WO2005084766A1 - ゲームソフトウエア及びゲーム装置 - Google Patents
ゲームソフトウエア及びゲーム装置 Download PDFInfo
- Publication number
- WO2005084766A1 WO2005084766A1 PCT/JP2004/010817 JP2004010817W WO2005084766A1 WO 2005084766 A1 WO2005084766 A1 WO 2005084766A1 JP 2004010817 W JP2004010817 W JP 2004010817W WO 2005084766 A1 WO2005084766 A1 WO 2005084766A1
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- WIPO (PCT)
- Prior art keywords
- movement
- procedure
- virtual camera
- path
- background object
- Prior art date
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Classifications
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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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/003—Navigation within 3D models or images
-
- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5258—Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
-
- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5255—Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/20—Perspective computation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/20—Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
-
- 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
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- 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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
- A63F2300/6676—Methods 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
-
- 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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
- A63F2300/6684—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dynamically adapting its position to keep a game object in its viewing frustrum, e.g. for tracking a character or a ball
Definitions
- the present invention provides a game software and a game capable of stably displaying an appropriate photographed image while allowing a camera position to be set flexibly even in a field with many obstacles. Relates to the device.
- game software is a concept including the program itself and various data associated with the program as necessary. However, “game software” does not necessarily have to be associated with data, but it does have a program.
- the “related data” can be stored in a memory means such as a ROM disk together with the program, or can be read out to an external memory means via a communication medium such as the Internet. May be stored in
- a narrow width, a large number of obstacles (eg, walls) such as a passage, and a character moving in a field are represented as virtual cameras (hereinafter referred to as “virtual cameras”).
- virtual cameras When the camera is followed, camera work is performed.
- a method of moving the virtual camera along the movement path in advance by setting the movement path of the virtual camera in a fixed manner in the path may be used. Since such passages are narrow, there are limited camera positions that can obtain appropriate captured images (that is, the virtual camera will not sink into the wall). This is because it is more convenient to fix without giving a degree of freedom.
- the game software can be flexibly adapted to the individuality of each user. It can not be made a product with.
- the present invention can display a proper captured image stably even in a field with many obstacles, while allowing the camera position to be set flexibly.
- An object is to provide software and a game device.
- the present invention controls the movement of an operation object (for example, CH1) that can be operated in accordance with a signal from the input means (14) on a field (FD) generated in a three-dimensional virtual space (3DS).
- an operation object for example, CH1
- FD field
- 3DS three-dimensional virtual space
- the game software (GSW) is stored in the computer (1).
- the operation object In response to a signal from the input means (14), the operation object is moved within the three-dimensional virtual space (3DS) in which the background object (WL) is arranged by the polygon generation and arrangement procedure (PGP).
- 3DS three-dimensional virtual space
- PGP polygon generation and arrangement procedure
- Operation object movement control procedure which controls movement of jetta (CH1)
- a virtual camera (CM) that sets a visual field range in the three-dimensional virtual space (3DS) is set on the path set in the three-dimensional virtual space (3DS) as a movement path (MP) of the virtual camera.
- Virtual camera movement control procedure (CWP) which performs movement control to follow the operation object (CH1) that has been movement-controlled by the operation object movement control procedure (PGP),
- the movement route (MP) of the virtual camera is changed from the default route (MP) preset in the three-dimensional virtual space (3DS).
- MPP Change route
- Movement control is performed on the movement route changed by the procedure (MPP) (for example, MPcl shown in Fig. 5).
- MPP virtual camera movement control procedure
- MPP change path movement command procedure
- a 2D image is generated by rendering a polygon within the field of view set by the virtual camera (CM) controlled by the virtual camera movement control procedure (CWP) and displaying it on the display (11).
- Generation display procedure (PDP, ANP) is generated by rendering a polygon within the field of view set by the virtual camera (CM) controlled by the virtual camera movement control procedure (CWP) and displaying it on the display (11).
- Generation display procedure (PDP, ANP) is generated by rendering a polygon within the field of view set by the virtual camera (CM) controlled by the virtual camera movement control procedure (CWP) and displaying it on the display (11).
- Generation display procedure PDP, ANP
- the distance calculated by the distance calculation procedure (SMP) is less than a predetermined value (for example, X).
