WO2012132563A1 - ゲームシステム - Google Patents
ゲームシステム Download PDFInfo
- Publication number
- WO2012132563A1 WO2012132563A1 PCT/JP2012/052918 JP2012052918W WO2012132563A1 WO 2012132563 A1 WO2012132563 A1 WO 2012132563A1 JP 2012052918 W JP2012052918 W JP 2012052918W WO 2012132563 A1 WO2012132563 A1 WO 2012132563A1
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- WIPO (PCT)
- Prior art keywords
- air
- game
- sound
- unit
- player
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
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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
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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
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
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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
- 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
- A63F2300/30—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 characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—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 characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
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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
- 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
- A63F2300/8076—Shooting
Definitions
- the present invention relates to a game system.
- an image generation system that realizes stereoscopic viewing is known (for example, Japanese Patent Application Laid-Open No. 2004-126902).
- a binocular stereoscopic image generation system a left-eye image and a right-eye image are generated.
- a stereoscopic eyeglass or an optical element such as a parallax barrier or lenticular
- the player's left eye can see only the left eye image
- the right eye can see only the right eye image.
- a game apparatus provided with an air cannon that emits air from a launch port is known (for example, JP 2010-233783 A).
- the stereoscopic image generation system it is possible to reproduce a depth space that appears to be retracted to the back side of the screen and a pop-up space that appears to protrude to the near side of the screen, which allows the player to reproduce the three-dimensional image.
- the production is made to make you feel visually.
- it is desired to reinforce the visual presentation effect by the stereoscopic vision and perform a more effective game presentation.
- the present invention has been made in view of the above problems, and an object of the present invention is to provide a game system that can reinforce a visual effect by stereoscopic viewing using an air emission device. There is to do.
- a game system includes: An air launcher that launches air from a launch port; A processing unit for performing game processing; An air launcher controller that controls the air launcher based on the processing result of the processor; An image generation unit that generates a stereoscopic image based on a processing result of the processing unit;
- the present invention also relates to a game system including a display unit that displays the stereoscopic image.
- the air emission device by controlling the air emission device based on the processing result of the game process, it is possible to reinforce the visual effect by stereoscopic vision and perform a more effective game effect.
- a game system includes: The processor is Perform processing to move the object in the object space, The image generation unit A stereoscopic image of the object may be generated.
- the air emission device is controlled based on the processing result of the processing unit that performs the process of moving the object in the object space, thereby reinforcing the visual presentation effect by the stereoscopic view and more effective. Game production can be performed.
- the air launcher controller is When there is an object located in the first area on the near side as viewed from the viewpoint of the projection plane in the object space, control may be performed to emit air from the emission port of the air emission device.
- the projection plane in the object space refers to a plane where the parallax of the image of the object located on the projection plane is eliminated.
- the present invention when there is an object in the projecting space that appears to project to the near side of the screen, it is possible to fire air from the air launching device, reinforcing the effect of the stereoscopic projecting effect. More effective game production can be performed.
- the air launcher controller is When there is the object that moves from the second area on the back side as viewed from the perspective of the projection plane to the first area, control is performed to emit air from the outlet of the air emission device. Also good.
- the air emission device control unit performs control to emit air from the emission port of the air emission device when the object moving from the second area to the first area passes through the projection plane. May be.
- the present invention when there is an object moving toward the pop-out space, air can be discharged from the air launch device, and the effect of the stereoscopic pop-out effect is reinforced and a more effective game effect is performed. be able to.
- the air launcher controller is The firing timing of air from the launching port may be changed according to the amount of movement of the object from the projection plane.
- the present invention it is possible to change the firing timing according to the amount of jumping out of the object, and it is possible to reinforce the staging effect by the stereoscopic jumping out effect and perform a more effective game effect.
- the air launcher controller is The timing at which the air is emitted from the outlet may be changed according to the timing at which the object reaches a position away from the projection plane by a predetermined distance.
- the firing timing can be changed according to the timing at which the object reaches a predetermined position in the pop-out space, and the effect of the stereoscopic pop-out effect is reinforced and a more effective game effect is performed. Can do.
- the air launcher is The caliber of the launch port is configured to be changeable,
- the air launcher controller is Control may be performed to change the aperture of the launch port in accordance with the amount of movement of the object from the projection plane.
- the present invention it is possible to change the moving speed of the air emitted from the air launching device according to the amount of jumping out of the object, and to reinforce the staging effect by the stereoscopic jumping out effect, and to produce a more effective game effect. It can be carried out.
- the air launcher is The caliber of the launch port is configured to be changeable,
- the air launcher controller is You may perform control which changes the aperture diameter of the said ejection opening according to the speed of the said object.
- the air launcher controller is When the object enters a predetermined area in the object space, control may be performed to emit air from the outlet of the air emission device.
- the present invention when an object enters a predetermined area in the object space, air can be emitted from the air emission device, and the visual effect of stereoscopic viewing is reinforced and a more effective game effect is achieved. It can be carried out.
- the player is configured to play a game at a predetermined position
- the air launcher is It may be arranged so that air blown from the launch port hits a player who plays a game at the predetermined position.
- the game system according to the present invention further includes a player's seat arranged in front of the display unit, and the air emission device is configured such that the air emitted from the emission port strikes a player seated on the seat. It may be arranged.
- the air emitted from the air emission device can be reliably applied to the player.
- the air launcher is It may be arranged in the vicinity of the display unit, and the launch port may be opened toward the position of the player.
- air emitted from the air emission device can be applied to the player from the display unit side, and a more effective game effect can be performed.
- a seat for a player configured to vibrate may further include a vibration control unit that performs control to vibrate the seat in accordance with a timing at which the air discharged from the discharge port hits a player seated on the seat.
- the air emission from the air emission device and the vibration of the seat can be interlocked, and the visual effect of stereoscopic viewing can be reinforced and a more effective game effect can be performed.
