Game program, game system, game device, and game processing method

JP2025042635APending Publication Date: 2025-03-27NINTENDO CO LTD
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Patent Information

Application Number
JP2024230849
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-26
Publication Date
2025-03-27

AI Technical Summary

Benefits of technology

【0019】 本実施形態によれば、ゲーム空間を正射影で描画してもキャラクタが手前側や奥側にい るように十分に見える画像表現ができるゲームプログラム、ゲームシステム、ゲーム装置 、およびゲーム処理方法を提供することができる。

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Abstract

To provide a game program and the like that enable an image expression in which a player character sufficiently appears to be on a near side or a far side while a game space is rendered with orthographic projection.SOLUTION: On the basis of orthographic projection, objects in a virtual space are rendered in a frame buffer, and further, in a first scene in a game, rendering is performed while transformation is performed by a vertex shader such that, among the objects in the virtual space, at least a player character object and some of the terrain objects are moved to a near side and are enlarged, or are moved to a far side and are reduced.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present disclosure relates to information processing for games and the like. [Background technology]

[0002] Traditionally, there have been games that draw the game space in orthographic projection and scroll horizontally. (For example, , Patent Document 1) [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5643617 Summary of the Invention [Problem to be solved by the invention]

[0004] When rendering the game space in orthogonal projection, the character is positioned further forward or further back than usual. The apparent size does not change even if the object is placed in front or behind the camera, so the image appears to be in front or behind the camera. What was required was...

[0005] Therefore, the object of the present invention is to make it possible to draw a character in the foreground or background even if the game space is drawn in orthogonal projection. A game program, a game system, and a game that can display images that look like they are right next to you. The present invention provides a game device and a game processing method. [Means for solving the problem]

[0006] In order to achieve the above object, for example, the following configuration example can be given.

[0007] In the first configuration example, at least a player character object is stored in the computer of the information processing device. In a virtual space in which objects and terrain objects are arranged, at least the player The object in the virtual space is projected based on the orthogonal projection by controlling the character object and the virtual camera. The object is rendered to the frame buffer, and in the first scene of the game, Among the objects in the The object is enlarged as it moves toward the front, or reduced as it moves toward the back. This is a game program that performs the conversion using a vertex shader while rendering.

[0008] According to the first configuration example, when rendering a virtual space by orthogonal projection, the vertex shader This will enlarge or reduce the object, so if the object is placed in front or behind This effectively expresses the sense of depth in game images. Instead of scaling existing objects, the vertex system is used to draw the virtual space. The object is enlarged or reduced by the slider, so the object exists in the virtual space. There is no need to modify game processing such as collision detection in response to enlarging or reducing the object.

[0009] The second configuration example is the first configuration example, further comprising: The first terrain object is created when the first condition in the game is met based on the object's control. In the first scene, the player character appears as the object. The first object and the second terrain object are rendered while performing transformations.

[0010] According to the second configuration example, the vehicle is moved on a terrain object that has newly appeared in the foreground or background. It is possible to express game images in which the player character moves.

[0011] A third configuration example is the first configuration example, The object in the virtual space is drawn to the frame buffer by the orthogonal projection. Furthermore, among the objects in the virtual space, the second terrain object is converted. The second condition in the game is met based on the control of the player character. In this case, the player character object is moved to the first scene, which is the subsequent scene. In addition, the player character object is rendered while being transformed.

[0012] According to the third configuration example, a topographical object that has already been placed on the front or back side is It is possible to express game images in which the player character moves.

[0013] A fourth configuration example is the first configuration example, further comprising: The object is drawn to the frame buffer while performing a depth test, and the frame buffer Further, the image drawn in the depth buffer is further subjected to a small depth correction. Then, a predetermined effect is applied based on pixels in a second range excluding the first range.

[0014] According to the fourth configuration example, a predetermined effect is added only to the back area of ​​the game image. In addition, characters drawn in the background can also be subject to certain effects. It gives a sense of depth.

[0015] In a fifth configuration example, in the above-mentioned fourth configuration example, the predetermined effect is a bloom effect.