- SMP Background object detection procedure to detect scene objects (WL)
- the moving path is instructed to the moving path changing procedure (MPP) to correct the changed moving path (for example, to MPc2 shown in FIG. 5) in a form in which the virtual camera (CM) is moved away from the moving path.
- MPP moving path changing procedure
- SMP correction command procedure
- It can be constituted as a feature that it is a program for executing.
- the virtual camera can be prevented from being embedded in the background object. As a result, even in a field with many obstacles, the camera position can be set flexibly, but an appropriate photographed image can be displayed stably.
- the game software further controls a visual line direction (PD) of the virtual camera to the computer (1), a visual line direction control procedure (CWP), the input means (14 ) To change the line-of-sight direction (PD) of the virtual camera to the line-of-sight direction control procedure (CWP). It is also possible to configure the program as a feature for executing the program.
- the moving path changing procedure changes the moving path (MP) of the virtual camera in accordance with a first signal (CS1) from the input means (14).
- the game software (GSW) is further transferred to the computer (1).
- Fixing procedure (MPP)
- the movement path (MP) of the virtual camera is changed in a change state (for example, ⁇ S) by the movement path fixing procedure (MPP). Change the default route (MP) to the default route (MP).
- It can also be configured to have a program for executing.
- the player can freely fix the change state (for example, ⁇ S) of the movement path, and can also read the movement path (MP) with the fixed change state (for example, ⁇ S). , You can return to the default route (MP) at any time, making camera operation simple
- the present invention can also be configured as a game device having the above-described features.
- FIG. 1 is a diagram illustrating an example of a control block of a game device.
- FIG. 2 is a side view (partially omitted) of the right joystick.
- FIG. 3 is a diagram showing an example of the configuration of game software.
- FIG. 4 is a conceptual diagram of a virtual camera.
- FIG. 5 is a top sectional view of a cave (partially omitted) showing an example of a field.
- Polygon generation and placement means operation object movement control means, virtual camera movement control means, movement path change means, change path movement command means, distance calculation means, background object detection means, movement path correction command means (CPU)
- ANP 2D image generation and display procedure, 2D image generation and display means (image processing program)
- CWP Virtual camera movement control procedure, gaze direction control procedure, gaze direction change command procedure, virtual camera movement control means (camera work processing program)
- SMP Distance calculation procedure, background object detection procedure, movement path correction command procedure, distance calculation means, background object detection means, movement path correction command means (shift value correction program)
- game device 1 is a home-use game device, and has a CPU 2 mainly composed of a microprocessor.
- CPU 2 mainly composed of a microprocessor.
- R0M4, RAM 5 image processing device 8, sound processing device 9, recording disk reading device 7, and interface 13 are connected via the bus 3.
- the recording disk 6 functions as a storage medium and is an optical storage medium.
- the recording disk 6 stores game software GSW composed of programs and data necessary for game execution, and the game apparatus 1 executes a predetermined game according to the game software GSW stored in the recording disk 6.
- the recording disk reader 7 reads the program and data in the game software GSW in accordance with an instruction from the CPU 2, and outputs a signal corresponding to the read content.
- the recording disk 6 is not limited to an optical storage medium, and various storage media such as a semiconductor storage element, a magnetic storage medium, and a magneto-optical storage medium may be used. Further, without using such a storage medium, for example, the game software GSW may be read from a server independent of the game apparatus 1 via a communication medium such as the Internet.
- the ROM 4 and RAM 5 function as a main storage device for the CPU 2, and the ROM 4 includes a multitasking program as a program necessary for overall operation control of the game apparatus 1.
- the operating system multitasking OS
- Programs and data in the game software GSW read from the recording disk 6 are written to the RAM 5 as necessary.
- a frame memory 10 and a display 11 are connected to the image processing device 8, and the image processing device 8 receives the two-dimensional image data from the CPU 2, draws a photographed image on the frame memory 10, and The drawn captured image is converted into a predetermined video reproduction signal and output to the display 11 at a predetermined timing.
- the display 11 a home television receiver is generally used.
- the recording disk reader 7 and the speaker 12 are connected to the sound processing device 9, and the sound processing device 9 includes data such as voice and music read by the recording disk reading device 7 from the recording disk 6, sound source data, and the like. Is output to the speaker 12.
- the speaker 12 a built-in speaker of a television receiver is generally used.
- a controller 14 and an external memory 15 are detachably connected to the interface 13 via appropriate connection ports.
