WO2020067180A1 - Game processing program, game processing method, and terminal - Google Patents

Game processing program, game processing method, and terminal Download PDF

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Publication number
WO2020067180A1
WO2020067180A1 PCT/JP2019/037636 JP2019037636W WO2020067180A1 WO 2020067180 A1 WO2020067180 A1 WO 2020067180A1 JP 2019037636 W JP2019037636 W JP 2019037636W WO 2020067180 A1 WO2020067180 A1 WO 2020067180A1
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WIPO (PCT)
Prior art keywords
terminal
predetermined
game
game processing
virtual force
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PCT/JP2019/037636
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French (fr)
Japanese (ja)
Inventor
松本 功
英之 磯部
康一 野口
剛志 日和
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株式会社セガゲームス
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Publication of WO2020067180A1 publication Critical patent/WO2020067180A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating 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

Definitions

  • the present invention relates to a game processing program, a game processing method, and a terminal.
  • Patent Literature 1 discloses a battle game in which a player is divided into an enemy and an ally in a virtual space to play a battle, and in a case where the battle situation is in an antagonistic state, a character who has performed an attack that fluctuates the superiority of the battle situation is operated.
  • a technique of providing a highly entertaining battle game by giving a predetermined privilege to a player who plays the game.
  • synchronization data indicating the position and the like of each element constituting the virtual space is transmitted and received between terminals. Therefore, for example, in a case where the virtual space is composed of a large number of objects, if the position information of all the objects existing in the virtual space is to be synchronized, the amount of data transmitted and received between the terminals becomes enormous. there is a possibility.
  • a terminal used by the player is a predetermined object among a plurality of objects included in the virtual space.
  • Detecting means for detecting that a virtual force is applied to the predetermined object; moving the predetermined object based on the direction of the virtual force applied to the predetermined object and the magnitude of the virtual force;
  • Calculating means for simulating the movement of an object other than the predetermined object caused by the collision of the predetermined object, an identifier for identifying the predetermined object, the direction of the virtual force applied to the predetermined object, and the virtual
  • An operation instruction message indicating the magnitude of the force is used by another player different from the player operating the terminal.
  • FIG. 3 is a diagram illustrating an example of a hardware configuration of a terminal. It is a figure showing the example of functional block composition of a terminal.
  • FIG. 4 is a diagram illustrating an example of virtual space information. It is a figure showing an example of a virtual space in a game.
  • FIG. 7 is a sequence diagram illustrating an example of a processing procedure performed by the game system according to the embodiment. It is the figure which expanded a part of virtual space. It is a figure showing an example of a situation where a plurality of objects collapse.
  • FIG. 9 is a sequence diagram illustrating an example of a synchronization process performed by the game system according to the embodiment.
  • FIG. 1 is a diagram illustrating a system configuration example of a game system 1 according to the present embodiment.
  • the game system 1 shown in FIG. 1 has a plurality of terminals (10-1 to 10-N) and a server 20.
  • a plurality of terminals (10-1 to 10-N) are not distinguished, they are described as a terminal 10.
  • the number of terminals 10 in the game system 1 is not limited.
  • the terminal 10 and the server 20 can communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, and mobile communication.
  • the terminals 10 may communicate with each other via the server 20, or may communicate directly with another terminal 10 using P2P (Peer to Peer) communication.
  • P2P Peer to Peer
  • the terminal 10 is a terminal operated by a player (a user who plays a game). The player can play the game provided by the game system 1 by operating the terminal 10.
  • the terminal 10 is a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device.
  • the server 20 has a function of performing various processes necessary for providing a game in the game system 1, a function of managing various information necessary for the progress of the game, and a function of relaying data transmitted and received between the terminals 10. Etc. are provided.
  • the game system 1 provides a game in which each of a plurality of players can operate a character in one virtual space.
  • various structures including a building, a ground, and the like are configured by a set of a plurality of objects.
  • the player can destroy various structures existing in the virtual space or move the structures arbitrarily by operating the character.
  • each object is arbitrary, and may include any shape such as a cube, a rectangular parallelepiped, a polyhedron, and a sphere. Further, the object includes a substantially rectangular parallelepiped or the like generally called a block. Further, the size of each object may be arbitrary.
  • the virtual space of the game provided by the game system 1 is assumed to be a three-dimensional virtual space, but is not limited to this.
  • the virtual space may be a two-dimensional virtual space or a multidimensional virtual space of four or more dimensions.
  • FIG. 2 is a diagram illustrating an example of a hardware configuration of the terminal 10.
  • the terminal 10 includes a CPU (Central Processing Unit) 11, a memory, a storage device 12 such as a HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 for performing wired or wireless communication, and an input operation. And an output device 15 for outputting information.
  • the input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone.
  • the output device 15 is, for example, a display and / or a speaker.
  • FIG. 3 is a diagram illustrating a functional block configuration example of the terminal 10.
  • the terminal 10 has a storage unit 100 and a game execution unit 110.
  • the game execution unit 110 includes a detection unit 111, a calculation unit 112, a communication unit 113, a reception unit 114, a display control unit 115, and a synchronization unit 116.
  • the game execution unit 110, the detection unit 111, the calculation unit 112, the communication unit 113, the reception unit 114, the display control unit 115, and the synchronization unit 116 are configured such that the CPU 11 of the terminal 10 This can be realized by executing the program.
  • the program can be stored in a storage medium.
  • the storage medium storing the program may be a non-transitory computer-readable storage medium (Non-transitory computer readable medium).
  • the non-transitory storage medium is not particularly limited, but may be a storage medium such as a USB memory or a CD-ROM.
  • the storage unit 100 can be realized using the storage device 12 included in the terminal 10.
  • the storage unit 100 stores virtual space information.
  • the virtual space information stores information on positions and shapes of all objects existing in the virtual space.
  • FIG. 4 shows an example of the virtual space information.
  • “Object ID” indicates an identifier that uniquely identifies all objects existing in the virtual space.
  • coordinate data (x, y, z) indicating the position of the object at the start of the game is stored.
  • coordinate data (x, y, z) indicating the current position of the object is stored.
  • HP (hit point)” stores the maximum value of damage that the object can receive. The HP decreases according to the magnitude of the impact received by the object due to a fall, a collision, or the like, and the object whose HP becomes zero disappears from the virtual space.
  • the game execution unit 110 performs various processes necessary for executing a game provided by the game system 1, such as a process of moving a character according to an operation of a player and a process of attacking another character.
  • the detection unit 111 detects that a virtual force (hereinafter, simply referred to as “force”) is applied to a predetermined object by a predetermined operation performed by the character.
  • the virtual force refers to an action of moving an object in a virtual space.
  • the detection unit 111 calculates the direction and magnitude of the force applied to the predetermined object.
  • the predetermined operation may be an operation in which the character fires an object.
  • the object fired by the character may be any object, and is not limited to one having mass. For example, it may be a bullet, a missile, a stone, a laser beam, an electromagnetic wave, or the like.
  • the arithmetic unit 112 moves the predetermined object and collides the predetermined object with another object based on the direction and magnitude of the force applied to the predetermined object calculated by the detection unit 111. Simulates the movement of other objects caused by.
  • the algorithm used for the simulation performed by the arithmetic unit 112 may be any algorithm.
  • a physical operation that is a technique of simulating (reproducing) the motion of an object according to the laws of physics may be used. .
  • the physical operation used in the present embodiment is not necessarily limited to the physical operation for faithfully simulating the operation in the natural world.
  • a physical operation that simulates an operation that cannot be realized, such as setting gravity to zero is also included.
  • the operation unit 112 may include a physical operation engine.
  • the calculation unit 112 inputs the coordinate data indicating the position of each object, the direction and magnitude of the force applied to the predetermined object to the physics engine, and determines how each object moves. May be simulated.
  • each object may be a cube or a rectangular parallelepiped. Since the shape of each object is a cube or a rectangular parallelepiped, the combination of those objects can also be a cube or a rectangular parallelepiped. Further, the size of each object may be the same size (for example, 1 m square). Since the shape of each object is a cube or a rectangular parallelepiped, the hit determination can be performed using the same or similar logic, so that the processing amount when the calculation unit 112 determines the hit between the objects is reduced. As a result, the processing load on the terminal 10 can be reduced.
  • the communication unit 113 has a function of communicating with another terminal 10 and the server 20. For example, the communication unit 113 transmits an identifier (object ID) for identifying the predetermined object detected by the detection unit 111 and a message indicating the direction and magnitude of the force applied to the predetermined object (hereinafter referred to as “calculation”). An instruction message is sent to another terminal 10. The communication unit 113 receives an operation instruction message from another terminal 10 and passes the received operation instruction message to the operation unit 112. The communication unit 113 may be called a transmission unit or a reception unit because the communication unit 113 transmits and receives a message.
  • the plurality of terminals 10 since the plurality of terminals 10 share the same virtual space, the plurality of terminals 10 simultaneously detect that a force is applied to a predetermined object such as when an object collides with the object. there's a possibility that.
  • the communication unit 113 may transmit an operation instruction message to another terminal 10 when a predetermined condition is satisfied. If the predetermined condition is not satisfied, the calculation instruction message may not be transmitted to another terminal 10.
  • the predetermined condition may be a case where the terminal 10 detects that a force is applied to a predetermined object by a predetermined operation performed by a character that receives and controls an instruction of the player. That is, the communication unit 113 may transmit the calculation instruction message to another terminal 10 when a force is applied to the object by the action of the character controlled by the terminal 10 itself. Further, the communication unit 113 may not transmit the calculation instruction message to the other terminal 10 when a force is applied to the object by the action of the character controlled by the other terminal 10.