[0016] According to the fifth configuration example, a bloom effect with a sense of depth can be expressed.

[0017] A sixth configuration example is the fifth configuration example, further comprising: When the color is added to the pixels in the first range by the bloom effect based on the The colors to be added are corrected based on at least a power.

[0018] According to the sixth configuration example, a bloom effect with a greater sense of depth can be expressed. Effect of the Invention

[0019] According to this embodiment, even if the game space is rendered using orthogonal projection, the character will not be in front or behind the object. Game program, game system, and game device capable of displaying images that look sufficiently realistic and a game processing method. [Brief description of the drawings]

[0020] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] A block diagram showing an example of the internal configuration of the main unit 2. [Diagram 3] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 4] FIG. 13 is a diagram illustrating an example of a game screen; [Diagram 5] FIG. 1 is a diagram illustrating an example of a game space; [Figure 6] An example of a conceptual diagram of vertex shader transformation when drawing with orthogonal projection [Figure 7] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 8] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 9] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 10] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 11]FIG. 1 is a diagram illustrating an example of a game space; [Figure 12] An example of a conceptual diagram of vertex shader transformation when drawing with orthogonal projection [Figure 13] FIG. 1 is a diagram illustrating an example of a game space; [Figure 14] An example of a conceptual diagram of vertex shader transformation when drawing with orthogonal projection [Figure 15] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 16] Diagram to explain the Bloom effect [Figure 17] FIG. 13 shows an example of various data stored in the DRAM 85. [Figure 18] An example of a flowchart for game processing, drawing processing, etc. [Figure 19] FIG. 1 is a diagram illustrating an example of a game space; [Figure 20] An example of a conceptual diagram of vertex shader transformation when drawing with orthogonal projection DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0021] An embodiment will be described below.

[0022] [Hardware configuration of information processing system]

[0023] The following describes an information processing system (game system, game device) according to an example of this embodiment. An example of the game system 1 in this embodiment is a main unit (information processing device In this embodiment, the controller 2 functions as the game device main body, and the left controller 3 and the right controller The main unit 2 includes a left controller 3 and a right controller 4. That is, the game system 1 includes a left controller 3 and a right controller 4 can be attached to the main unit 2 and used as an integrated device. The system 1 uses a main unit 2, a left controller 3, and a right controller 4 as separate units. The hardware configuration of the game system 1 of this embodiment will be described below. Then, the control of the game system 1 of this embodiment will be described.

[0024] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are The main unit 2 is a device that controls the game system 1. The main unit 2 is equipped with a display 12. The right controller 3 and the right controller 4 are devices equipped with an operation unit for a user to input. be.

[0025] The main unit 2 also includes a speaker, from which sound effects and other sounds are output. .

[0026] In addition, the main unit 2 has a left side terminal for wired communication between the main unit 2 and the left controller 3. The main unit 2 has a right side terminal for wired communication with the right controller 4.

[0027] The main unit 2 also includes a slot. The slot is located on the upper side of the housing of the main unit 2. The slot has a shape that allows a predetermined type of storage medium to be inserted. The types of storage media include, for example, the game system 1 and the same types of information processing devices. A storage medium (e.g., a dedicated memory card). A storage medium of a certain type is, for example, a main body Data used by device 2 (e.g., application save data, etc.), and / or Or a program executed on the main device 2 (for example, an application program, etc.) It is used to store the

[0028] The left controller 3 and the right controller 4 each have various operation buttons, etc. The various operation buttons and the like are used to control various programs (e.g., OS programs) executed on the main unit 2. It is used to give instructions according to the system requirements (such as a computer or application program).

[0029] In addition, the left controller 3 and the right controller 4 each communicate with the main unit 2 via wires. The device is provided with terminals for carrying out the above steps.

[0030] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 includes a processor. The processor 81 controls various information processes executed in the main unit 2. An information processing unit that executes the process is, for example, a CPU (Central Processing Unit) function, GPU (Graphics Processing Unit) function It may be composed of a SoC (System-on-a-chip) including multiple functions such as The processor 81 includes a storage unit (specifically, an internal storage medium such as a flash memory 84, Or, an information processing program stored in an external storage medium inserted in the slot 23, etc. By executing a program (for example, a game program), various information processes are performed.