- a plurality of controllers 14 and external memories 15 can be connected to the interface 13 in parallel.
- the controller 14 functions as input means, and has a main body 14 a connected to the interface 13.
- the main body 14a is provided with, for example, a cruciform direction indicating switch 14b, a left joystick 14cl, a right joystick 14c2, and, for example, four push button switches 14d as operation members. Details of the right joystick 14c2 shown in FIG. 2 will be described later.
- An operation signal corresponding to the operation state of each operation member 14b, 14cl, 14c2, 14d is input from the controller 14 to the RAM 5 at a constant cycle (for example, 1Z60 seconds), and the CPU 2 controls the controller 14 based on the operation signal. To determine the operation state.
- the other components except the display 11, the speaker 12, the controller 14, the recording disk 6, and the external memory 15 are integrally housed in a predetermined housing, and the main body of the game apparatus 1 And the main body of the game apparatus 1 functions as a computer.
- the power described for a home game device It may be a game device such as a game device or an arcade game device, or it may be a device capable of playing back general music and video storage media using a game-specific device. Furthermore, it may be a personal computer, a mobile phone, a PDA (personal digital assistant), or any other device that can execute the game software GSW.
- the game software GSW has a hierarchical structure in which a plurality of programs for proceeding with the game are modularized.
- the lower hierarchy shown on the left side of FIG. 3 stores programs for processing user interfaces such as an input processing program INP, a sound processing program SDP, and an image processing program ANP.
- scenario processing program SNP is stored in the upper hierarchy shown in the center of Figure 3.
- the polygon processing program PGP, the image data generation program PDP, the camera work processing program CWP, the movement path change program MPP, the shift value correction program SMP, etc. are necessary for the game progress.
- a program that controls the execution of various tasks is stored.
- data areas such as polygon data file PGF and virtual space data file IAF are set in the upper hierarchy shown on the right side of FIG.
- the various data stored in the data area of the game software GSW can be stored in any manner as long as the game software GSW has readability.
- the recording disk 6 together with the game software GSW it is stored in an external memory means such as a server independent of the game apparatus 1, and the Internet is read by a reading program provided in the game software GSW. You may make it download to memory means, such as RAM5, via communication mediators, such as.
- a plurality of tasks generated based on the respective programs PGP, PDP, ... of the game software GSW are sequentially executed as multitasks according to their priorities by the multitask operation system.
- the hierarchical structure shows only programs necessary for explaining the present invention as a simple hierarchical structure, and the actual hierarchical structure is more complicated and includes various programs such as a parallel processing program.
- arrows indicating the exchange of commands and data are shown between the programs. The mark is intended to make the invention easier to understand, and these arrows do not limit the processing method of the program or the handling of data.
- the game software GSW stored in the recording disk 6 is loaded into the RAM 5 and executed by the CPU 2, so that games of various genres can be played on the display 11. .
- the CPU 2 When a predetermined initialization operation (for example, a power-on operation) is performed on the game apparatus 1, the CPU 2 first executes a predetermined initialization process according to the program stored in the ROM 4. When initialization is completed, the CPU 2 reads the game software GSW stored in the recording disk 6 into the RAM 5 and starts game processing according to the game software GSW. When the player operates the controller 14 to perform a predetermined game start operation, the CPU 2 starts various controls necessary for executing the game according to the procedure of the game software GSW.
- a predetermined initialization operation for example, a power-on operation
- the game according to the present embodiment is a game based on 3DCG (three-dimensional computer dura fix) using polygons.
- 3DCG three-dimensional computer dura fix
- various field FDs in which enemy characters are arranged are generated in the 3D virtual space, and the player moves the operation character CH1 on the generated field FD via the controller 14 to move the enemy characters.
- defeating the game is set to progress.
- the CPU 2 first sets a three-dimensional virtual space in the world coordinate system consisting of X, Y, and ⁇ coordinates in the virtual space data file I AF shown in FIG.
- a three-dimensional virtual space is set, the scenario shown by the scenario processing program SNP in the figure is expanded, and the polygon data file PGF set in RAM5 is referenced based on the polygon processing program PGP.
- Polygon data PGD is stored in the polygon data file PGF, and the polygon data PGD indicates various background objects constituting the field FD. Specifically, various backgrounds such as “buildings” and “cave” are prepared as Fino Red FD. Therefore, the polygon data file PGF has columns, walls, doors, ceilings, Stores polygon data PGD indicating the outside of background objects such as walls, ceilings, and ground that make up the floor and “cave”. In addition, the polygon data file PGF stores polygon data PGD indicating characters such as the operation character CH1 and enemy characters. ing.