  • the predetermined condition may be that the terminal 10 is a terminal 10 that is set in advance to transmit an operation instruction message to another terminal 10. That is, among the plurality of terminals 10 participating in the game, the terminal 10 that transmits the calculation instruction message may be fixed in advance.
  • the receiving unit 114 has a function of receiving various operations from a player using the terminal 10. For example, the accepting unit 114 accepts from the player an operation of moving the character, an operation of firing the object at the character, and the like.
  • the display control unit 115 has a function of displaying the entire or a part of the virtual space in the game on the screen of the terminal 10.
  • the synchronization unit 116 When there is an object that satisfies the condition for performing synchronization with another terminal 10 among a plurality of objects constituting each structure, the synchronization unit 116 performs information for synchronizing the object with another terminal. (Hereinafter referred to as “synchronization information”) to another terminal.
  • synchronization information information for synchronizing the object with another terminal.
  • Terminals 10-1, 10-2, and 10-3 communicate with each other via server 20 or perform direct communication by P2P.
  • the terminal 10-1 is a terminal operated by the player 1
  • the terminal 10-2 is a terminal operated by the player 2
  • the terminal 10-3 is a terminal operated by the player 3. It is assumed that the player 1, the player 2, and the player 3 operate the character P1, the character P2, and the character P3 in FIG. 5, respectively.
  • the communication unit 113 will be described as transmitting a calculation instruction message to another terminal 10 when a force controlled by the character controlled by the terminal 10 itself exerts a force on the object.
  • FIG. 6 is a sequence diagram illustrating an example of a processing procedure performed by the game system 1 according to the present embodiment.
  • step S100 the terminal 10-1, the terminal 10-2, and the terminal 10-3 start executing the game in response to the operation of the players 1 to 3.
  • the display control unit 115 of the terminal 10-1, the terminal 10-2, and the terminal 10-3 grasps the initial position of each object by referring to the virtual space information stored in its own storage unit 100, and Display the object at the coordinates corresponding to.
  • the virtual space a plurality of small objects are arranged so as to overlap each other. As a result, it is displayed that large structures (St1 to St6) exist in the virtual space.
  • the entire virtual space may be displayed on the screen of the terminal 10-1, the terminal 10-2, and the terminal 10-3, or a character in the entire virtual space is facing. Only a predetermined range including the direction may be displayed.
  • the predetermined range is arbitrary, but may be, for example, a range of 120 degrees up, down, left, and right. In this case, when the character P1 faces the direction of the structure St5, the structure St5 is displayed on the screen of the terminal 10-1, and the structure St1 behind the character P1 is not displayed.
  • the accepting unit 114 of the terminal 10-1 accepts, from the player 1, an operation in which the character P1 fires an object at the structure St5 (S101).
  • the communication unit 113 of the terminal 10-1 transmits a message for notifying another terminal 10 that the object has been fired (hereinafter, “notification message”) when the operation of firing the object is received by the reception unit 114. Is transmitted to the terminal 10-2 and the terminal 10-3 (S102).
  • the notification message includes coordinate data indicating the position where the object was fired, data indicating the speed of the object, and data indicating the flight direction.
  • the calculation unit 112 of the terminal 10-1 simulates the movement path of the object fired toward the structure St5, and the display control unit 115 of the terminal 10-1 displays the object on the screen according to the simulation result. Processing is performed (S103).
  • the operation unit 112 of the terminal 10-2 and the terminal 10-3 calculates the coordinate data indicating the position where the object was launched, the data indicating the speed of the object, and the flight included in the notification message received from the terminal 10-1. Based on the data indicating the direction, the movement path of the object fired toward the structure St5 is simulated. Further, the display control units 115 of the terminals 10-2 and 10-3 perform a process of displaying the object on the screen according to the simulation result (S104, S105).
  • the detection unit 111 of the terminal 10-1 detects that the object launched from the character P1 has collided with the object. Further, the detection unit 111 calculates the direction and magnitude of the force applied to the object due to the collision (S106).
  • FIG. 7 shows an enlarged view of the periphery of the structure St5.
  • the structure St5 is configured by a set of a plurality of objects.
  • the object M1 has collided with the object B1 constituting the structure St5.
  • the communication unit 113 transmits a calculation instruction message including the object ID of the object B1 colliding with the object, the data indicating the direction of the force applied to the object B1, and the data indicating the magnitude of the force to the terminal 10-. 2 and the terminal 10-3.
  • the calculating unit 112 of the terminal 10-1 collides with the moving position of the object B1 and the adjacent object based on the direction and magnitude of the force applied to the object B1 by the collision of the object.
  • the movement position of an object other than the object B1 caused by the movement is simulated by using a physical operation (S108).
  • the simulation may be performed in units of a frame rate (for example, 30 fps or 60 fps).
  • the calculation unit 112 of the terminal 10-1 updates the “current position” of each object stored in the virtual space information based on the simulation result.
  • the calculation unit 112 determines that the object is to be deleted, and instructs the display control unit 115 to remove the object from the display target. To instruct. Thus, the object is deleted from the screen.
  • the calculation unit 112 calculates the damage received when each object collides with another object or the like, and subtracts the calculated damage from “HP” of the virtual space information. If there is an object whose HP is zero, the calculation unit 112 determines that the object is to be deleted from the screen, and instructs the display control unit 115 to remove the object from the display target. Thus, the object is deleted from the screen.
  • the operation units 112 of the terminals 10-2 and 10-3 indicate the object ID of the object B1 and the direction of the force applied to the object B1 indicated by the operation instruction message received from the terminal 10-1. Based on the data and the data indicating the magnitude of the force, the physical position of the moving position of the object B1 and the moving positions of objects other than the object B1 caused by the object B1 further colliding with an adjacent object are calculated. A simulation is performed using the data (S109, S110). Although described later in detail, the result of the physical operation performed by the terminal 10-1, the result of the physical operation performed by the terminal 10-2, and the result of the physical operation performed by the terminal 10-3 are completely the same. No, it may be slightly different.
  • the simulation performed by the operation unit 112 of the terminal 10-2 and the terminal 10-3 may be performed in units of a frame rate.
  • the calculation units 112 of the terminals 10-2 and 10-3 update the “current position” of each object stored in the virtual space information based on the simulation result. If there is an object whose “current position” is a certain distance away from the “initial position”, the calculation unit 112 determines that the object is to be deleted, and instructs the display control unit 115 to remove the object from the display target. To instruct. Thus, the object is deleted from the screen.
  • the calculation units 112 of the terminals 10-2 and 10-3 calculate the damage received when each object collides with another object or the like, and subtract the calculated damage from “HP” of the virtual space information. . If there is an object whose HP is zero, the calculation unit 112 determines that the object is to be deleted, and instructs the display control unit 115 to remove the object from the display target. Thus, the object is deleted from the screen.
  • the display control unit 115 of the terminal 10-1 performs a process of displaying, on the screen, a state in which a plurality of objects including the object B1 collapses based on the movement position of each object calculated by the simulation (S111).
  • the display control unit 115 of the terminal 10-2 or the terminal 10-3 collapses the plurality of objects including the object B1 based on the movement position of each object calculated by the simulation according to the processing procedure of step S109 or step S110.
  • a process of displaying the state on the screen is performed (S112, S113).
  • FIG. 8 shows an example in which a plurality of objects including the object B1 collapse. As shown in FIG. 8, the object B1 and the surrounding objects are scattered according to the direction and magnitude of the force when the object M1 hits the object B1.
  • the processing procedure performed by the game system 1 when the structure is destroyed by the collision of the object with the structure has been described above.
  • the position of each structure is calculated by the server 20 in units of a frame rate, and the calculation result is transmitted from the server 20 to each terminal 10.
  • information indicating the direction and magnitude of the force applied to the object is shared by all the terminals 10, and each terminal 10 determines the position of each object based on the shared information. Is calculated by a physical operation, so that the surrounding objects are simulated and displayed by themselves.
  • each terminal 10 simulates the movement position of each object existing in the virtual space by using a physical operation.
  • a simulation result may be different due to a difference in specifications of each terminal 10 and a difference in a processing load due to a process required other than the game according to the present embodiment, and the position of each moved object may differ between the terminals 10. It will shift slightly. Further, if the simulation is repeated many times, there is a possibility that the displacement of each object may be accumulated, which is not preferable.
  • the synchronization unit 116 of the terminal 10 Send a message containing synchronization information to another terminal.
  • FIG. 9 is a sequence diagram illustrating an example of a synchronization process performed by the game system 1 according to the present embodiment.
  • FIG. 9 illustrates an example in which the synchronization unit 116 of the terminal 10-1 detects that an object that satisfies the condition for performing synchronization exists.
  • the synchronization unit 116 of the terminal 10-1 detects that there is an object that satisfies the conditions for synchronization with another terminal 10 (S200). Subsequently, the synchronization unit 116 transmits a synchronization message including the object ID of the object to be synchronized and the synchronization information to the terminals 10-2 and 10-3 (S201).
  • the synchronization units 116 of the terminals 10-2 and 10-3 that have received the synchronization message perform synchronization processing on the object indicated by the object ID included in the received synchronization message according to the synchronization information (S202, S203).
  • the condition for performing synchronization may be, for example, a case where the position of the object has moved a predetermined distance (first distance) from a position immediately after the start of the game (initial position).