- the air launcher is You may be comprised so that the emission angle of the air from the said ejection opening can be changed.
- the present invention it is possible to change the position at which the air emitted from the air emission device is applied to the player, and a more effective game effect can be performed.
- a sound output unit for outputting game sounds may further include a sound generation unit that generates a game sound at a timing when air is discharged from a discharge port of the air emission device and outputs the game sound to the sound output unit.
- the present invention it is possible to make it difficult for the player to hear the sound generated when air is emitted from the air emission device.
- a sound output unit for outputting game sounds may further include a sound generation unit that generates a game sound whose sound image localization changes according to the air emission from the air outlet of the air emission device and outputs the game sound to the sound output unit.
- air emitted from the air emission device and sound image localization can be linked to each other, and a more effective game effect can be performed by reinforcing the visual effect of stereoscopic vision.
- the sound output unit is You may arrange
- a light source control unit for controlling the light source, The light source controller is Control may be performed to change the light emitted from the light source when air is emitted from the outlet of the air emission device.
- the present invention it is possible to link the air emission from the air emission device and the change in the light from the light source, and to reinforce the visual effect by stereoscopic viewing and perform a more effective game effect. Can do.
- a game system includes: An air launcher that launches air from a launch port; A controller that the player holds and operates; The target object is moved in the object space, the position on the display screen indicated by the controller is calculated based on the input information from the controller, and whether the calculated position matches the display position of the target object or not And a processing unit for performing a game process for displaying an effect image based on the determination result; Based on the position of the target object in the object space, an air emission device control unit that performs control to emit air from the emission port of the air emission device; An image generator for generating a stereoscopic image of the target object; A display unit for displaying the stereoscopic image; A seat for a player configured to vibrate; A vibration control unit that performs control to vibrate the seat; A sound output unit for outputting game sound, A sound generation unit that generates a game sound and outputs the game sound to the sound output unit,
- the air launcher is Arranged so that the air launched from the launch port hits the player seated on the seat
- control is performed to emit air from the air emission device based on the position of the target object in the object space, and the emitted air is applied to the player.
- the air emitted from the air emission device and the vibration of the seat can be linked, and a more effective game effect can be performed.
- FIG. 1 is a perspective view showing an example of the appearance of the game system of the present embodiment.
- FIG. 2 is a diagram illustrating an example of the configuration of the air emission device.
- FIG. 3 is a diagram showing an example of the configuration of the game system of the present embodiment.
- FIG. 4 is a diagram illustrating an example of a functional block diagram of the game system according to the present embodiment.
- FIG. 5 is a diagram for explaining a method of generating a stereoscopic image.
- FIG. 6A is a diagram for describing a method of generating a stereoscopic image.
- FIG. 6B is a diagram for describing a method of generating a stereoscopic image.
- FIG. 7 is a diagram for explaining the control of the air emitting device.
- FIG. 1 is a perspective view showing an example of the appearance of the game system of the present embodiment.
- FIG. 2 is a diagram illustrating an example of the configuration of the air emission device.
- FIG. 3 is a diagram showing
- FIG. 8A is a diagram for describing control of the air emitting device.
- FIG. 8B is a diagram for describing control of the air emitting device.
- FIG. 9 is a diagram illustrating an example of the configuration of the air emission device.
- FIG. 10A is a diagram for explaining control of the game sound.
- FIG. 10B is a diagram for explaining control of the game sound.
- FIG. 11A is a diagram for explaining control of the game sound.
- FIG. 11B is a diagram for explaining control of the game sound.
- FIG. 12 is a flowchart showing the processing flow of the present embodiment.
- FIG. 1 is a perspective view showing an example of an appearance of a game system 10 (game device) according to the present embodiment.
- the game system 10 includes a display 12 (display unit) that displays a stereoscopic image, a pedestal 14 provided on the front side of the display screen 13 of the display 12, and an upper surface of the pedestal 14.
- the first controller 16 and the second controller 18 imitating the shape of a gun, and an air emission device 50 provided above the display 12.
- one player may play the game, or two or more players (an example of an operator) may play the game at the same time.
- the first controller 16 is provided so as to be rotatable about a first shaft 20 provided vertically and rotatable about a second shaft 22 provided horizontally while being fixed in position with respect to the base 14. ing.
- the rear end of the first controller 16 is provided with a left grip 24 held by the player with the left hand and a right grip 26 held by the right hand. The player holds the left grip 24 and the right grip 26.
- the direction of the tip corresponding to the muzzle of the first controller 16 can be arbitrarily changed by performing an operation of rotating the first controller 16 about the first axis 20 and the second axis 22.
- the movable range of the first controller 16 is a range in which the tip of the first controller 16 can indicate a predetermined area of the display screen 13.
- the movable range of the first controller 16 may be a range in which the tip of the first controller 16 can indicate the entire area of the display screen 13 or a range in which a partial area of the display screen 13 can be specified.
- the first controller 16 includes a first variable resistor 28 that detects the amount of rotation of the first controller 16 around the first axis 20 and a second variable that detects the amount of rotation of the first controller 16 around the second axis 22.
- a resistor 30 is provided.
- the game system 10 is a position on the display screen 13 indicated by the tip of the first controller 16 based on the detection result of the first variable resistor 28 and the detection result of the second variable resistor 30 of the first controller 16.
- the first designated position 31 is obtained as a coordinate value of a two-dimensional coordinate.
- the game system 10 then displays the first mark 32 indicating the position indicated by the first controller 16 at the position in the virtual three-dimensional space (object space) corresponding to the first indication position 31 in the image displayed on the display screen 13. The image where is placed is displayed.
- the game system 10 displays the target object 42 (an example of the object) indicating the target while moving the image displayed on the display screen 13, and the center of the first mark 32 overlaps the target object 42.
- the left button 36 or the right button 38 of the first controller 16 is pressed, it is determined that the first bullet object 40 has hit the target object 42.
