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 PDFInfo
- 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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/65—Generating 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
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8011—Ball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8082—Virtual 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
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
The
The
The
The
Here, the game state information refers to information stored in the
The
The
The
The
To this end, the
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
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
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
set
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
Referring to FIG. 5, first, when the
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
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
The
If there is a user control command, the
In addition, if there is no user control command, the
The
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)
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.
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 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.
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KR1020100025814A KR20110106644A (en) | 2010-03-23 | 2010-03-23 | Game precessing method, computer readable recording media recorded the program thereof |
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KR1020100025814A KR20110106644A (en) | 2010-03-23 | 2010-03-23 | Game precessing method, computer readable recording media recorded the program thereof |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
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KR20210022453A (en) | 2019-08-20 | 2021-03-03 | 최재윤 | Colorpuncture Device |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
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KR20210022453A (en) | 2019-08-20 | 2021-03-03 | 최재윤 | Colorpuncture Device |
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