  • the synchronization unit 116 may include information indicating the current position of the object in the synchronization message and transmit it to the other terminals 10 as the synchronization information.
  • the synchronization unit 116 of the terminal 10 that has received the synchronization message information updates the “current position” of the virtual space information to the current position included in the synchronization message for the object indicated by the object ID included in the synchronization message.
  • the display control unit 115 corrects the drawing position of the object so as to be drawn at the current position included in the synchronization message.
  • the synchronization information may further include the HP of the object. The HP can be synchronized in addition to the current position.
  • the condition for performing synchronization is, for example, that the HP of the object has become zero or that the position of the object has moved a fixed distance (for example, a second distance longer than the above-described first distance) from the position immediately after the game started.
  • the calculation unit 112 may determine that the object is to be deleted.
  • the synchronization unit 116 may include, as the synchronization information, information (object ID) indicating the object determined to be deleted by the calculation unit 112 in the synchronization message and transmit the synchronization message to the other terminals 10.
  • the synchronization unit 116 of the terminal 10 that has received the synchronization message instructs the display control unit 115 to remove the object from the display target from the screen.
  • the state of the object can be synchronized. This makes it possible to reduce the amount of data transmitted and received between the terminals 10 and to suppress occurrence of a shift in the state of the object between the terminals 10.

Abstract

The objective of the present invention is to reduce an amount of data transmitted and received in a game in which a plurality of players share one virtual space. The present invention provides a game processing program which, in a game in which a plurality of players manipulate characters in one virtual space, causes a terminal used by each player to function as: a detecting means for detecting that a virtual force has been applied to a prescribed object among a plurality of objects contained in the virtual space; a computing means for simulating movement of the prescribed object, and movement of an object other than the prescribed object occurring as a result of an impact by the prescribed object, on the basis of the direction of the virtual force and the magnitude of the virtual force applied to the prescribed object; and a transmitting means for transmitting an identifier identifying the prescribed object, and a computation instructing message indicating the direction of the virtual force and the magnitude of the virtual force applied to the prescribed object, to another terminal being used by another player different from the player manipulating said terminal.

Description

ゲーム処理プログラム、ゲーム処理方法及び端末Game processing program, game processing method and terminal
 本発明は、ゲーム処理プログラム、ゲーム処理方法及び端末に関する。 The present invention relates to a game processing program, a game processing method, and a terminal.
 現在、複数のプレイヤが1つの仮想空間の中でキャラクタを操作することで対戦するゲームが知られている。例えば特許文献1には、仮想空間の中でプレイヤが敵と味方に分かれて対戦する対戦ゲームであって、戦況が拮抗状態である場合に、戦況の優越を変動させる攻撃を行ったキャラクタを操作するプレイヤに所定の特典を付与することで、興趣性の高い対戦ゲームを提供する技術が開示されている。 Currently, a game is known in which a plurality of players compete by operating a character in one virtual space. For example, Patent Literature 1 discloses a battle game in which a player is divided into an enemy and an ally in a virtual space to play a battle, and in a case where the battle situation is in an antagonistic state, a character who has performed an attack that fluctuates the superiority of the battle situation is operated. There is disclosed a technique of providing a highly entertaining battle game by giving a predetermined privilege to a player who plays the game.
特開2015-150139号公報JP 2015-150139 A
 複数のプレイヤが1つの仮想空間を共有するゲームでは、あるプレイヤの行為等によって仮想空間内で生じた状態の変化を、端末間で同期させる必要がある。例えば、あるプレイヤが仮想空間内の建物を破壊した場合、建物が破壊される様子は、他のプレイヤの端末にも同様に表示させる必要がある。 ゲ ー ム In a game in which a plurality of players share one virtual space, it is necessary to synchronize between terminals in a state change caused in a virtual space by an action of a certain player or the like. For example, when a certain player destroys a building in the virtual space, the appearance of the destruction of the building needs to be similarly displayed on the terminal of another player.
 ここで、複数のプレイヤが1つの仮想空間を共有するゲームでは、基本的には、仮想空間を構成する各要素の位置等を示す同期用のデータを端末間で送受信することになる。従って、例えば、仮想空間が多数のオブジェクトにより構成されている場合に、仮想空間に存在する全てのオブジェクトについて位置情報を同期させようとすると、端末間で送受信されるデータ量が膨大になってしまう可能性がある。 Here, in a game in which a plurality of players share one virtual space, basically, synchronization data indicating the position and the like of each element constituting the virtual space is transmitted and received between terminals. Therefore, for example, in a case where the virtual space is composed of a large number of objects, if the position information of all the objects existing in the virtual space is to be synchronized, the amount of data transmitted and received between the terminals becomes enormous. there is a possibility.
 そこで、本発明は、複数のプレイヤが1つの仮想空間を共有するゲームにおいて、送受信されるデータ量を削減することが可能な技術を提供することを目的とする。 Accordingly, it is an object of the present invention to provide a technique capable of reducing the amount of data transmitted and received in a game in which a plurality of players share one virtual space.
 本発明の一態様に係るゲーム処理プログラムは、複数のプレイヤが1つの仮想空間内でキャラクタを操作するゲームにおいて、プレイヤが利用する端末を、仮想空間に含まれる複数のオブジェクトのうち、所定のオブジェクトに仮想的な力が加えられたことを検出する検出手段と、所定のオブジェクトに加えられた仮想的な力の方向と仮想的な力の大きさとに基づいて、所定のオブジェクトの移動と、所定のオブジェクトが衝突することで生じる所定のオブジェクト以外のオブジェクトの移動とをシミュレーションする演算手段と、所定のオブジェクトを識別する識別子と、所定のオブジェクトに加えられた仮想的な力の方向と仮想的な力の大きさとを示す演算指示メッセージを、当該端末を操作するプレイヤとは異なる他のプレイヤが利用する他の端末に送信する送信手段と、して機能させる。 In a game processing program according to one aspect of the present invention, in a game in which a plurality of players operate a character in a single virtual space, a terminal used by the player is a predetermined object among a plurality of objects included in the virtual space. Detecting means for detecting that a virtual force is applied to the predetermined object; moving the predetermined object based on the direction of the virtual force applied to the predetermined object and the magnitude of the virtual force; Calculating means for simulating the movement of an object other than the predetermined object caused by the collision of the predetermined object, an identifier for identifying the predetermined object, the direction of the virtual force applied to the predetermined object, and the virtual An operation instruction message indicating the magnitude of the force is used by another player different from the player operating the terminal. Transmitting means for transmitting to the other terminals, thereby to function.
 本発明によれば、複数のプレイヤが1つの仮想空間を共有するゲームにおいて、送受信されるデータ量を削減することが可能な技術を提供することができる。 According to the present invention, it is possible to provide a technique capable of reducing the amount of data transmitted and received in a game in which a plurality of players share one virtual space.
本実施形態に係るゲームシステムのシステム構成例を示す図である。It is a figure showing the example of system composition of the game system concerning this embodiment. 端末のハードウェア構成例を示す図である。FIG. 3 is a diagram illustrating an example of a hardware configuration of a terminal. 端末の機能ブロック構成例を示す図である。It is a figure showing the example of functional block composition of a terminal. 仮想空間情報の一例を示す図である。FIG. 4 is a diagram illustrating an example of virtual space information. ゲームにおける仮想空間の一例を示す図である。It is a figure showing an example of a virtual space in a game. 本実施形態に係るゲームシステムが行う処理手順の一例を示すシーケンス図である。FIG. 7 is a sequence diagram illustrating an example of a processing procedure performed by the game system according to the embodiment. 仮想空間の一部を拡大した図である。It is the figure which expanded a part of virtual space. 複数のオブジェクトが崩れ落ちる様子の例を示す図である。It is a figure showing an example of a situation where a plurality of objects collapse. 本実施形態に係るゲームシステムが行う同期処理の一例を示すシーケンス図である。FIG. 9 is a sequence diagram illustrating an example of a synchronization process performed by the game system according to the embodiment.
 添付図面を参照して、本発明の好適な実施形態について説明する。なお、各図において、同一の符号を付したものは、同一又は同様の構成を有する。 A preferred embodiment of the present invention will be described with reference to the accompanying drawings. In each of the drawings, the components denoted by the same reference numerals have the same or similar configurations.
 <システム概要>
 図1は、本実施形態に係るゲームシステム1のシステム構成例を示す図である。図1に示すゲームシステム1は、複数の端末(10-1~10-N)とサーバ20とを有する。以下の説明において、複数の端末(10-1~10-N)を区別しない場合は、端末10と記載する。また、ゲームシステム1において端末10の台数に制限はない。
<System Overview>
FIG. 1 is a diagram illustrating a system configuration example of a game system 1 according to the present embodiment. The game system 1 shown in FIG. 1 has a plurality of terminals (10-1 to 10-N) and a server 20. In the following description, when a plurality of terminals (10-1 to 10-N) are not distinguished, they are described as a terminal 10. Further, the number of terminals 10 in the game system 1 is not limited.
 端末10とサーバ20は、インターネット、イントラネット、無線LAN、移動通信等である通信ネットワークNを介して相互に通信することができる。また、端末10は、サーバ20を介して相互に通信してもよいし、P2P(Peer to Peer)通信を利用して直接他の端末10と通信するようにしてもよい。 (4) The terminal 10 and the server 20 can communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, and mobile communication. The terminals 10 may communicate with each other via the server 20, or may communicate directly with another terminal 10 using P2P (Peer to Peer) communication.