- the second controller 18 has a left grip 24, a right grip 26, a first variable resistor 28, a second variable resistor 30, a left button 36, and a right button 38.
- the second controller 18 is provided so as to be rotatable about the first axis 20 and the second axis 22 while being fixed with respect to the pedestal 14 so as not to contact the first controller 16.
- the movable range of the second controller 18 is also a range in which the tip of the second controller 18 can indicate a predetermined area of the display screen 13.
- the game system 10 is a position on the display screen 13 indicated by the tip of the second controller 18 based on the detection result of the first variable resistor 28 and the detection result of the second variable resistor 30 of the second controller 18.
- the second indication position 43 is obtained as a coordinate value of a two-dimensional coordinate.
- the second mark 44 indicating the position designated by the second controller 18 is arranged at a position in the virtual three-dimensional space corresponding to the second designated position 43. Display the image.
- the second bullet indicating the bullet of the second gun object 46 is directed from the tip of the second gun object 46 toward the center of the second mark 44.
- the object 48 is moved.
- the air launcher 50 is a device that launches air from the launch port 52.
- One air launching device 50 is disposed on the right side and the left side (near the display unit) in the figure above the display 12, and a launching port 52 is opened toward the position of the player.
- the launch port 52 of the air launcher 50 provided on the left side above the display 12 is opened toward the player who operates the first controller 16, and the air launcher 50 provided on the right side above the display 12.
- the launch port 52 is opened toward the player who operates the second controller 16.
- the air emitting device 50 that emits air may be determined according to the position at which the player plays the game.
- air is emitted from the air emitting device 50 provided on the left side above the display 12, and the player operates the second controller 18.
- control is performed to emit air from the air emission device 50 provided on the right side above the display 12.
- FIG. 2 is a front view and a side sectional view of the air launching device 50.
- the air launcher 50 includes a case 53 in which a launch port 52 is formed and a speaker 54.
- the case 53 is a container that accumulates a certain amount of air, and a launch port 52 that is a circular opening is formed on a cylindrical upper surface.
- the speaker 54 is provided on the surface of the case 53 facing the launch port 52, and vibrates the diaphragm 55 to generate low frequency sound.
- the speaker 54 When the speaker 54 generates low-frequency sound, the air in the case 53 is pushed out from the launch port 52 by the diaphragm 55, and the pushed-out air forms a donut-shaped vortex ring (vortex-like air) and flies.
- the air launching device 50 of the present embodiment functions as an air cannon that launches a vortex ring from the launch port 52.
- means for vibrating the surface of the case 53 facing the launch port 52 or the side surface of the case 53 may be provided.
- a vortex ring may be fired from the launch port 52 by vibrating one surface of the case 53 using a motor or solenoid.
- the game system 10 includes a player 60 seat 60 provided on the front side of the base 14 (in front of the display 12).
- the seat 60 may be configured to vibrate by including a vibration unit that vibrates based on a control signal from the outside.
- the player P can operate the first controller 16 (or the second controller 18) provided on the pedestal 14 while looking at the display screen 13 of the front display 12 while sitting on the seat 60.
- the air launcher 50 is arranged so that the vortex ring VR launched from the launch port 52 hits a part of the body of the player P seated on the seat 60. It should be noted that the air launch device 50 is disposed so that the fired vortex ring VR hits a portion where the skin of the player P is exposed (a portion where it is easy to perceive that the vortex ring VR has been hit, such as the face or hand of the player P). Is desirable.
- the present invention is not limited to the case where the player is seated on the seat, and when the player is configured to be able to play a game at a predetermined position, such as when the player operates a fixed controller or a foot pedal, the launch port 52
- the air emitting device 50 may be arranged so that the fired vortex ring VR hits the player who plays the game at the predetermined position.
- FIG. 4 shows an example of a functional block diagram of the game system 10 of the present embodiment. Note that the game system of this embodiment may have a configuration in which some of the components (each unit) in FIG. 4 are omitted.
- the input unit 160 is a device for inputting input information from the player, and outputs the input information of the player to the processing unit 100.
- the function of the input unit 160 can be realized by the first and second controllers 16 and 18 in FIG.
- the input unit 160 includes a detection unit 162 that detects input information of the player.
- the function of the detection unit 162 includes a switch for detecting that the left button 36 and the right button 38 in FIG. 1 are pressed, and the rotation angles of the first and second controllers 16 and 18 (the rotation angle around the first axis 20). This can be realized by the first and second variable resistors 28 and 30 in FIG. 1 that detect the rotation angle around the second axis 22.
- the input unit 160 includes a direction key (cross key), a control stick (analog key) capable of inputting a direction, a lever, a keyboard, a mouse, a touch panel display, an imaging unit, an acceleration sensor, an angular velocity sensor (gyro sensor), and the like.
- An input device may be used.
- the signal generator 56 generates a sound signal based on the control signal output from the air emission device control unit 114 and outputs the sound signal to the amplifier 58.
- the signal generator 56 may generate a rectangular wave signal, a sine wave signal, a triangular wave, or a sawtooth wave signal having a low frequency (for example, 20 Hz) for one wavelength.
- a signal for one wavelength having a waveform in which the duty ratio of a rectangular wave, a sine wave, a triangular wave, or a sawtooth wave is 50% or more may be generated.
- the amplifier 58 amplifies the audio signal generated by the signal generator 56 and outputs the amplified audio signal to the speaker 54 of the air emission device 50.
- the storage unit 170 is a work area such as the processing unit 100 or the communication unit 196, and its function can be realized by a RAM (VRAM) or the like.
- the storage unit 170 includes a main storage unit 172 used as a work area, a drawing buffer 174 that stores final display images and the like, an object data storage unit 176 that stores object model data, and each object data A texture storage unit 178 for storing textures for use, and a Z buffer 179 for storing Z values during object image generation processing. Note that some of these may be omitted.
