtual three-dimensional space surrounding the character in the virtual three-dimensional space in the game is a computational space that moves together when the character moves, but is not actually displayed through the display unit 113. Here, the virtual three-dimensional space does not mean that the game is displayed as a three-dimensional image, but is a space for calculation used for calculating the operation of the present invention. The display unit 113 may express the game image in 2D, 2.5D, or 3D separately from the game process of the present invention.

2 and 3 show examples of reaction spaces and segments. Referring to FIG. 2, the reaction space P in the form surrounding the character k1 is displayed around the center coordinates x1 and y1 of the character k1 on the xy plane of the virtual three-dimensional space.

The reaction space P of FIGS. 2 and 3 has a cylindrical shape having the line passing vertically through the central coordinate of the character k1 as the central axis P1, and seven planes perpendicular to the central axis P1. Divided by to form eight layers (A-A), each layer again being eight (1-8) by four (or possibly eight) planes containing the central axis P1 This is divided into 64 equally sized spatial segments divided by 1, 1, 2, ..., A6, A7, and A8.

As described above, each segment of FIG. 2 is determined based on a specific direction of the character (for example, a direction facing the front side), and does not have fixed coordinates. Therefore, if the character rotates and changes direction, the segments rotate in the same way, so that the segments always exist in the same position with respect to the character.

Referring to FIG. 2, the ball k2 is expected to enter the reaction space P through the segment Ma 7 as a result of another operation of the game processor 133. At this time, the segment '7' becomes the entry-segment.

The overall height of the reaction space P of FIG. 2 may be applied to a predetermined height (eg, a height corresponding to about 3.24 m actually measured). However, according to an embodiment, the height of the reaction space may be changed slightly higher or lower than the reference height in relation to the character's ability (for example, the ability to jump high).

In addition, even if the ball enters the same segment, the character must perform different movements according to a user control command, and the user inputs a user's control command for controlling the character's motion (ball kick, ball stop, path). Can be entered via

Accordingly, one animation set is provided for each user control command, and each animation set includes a plurality of animations set to different character motions for each segment to process the control command (eg, a path).

In the case of Figure 2, the animation assigned to each segment may be as Table 1 below.


division
animation
set
Segment Control
Command
1 2 ... Matthew 7 ... 7 Oh Ball stops A A-01 A-02 ... A-39 ... A-63 A-64 none Ball kick B B-01 B-02 ... B-39 ... B-63 B-64 has exist pass C C-01 C-02 ... C-39 ... C-63 C-64 has exist

According to Table 1, there are three animation sets, and each segment includes animations according to the type of character movement. If the B-34 animation is selected while the ball is approaching the character as shown in FIG. 4 (a), the character is treated as “kicking” the ball as shown in FIG. 4 (b), and the A-34 animation is selected. If the character as shown in Figure 3 (c) will be treated as a "stop and receive" action.

In this case, one of the three animation sets (eg, A) is assigned to the base animation set. The default animation set is selected if no user control command has been entered before the ball enters the reaction space.

In the above, the cylindrical reaction space and the spatial segment divided therefrom are presented based on FIGS. 2 and 3, but the reaction space and the shape of the segment are not limited thereto.

Hereinafter, the game processing method of the present invention focusing on the operation of the game processor 133 will be described with reference to FIG. 5, and assumes the situation of FIG. 2.

Referring to FIG. 5, first, when the game processor 133 moves as a result of another operation of the ball k2, the game processor 133 calculates a next moving position of the ball. The position prediction of the ball may vary depending on the processing method of the game processor 133, and any method known in the art may be used. In addition, since this invention does not concern calculation of the position of a ball, it demonstrates briefly.

For example, based on information determined at the time of a ball movement event (ball kick, path, etc.) (ball current coordinate, ball progress vector, progress time, etc.), the future position of the ball which is almost parabolic is represented by Equation 1 And 2 can be predicted.