 端末10は、プレイヤ(ゲームを行うユーザ)が操作する端末である。プレイヤは、端末10を操作することで、ゲームシステム1により提供されるゲームをプレイすることができる。端末10は、例えば、携帯電話(スマートフォンを含む)、タブレット、パーソナルコンピュータ、アーケードゲーム装置、又は、コンシューマゲーム装置等のコンピュータである。 The terminal 10 is a terminal operated by a player (a user who plays a game). The player can play the game provided by the game system 1 by operating the terminal 10. The terminal 10 is a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device.
 サーバ20は、ゲームシステム1でゲームを提供するために必要な各種の処理を行う機能、ゲームの進行に必要な各種の情報を管理する機能、及び端末10間で送受信されるデータを中継する機能等を備える。 The server 20 has a function of performing various processes necessary for providing a game in the game system 1, a function of managing various information necessary for the progress of the game, and a function of relaying data transmitted and received between the terminals 10. Etc. are provided.
 ゲームシステム1は、複数のプレイヤの各々が、1つの仮想空間の中でキャラクタを操作することが可能なゲームを提供する。仮想空間の中では、建築物や地面等を含む様々な構造物が複数のオブジェクトの集合により構成されている。プレイヤは、キャラクタを操作することで、仮想空間内に存在する様々な構造物を破壊したり任意に移動させたりすることができる。 The game system 1 provides a game in which each of a plurality of players can operate a character in one virtual space. In the virtual space, various structures including a building, a ground, and the like are configured by a set of a plurality of objects. The player can destroy various structures existing in the virtual space or move the structures arbitrarily by operating the character.
 各オブジェクトの形状は任意であり、例えば、立方体、直方体、多面体及び球体等のあらゆる形状が含まれていてもよい。また、一般的にブロックと呼ばれる略直方体等もオブジェクトに含まれる。また、各オブジェクトの大きさも任意であってもよい。 オ ブ ジ ェ ク ト The shape of each object is arbitrary, and may include any shape such as a cube, a rectangular parallelepiped, a polyhedron, and a sphere. Further, the object includes a substantially rectangular parallelepiped or the like generally called a block. Further, the size of each object may be arbitrary.
 ゲームシステム1が提供するゲームの仮想空間は、3次元の仮想空間であることを想定しているが、これに限定されるものではない。2次元の仮想空間であってもよいし、4次元以上の多次元の仮想空間であってもよい。 The virtual space of the game provided by the game system 1 is assumed to be a three-dimensional virtual space, but is not limited to this. The virtual space may be a two-dimensional virtual space or a multidimensional virtual space of four or more dimensions.
 <ハードウェア構成>
 図2は、端末10のハードウェア構成例を示す図である。端末10は、CPU(Central Processing Unit)11、メモリ、HDD(Hard Disk Drive)及び/又はSSD(Solid State Drive)等の記憶装置12、有線又は無線通信を行う通信IF(Interface)13、入力操作を受け付ける入力デバイス14、及び情報の出力を行う出力デバイス15を有する。入力デバイス14は、例えば、キーボード、タッチパネル、マウス及び/又はマイク等である。出力デバイス15は、例えば、ディスプレイ及び/又はスピーカ等である。
<Hardware configuration>
FIG. 2 is a diagram illustrating an example of a hardware configuration of the terminal 10. The terminal 10 includes a CPU (Central Processing Unit) 11, a memory, a storage device 12 such as a HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 for performing wired or wireless communication, and an input operation. And an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display and / or a speaker.
 <機能ブロック構成>
 図3は、端末10の機能ブロック構成例を示す図である。端末10は、記憶部100と、ゲーム実行部110とを有する。ゲーム実行部110は、検出部111と、演算部112と、通信部113と、受付部114と、表示制御部115と、同期部116とを含む。 
<Function block configuration>
FIG. 3 is a diagram illustrating a functional block configuration example of the terminal 10. The terminal 10 has a storage unit 100 and a game execution unit 110. The game execution unit 110 includes a detection unit 111, a calculation unit 112, a communication unit 113, a reception unit 114, a display control unit 115, and a synchronization unit 116.
 ゲーム実行部110と、検出部111と、演算部112と、通信部113と、受付部114と、表示制御部115と、同期部116とは、端末10のCPU11が、記憶装置12に記憶されたプログラムを実行することにより実現することができる。また、当該プログラムは、記憶媒体に格納することができる。当該プログラムを格納した記憶媒体は、コンピュータ読み取り可能な非一時的な記憶媒体(Non-transitory computer readable medium)であってもよい。非一時的な記憶媒体は特に限定されないが、例えば、USBメモ
リ又はCD-ROM等の記憶媒体であってもよい。また、記憶部100は、端末10が備える記憶装置12を用いて実現することができる。
The game execution unit 110, the detection unit 111, the calculation unit 112, the communication unit 113, the reception unit 114, the display control unit 115, and the synchronization unit 116 are configured such that the CPU 11 of the terminal 10 This can be realized by executing the program. Further, the program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable storage medium (Non-transitory computer readable medium). The non-transitory storage medium is not particularly limited, but may be a storage medium such as a USB memory or a CD-ROM. The storage unit 100 can be realized using the storage device 12 included in the terminal 10.
 記憶部100は、仮想空間情報を記憶する。仮想空間情報には、仮想空間内に存在する全てのオブジェクトに関する位置や形状に関する情報が格納される。図4に、仮想空間情報の一例を示す。「オブジェクトID」は、仮想空間に存在する全てのオブジェクトを一意に識別する識別子を示す。「初期位置」には、ゲーム開始時点におけるオブジェクトの位置を示す座標データ(x、y、z)が格納される。「現在位置」には、現時点におけるオブジェクトの位置を示す座標データ(x、y、z)が格納される。「HP(ヒットポイント)」は、オブジェクトが受けることができるダメージの最大値が格納される。落下や衝突等によりオブジェクトが受ける衝撃の大きさに応じてHPは低下していき、HPがゼロになったオブジェクトは仮想空間から消滅する。 The storage unit 100 stores virtual space information. The virtual space information stores information on positions and shapes of all objects existing in the virtual space. FIG. 4 shows an example of the virtual space information. “Object ID” indicates an identifier that uniquely identifies all objects existing in the virtual space. In the “initial position”, coordinate data (x, y, z) indicating the position of the object at the start of the game is stored. In the “current position”, coordinate data (x, y, z) indicating the current position of the object is stored. “HP (hit point)” stores the maximum value of damage that the object can receive. The HP decreases according to the magnitude of the impact received by the object due to a fall, a collision, or the like, and the object whose HP becomes zero disappears from the virtual space.
 ゲーム実行部110は、プレイヤの操作に応じてキャラクタを移動させる処理や他のキャラクタへ攻撃する処理など、ゲームシステム1が提供するゲームを実行するために必要な各種の処理を行う。 The game execution unit 110 performs various processes necessary for executing a game provided by the game system 1, such as a process of moving a character according to an operation of a player and a process of attacking another character.
 検出部111は、キャラクタが行う所定の動作により、所定のオブジェクトに仮想的な力(以下、単に「力」と記載する。)が加えられたことを検出する。なお、仮想的な力とは、オブジェクトを仮想空間中で移動させようとする作用のことを言う。また、検出部111は、当該所定のオブジェクトに加えられた力の方向と大きさとを算出する。当該所定の動作とは、キャラクタが物体を発射する動作であってもよい。キャラクタが発射する物体はどのような物体であってもよく、また、質量を有するものに限定されない。例えば、弾丸、ミサイル、石、レーザ光、電磁波などであってもよい。 The detection unit 111 detects that a virtual force (hereinafter, simply referred to as “force”) is applied to a predetermined object by a predetermined operation performed by the character. Note that the virtual force refers to an action of moving an object in a virtual space. Further, the detection unit 111 calculates the direction and magnitude of the force applied to the predetermined object. The predetermined operation may be an operation in which the character fires an object. The object fired by the character may be any object, and is not limited to one having mass. For example, it may be a bullet, a missile, a stone, a laser beam, an electromagnetic wave, or the like.
 演算部112は、検出部111で算出された、所定のオブジェクトに加えられた力の方向と力の大きさとに基づいて、所定のオブジェクトの移動と当該所定のオブジェクトが他のオブジェクトに衝突することで生じる他のオブジェクトの移動とをシミュレーションする。演算部112が行うシミュレーションに用いられるアルゴリズムは、どのようなアルゴリズムであってもよいが、例えば、物理法則に従って物体の動きをシミュレーションする(再現する)技術である物理演算を用いるようにしてもよい。なお、本実施形態で用いられる物理演算は、必ずしも自然界における動作を忠実にシミュレーションするための物理演算に限定されない。例えば重力をゼロにするなど、現実にはあり得ないような動作をシミュレーションするような物理演算も含まれる。 The arithmetic unit 112 moves the predetermined object and collides the predetermined object with another object based on the direction and magnitude of the force applied to the predetermined object calculated by the detection unit 111. Simulates the movement of other objects caused by. The algorithm used for the simulation performed by the arithmetic unit 112 may be any algorithm. For example, a physical operation that is a technique of simulating (reproducing) the motion of an object according to the laws of physics may be used. . Note that the physical operation used in the present embodiment is not necessarily limited to the physical operation for faithfully simulating the operation in the natural world. For example, a physical operation that simulates an operation that cannot be realized, such as setting gravity to zero, is also included.