- the information storage medium 180 (computer-readable medium) stores programs, data, and the like, and functions as an optical disk (CD, DVD), magneto-optical disk (MO), magnetic disk, hard disk, and magnetic tape. Alternatively, it can be realized by a memory (ROM).
- the processing unit 100 performs various processes of the present embodiment based on a program (data) stored in the information storage medium 180.
- the information storage medium 180 can store a program for causing a computer to function as each unit of the processing unit 100 according to the present embodiment (a program for causing a computer to execute the processing of each unit).
- the display unit 190 (display 12) outputs an image (an image obtained by viewing the object space from a given viewpoint) generated according to the present embodiment, and its function is a CRT, LCD, touch panel type display, or the like. Can be realized.
- the display unit 190 of the present embodiment displays a stereoscopic image.
- the display unit 190 includes optical elements such as a parallax barrier and a lenticular on the front or back of an LCD composed of a finite number of pixels.
- optical elements such as a parallax barrier and a lenticular on the front or back of an LCD composed of a finite number of pixels.
- a display area for displaying one (one frame) image for the left eye and one image for the right eye are displayed on the display unit 190.
- Display areas for the left eye are alternately arranged in a strip shape as a left eye strip image display area and a right eye strip image display area.
- the left eye strip image displayed in the left eye strip image display area for the player's left eye and the right eye strip image display area for the right eye are displayed from the gap. Only the strip image for the right eye to be displayed is visible.
- the left eye strip image displayed in the left eye strip image display area is displayed on the left eye of the player and the right eye is displayed on the right eye due to the photorefractive effect of the lens corresponding to each strip aggregate image. Only the right eye strip image displayed in the right eye strip image display area is visible.
- polarizing filters having different polarization directions are alternately arranged on the odd and even lines of the display unit 190.
- the left-eye image and the right-eye image are alternately displayed on the odd-numbered line and the even-numbered line of the display unit 190, and this is displayed on the polarizing glasses (for example, the polarizing filter that transmits the left circularly polarized light to the left eye, Stereoscopic viewing is realized by viewing with glasses with a polarizing filter that transmits polarized light.
- the left-eye image and the right-eye image are alternately displayed on the display unit 190 every predetermined time (for example, every 1/120 seconds).
- the left and right liquid crystal shutters of the glasses with the liquid crystal shutter are alternately opened and closed to realize stereoscopic viewing.
- the stereoscopic image display method is not limited to the binocular method, and may be a multi-view method or an aerial image method (integral method).
- the sound output unit 192 outputs the sound generated according to the present embodiment, and the function can be realized by a speaker or headphones.
- the communication unit 196 performs various controls for communicating with other game systems and servers, and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.
- a program and data for causing the computer to function as each unit of the processing unit 100 stored in the information storage medium and storage unit of the server are received via the network, and the received program and data are received in the information storage medium 180. Or may be stored in the storage unit 170.
- the case where the game system is functioned by receiving the program or data as described above is also included in the scope of the present invention.
- the processing unit 100 performs game processing, image generation processing, sound generation processing, air emission device control processing, and the like based on input information from the input unit 160, a program, data received via the communication unit 196, and the like.
- Process a process for starting a game when a game start condition is satisfied, a process for advancing the game, a process for calculating a game result, or a game is ended when a game end condition is satisfied.
- the processing unit 100 displays the display screen instructed by the first controller 16 or the second controller 18 when the left button 36 or the right button 38 is pressed based on data from the detection unit 162.
- the processing unit 100 performs various processes using the main storage unit 172 as a work area.
- the functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs.
- the processing unit 100 includes an object space setting unit 110, a movement / motion processing unit 112, an air emission device control unit 114, a virtual camera control unit 118, an image generation unit 120, and a sound generation unit 130.
- the object space setting unit 110 includes various objects (polygons, free-form surfaces or sub-surfaces) representing display objects such as characters (player characters, non-player characters), targets, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain).
- (Placement object such as division surface) is set in the object space.
- the position and rotation angle (synonymous with the direction and direction of the object in the world coordinate system, for example, rotation when rotating clockwise when viewed from the positive direction of each axis of the X, Y, and Z axes in the world coordinate system. The angle is determined, and the object is arranged at the position (X, Y, Z) at the rotation angle (rotation angle about the X, Y, Z axis).
- the movement / motion processing section 112 performs movement / motion calculation (movement / motion simulation) of an object (character, target, etc.). That is, based on input data input by the player through the input unit 160, a program (movement / motion algorithm), various data (motion data), a physical law, or the like, an object can be moved in the object space (game space), Performs processing to move the object (motion, animation). Specifically, object movement information (position, rotation angle, speed, or acceleration) and motion information (position or rotation angle of each part constituting the object) are stored in one frame (1/60 seconds or 1/30). The simulation process is sequentially performed every second). A frame is a unit of time for performing object movement / motion processing (simulation processing) and image generation processing.
- the air emission device control unit 114 performs processing for controlling the air emission device 50 based on the processing result of the processing unit 100. That is, the air emission device control unit 114 generates air (vortex ring) from the emission port 52 of the air emission device 50 by generating a control signal based on the processing result of the processing unit 100 and outputting the control signal to the signal generator 56. Take control.
- the air launcher control unit 114 may perform control to generate air from the launch port 52 of the air launcher 50 based on the input information from the input unit 160 and the game progress status. For example, even when the player performs an operation of attacking a predetermined object, or when the player character opens a door in the game space, control is performed to generate air from the launch port 52 of the air launcher 50. Alternatively, control is performed to generate air from the launch port 52 of the air launcher 50 in accordance with timeline information such as a predetermined time after the player character enters a predetermined area (or a predetermined game stage) in the game space. May be.
- the air emission device control unit 114 performs processing for controlling the air emission device 50 based on the processing result (for example, the position of the object in the object space) by the movement processing unit 112. That is, the air emission device control unit 114 generates air (vortex ring) from the emission port 52 of the air emission device 50 by generating a control signal based on the processing result by the movement processing unit 112 and outputting the control signal to the signal generator 56. To control.