- the CPU 2 reads the polygon data PGD of the background object constituting the field FD corresponding to the scenario from the polygon data file PG F. Then, a field FD is generated based on the read polygon data PGD and stored as a virtual space data IAD in a virtual space data file IAF in which a three-dimensional virtual space is set. That is, the field FD is generated in the 3D virtual space.
- the CPU 2 When the field FD is generated, the CPU 2 further reads out the polygon data PGD indicating the operation character CH1 and the enemy character from the polygon data file PGF based on the polygon processing program PGP. Then, a character is generated based on the read polygon data PGD, the generated character is placed at a predetermined position on the field FD, and the virtual space data file IAF is used as the virtual space data IAD together with the data related to the field FD. Store the update. That is, the operation character CH1 and the enemy character are placed in the field FD.
- the CPU 2 is based on the camera work processing program CWP shown in FIG. 3 and is based on the virtual camera shown in FIG. 4 (hereinafter referred to as “virtual camera CM”).
- the camera work process is executed.
- Figure 4 shows a conceptual diagram of the virtual camera CM.
- the X, Y and ⁇ coordinates are set as shown in the lower left of Fig. 4.
- the virtual camera CM is placed at the viewpoint PV.
- the direction of the visual line of the virtual camera CM indicated by the arrow is directed to the PD force + Z direction. Therefore, the 3D virtual space 3DS force S in the + Z direction from the viewpoint PV is set as the visual field range.
- the position on the default path MP over a predetermined distance is set as the viewpoint PV behind the operation character CH1 (that is, on the opposite side of the direction in which the operation character CH1 travels).
- the line-of-sight direction PD of the virtual camera CM is the direction of the default route MP.
- the CPU 2 reads the virtual space data IAD from the virtual space data file IAF based on the camera work processing program CWP, and the operation character indicated by the virtual space data IAD. Set the viewpoint PV behind the CH1 placement position. This viewpoint PV setting process is repeated as the operation character CH1 moves, and the CPU 2 places the virtual camera CM on the viewpoint PV that has been sequentially set so that the line-of-sight direction PD follows the direction of the default path MP. I will arrange it. That is, it follows the operation character CH1.
- the virtual space data IAD is read from the virtual space data file IAF, and a two-dimensional image showing polygons placed within the field of view set by the virtual camera CM Generate data.
- the image processing device 8 is generated based on the image processing program ANP shown in FIG.
- a photographed image is generated from the two-dimensional image data in the frame memory 10 and displayed on the display 11. That is, a photographed image showing the three-dimensional virtual space 3DS viewed from behind the operation character CH1 is displayed on the display 11.
- FIG. 5 shows an upper cross-sectional view of Cave CV (partially omitted), which is an example of field FD. doing.
- the X, Y, and ⁇ coordinates are set as shown in the lower left of Figure 5.
- the cave CV faces the ridge as shown in FIG. 5, and has an entrance ridge in the lower part of the figure and an exit ridge in the upper part of the figure.
- the cave CV consists of the left wall WL, the right wall WL, and the ceiling CL (illustration
- a cylindrical part CY formed in a cylindrical shape protrudes from the left wall WL.
- the enemy character CH2 is placed on the back side of the cylindrical part CY at position ⁇ 5 in a form hidden from the field of view of the virtual camera CM placed at the position P11.
- the fault route MP does not prevent the virtual camera CM from inadvertently entering the wall WL or WL.
- the viewpoint PV does not enter the inside of the polygon that forms the obstacle
- it is bent appropriately according to the unevenness of the wall WL, WL (in this case, avoiding the cylindrical part CY) Is
- the player moves the operation character CH1 from the entrance ET to the cave CV via the left joystick 14cl of the controller 14 and moves it in the + Z direction. To do.
- the CPU 2 uses the default path MP so that the virtual camera CM follows the operation character CH1, as shown in the lower part of FIG. 5, based on the camera work processing program CWP.
- the CPU 2 places the virtual camera CM at, for example, the position P11 behind the operation character CH1.
- the image processing device 8 displays a photographed image showing the inside of the cave CV on the display 11 based on the virtual camera CM arranged at the position P11. At this time, it is assumed that the operation character CH1 arranged at the positions P2 and P4 shown in FIG. 5 is not shown.