[0031] The main unit 2 includes a flash memory 84 and a and DRAM (Dynamic Random Access Memory) 85 The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 mainly stores various data (programs, etc.) stored in the main unit 2. The DRAM 85 is a memory used to store This is memory used to temporarily store various data to be used.

[0032] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as “I / F”) 91. The slot I / F 91 is connected to the processor 81. A predetermined type of storage medium (e.g., a dedicated The read and write of data from and to the memory card is performed in response to instructions from the processor 81. This is done.

[0033] The processor 81 includes a flash memory 84, a DRAM 85, and the above-mentioned storage media. The above information processing is carried out by appropriately reading and writing data between the body.

[0034] The main unit 2 includes a network communication unit 82. The network communication unit 82 is a processor. The network communication unit 82 is connected to an external device via a network. In this embodiment, the network communication unit 82 For example, the device can be connected to a wireless LAN using a method that complies with the Wi-Fi standard and used by external devices (other The network communication unit 82 communicates with the main unit 2) via the Internet. It is also possible to perform short-range wireless communication (eg, infrared communication) with the main device 2.

[0035] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is a processor The controller communication unit 83 is connected to the left controller 3 and / or the right controller 81. The main unit 2 communicates with the left controller 3 and the right controller 4 via wireless communication. 4 may be communicated by any method. In this embodiment, the controller communication unit 83 communicates with the left Between the right and left controllers 3 and 4, Bluetooth (registered trademark ) standards.

[0036] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 communicates with the left controller 3 via a wired connection, the processor 81 data to the left controller 3 via the left terminal 17, 3. The processor 81 also communicates with the right controller 4 via wire. When performing the operation, data is transmitted to the right controller 4 via the right terminal 21, and the right terminal The processor 81 receives operation data from the right controller 4 via the child 21. When communicating with the cradle, data is transmitted to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 includes the left controller 3 and the right controller Both wired and wireless communication can be performed between the left and right controllers 4 and 5. The controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit or a main unit When the main unit 2 is attached to the cradle, the main unit 2 transmits data (e.g. For example, image data and audio data can be output to a stationary monitor.

[0037] The main unit 2 includes a touch panel controller 8 which is a circuit for controlling the touch panel 13. The touch panel controller 86 controls the connection between the touch panel 13 and the processor 81. The touch panel controller 86 controls the touch panel 13 based on a signal. For example, data indicating the position where the touch input was performed is generated and output to the processor 81. do.

[0038] The display 12 is also connected to a processor 81. The processor 81 (for example Images generated (e.g., by performing the above-mentioned information processing) and / or images obtained from an external source is displayed on the display 12.

[0039] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker). The codec circuit 87 is provided with a speaker 88 and an audio input / output terminal 2. 5 and is also connected to the processor 81. The codec circuit 87 This is a circuit that controls the input and output of audio data to and from the audio input / output terminal 25.

[0040] The main body 2 includes a power control unit 97 and a battery 98. The power control unit 97 The power control unit 97 is connected to the power supply 98 and the processor 81. Each part of the main unit 2 (specifically, each part that receives power from the battery 98, the left terminal 17 , and the right terminal 21). The power control unit 97 is Based on this, the power supply from the battery 98 to each of the above-mentioned components is controlled.

[0041] The battery 98 is connected to the lower terminal 27. The battery pack is connected to the lower terminal 27, and power is supplied to the main unit 2 via the lower terminal 27. In this case, the supplied power is charged to the battery 98.

[0042] FIG. 3 shows an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. 2. In addition, details of the internal configuration of the main unit 2 are shown in FIG. Therefore, it is omitted in Figure 3.