- the air launching device control unit 114 has the air launching device 50. You may make it perform the control which discharges air from the ejection opening 52.
- the projection plane is a plane where the parallax of the image of the object located on the projection plane is eliminated.
- the air emission device control unit 114 is controlled from the emission port 52 of the air emission device 50. You may make it perform control which discharges air. For example, when an object moving from the first area toward the second area passes through the projection plane, control is performed to emit air from the emission port 52 of the air emission device 50. Good. Further, when the object moving from the first area toward the second area passes through the projection plane and reaches a position separated from the projection plane by a predetermined distance, the air emitting device 50 You may make it perform the control which discharges air from the launching opening 52 of this.
- the air emission device control unit 114 may change the timing of air emission from the emission port 52 in accordance with the amount of movement of the object from the projection plane. In addition, the air emission device control unit 114 may change the emission timing of air from the emission port 52 in accordance with the timing at which the object reaches a position separated from the projection plane by a predetermined distance. The timing at which the object reaches a position away from the projection plane by a predetermined distance can be determined based on the speed or acceleration of the object.
- the air launcher control unit 114 is based on the processing result by the movement processing unit 112 and the size of the launch port 52. It is also possible to perform control to change air and to generate air from the launch port 52.
- the air emission device control unit 114 outputs a control signal to a drive unit (for example, a motor that drives the aperture mechanism) for changing the diameter of the emission port 52 of the air emission device 50, thereby You may make it perform control which changes the aperture of 52.
- a drive unit for example, a motor that drives the aperture mechanism
- the air emission device control unit 114 may perform control to change the diameter of the emission port 52 in accordance with the amount of movement of the object from the projection plane.
- the air launcher control unit 114 may perform control to change the diameter of the launch port 52 according to the speed of the object.
- the air emission device control unit 114 may perform control to emit air from the emission port 52 of the air emission device 50 when the object enters a predetermined area in the object space.
- the virtual camera control unit 118 performs a virtual camera (viewpoint) control process for generating an image that can be seen from a given (arbitrary) viewpoint in the object space. Specifically, based on input information or a program (movement / motion algorithm) input by the player through the input unit 160, the position (X, Y, Z) of the virtual camera in the world coordinate system or the direction of the optical axis (for example, , X, Y, and Z axes, a rotation angle when rotating clockwise as viewed from the positive direction, and the like. In short, processing for controlling the viewpoint position, the orientation of the virtual camera, and the angle of view is performed.
- the virtual camera control unit 118 controls the position, orientation, and angle of view of the left-eye virtual camera and the right-eye virtual camera.
- the virtual camera control unit 118 also controls a reference virtual camera (center camera) serving as a reference for setting the left-eye virtual camera and the right-eye virtual camera, and the position, orientation, and left eye of the reference virtual camera.
- the positions and orientations of the left-eye and right-eye virtual cameras may be controlled based on distance information between the left and right-eye virtual cameras.
- the position and orientation of each multi-view virtual camera may be controlled.
- the entire virtual space is controlled by controlling at least one of the position, orientation, and angle of view of the virtual camera and performing spatial coordinate conversion based thereon. Convert once. Thereafter, the above effect can be obtained by drawing an object or the like arranged in the space after conversion based on each stereoscopic display method.
- the image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 190.
- object data model data
- vertex data vertex position coordinates, texture coordinates, color data, normal vector, ⁇ value, etc.
- vertex processing shading by a vertex shader
- vertex generation processing for re-dividing the polygon may be performed as necessary.
- vertex processing according to the vertex processing program (vertex shader program, first shader program), vertex movement processing, coordinate transformation, for example, world coordinate transformation, visual field transformation (camera coordinate transformation), clipping processing, projective transformation (perspective transformation) , Projection conversion), viewport conversion (screen coordinate conversion), light source calculation, and other geometric processing are performed, and based on the processing results, the vertex data given to the vertex group constituting the object is changed (updated, adjusted).
- coordinate transformation for example, world coordinate transformation, visual field transformation (camera coordinate transformation), clipping processing, projective transformation (perspective transformation) , Projection conversion), viewport conversion (screen coordinate conversion), light source calculation, and other geometric processing
- coordinate transformation for example, world coordinate transformation, visual field transformation (camera coordinate transformation), clipping processing, projective transformation (perspective transformation) , Projection conversion), viewport conversion (screen coordinate conversion), light source calculation, and other geometric processing
- coordinate transformation for example, world coordinate transformation, visual field transformation (camera coordinate transformation), clipping processing, projective transformation (perspect
- rasterization scan conversion
- pixel processing shading or fragment processing by a pixel shader for drawing pixels (fragments forming a display screen) constituting an image is performed.
- pixel processing In pixel processing, according to a pixel processing program (pixel shader program, second shader program), various processes such as texture reading (texture mapping), color data setting / change, translucent composition, anti-aliasing, etc. are performed, and an image is processed.
- the final drawing color of the constituent pixels is determined, and the drawing color of the perspective-transformed object is output (drawn) to a drawing buffer 174 (a buffer capable of storing image information in units of pixels; VRAM). That is, in pixel processing, per-pixel processing for setting or changing image information (color, normal, luminance, ⁇ value, etc.) in units of pixels is performed. Thereby, an image that can be seen from the virtual camera (given viewpoint) in the object space is generated.
- the image generation unit 120 performs texture mapping, hidden surface removal processing, ⁇ blending, and the like when drawing an object.
- Texture mapping is a process for mapping a texture (texel value) stored in the texture storage unit 178 of the storage unit 170 to an object. Specifically, the texture (surface properties such as color (RGB) and ⁇ value) is read from the texture storage unit 178 of the storage unit 170 using the texture coordinates set (given) at the vertex of the object. Then, a texture that is a two-dimensional image is mapped to an object. In this case, processing for associating pixels with texels, bilinear interpolation or the like is performed as texel interpolation.