- the viewpoint PV is perpendicular to the default route MP
- the shift value AS is set as this change amount, and the view value PV is the default value for the shift value AS.
- Path MP force Indicates the distance (in the world coordinate system) to move.
- the viewpoint PV differential is the default value for the shift value AS.
- the movement direction with respect to the ortho path MP is not limited to this.
- This shift value AS is set to change in accordance with the right joystick 14c2 force and the operation signal CS1. Specifically, when the right joystick 14c2 is tilted in either the left or right direction from the reference position BP (--dotted line) as shown in Fig. 2, the input value IV corresponding to the angle AG with respect to the reference position BP is displayed. The operation signal CS 1 is input.
- the input value IV changes from +1 to +256 as the angle AG tilted to the right increases, and conversely changes from 0 to _255 as the angle AG tilted to the left increases.
- the shift value AS is set to 0— + AS range force corresponding to each input value IV of + 1 + 256, or 0—AS range corresponding to each input value IV of 0—255. Yes.
- the line-of-sight direction PD can be changed during the process of changing the movement path MP.
- the virtual camera CM may be rotated in a form in which the line-of-sight direction PD is watched at a predetermined position (for example, the arrangement position of the operation character CH1). This increases the flexibility of camera operation.
- the CPU 2 calculates a shift value AS corresponding to the input value IV indicated by the input operation signal CS1 based on the movement path change program MPP. For example, if the player tilts the right joystick 14c2 in the right direction so that the shift value A S becomes A Sl, the CPU 2 calculates the shift value A S1 from the input value IV input. Then, the viewpoint PV is set to a position P21 translated from the position P11 by the shift value ⁇ S1 in the + X direction as shown in the lower part of FIG.
- the CPU 2 causes the virtual camera CM to approach the background object such as the wall surface WL or WL.
- the correction processing of the shift value AS described later is executed.
- the virtual camera CM is assumed not to be close to the wall surface WL, WL, and the correction processing of the shift value AS is executed.
- the virtual camera CM that does not need to be placed is placed at position P21 as shown in FIG.
- the operation signal CS1 from the right joystick 14c2 is set to be input to the CPU 2 at a constant cycle (for example, 1/60 seconds), so the right joystick 1 4c2 is tilted. That is, while the operation signal CS1 is being input, The process for changing the road MP will continue to be executed.
- the operation character CH1 force moves in the + Z direction, and the virtual camera CM moves on the default path MP.
- the virtual camera CM passes the position P12.
- the CPU 2 calculates the shift value AS2 from the input value IV in the same manner as described above. Then, the viewpoint PV is set to a position P22 that is translated from the position P12 by the shift value A S2 in the + X direction.
- the viewpoint PV set at the position P22 is set inside the right wall WL as shown in the right side of FIG.
- the CPU 2 executes the correction process of the shift value A S which is the gist of the present invention, based on the shift value correction program SMP shown in FIG. This correction processing is performed based on the detection area DA shown in FIG.
- a detection area DA for detecting a background object close to the virtual camera CM is set.
- the detection area DA represents a space that encompasses the virtual camera CM.
- the length of three sides is 2X, 2 It consists of a rectangular parallelepiped with Y and 2Z, so that it matches the central position force S and viewpoint PV
- the detection area DA may have any shape (for example, a sphere) that does not need to be limited to a rectangular parallelepiped as long as the space includes the virtual camera CM.
- the detection area DA does not necessarily include the virtual camera CM.
- a specific shooting area by the virtual camera CM can be set as the detection area DA.
- the shooting area is variable depending on the state of the virtual camera CM (for example, zoom / wide), the detection area DA is dynamically calculated.
- the shift value ⁇ S it is set to determine whether or not the detection area DA has touched the background object. If it is determined that the detection area DA has touched, the shift value ⁇ S is constant. If the value AS is subtracted and it is determined that the detection area DA is not touching, the
- the CPU 2 reads the virtual space data IAD from the virtual space data file IAF based on the shift value correction program SMP, and the detection area DA is the wall surface WL, WL, etc.
- the detection area DA is in contact with the right wall WL, so the CPU 2 determines that the detection area DA is in contact.
- the CPU 2 determines that the detection area DA is not touching, the CPU 2 sets the viewpoint PV to a position P23 translated from the default path MP by the shift value ⁇ S3 in the + X direction.