[0043] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 1, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 controls wired communication via the terminal 42 and communication without the terminal 42. The communication control unit 101 can communicate with the main unit 2 by both wireless communication and the like. The controller 3 controls the communication method with the main unit 2. When the camera 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. In addition, when the left controller 3 is detached from the main unit 2, the communication control The control unit 101 wirelessly communicates with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed using, for example, a Bluetooth. This is carried out in accordance with the tooth(R) standards.

[0044] The left controller 3 also includes a memory 102, such as a flash memory. The control unit 101 is composed of, for example, a microcomputer (also called a microprocessor), and has a memory 1 Various processes are performed by executing the firmware stored in 02.

[0045] The left controller 3 includes various buttons 103. The left controller 3 also includes a left stick. Each button 103 and the left stick 32 is The information relating to the operation is repeatedly output to the communication control unit 101 at an appropriate timing.

[0046] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 detects an acceleration The left controller 3 is equipped with an angular velocity sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects three predetermined axes (for example, the x, y, and z axes shown in FIG. 4). The acceleration sensor 104 detects the magnitude of acceleration along one axis or The angular velocity sensor may detect acceleration in two axial directions. The sensor 105 detects angular velocities around three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The angular velocity sensor 105 may detect an angular velocity around one axis or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are then The signal is repeatedly output to the communication control unit 101 at the appropriate timing.

[0047] The communication control unit 101 controls each input unit (specifically, each button 103, the left stick 32, each From the sensors 104 and 105, information on the input (specifically, information on the operation, or a result of detection by a sensor). The communication control unit 101 The operation data including the acquired information (information that has been subjected to a predetermined processing) is transmitted to the main device 2. The operation data is repeatedly transmitted at a predetermined interval. The interval at which the information is transmitted to the main unit 2 may be the same for each input unit, or may not be the same. It's okay.

[0048] By transmitting the above operation data to the main unit 2, the main unit 2 That is, the main unit 2 can obtain inputs made to each of the buttons 10. 3 and the left stick 32 can be determined based on the operation data. The main unit 2 also transmits information about the movement and / or posture of the left controller 3 to the controller 2. Based on the operational data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105), It can be calculated based on the above.

[0049] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 1 The power control circuit 08 includes a battery and a power control circuit. The left controller 3 is connected to the battery and supplies power to each part of the left controller 3 (specifically, the battery power supply). The input terminals are connected to the respective parts that receive the input signals.

[0050] As shown in FIG. 3, the right controller 4 includes a communication control unit 1 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 101 and the memory 112 of the left controller 3 are connected to the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 controls wired communication via the terminal 64 and Wireless communication without going through the terminal 64 (specifically, according to the Bluetooth (registered trademark) standard) The right controller 4 can communicate with the main unit 2 through both the left and right controllers. The communication method for the physical device 2 is controlled.

[0051] The right controller 4 includes input units similar to those of the left controller 3. The buttons 113, the right stick 52, the inertial sensor (the acceleration sensor 114 and the angular velocity sensor Each of these input units is provided with the left controller 3. It has the same functionality and operates in the same way.

[0052] The right controller 4 includes a power supply unit 118. The power supply unit 118 is It has the same function as the power supply unit 108 of the controller 3 and operates in the same manner.

[0053] [Games assumed in this embodiment] Next, the game processing (an example of information processing) executed by the game system 1 according to the present embodiment will be described. The game assumed in this embodiment is a game in which various objects are arranged. The player cap moves in the virtual space (game space) according to the player's (user's) operations. The character object (sometimes called the "player character") moves to the goal point. This is an action game where you reach the goal. The game space is visualized by a virtual camera. The game image is shot in orthogonal projection (parallel projection) and projected on the screen (display) like a 2D game. This is a game that displays the game in the game mode. Note that this game is not limited to action games, Other types of games are also possible.