- hidden surface removal processing by a Z buffer method (depth comparison method, Z test) using a Z buffer 179 (depth buffer) in which a Z value (depth information) of a drawing pixel is stored may be performed. It can. That is, when drawing pixels corresponding to the primitive of the object are drawn, the Z value stored in the Z buffer 179 is referred to. Then, the Z value of the referenced Z buffer 179 is compared with the Z value at the drawing pixel of the primitive, and the Z value at the drawing pixel is the front side when viewed from the virtual camera (for example, a small Z value). If it is, the drawing process of the drawing pixel is performed and the Z value of the Z buffer 179 is updated to a new Z value.
- a Z buffer method depth comparison method, Z test
- ⁇ blending is a translucent composition processing (usually ⁇ blending, addition ⁇ blending, subtraction ⁇ blending, or the like) based on an ⁇ value (A value).
- a value For example, in normal ⁇ blending, a process for obtaining a color obtained by combining two colors by performing linear interpolation with the ⁇ value as the strength of synthesis is performed.
- the ⁇ value is information that can be stored in association with each pixel (texel, dot), and is, for example, plus alpha information other than color information indicating the luminance of each RGB color component.
- the ⁇ value can be used as mask information, translucency (equivalent to transparency and opacity), bump information, and the like.
- the image generation unit 120 of the present embodiment outputs a stereoscopic image to the display unit 190.
- the image generation unit 120 includes a left-eye image generation unit 124 and a right-eye image generation unit 126.
- the left-eye image generating unit 124 generates a left-eye image that is an image seen from the left-eye virtual camera in the object space
- the right-eye image generating unit 126 is from the right-eye virtual camera in the object space.
- a right-eye image that is a visible image is generated.
- the left-eye image generation unit 124 generates a left-eye image by perspectively projecting and drawing an object on the projection plane in the object space from the viewpoint of the left-eye virtual camera.
- the eye image generation unit 126 generates a right eye image by perspectively projecting and drawing an object on the projection plane from the viewpoint of the right eye virtual camera. If the stereoscopic method is a multi-view method, the image generation unit 120 generates an image that can be seen from each of the multi-view virtual cameras.
- the sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, and voices, and outputs them to the sound output unit 192.
- the sound generation unit 130 may generate a game sound (such as a sound effect) at a timing when air is discharged from the discharge port 52 of the air emission device 50 and output it to the sound output unit 192.
- the sound generation unit 130 may perform control to increase the volume of the game sound (sound effect, BGM, etc.) at the timing when air is emitted from the emission port 52 of the air emission device 50.
- the sound generation unit 130 may generate a sound having an opposite phase to the air emission sound and output the sound to the sound output unit 192 at the timing when the air is emitted from the emission port 52 of the air emission device 50. Good.
- the sound generation unit 130 may generate a game sound whose sound image localization changes according to the air emission from the emission port 52 of the air emission device 50 and output the game sound to the sound output unit 192.
- the sound generation unit 130 may generate a sound whose sound image localization changes in conjunction with the movement of air (vortex ring) emitted from the emission port 52.
- the sound generator 130 may generate a sound whose sound image localization changes according to the position of the object. For example, if the object is located in the first area and the object appears to jump out of the screen, the sound image localization corresponding to the object is set to a position in front of the screen. If the object is located in the second area and the object appears to be retracted from the screen, the sound image localization corresponding to the object is set to the position behind the screen. Also good. Further, the position of the sound image localization may be moved in conjunction with the movement of the object.
- the sound generation unit 130 may perform output control of the game sound so that the game sound output from the sound output unit 192 reaches the player at the timing when the air discharged from the discharge port 52 hits the player.
- the processing unit 100 may further include a vibration control unit that performs control to vibrate the seat 60 in accordance with the control of the air emission device 50 by the air emission device control unit 114.
- the vibration control unit performs control to vibrate the seat 60 by generating a control signal and outputting the control signal to the vibration unit included in the seat 60.
- the vibration control unit performs control to vibrate the seat 60 in accordance with the timing at which the air emitted from the launch port 52 hits the player seated on the seat 60.
- the game system 10 may further include one or more light sources (production light sources) that emit light
- the processing unit 100 may further include a light source control unit that controls the light sources.
- the light source control unit may perform control to change the light emitted from the light source according to the progress of the game.
- the light source control unit may perform control to change the color of light emitted from the light source (for example, change the color of light to red) when an enemy character (for example, a target object) is in an attack state.
- the light source control unit may perform control to change the light emitted from the light source when air is emitted from the emission port 52 of the air emission device 50.
- the light source may be disposed in the vicinity of the display unit 12 or the air emission device 50, or may be provided inside the case 53 of the air emission device 50.
- the left-eye and right-eye view volumes VVL and VVR are determined by the left, right, and right-eye virtual cameras VCL and VCR. This is the frustum region.
- the projection plane SP is a plane corresponding to the screen of the display unit 190 (display 12), and the positions and orientations of the left-eye and right-eye virtual cameras VCL and VCR corresponding to the viewpoint position of the player, and the viewpoint position of the player. And the positional relationship between the display unit 190 and the screen (display screen 13).
- NPL and FPL are the near clip plane and the far clip plane of the left eye view volume VVL, respectively.
- NPR and FPR are the near clip plane and the far clip plane of the right eye view volume VVR, respectively. is there.
- the left-eye image which is an image that can be seen from the left-eye virtual camera VCL, is generated by perspectively projecting an object existing in the left-eye view volume VVL onto the projection plane SP and drawing it.
- an image for the right eye which is an image that can be viewed from the virtual camera for right eye VCR, is generated by perspectively projecting an object that exists in the view volume for right eye VVR onto the projection plane SP and drawing it.