- the virtual camera CM is approximately at a distance from the right wall WL.
- the image processing device 8 displays the captured image on the display 11 based on the virtual camera CM disposed at the position P23, and the captured image is hidden behind the cylindrical portion CY, at the position P5. Enemy character CH2 will be displayed.
- the detection area DA contacts the right wall surface WL (that is, the shift value ⁇ S is greater than ⁇ S3).
- the virtual camera CM moves the default path MP in the + X direction by the shift value ⁇ S3 (changed movement path MPc2 (actual
- the movement path MP is corrected in such a way that the camera position (movement path MP) instructed by the player is moved away from the background object and modified to the change movement path MPc2.
- the player can freely set the camera position (viewpoint PV) of the virtual camera CM, while in a narrow passage like a cave CV, the virtual camera CM and the walls WL, WL, etc.
- the camera position setting is restricted so that the distance to the background object does not fall below the specified value.
- the correction process for the shift value AS has been described as the correction process for the movement path MP.
- the correction process is not particularly limited as long as the correction process is performed for the movement path MP according to the change mode. For example, in a mode in which the movement route MP is changed by selecting from a plurality of routes set in advance on the field FD without calculating the shift value AS, the detection area DA is not touched from the plurality of routes. Select any route as the moving route MP.
- the CPU 2 receives the operation signal CS2 and shifts the shift.
- the shift value ⁇ S3 is stored in a predetermined data area of the RAM5.
- the shift value AS related to the operation signal CS1 input from the right joystick 14c2 is fixed to ⁇ S3, so that the player can set the right joystick 14c2 to the reference position BP.
- the virtual camera CM moves on the change movement path MPc2 according to the movement of the operation character CH1. That is, the movement route MP is fixed to the change movement route MPc2 by fixing the change state indicated by the shift value AS.
- the operation signal CS3 is input when the right joystick 14c2 is pushed again in the axial direction of the joystick.
- the CPU 2 sets the shift value ⁇ S stored in the RAM 5 to NULL to change the movement route MP from the changed movement route MPc2 to the default route MP.
- the CPU 2 sets the shift value AS stored in the RAM 5 to NULL based on the movement path change program MPP, and changes the movement path MP from the changed movement path MPc2 to the default path MP.
- the virtual camera CM has a position P24 force, a default path MP, as shown in FIG.
- the player can freely fix the moving path MP to the changed moving path MPc2 desired by the player by the operation signal CS2, and further, the operating path CSc2 can be set at any time by the operating signal CS3. Because it can return to the default route MP
- the present invention has been described as the game software GSW.
- the invention is not limited to the above-described game software GSW, but can be applied to, for example, a game device as long as it is equipped with a program and hardware that allows the program to function. It is.
- the present invention can be applied to game software capable of performing camera work of a virtual camera, and the game device is not limited to a home game device but also a portable game. It can also be applied to devices, arcade game devices, mobile phones, PDAs (personal digital assistants), and personal computers.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Software Systems (AREA)
- Computer Graphics (AREA)
- Computer Hardware Design (AREA)
- General Engineering & Computer Science (AREA)
- Radar, Positioning & Navigation (AREA)