 物理演算を用いる場合、演算部112には物理演算エンジンが組み込まれていてもよい。演算部112は、各オブジェクトの位置を示す座標データ、所定のオブジェクトに加えられた力の方向や大きさを物理演算エンジンに入力することで、各オブジェクトがどのように移動するのかを物理演算エンジンにシミュレーションさせるようにしてもよい。 In the case of using the physical operation, the operation unit 112 may include a physical operation engine. The calculation unit 112 inputs the coordinate data indicating the position of each object, the direction and magnitude of the force applied to the predetermined object to the physics engine, and determines how each object moves. May be simulated.
 各オブジェクトの形状は立方体又は直方体であってもよい。各オブジェクトの形状が立方体又は直方体であることにより、それらのオブジェクトの組み合わせもまた立方体や直方体とすることができる。また、各オブジェクトの大きさは同一サイズ(例えば1m四方等)であってもよい。各オブジェクトの形状が立方体又は直方体であることにより、同一又は類似のロジックを用いて当たり判定を行うことができることから、演算部112によるオブジェクト同士の当たり判定を行う際の処理量が削減され、その結果、端末10の処理負荷を抑えることができる。 オ ブ ジ ェ ク ト The shape of each object may be a cube or a rectangular parallelepiped. Since the shape of each object is a cube or a rectangular parallelepiped, the combination of those objects can also be a cube or a rectangular parallelepiped. Further, the size of each object may be the same size (for example, 1 m square). Since the shape of each object is a cube or a rectangular parallelepiped, the hit determination can be performed using the same or similar logic, so that the processing amount when the calculation unit 112 determines the hit between the objects is reduced. As a result, the processing load on the terminal 10 can be reduced.
 通信部113は、他の端末10及びサーバ20と通信を行う機能を有する。例えば、通信部113は、検出部111により検出された所定のオブジェクトを識別する識別子(オブジェクトID)と、所定のオブジェクトに加えられた力の方向と力の大きさとを示すメッセージ(以下、「演算指示メッセージ」と言う。)を、他の端末10に送信する。また、通信部113は、他の端末10から演算指示メッセージを受信し、受信した演算指示メッセージを演算部112に渡す。通信部113は、メッセージの送受信を行うことから、送信部又は受信部と称されてもよい。 The communication unit 113 has a function of communicating with another terminal 10 and the server 20. For example, the communication unit 113 transmits an identifier (object ID) for identifying the predetermined object detected by the detection unit 111 and a message indicating the direction and magnitude of the force applied to the predetermined object (hereinafter referred to as “calculation”). An instruction message is sent to another terminal 10. The communication unit 113 receives an operation instruction message from another terminal 10 and passes the received operation instruction message to the operation unit 112. The communication unit 113 may be called a transmission unit or a reception unit because the communication unit 113 transmits and receives a message.
 ここで、本実施形態では、複数の端末10が同一の仮想空間を共有することから、物体がオブジェクトに衝突した場合など、所定のオブジェクトに力が加えられたことを複数の端末10が同時に検出する可能性がある。その場合に、各端末10が一斉に他の端末10に演算指示メッセージを送信してしまうと、各端末10が同一のオブジェクトに対して重複した物理演算を行ってしまうことになり好ましくない。そこで、通信部113は、所定の条件を満たす場合に、演算指示メッセージを他の端末10に送信するようにしてもよい。また、所定の条件を満たさない場合は、演算指示メッセージを他の端末10に送信しないようにしてもよい。 Here, in the present embodiment, since the plurality of terminals 10 share the same virtual space, the plurality of terminals 10 simultaneously detect that a force is applied to a predetermined object such as when an object collides with the object. there's a possibility that. In this case, if each of the terminals 10 simultaneously transmits the operation instruction message to the other terminals 10, each of the terminals 10 performs an overlapping physical operation on the same object, which is not preferable. Therefore, the communication unit 113 may transmit an operation instruction message to another terminal 10 when a predetermined condition is satisfied. If the predetermined condition is not satisfied, the calculation instruction message may not be transmitted to another terminal 10.
 所定の条件とは、端末10自身がプレイヤの指示を受け付けて制御するキャラクタが行う所定の動作により、所定のオブジェクトに力が加えられたことを検出した場合であってもよい。つまり、通信部113は、端末10自身が制御するキャラクタの動作によりオブジェクトに力が加わる場合に、演算指示メッセージを他の端末10に送信するようにしてもよい。また、通信部113は、他の端末10が制御するキャラクタの動作によりオブジェクトに力が加わる場合には、演算指示メッセージを他の端末10に送信しないようにしてもよい。 The predetermined condition may be a case where the terminal 10 detects that a force is applied to a predetermined object by a predetermined operation performed by a character that receives and controls an instruction of the player. That is, the communication unit 113 may transmit the calculation instruction message to another terminal 10 when a force is applied to the object by the action of the character controlled by the terminal 10 itself. Further, the communication unit 113 may not transmit the calculation instruction message to the other terminal 10 when a force is applied to the object by the action of the character controlled by the other terminal 10.
 若しくは、所定の条件とは、端末10が、演算指示メッセージを他の端末10に送信するように予め設定された端末10であることであってもよい。すなわち、ゲームに参加する複数の端末10の中で、演算指示メッセージの送信を行う端末10は予め固定されていてもよい。 Alternatively, the predetermined condition may be that the terminal 10 is a terminal 10 that is set in advance to transmit an operation instruction message to another terminal 10. That is, among the plurality of terminals 10 participating in the game, the terminal 10 that transmits the calculation instruction message may be fixed in advance.
 受付部114は、端末10を利用するプレイヤから各種の操作を受け付ける機能を有する。例えば受付部114は、キャラクタを移動させる操作やキャラクタに物体を発射させる操作等をプレイヤから受け付ける。 The receiving unit 114 has a function of receiving various operations from a player using the terminal 10. For example, the accepting unit 114 accepts from the player an operation of moving the character, an operation of firing the object at the character, and the like.
 表示制御部115は、ゲームにおける仮想空間のうち全部又は一部の範囲を、端末10の画面に表示する機能を有する。 The display control unit 115 has a function of displaying the entire or a part of the virtual space in the game on the screen of the terminal 10.
 同期部116は、各構造物を構成する複数のオブジェクトのうち、他の端末10との間で同期を行う条件を満たすオブジェクトが存在する場合、当該オブジェクトに関して他の端末との間で同期させる情報(以下、「同期情報」と言う。)を他の端末に送信する。同期を行う条件及び同期情報については後述する。 When there is an object that satisfies the condition for performing synchronization with another terminal 10 among a plurality of objects constituting each structure, the synchronization unit 116 performs information for synchronizing the object with another terminal. (Hereinafter referred to as “synchronization information”) to another terminal. The conditions for performing synchronization and the synchronization information will be described later.
 <処理手順>
 本実施形態に係るゲームシステム1が行う処理手順について具体的に説明する。以下の説明において、ゲームシステム1は、図5に示す仮想空間の中で、キャラクタ(P1~P3)が構造物(St1~St6)に向かって物体を発射することで、構造物を破壊することが可能なゲームを提供する前提とする。
<Processing procedure>
A processing procedure performed by the game system 1 according to the present embodiment will be specifically described. In the following description, in the game system 1, the character (P1 to P3) destroys a structure by firing an object toward the structure (St1 to St6) in the virtual space shown in FIG. It is assumed that a game that can be provided is provided.
 また、端末10-1、端末10-2及び端末10-3は、それぞれサーバ20を介して通信又はP2Pにより直接通信を行うものとする。また、端末10-1はプレイヤ1が操作する端末であり、端末10-2はプレイヤ2が操作する端末であり、端末10-3はプレイヤ3が操作する端末であるとする。プレイヤ1、プレイヤ2及びプレイヤ3は、それぞれ、図5におけるキャラクタP1、キャラクタP2及びキャラクタP3を操作するものとする。また、通信部113は、端末10自身が制御するキャラクタが発射した物体によりオブジェクトに力が加えられた場合に、演算指示メッセージを他の端末10に送信するものとして説明する。 {Terminals 10-1, 10-2, and 10-3 communicate with each other via server 20 or perform direct communication by P2P. The terminal 10-1 is a terminal operated by the player 1, the terminal 10-2 is a terminal operated by the player 2, and the terminal 10-3 is a terminal operated by the player 3. It is assumed that the player 1, the player 2, and the player 3 operate the character P1, the character P2, and the character P3 in FIG. 5, respectively. Also, the communication unit 113 will be described as transmitting a calculation instruction message to another terminal 10 when a force controlled by the character controlled by the terminal 10 itself exerts a force on the object.
 図6は、本実施形態に係るゲームシステム1が行う処理手順の一例を示すシーケンス図である。 FIG. 6 is a sequence diagram illustrating an example of a processing procedure performed by the game system 1 according to the present embodiment.
 ステップS100で、端末10-1、端末10-2及び端末10-3は、プレイヤ1~3の操作に応じてゲームの実行を開始する。端末10-1、端末10-2及び端末10-3の表示制御部115は、自身の記憶部100に記憶されている仮想空間情報を参照することで各オブジェクトの初期位置を把握し、初期位置に該当する座標にオブジェクトを表示する。仮想空間内では、複数の小さなオブジェクトが重なり合って配置される結果、仮想空間内に大きな構造物(St1~St6)が存在するように表示される。 In step S100, the terminal 10-1, the terminal 10-2, and the terminal 10-3 start executing the game in response to the operation of the players 1 to 3. The display control unit 115 of the terminal 10-1, the terminal 10-2, and the terminal 10-3 grasps the initial position of each object by referring to the virtual space information stored in its own storage unit 100, and Display the object at the coordinates corresponding to. In the virtual space, a plurality of small objects are arranged so as to overlap each other. As a result, it is displayed that large structures (St1 to St6) exist in the virtual space.