Figure pat00001

Figure pat00002

Where h is the height, x is the travel distance, Vo is the initial velocity of the ball, t is the running time, g is the acceleration of gravity, and Vo and t are variables determined according to the ball's movement event. The coordinate change on the three-dimensional xy plane of the ball is determined by the angle obtained from the ball's progress vector analysis and the x value obtained by Equation (2). Further, the progress distance after the landing of the ball may also be determined in a predetermined method for the corresponding movement event (S501).

The game processor 133 calculates the entry-segment based on the predicted position of the ball k2 and the position of the character k1. For the sake of explanation, in FIG. 5, the division of the reaction space and the spatial segment and the calculation of the entry-segment are displayed separately, but it is preferable that one procedure is performed. For example, an entry-segment calculation formula may be determined according to the next coordinate of the ball. In the case of FIG. 2, the entry-segment is determined as 'M7' (S503 and S505).

The game processor 133 determines whether a user control command for controlling the movement of the character is input through the input unit 115 before the ball k2 enters the entry-segment e (S507, S509, S511). .

If there is a user control command, the game processor 133 extracts an animation corresponding to the entry-segment from the animation set corresponding to the control command. For example, if the user has made a "Direct Kick" control of the flying ball, the B-34 animation of Table 1 will be selected (S513).

In addition, if there is no user control command, the game processor 133 extracts an animation corresponding to the entry-segment from the basic animation set (eg, the ball receiving operation). If the A animation set is set as the default set in Table 1, the A-34 animation will be selected (S515).

The game processing unit 133 renders the motion of the character based on the animation extracted in operation S513 or S515 through the display unit 113 to automatically process the motion of the character such as (b) or (C) of FIG. 4. Can be.

By the above method, the game processing method of the game processing apparatus of the present invention is performed.

The invention can be implemented in methods, devices and systems. In addition, when the present invention is implemented in computer software, the components of the present invention may be replaced with code segments necessary for performing necessary operations. The program or code segment may be stored in a medium that can be processed by a microprocessor and transmitted as computer data coupled with carrier waves via a transmission medium or communication network.

The media that can be processed by the microprocessor include electronic circuits, semiconductor memory devices, ROMs, flash memory, electrically erasable programmable read-only memory (EEPROM), floppy disks, optical disks, and hard disks. (Hard) Includes the ability to transmit and store information such as disks, fiber optics, wireless networks, and the like. Computer data also includes data that can be transmitted over electrical network channels, optical fibers, electromagnetic fields, wireless networks, and the like.

While the present invention has been particularly shown and described with reference to exemplary embodiments thereof, it is clearly understood that the same is by way of illustration and example only and is not to be construed as limiting the scope of the invention as defined by the appended claims. It will be understood by those skilled in the art that various changes in form and details may be made therein without departing from the spirit and scope of the present invention.

Claims (4)

Predicting a movement position according to the movement event of the ball in the game;
Calculating a virtual three-dimensional reaction space surrounding the character in a predetermined size at the position of the character in the game, and dividing the reaction space into a plurality of spatial segments;
Calculating an entry segment including the predicted ball position among the plurality of segments;
Extracting an animation mapped to the entry-segment from among a plurality of animations regarding motions of the character set differently for each of the plurality of segments; And
And rendering a motion of the character according to the extracted animation.
The method of claim 1,
If a control command for specifying an action of the character is input before the extracting step,
The extracting may include extracting an animation mapped to the entry-segment from an animation set in which an action according to the control command is set differently for each of the plurality of segments.
The method of claim 1,
The reaction space has a cylindrical shape divided into a plurality of layers with the character as the central axis,
Wherein each segment is disposed radially about the central axis for each of the plurality of layers.
A computer-readable recording medium having recorded thereon a program for executing the game processing method according to any one of claims 1 to 3.
KR1020100025814A 2010-03-23 2010-03-23 Game precessing method, computer readable recording media recorded the program thereof KR20110106644A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20210022453A (en) 2019-08-20 2021-03-03 최재윤 Colorpuncture Device

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20210022453A (en) 2019-08-20 2021-03-03 최재윤 Colorpuncture Device

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