- Remote Sensing (AREA)
- Human Computer Interaction (AREA)
- Geometry (AREA)
- Computing Systems (AREA)
- Architecture (AREA)
- Processing Or Creating Images (AREA)
- Image Generation (AREA)
- Display Devices Of Pinball Game Machines (AREA)
Abstract
Description
Claims
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP04771030A EP1721643A4 (en) | 2004-03-03 | 2004-07-29 | GAME SOFTWARE AND GAME DEVICE |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004-059697 | 2004-03-03 | ||
JP2004059697A JP3700857B2 (ja) | 2004-03-03 | 2004-03-03 | ゲームプログラム及びゲーム装置 |
Publications (1)
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WO2005084766A1 true WO2005084766A1 (ja) | 2005-09-15 |
Family
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/JP2004/010817 WO2005084766A1 (ja) | 2004-03-03 | 2004-07-29 | ゲームソフトウエア及びゲーム装置 |
Country Status (7)
Country | Link |
---|---|
US (1) | US20050195184A1 (ja) |
EP (1) | EP1721643A4 (ja) |
JP (1) | JP3700857B2 (ja) |
KR (1) | KR20060126349A (ja) |
CN (1) | CN100579615C (ja) |
TW (1) | TWI265041B (ja) |
WO (1) | WO2005084766A1 (ja) |
Cited By (1)
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JP2015039490A (ja) * | 2013-08-21 | 2015-03-02 | 株式会社三共 | 遊技機 |
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JP4244040B2 (ja) * | 2005-03-10 | 2009-03-25 | 任天堂株式会社 | 入力処理プログラムおよび入力処理装置 |
JP4125760B2 (ja) * | 2006-03-15 | 2008-07-30 | 株式会社スクウェア・エニックス | ビデオゲーム処理装置、ビデオゲーム処理方法、およびビデオゲーム処理プログラム |
WO2007129477A1 (ja) * | 2006-05-09 | 2007-11-15 | Sega Corporation | 画像処理装置および画像処理プログラム |
CN104353241B (zh) * | 2008-06-30 | 2017-08-25 | 索尼电脑娱乐公司 | 便携式游戏装置以及便携式游戏装置的控制方法 |
JP2011255119A (ja) * | 2010-06-11 | 2011-12-22 | Nintendo Co Ltd | 情報処理プログラム、情報処理装置、情報処理システム及び情報処理方法 |
WO2014002239A1 (ja) * | 2012-06-28 | 2014-01-03 | 株式会社ソニー・コンピュータエンタテインメント | 情報処理システム、情報処理装置、情報端末装置、情報処理方法、情報処理プログラム |
US10600245B1 (en) * | 2014-05-28 | 2020-03-24 | Lucasfilm Entertainment Company Ltd. | Navigating a virtual environment of a media content item |
JP6788327B2 (ja) * | 2015-02-27 | 2020-11-25 | 株式会社ソニー・インタラクティブエンタテインメント | 表示制御プログラム、表示制御装置、及び表示制御方法 |
KR101659782B1 (ko) | 2016-03-25 | 2016-09-27 | (주)이지스 | 벽면 충돌을 고려한 사용자 시점의 3차원 실내공간정보 제공방법 |
JP6342448B2 (ja) * | 2016-05-27 | 2018-06-13 | 株式会社コロプラ | 表示制御方法および当該表示制御方法をコンピュータに実行させるためのプログラム |
JP6742869B2 (ja) * | 2016-09-15 | 2020-08-19 | キヤノン株式会社 | 画像処理装置および画像処理方法 |
GB2554914B (en) * | 2016-10-14 | 2022-07-20 | Vr Chitect Ltd | Virtual reality system and method |
CA3056269C (en) * | 2017-03-17 | 2021-07-13 | Unity IPR ApS | Method and system for automated camera collision and composition preservation |
JP6588942B2 (ja) * | 2017-06-09 | 2019-10-09 | 株式会社カプコン | ゲームプログラム、ゲーム装置およびサーバ装置 |
JP6829301B2 (ja) * | 2019-12-06 | 2021-02-10 | 株式会社コーエーテクモゲームス | 情報処理装置、動作制御方法及び動作制御プログラム |
US20240283905A1 (en) | 2023-02-22 | 2024-08-22 | Canon Kabushiki Kaisha | Control apparatus, control method, and storage medium |
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- 2004-07-29 KR KR1020057022296A patent/KR20060126349A/ko not_active Application Discontinuation
- 2004-07-29 WO PCT/JP2004/010817 patent/WO2005084766A1/ja not_active Application Discontinuation
- 2004-07-29 CN CN200480014888A patent/CN100579615C/zh not_active Expired - Fee Related
- 2004-07-29 EP EP04771030A patent/EP1721643A4/en not_active Withdrawn
- 2004-08-27 TW TW093125763A patent/TWI265041B/zh not_active IP Right Cessation
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Also Published As
Publication number | Publication date |
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CN1798593A (zh) | 2006-07-05 |
KR20060126349A (ko) | 2006-12-07 |
CN100579615C (zh) | 2010-01-13 |
US20050195184A1 (en) | 2005-09-08 |
TW200529910A (en) | 2005-09-16 |
EP1721643A1 (en) | 2006-11-15 |
JP2005250800A (ja) | 2005-09-15 |
JP3700857B2 (ja) | 2005-09-28 |
TWI265041B (en) | 2006-11-01 |
EP1721643A4 (en) | 2010-10-13 |
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