 ゲーム実行中は、端末10-1、端末10-2及び端末10-3の画面に、仮想空間全体が表示されるようにしてもよいし、又は、仮想空間全体のうち、キャラクタが向いている方向を含む所定の範囲のみが表示されるようにしてもよい。所定の範囲は任意であるが、例えば、上下左右に120度ずつといった範囲であってもよい。この場合、キャラクタP1が構造物St5の方向を向いている場合、端末10-1の画面には構造物St5が表示され、キャラクタP1の背後にある構造物St1は表示されないことになる。 During the execution of the game, the entire virtual space may be displayed on the screen of the terminal 10-1, the terminal 10-2, and the terminal 10-3, or a character in the entire virtual space is facing. Only a predetermined range including the direction may be displayed. The predetermined range is arbitrary, but may be, for example, a range of 120 degrees up, down, left, and right. In this case, when the character P1 faces the direction of the structure St5, the structure St5 is displayed on the screen of the terminal 10-1, and the structure St1 behind the character P1 is not displayed.
 また、ゲーム実行中、各キャラクタの位置及び動作を示すデータは、端末10-1、端末10-2及び端末10-3で共有される。これにより、各キャラクタが移動したり動作したりする様子が、端末10-1、端末10-2及び端末10-3の画面に表示される。  中 During the game, data indicating the position and movement of each character is shared by the terminal 10-1, the terminal 10-2, and the terminal 10-3. As a result, the manner in which each character moves or moves is displayed on the screens of the terminals 10-1, 10-2, and 10-3.
 続いて、端末10-1の受付部114は、プレイヤ1から、キャラクタP1が構造物St5に向けて物体を発射させる操作を受け付ける(S101)。端末10-1の通信部113は、受付部114にて物体を発射させる操作を受け付けた場合に、物体が発射されたことを他の端末10に通知するためのメッセージ(以下、「通知メッセージ」と言う。)を、端末10-2及び端末10-3に送信する(S102)。通知メッセージには、物体が発射された位置を示す座標データ、物体の速度を示すデータ及び飛行方向を示すデータが含まれる。 Subsequently, the accepting unit 114 of the terminal 10-1 accepts, from the player 1, an operation in which the character P1 fires an object at the structure St5 (S101). The communication unit 113 of the terminal 10-1 transmits a message for notifying another terminal 10 that the object has been fired (hereinafter, “notification message”) when the operation of firing the object is received by the reception unit 114. Is transmitted to the terminal 10-2 and the terminal 10-3 (S102). The notification message includes coordinate data indicating the position where the object was fired, data indicating the speed of the object, and data indicating the flight direction.
 続いて、端末10-1の演算部112は、構造物St5に向けて発射された物体の移動経路をシミュレーションし、端末10-1の表示制御部115は、シミュレーション結果に従って物体を画面に表示する処理を行う(S103)。同様に、端末10-2及び端末10-3の演算部112は、端末10-1から受信した通知メッセージに含まれる、物体が発射された位置を示す座標データ、物体の速度を示すデータ及び飛行方向を示すデータに基づいて、構造物St5に向けて発射された物体の移動経路をシミュレーションする。また、端末10-2及び端末10-3の表示制御部115は、シミュレーション結果に従って物体を画面に表示する処理を行う(S104、S105)。 Subsequently, the calculation unit 112 of the terminal 10-1 simulates the movement path of the object fired toward the structure St5, and the display control unit 115 of the terminal 10-1 displays the object on the screen according to the simulation result. Processing is performed (S103). Similarly, the operation unit 112 of the terminal 10-2 and the terminal 10-3 calculates the coordinate data indicating the position where the object was launched, the data indicating the speed of the object, and the flight included in the notification message received from the terminal 10-1. Based on the data indicating the direction, the movement path of the object fired toward the structure St5 is simulated. Further, the display control units 115 of the terminals 10-2 and 10-3 perform a process of displaying the object on the screen according to the simulation result (S104, S105).
 続いて、端末10-1の検出部111は、キャラクタP1から発射された物体がオブジェクトに衝突したことを検出する。また、検出部111は、衝突によりオブジェクトに加わった力の向きと大きさとを算出する(S106)。 Subsequently, the detection unit 111 of the terminal 10-1 detects that the object launched from the character P1 has collided with the object. Further, the detection unit 111 calculates the direction and magnitude of the force applied to the object due to the collision (S106).
 図7に、構造物St5の周辺を拡大した様子を示す。図7に示すように、構造物St5は、複数のオブジェクトの集合により構成されている。ここでは、物体M1が構造物St5を構成するオブジェクトB1に物体が衝突したとする。 FIG. 7 shows an enlarged view of the periphery of the structure St5. As illustrated in FIG. 7, the structure St5 is configured by a set of a plurality of objects. Here, it is assumed that the object M1 has collided with the object B1 constituting the structure St5.
 続いて、通信部113は、物体が衝突したオブジェクトB1のオブジェクトIDと、オブジェクトB1に加えられた力の方向を示すデータと力の大きさを示すデータとを含む演算指示メッセージを、端末10-2及び端末10-3に送信する。 Subsequently, the communication unit 113 transmits a calculation instruction message including the object ID of the object B1 colliding with the object, the data indicating the direction of the force applied to the object B1, and the data indicating the magnitude of the force to the terminal 10-. 2 and the terminal 10-3.
 続いて、端末10-1の演算部112は、物体が衝突することでオブジェクトB1に加わった力の向きと大きさに基づいて、オブジェクトB1の移動位置と、オブジェクトB1が隣り合うオブジェクトに衝突することで生じるオブジェクトB1以外の他のオブジェクトの移動位置とを、物理演算を用いてシミュレーションする(S108)。当該シミュレーションはフレームレート(例えば30fpsや60fps等)の単位で行われてもよい。端末10-1の演算部112は、シミュレーション結果に基づき、仮想空間情報に記憶されている各オブジェクトの「現在位置」を更新する。もし、「現在位置」が「初期位置」から一定の距離離れたオブジェクトが存在する場合、演算部112は当該オブジェクトを消去すると判定し、当該オブジェクトを表示対象から外すするように表示制御部115に指示する。これにより、画面上から当該オブジェクトは消去される。 Subsequently, the calculating unit 112 of the terminal 10-1 collides with the moving position of the object B1 and the adjacent object based on the direction and magnitude of the force applied to the object B1 by the collision of the object. The movement position of an object other than the object B1 caused by the movement is simulated by using a physical operation (S108). The simulation may be performed in units of a frame rate (for example, 30 fps or 60 fps). The calculation unit 112 of the terminal 10-1 updates the “current position” of each object stored in the virtual space information based on the simulation result. If there is an object whose “current position” is a certain distance away from the “initial position”, the calculation unit 112 determines that the object is to be deleted, and instructs the display control unit 115 to remove the object from the display target. To instruct. Thus, the object is deleted from the screen.
 また、演算部112は、各オブジェクトが他のオブジェクト等と衝突する際に受けたダメージを算出し、算出したダメージを仮想空間情報の「HP」から減算する。もしHPがゼロになったオブジェクトが存在する場合、演算部112は、当該オブジェクトを画面上から消去すると判定し、当該オブジェクトを表示対象から外すように表示制御部115に指示する。これにより、画面上から当該オブジェクトは消去される。 {Circle around (4)} The calculation unit 112 calculates the damage received when each object collides with another object or the like, and subtracts the calculated damage from “HP” of the virtual space information. If there is an object whose HP is zero, the calculation unit 112 determines that the object is to be deleted from the screen, and instructs the display control unit 115 to remove the object from the display target. Thus, the object is deleted from the screen.
 同様に、端末10-2及び端末10-3の演算部112は、端末10-1から受信した演算指示メッセージで示される、オブジェクトB1のオブジェクトIDと、オブジェクトB1に加えられた力の方向を示すデータと力の大きさを示すデータとに基づいて、オブジェクトB1の移動位置と、オブジェクトB1が隣り合うオブジェクトに更に衝突することで生じるオブジェクトB1以外の他のオブジェクトの移動位置とを、物理演算を用いてシミュレーションする(S109、S110)。なお、具体的には後述するが、端末10-1が行う物理演算の結果と、端末10-2が行う物理演算の結果と、端末10-3が行う物理演算の結果とは完全に同一にはならず、微妙に異なる可能性がある。 Similarly, the operation units 112 of the terminals 10-2 and 10-3 indicate the object ID of the object B1 and the direction of the force applied to the object B1 indicated by the operation instruction message received from the terminal 10-1. Based on the data and the data indicating the magnitude of the force, the physical position of the moving position of the object B1 and the moving positions of objects other than the object B1 caused by the object B1 further colliding with an adjacent object are calculated. A simulation is performed using the data (S109, S110). Although described later in detail, the result of the physical operation performed by the terminal 10-1, the result of the physical operation performed by the terminal 10-2, and the result of the physical operation performed by the terminal 10-3 are completely the same. No, it may be slightly different.