- the drawing position of the object in the left-eye image and the drawing position of the object in the right-eye image match, and the parallax of the object image disappears. In this case, it appears to the player that the object exists on the screen of the display unit 190.
- the object is a first area (an area sandwiched between the projection plane SP and the near clip planes NPL and NPR) as viewed from the left-eye and right-eye virtual cameras VCL and VCR with respect to the projection plane SP.
- the drawing position of the object OBL in the left-eye image is shifted to the right with respect to the drawing position of the object OBR in the right-eye image. It appears that the object is protruding to the near side of the screen of the display unit 190.
- the object is a second area (an area sandwiched between the projection plane SP and the far clip planes FPL and FPR) as viewed from the left and right eye virtual cameras VCL and VCR with respect to the projection plane SP.
- the drawing position of the object OBL in the left-eye image is shifted to the left with respect to the drawing position of the object OBR in the right-eye image. It appears that the object is retracted further back than the screen of the display unit 190.
- the air emission device 50 is controlled based on the position of the object in the object space. For example, when there is an object located in the first area AR ⁇ b> 1 that reproduces a pop-out space that appears to protrude to the near side of the screen, control is performed to discharge air from the discharge port 52 of the air discharge device 50. In this way, it is possible to reinforce the effect of the stereoscopic pop-out effect using the air emission device 50 and perform a more effective game effect. Further, when there is an object located in the second area AR2 that reproduces the depth space that seems to be retracted from the screen, control is performed so that air is emitted from the emission port 52 of the air emission device 50. It may be. If it does in this way, the presentation effect by the depth production of stereoscopic vision can be reinforced using the air emission device 50, and a more effective game production can be performed.
- air may be emitted from the air emission device 50 at a timing when the object OB moving from the second area AR2 toward the first area AR1 passes through the projection plane SP, or the object OB may be projected onto the projection plane.
- Air may be emitted from the air emission device 50 immediately before or after passing through the SP.
- the air (vortex ring VR) emitted from the air emission device 50 located in the vicinity of the display screen 13 at a timing when the object OB appears to jump out from the display screen 13 to a part of the player's body.
- the player can feel the impact of the object OB appearing popping out from the display screen 13 (or the object OB itself appearing popping out from the display screen 13) hitting the body. That is, the effect of the stereoscopic projection effect can be reinforced by the air emitted from the air emission device 50, and a more effective game effect can be performed.
- the air emission device 50 causes the air emitted from the emission port 52 to hit the player P's body.
- the air emission timing may be controlled.
- the object OB is launched from the launch port 52.
- Control is performed so that air is emitted from the outlet 52 at the emission timing (eg, time T 3 ) such that the air hits the player P's body at time T 2 .
- the speed of the air emitted from the air emission device 50 may be changed.
- the aperture of the air emission device 50 is configured to be changeable by a diaphragm mechanism 57 composed of a plurality of diaphragm blades, and the diaphragm mechanism 57 is driven and controlled.
- the caliber By changing the caliber, the velocity of the air emitted from the emission port 52 can be changed. That is, the smaller the diameter of the launch port 52, the greater the speed of the air ejected from the launch port 52.
- the emission timing or the emission speed of the air emission device 50 is controlled so that the air emitted from the emission port 52 strikes the body of the player P.
- the emission timing or the emission speed of the air emission device 50 is controlled so that the air emitted from the emission port 52 strikes the body of the player P.
- the seat 60 on which the player P is seated may be vibrated at the timing when the air emitted from the launch port 52 hits the body of the player P. If it does in this way, the effect by the popping-out effect of a stereoscopic view can be effectively reinforced by the vibration of the air emitted from the air emission device 50 and the seat 60.
- control may be performed such that the velocity of the air emitted from the emission port 52 increases as the distance D from the projection plane SP of the object OB in the first area AR1 increases. In this way, it is possible to produce an effect such that the greater the amount of projection of the object OB from the display screen 13 (corresponding to the distance D), the stronger the momentum of the air emitted from the outlet 52. The effect of popping out can be reinforced.
- the momentum (strength) of the air emitted from the launch port 52 is changed by changing the amplitude of the signal output to the speaker 54 of the air launch device 50 instead of changing the diameter of the launch port 52. You may make it make it.
- the air emission device 50 is configured using a motor or solenoid, the current / voltage output to the motor or solenoid may be changed.
- the air emission from the air emission device 50 and the light production by the production light source may be linked.
- the effect light source may be turned on or blinked at the timing when air is emitted from the emission port 52 of the air emission device 50, and the intensity, color, or blinking state of the light emitted from the effect light source may be changed. It may be changed.
- an effect light source may be provided inside the air emission device 50 so that light is emitted from the emission port 52.
- the directing light source may be directed toward the air (vortex ring) emitted from the emission port 52 to visualize the vortex ring. If it does in this way, the effect by the popping-out effect of stereoscopic vision can be effectively reinforced by the air emitted from the air emission device 50 and the light from the effect light source.
- game sound is generated and output to the sound output unit 192 at the timing when air is emitted from the emission port 52 of the air emission device 50.
- a given game sound such as a sound effect
- the control for increasing the volume of the game sound output from the sound output unit 192 may be performed only while the input signal is being input to the speaker 54 of the air emission device 50. In this way, it is possible to make it difficult for the player to hear the sound generated when air is emitted from the air emission device 50, and to prevent the player from being aware of the presence of the air emission device 50.
- a sound having a waveform opposite in phase to the input signal is output from the sound output unit 192 as a game sound.
- You may control. In this way, it is possible to cancel the sound emitted by the air emitting device 50 with the game sound, and make it difficult for the player to hear the sound emitted by the air emitting device 50.
- a microphone may be installed in the vicinity of the air emitting device 50, and a sound having a phase opposite to that of the fired sound detected by the microphone may be generated and output from the sound output unit 192.
- the waveform of the game sound output for canceling the fired sound may be changed in accordance with the change in the diameter of the launching port 52 of the air launching device 50.