[0054] [Overview of game processing and drawing processing in this embodiment] FIG. 4 is a diagram showing an example of a game screen of the present game. As shown in FIG. Terrain object A, terrain object B, and terrain object C are displayed in On the terrain object A, there is one enemy character object (called an "enemy character"). (There may be a case where the player character 201 is a player character 200, and one entrance object The terrain object B is displayed. Above, there are two enemy characters 201, one entrance / exit 202, and one entrance / exit 203. On the terrain object C, two enemy characters 201 and one entrance / exit are displayed. A mouth 204 and three tree objects (sometimes simply called "trees") 210 are displayed. In addition, terrain object A and the objects displayed on terrain object A The layer on top of terrain object B is called "layer A". The displayed object is sometimes called "Layer B", and the terrain object C and the terrain An object displayed on shape object C may be called "layer C."

[0055] The player operates the player character 200 to move to the right (the increasing direction of the x-axis). The player character 200 moves toward a goal point (not shown). When the player character 200 moves to the right or left in response to the operation of the earphone, Layer A, Layer B, Layer C are arranged so that the character 200 does not go outside the display range of the screen. The player character 200 is displayed by scrolling horizontally. If you come into contact with 1 you will take damage.

[0056] The enemy characters 201 are enemy characters of the same type and have the same size in the game space. The tree 210 is also of the same type and has the same size in the game space. The entrance 203 and the entrance 205 are the same size in the game space, and the entrances 202 and 20 4 also has the same size in game space.

[0057] As shown in FIG. 4, the game screen of this game is displayed as the foreground. Layer A is enlarged, and Layer C, which is displayed at the back, is reduced. This makes it possible to display game images with a sense of depth even when shooting the game space using orthogonal projection. In the conventional method, when the game space is photographed using orthogonal projection, the layer in the foreground is The layers in the top and bottom are displayed at the same size (same magnification), so the sense of depth shown in Figure 4 is not achieved. There wasn't.

[0058] Figure 5 illustrates the game space that is captured to draw the game screen (game image) in Figure 4. As shown in FIG. 5, a virtual camera 220 and a terrain object are provided in the game space. The terrain objects A to C are arranged in the game space. At equal depths (same distance in the z direction) from the virtual camera 220, They are arranged in a row. On the top side of terrain object A (increasing y-axis direction), there is one enemy. A character 201 and one player character 200 are placed. Two enemy characters 201 are placed on the top of the terrain object C. Two enemy characters 201 are placed on the side of the player. The object is illustrated as a plate shape, and the enemy character 201 and the player character 200 are illustrated as ellipses. The illustration is a circle, and the trees and entrances are omitted. The depth of the terrain objects A to C in the game space and the character's position on the terrain objects The depths are the same, but may be offset.

[0059] FIG. 5 shows a topographical object B photographed by the virtual camera 220 using orthogonal projection. A rectangular area 230 is shown. Also shown is a rectangular area 230 of the same size. 31 is illustrated on the terrain object A, and a rectangular area 232 having the same size as the area 230 is This is illustrated in terrain object C.

[0060] Here, when taking a picture using orthogonal projection in the conventional method, although not shown, In this case, layer A (terrain object A and the objects on it) is virtual. Layer B (terrain object B and objects on it) as seen from the camera 220 Layer B (terrain object C and the objects on it) is placed in front of the The object is placed on the back side of layer B when viewed from the virtual camera 220, and layers A to C are All of the regions are included in the field of view of the virtual camera (i.e., region 230, region 231, region 232 are placed so that they overlap when viewed from the virtual camera, and then photographed (drawn in the frame buffer). It is necessary to do so.

[0061] Figure 6 shows the vertices when drawing the game space in Figure 5 to the frame buffer (during the drawing process). FIG. 6 is a diagram for explaining the conversion performed by a shader. In the rendering process of the shape, the vertex shader renders the layer A as viewed from the virtual camera 220. The layer B is moved to a predetermined position in front of the layer B and enlarged, and the layer C is viewed from the virtual camera 220. Then, move it to a specified position on the back side of layer B and shrink it, then write it to the depth buffer (Z buffer). A depth test (Z test) using a pixel buffer is performed to draw the area 2. 31 is the area corresponding to the area 231 in FIG. 5 due to the expansion of layer A. In FIG. 6, the area 232 is a layer C How large will the area corresponding to the area 232 in FIG. 5 be due to the reduction in size? An area 241 is an area of ​​layer A photographed by the virtual camera 220. Area 242 is the area of ​​layer C captured by virtual camera 220 .