 端末10-2及び端末10-3の演算部112が行うシミュレーションはフレームレートの単位で行われてもよい。また、端末10-2及び端末10-3の演算部112は、シミュレーション結果に基づき、仮想空間情報に記憶されている各オブジェクトの「現在位置」を更新する。もし、「現在位置」が「初期位置」から一定の距離離れたオブジェクトが存在する場合、演算部112は、当該オブジェクトを消去すると判定し、当該オブジェクトを表示対象から外すように表示制御部115に指示する。これにより、画面上から当該オブジェクトは消去される。 The simulation performed by the operation unit 112 of the terminal 10-2 and the terminal 10-3 may be performed in units of a frame rate. In addition, the calculation units 112 of the terminals 10-2 and 10-3 update the “current position” of each object stored in the virtual space information based on the simulation result. If there is an object whose “current position” is a certain distance away from the “initial position”, the calculation unit 112 determines that the object is to be deleted, and instructs the display control unit 115 to remove the object from the display target. To instruct. Thus, the object is deleted from the screen.
 また、端末10-2及び端末10-3の演算部112は、各オブジェクトが他のオブジェクト等と衝突する際に受けたダメージを算出し、算出したダメージを仮想空間情報の「HP」から減算する。もしHPがゼロになったオブジェクトが存在する場合、演算部112は、当該オブジェクトを消去すると判定し、当該オブジェクトを表示対象から外すように表示制御部115に指示する。これにより、画面上から当該オブジェクトは消去される。 The calculation units 112 of the terminals 10-2 and 10-3 calculate the damage received when each object collides with another object or the like, and subtract the calculated damage from “HP” of the virtual space information. . If there is an object whose HP is zero, the calculation unit 112 determines that the object is to be deleted, and instructs the display control unit 115 to remove the object from the display target. Thus, the object is deleted from the screen.
 続いて、端末10-1の表示制御部115は、シミュレーションにより算出された各オブジェクトの移動位置に基づき、オブジェクトB1を含む複数のオブジェクトが崩れ落ちる様子を画面に表示する処理を行う(S111)。同様に、端末10-2及び端末10-3の表示制御部115は、ステップS109又はステップS110の処理手順によるシミュレーションにより算出された各オブジェクトの移動位置に基づき、オブジェクトB1を含む複数のオブジェクトが崩れ落ちる様子を画面に表示する処理を行う(S112、S113)。 Next, the display control unit 115 of the terminal 10-1 performs a process of displaying, on the screen, a state in which a plurality of objects including the object B1 collapses based on the movement position of each object calculated by the simulation (S111). Similarly, the display control unit 115 of the terminal 10-2 or the terminal 10-3 collapses the plurality of objects including the object B1 based on the movement position of each object calculated by the simulation according to the processing procedure of step S109 or step S110. A process of displaying the state on the screen is performed (S112, S113).
 図8に、オブジェクトB1を含む複数のオブジェクトが崩れ落ちる様子の例を示す。図8に示すように、物体M1がオブジェクトB1に当たった際の向き及び力の大きさに応じて、オブジェクトB1及びその周辺のオブジェクトが飛び散ることになる。 FIG. 8 shows an example in which a plurality of objects including the object B1 collapse. As shown in FIG. 8, the object B1 and the surrounding objects are scattered according to the direction and magnitude of the force when the object M1 hits the object B1.
 以上、物体が構造物に衝突することにより構造物が破壊される場合にゲームシステム1が行う処理手順を説明した。従来の技術では、このようなシミュレーションを行う場合、サーバ20にて各構造物の位置をフレームレートの単位で計算し、計算結果をサーバ20から各端末10に送信していた。一方、本実施形態では、当該計算結果に代えて、オブジェクトに加わる力の方向及び大きさを示す情報を全端末10で共有し、各端末10は、共有された情報に基づいて各オブジェクトの位置を物理演算により計算することで、周辺のオブジェクトが飛び散る様子を自らシミュレーションして表示するようにした。これにより、本実施形態では、従来の技術と比較して、各装置間で送受信されるデータ量を削減することが可能になる。 The processing procedure performed by the game system 1 when the structure is destroyed by the collision of the object with the structure has been described above. In the related art, when such a simulation is performed, the position of each structure is calculated by the server 20 in units of a frame rate, and the calculation result is transmitted from the server 20 to each terminal 10. On the other hand, in the present embodiment, instead of the calculation result, information indicating the direction and magnitude of the force applied to the object is shared by all the terminals 10, and each terminal 10 determines the position of each object based on the shared information. Is calculated by a physical operation, so that the surrounding objects are simulated and displayed by themselves. As a result, in the present embodiment, it is possible to reduce the amount of data transmitted and received between the devices as compared with the conventional technology.
 <同期処理>
 本実施形態では、仮想空間内に存在する各オブジェクトの移動位置を、各端末10が物理演算を用いてシミュレーションするようにした。しかしながら、各端末10のスペックの違い及び本実施形態に係るゲーム以外に必要な処理に伴う処理負荷等の違い等により、シミュレーション結果が異なる場合があり、移動した各オブジェクトの位置が端末10間で微妙にずれることになる。また、シミュレーションが何度も繰り返されることで、各オブジェクトの位置のずれが累積していく可能性があり、好ましくない。
<Synchronous processing>
In the present embodiment, each terminal 10 simulates the movement position of each object existing in the virtual space by using a physical operation. However, a simulation result may be different due to a difference in specifications of each terminal 10 and a difference in a processing load due to a process required other than the game according to the present embodiment, and the position of each moved object may differ between the terminals 10. It will shift slightly. Further, if the simulation is repeated many times, there is a possibility that the displacement of each object may be accumulated, which is not preferable.
 そこで、本実施形態では、端末10の同期部116は、仮想空間に存在する複数のオブジェクトの中で、他の端末10との間で同期を行う条件を満たすオブジェクトが存在する場合、当該オブジェクトに関する同期情報を含むメッセージを他の端末に送信する。 Therefore, in the present embodiment, when there is an object that satisfies the condition for synchronizing with another terminal 10 among a plurality of objects existing in the virtual space, the synchronization unit 116 of the terminal 10 Send a message containing synchronization information to another terminal.
 図9は、本実施形態に係るゲームシステム1が行う同期処理の一例を示すシーケンス図である。図9は、端末10-1の同期部116が、同期を行う条件を満たすオブジェクトが存在することを検出した場合の例を示している。 FIG. 9 is a sequence diagram illustrating an example of a synchronization process performed by the game system 1 according to the present embodiment. FIG. 9 illustrates an example in which the synchronization unit 116 of the terminal 10-1 detects that an object that satisfies the condition for performing synchronization exists.
 まず、端末10-1の同期部116は、他の端末10との間で同期を行う条件を満たすオブジェクトが存在することを検出する(S200)。続いて、同期部116は、同期を行うオブジェクトのオブジェクトIDと、同期情報とを含む同期メッセージを端末10-2及び端末10-3に送信する(S201)。 First, the synchronization unit 116 of the terminal 10-1 detects that there is an object that satisfies the conditions for synchronization with another terminal 10 (S200). Subsequently, the synchronization unit 116 transmits a synchronization message including the object ID of the object to be synchronized and the synchronization information to the terminals 10-2 and 10-3 (S201).
 同期メッセージを受信した端末10-2及び端末10-3の同期部116は、受信した同期メッセージに含まれるオブジェクトIDで示されるオブジェクトについて、同期情報に従って同期処理を行う(S202、S203)。 (4) The synchronization units 116 of the terminals 10-2 and 10-3 that have received the synchronization message perform synchronization processing on the object indicated by the object ID included in the received synchronization message according to the synchronization information (S202, S203).
 同期を行う条件とは、例えば、オブジェクトの位置が、ゲーム開始直後の位置(初期位置)から所定の距離(第1距離)移動した場合であってもよい。この場合、同期部116は、同期情報として、オブジェクトの現在位置を示す情報を同期メッセージに含めて他の端末10に送信するようにしてもよい。当該同期メッセージ情報を受信した端末10の同期部116は、同期メッセージに含まれるオブジェクトIDで示されるオブジェクトについて、仮想空間情報の「現在位置」を同期メッセージに含まれる現在位置に更新する。また、表示制御部115は、当該オブジェクトの描画位置を、同期メッセージに含まれる現在位置に描画するように修正する。なお、同期情報にはオブジェクトのHPが更に含まれていてもよい。現在位置に加えてHPも同期させることが可能になる。 The condition for performing synchronization may be, for example, a case where the position of the object has moved a predetermined distance (first distance) from a position immediately after the start of the game (initial position). In this case, the synchronization unit 116 may include information indicating the current position of the object in the synchronization message and transmit it to the other terminals 10 as the synchronization information. The synchronization unit 116 of the terminal 10 that has received the synchronization message information updates the “current position” of the virtual space information to the current position included in the synchronization message for the object indicated by the object ID included in the synchronization message. Further, the display control unit 115 corrects the drawing position of the object so as to be drawn at the current position included in the synchronization message. Note that the synchronization information may further include the HP of the object. The HP can be synchronized in addition to the current position.