- a game sound whose sound image localization changes in response to the air emission from the air outlet 52 of the air emission device 50 may be generated and output to the sound output unit 192.
- a game sound in which the sound image localization changes in association with the movement of the vortex ring VR launched from the launch port 52 of the air launcher 50 is generated and output.
- FIG. 11A when a virtual sound source VS is set at the position of the launch port 52 of the air launcher 50 and the vortex ring VR is fired from the launch port 52, the vortex ring that flies toward the player P. While controlling the virtual sound source VS to move at the same speed in the same direction as VR, a game sound whose sound image is localized at the position of the moving virtual sound source VS is generated and output. If it does in this way, the effect by the popping-out effect of stereoscopic vision can be effectively reinforced by the air and game sound which were launched from air launching device 50.
- FIG. 11B by arranging five speakers 70 on the front, front right side, front left side, rear right side, and rear left side of the player P (seat 60), the sound image localization of the game sound can be determined. Can be changed.
- the game sound output from the sound output unit 192 may be controlled to reach the player P at the timing when the vortex ring VR launched from the launch port 52 of the air launching device 50 hits the player P. Even in this way, an effective game effect can be performed.
- the processing unit 100 sets the projection plane SP based on the positions and orientations of the left-eye and right-eye virtual cameras VCL and VCR (step S10). Thereby, the first area AR1 on the near side of the projection plane SP as viewed from the virtual camera is set.
- the movement / motion processing unit 112 (movement processing unit) performs a process of moving the object in the object space (step S12).
- the air emission device control unit 114 displays an object (for example, the target object 42) that moves from the second area AR2 toward the first area AR1. It is determined whether or not the SP has been passed (step S14). When it is determined that the object has passed through the projection plane SP (Y in step S14), a control signal is generated and output to the signal generator 56, whereby air is emitted from the emission port 52 of the air emission device 50. Control is performed (step S16).
- the sound generation unit 130 generates a game sound and outputs it to the sound output unit 192 at the timing when air is discharged from the discharge port 52 of the air emission device 50 (step S18). Further, when it is determined that the object has not passed through the projection plane SP (including the case where control has been performed so that air has already been passed through the projection plane SP and air is emitted from the launch port 52) (N in step S14). Advances to step S20.
- the left-eye image generation unit 124 and the right-eye image generation unit 126 perform perspective projection of the object on the projection plane SP and draw it, so that the left-eye and right-eye virtual cameras VCL and VCR can see the left.
- An eye image and a right eye image are generated (step S20).
- the processing unit 100 determines whether or not to continue the processing (step S22). When the processing is continued, the processing unit 100 returns to the processing of step S10 and repeats the processing after step S10 every frame.
- step S14 the air emission device control unit 114 determines the emission timing based on the distance D and the velocity when the movement amount D (the amount of protrusion) of the object from the projection plane SP and the velocity of the object are known in advance. If it is determined whether or not it is the launch timing, in step 16, control may be performed to emit air from the launch port 52 of the air launcher 50. In addition, based on the distance D and the speed of the object, the diameter of the discharge port 52 (air discharge speed) may be changed to control the discharge of air from the discharge port 52.
- the air emission device 50 may be configured such that the air emission angle from the emission port 52 can be changed.
- a drive mechanism that rotates the air emitting device 50 around a predetermined axis or two axes may be further provided.
- the air emission device 50 may be rotated so that the air emitted from the emission port 52 of the air emission device 50 hits different parts of the player's body. For example, when the object moves so as to appear to jump out from the display screen 13 toward the head of the player, the air emitted from the launch port 52 is controlled to hit the head of the player, and the object is displayed on the display screen 13. ,
- the air fired from the launch port 52 may be controlled so as to strike the abdomen of the player.
- a plurality of air emission devices 50 that emit air toward one player may be provided, and an air emission device that emits air may be selected according to the processing result of the movement processing unit. For example, when the object moves so as to appear to jump out from the display screen 13 toward the player's head, control is performed so that air is emitted from the first air emitting device whose launch port is directed toward the player's head. When the object moves so as to appear to jump out from the display screen 13 toward the abdomen of the player, control is performed so that air is emitted from the second air emission device whose launch port is directed toward the abdomen of the player. It may be.
- Air Launcher 52 Launch Port, 56 Signal Generator, 58 Amplifier, 100 Processing Unit, 110 Object Space Setting Unit, 112 Movement / Calculation Processing Unit (Movement Processing Unit), 114 Air emission device control unit, 118 Virtual camera control unit, 120 Image generation unit, 124 Left eye image generation unit, 126 Right eye image generation unit, 130 Sound generation unit, 160 Input unit, 162 Detection unit, 170 storage unit, 180 information storage medium, 190 display unit, 192 sound output unit, 196 communication unit
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- User Interface Of Digital Computer (AREA)
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| CN201280014105.1A CN103442775B (zh) | 2011-03-30 | 2012-02-09 | 游戏系统 |
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| JP (1) | JP5809428B2 (https=) |
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| JP2014144080A (ja) * | 2013-01-28 | 2014-08-14 | Taito Corp | ゲーム装置 |
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| CN106709229B (zh) * | 2015-11-12 | 2019-07-12 | 网易(杭州)网络有限公司 | 一种游戏系统中npc对象优先响应的方法及装置 |
| JP6935218B2 (ja) * | 2017-03-31 | 2021-09-15 | 株式会社バンダイナムコアミューズメント | シミュレーションシステム及びプログラム |
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| JPH1133224A (ja) * | 1997-07-22 | 1999-02-09 | Namco Ltd | 空気弾発生装置、ゲーム装置及び演出装置 |
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| CN202516288U (zh) | 2012-11-07 |
| JP2012205827A (ja) | 2012-10-25 |
| JP5809428B2 (ja) | 2015-11-10 |
| CN103442775A (zh) | 2013-12-11 |
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