 また、同期を行う条件とは、例えば、オブジェクトのHPがゼロになったこと又はオブジェクトの位置がゲーム開始直後の位置から一定の距離(例えば、上述の第1距離よりも遠い第2距離)移動したことにより、演算部112がオブジェクトを消去すると判定した場合であってもよい。この場合、同期部116は、同期情報として、演算部112が消去すると判定したオブジェクトを示す情報(オブジェクトID)を同期メッセージに含めて他の端末10に送信するようにしてもよい。当該同期メッセージを受信した端末10の同期部116は、表示制御部115に対して、当該オブジェクトを画面から表示対象から外すように指示する。 The condition for performing synchronization is, for example, that the HP of the object has become zero or that the position of the object has moved a fixed distance (for example, a second distance longer than the above-described first distance) from the position immediately after the game started. Accordingly, the calculation unit 112 may determine that the object is to be deleted. In this case, the synchronization unit 116 may include, as the synchronization information, information (object ID) indicating the object determined to be deleted by the calculation unit 112 in the synchronization message and transmit the synchronization message to the other terminals 10. The synchronization unit 116 of the terminal 10 that has received the synchronization message instructs the display control unit 115 to remove the object from the display target from the screen.
 以上説明した同期処理によれば、端末10間でオブジェクトの位置がずれる場合であっても、オブジェクトの状態を同期させることが可能になる。これにより、端末10間で送受信されるデータ量を削減しつつ、端末10間におけるオブジェクトの状態にずれが生じることを抑制することが可能になる。 According to the synchronization process described above, even if the position of the object is shifted between the terminals 10, the state of the object can be synchronized. This makes it possible to reduce the amount of data transmitted and received between the terminals 10 and to suppress occurrence of a shift in the state of the object between the terminals 10.
 以上説明した実施形態は、本発明の理解を容易にするためのものであり、本発明を限定して解釈するためのものではない。実施形態で説明したフローチャート、シーケンス、実施形態が備える各要素並びにその配置、材料、条件、形状及びサイズ等は、例示したものに限定されるわけではなく適宜変更することができる。また、異なる実施形態で示した構成同士を部分的に置換し又は組み合わせることが可能である。 The embodiments described above are intended to facilitate understanding of the present invention, and are not intended to limit and interpret the present invention. The flowcharts and sequences described in the embodiment, the components included in the embodiment, and the arrangement, material, condition, shape, size, and the like of the embodiment are not limited to those illustrated but can be appropriately changed. It is also possible to partially replace or combine the configurations shown in the different embodiments.
 1…ゲームシステム、10…端末、11…CPU、12…記憶装置、13…通信IF、14…入力デバイス、15…出力デバイス、20…サーバ、100…記憶部、110…ゲーム実行部、111…検出部、112…演算部、113…通信部、114…受付部、115…表示制御部、116…同期部 DESCRIPTION OF SYMBOLS 1 ... Game system, 10 ... Terminal, 11 ... CPU, 12 ... Storage device, 13 ... Communication IF, 14 ... Input device, 15 ... Output device, 20 ... Server, 100 ... Storage unit, 110 ... Game execution unit, 111 ... Detecting unit, 112 arithmetic unit, 113 communication unit, 114 reception unit, 115 display control unit, 116 synchronization unit

Claims (10)

  1.  複数のプレイヤが1つの仮想空間内でキャラクタを操作するゲームにおいて、前記プレイヤが利用する端末を、
     前記仮想空間に含まれる複数のオブジェクトのうち、所定のオブジェクトに仮想的な力が加えられたことを検出する検出手段と、
     前記所定のオブジェクトに加えられた仮想的な力の方向と仮想的な力の大きさとに基づいて、前記所定のオブジェクトの移動と、前記所定のオブジェクトが衝突することで生じる前記所定のオブジェクト以外のオブジェクトの移動とをシミュレーションする演算手段と、
     前記所定のオブジェクトを識別する識別子と、前記所定のオブジェクトに加えられた仮想的な力の方向と仮想的な力の大きさとを示す演算指示メッセージを、当該端末を操作するプレイヤとは異なる他のプレイヤが利用する他の端末に送信する送信手段と、
     して機能させるゲーム処理プログラム。
    In a game in which a plurality of players operate a character in one virtual space, a terminal used by the player is
    Detecting means for detecting that a virtual force is applied to a predetermined object among a plurality of objects included in the virtual space;
    Based on the direction of the virtual force applied to the predetermined object and the magnitude of the virtual force, the movement of the predetermined object and the movement of the predetermined object other than the predetermined object caused by the collision of the predetermined object Calculating means for simulating the movement of the object;
    An identifier for identifying the predetermined object, and a calculation instruction message indicating the direction of the virtual force applied to the predetermined object and the magnitude of the virtual force, are transmitted to another terminal different from the player operating the terminal. Transmitting means for transmitting to another terminal used by the player;
    A game processing program to function.
  2.  前記演算手段は、前記他の端末から受信した演算指示メッセージで示されるオブジェクトに加えられた仮想的な力の方向と仮想的な力の大きさとに基づいて、該演算指示メッセージで示されるオブジェクトの移動と、該演算指示メッセージで示されるオブジェクトが衝突することで生じる該演算指示メッセージで示されるオブジェクト以外のオブジェクトの移動とをシミュレーションする、
     請求項1に記載のゲーム処理プログラム。
    The calculating means is configured to determine, based on the direction and magnitude of the virtual force applied to the object indicated by the operation instruction message received from the another terminal, the object indicated by the operation instruction message. Simulating movement and movement of an object other than the object indicated by the operation instruction message caused by collision of the object indicated by the operation instruction message;
    A game processing program according to claim 1.
  3.  前記送信手段は、当該端末を利用するプレイヤが操作するキャラクタが行う所定の動作により前記所定のオブジェクトに仮想的な力が加わった場合、前記演算指示メッセージを前記他の端末に送信する処理を行う、
     請求項1又は2に記載のゲーム処理プログラム。
    The transmitting means performs a process of transmitting the calculation instruction message to the another terminal when a virtual force is applied to the predetermined object by a predetermined operation performed by a character operated by a player using the terminal. ,
    The game processing program according to claim 1.
  4.  前記所定の動作は、キャラクタが物体を発射する動作である、
     請求項3に記載のゲーム処理プログラム。
    The predetermined action is an action in which the character fires an object.
    A game processing program according to claim 3.
  5.  前記送信手段は、当該端末を利用するプレイヤが操作するキャラクタが物体を発射する動作を行った場合、発射された物体の位置と移動速度と移動方向とを示す通知メッセージを、前記他の端末に送信する、
     請求項4に記載のゲーム処理プログラム。
    The transmitting means, when a character operated by a player using the terminal performs an operation of firing an object, a notification message indicating a position, a moving speed, and a moving direction of the fired object is transmitted to the other terminal. Send,
    A game processing program according to claim 4.
  6.  前記仮想空間に含まれる複数のオブジェクトのうち、同期を行う条件を満たすオブジェクトが存在する場合、該オブジェクトに関する同期情報を前記他の端末に送信する同期手段、を更に有する、
     請求項1乃至5のいずれか一項に記載のゲーム処理プログラム。
    If there is an object that satisfies a condition for performing synchronization among the plurality of objects included in the virtual space, a synchronization unit that transmits synchronization information regarding the object to the another terminal,
    A game processing program according to any one of claims 1 to 5.
  7.  前記同期を行う条件は、オブジェクトの位置がゲーム開始直後の位置から所定の距離移動した場合であり、
     前記同期情報は、オブジェクトの現在位置を示す情報である、
     請求項6に記載のゲーム処理プログラム。
    The condition for performing the synchronization is when the position of the object has moved a predetermined distance from the position immediately after the start of the game,
    The synchronization information is information indicating a current position of the object.
    A game processing program according to claim 6.
  8.  前記同期を行う条件は、前記演算手段がオブジェクトを消去すると判定した場合であり、
     前記同期情報は、前記演算手段により消去すると判定されたオブジェクトを示す情報である、
     請求項6又は7に記載のゲーム処理プログラム。
    The condition for performing the synchronization is when the arithmetic unit determines to delete the object,
    The synchronization information is information indicating an object determined to be deleted by the arithmetic unit.
    A game processing program according to claim 6.
  9.  前記オブジェクトの形状は、直方体である、
     請求項1乃至8のいずれか一項に記載のゲーム処理プログラム。
    The shape of the object is a rectangular parallelepiped,
    A game processing program according to any one of claims 1 to 8.
  10.  複数のプレイヤが1つの仮想空間内でキャラクタを操作するゲームにおいて、前記プレイヤが利用する端末であって、
     前記仮想空間に含まれる複数のオブジェクトのうち、所定のオブジェクトに仮想的な力が加えられたことを検出する検出部と、
     前記所定のオブジェクトに加えられた仮想的な力の方向と仮想的な力の大きさとに基づいて、前記所定のオブジェクトの移動と、前記所定のオブジェクトが衝突することで生じる前記所定のオブジェクト以外のオブジェクトの移動とをシミュレーションする演算部と、
     前記所定のオブジェクトを識別する識別子と、前記所定のオブジェクトに加えられた仮想的な力の方向と仮想的な力の大きさとを示す演算指示メッセージを、当該端末を操作するプレイヤとは異なる他のプレイヤが利用する他の端末に送信する送信部と、
     を有する端末。
    In a game in which a plurality of players operate a character in one virtual space, a terminal used by the players,
    A detection unit that detects that a virtual force is applied to a predetermined object among a plurality of objects included in the virtual space;
    Based on the direction of the virtual force applied to the predetermined object and the magnitude of the virtual force, the movement of the predetermined object and the movement of the predetermined object other than the predetermined object caused by the collision of the predetermined object A calculation unit for simulating the movement of the object,
    An identifier for identifying the predetermined object, and a calculation instruction message indicating the direction of the virtual force applied to the predetermined object and the magnitude of the virtual force, are transmitted to another terminal different from the player operating the terminal. A transmitting unit for transmitting to another terminal used by the player;
    A terminal having
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