[0062] When scrolling layers A to C horizontally, the virtual camera is translated to scroll. In this case, if it is a perspective projection, the rays on the near side will be In this embodiment, the first scroll bar appears to scroll horizontally faster than the second scroll bar. To achieve this perspective, the layers closer to you scroll horizontally faster. Specifically, when drawing the game space, the vertex shader is used to By adjusting the position of C, the layer closer to the front will be more visible in the game image (see Figure 4). Scroll layers A to C horizontally to make it look like the screen is scrolling faster. Example For example, when translating the virtual camera, the layer on the front side moves in the opposite direction to the virtual camera. The layer on the far side was moved further along the virtual camera's movement direction. Convert the vertex positions to the position and draw.

[0063] As described above, in this embodiment, the game space (see FIG. 5) is rendered (photographed) using orthogonal projection. When doing so, the vertex shader will select the layer you want to display as the front object (layer A) is moved to a specified position in the foreground and enlarged, and displayed as the object in the background. The layer you want to draw (layer C) is moved to a specified position in the back and reduced in size. As a result, it is possible to display game images with a full sense of depth, as shown in Figure 4. can be done.

[0064] In this embodiment, the physical calculation process (physics simulation) such as collision detection is performed in the game. As shown above, the vertex shader is used to draw the game space (see Figure 5). Then, the conversion (enlargement, reduction, movement) described with reference to FIG. 6 is performed. Do not enlarge or reduce the size of the object itself in the game space. If the size is changed, it may affect the physics calculation process such as collision detection, so verification is required. However, in this embodiment, the processing in the game space is left as is, and the rendering is Since only the position and size of the object are changed, the physics calculation process can be adjusted (corrected). It is possible to display a game image that fully expresses the sense of depth as shown in Figure 4.

[0065] As described above, in this embodiment, when rendering the game space (see FIG. 5), Move the layer (Layer A) you want to display as the side object to the designated position in the foreground. Then, move the layer (Layer C) that you want to display as the back object to the specified position in the back. This allows the development team to design (place) objects in the game space. The work becomes easier.

[0066] FIG. 7 is a diagram showing an example of a game screen of the present game. The game screen of FIG. The player character 200 displayed on layer A on the home screen is displayed on layer C. That is, in the case of FIG. 7, the player character 200 is In Fig. 4 and Fig. 7, the FP is located in layer C, not layer A. The case where the layer character 200 is located on layers A and C has been described. Layer character 200 may be located in layer B.

[0067] FIG. 8 shows a game screen of the game in which the player character 200 moves from layer B to layer C. FIG. 8(1) is a diagram for explaining an example of moving to ear A. The player character 200 displayed on layer B moves to the entrance / exit 20 in response to the player's operation. When the second condition is met, as shown in Figure 8(2), The ear character 200 comes out of the entrance 205 and is displayed on layer A. The player character 200 displayed in A enters the entrance / exit 205 in response to the player's operation. Then, the player character 200 comes out of the entrance 203 and is displayed on layer B (see FIG. This allows the player character 200 to transition between layer A and layer B. It can be moved.

[0068] FIG. 9 shows a game screen of the present game in which the player character 200 moves from layer B to layer C. FIG. 9(1) is a diagram for explaining a case where the laser beam moves to the ear C. The player character 200 displayed on the screen B enters the entrance 203 in response to the player's operation. (An example of a case where the "second condition" is satisfied) is as shown in FIG. 9(2). A character 200 comes out of a doorway 204 and is displayed on layer C. When the player character 200 shown enters the entrance 204 in response to the player's operation, Layer character 200 comes out of doorway 203 and is displayed on layer B (not shown). This allows the player character 200 to move between layers B and C. It should be noted that the player character 200 can move between layers A and C. There may be an entrance and exit through which

[0069] FIG. 10 shows the game screen of the game in which the player character 200 moves from layer B to layer C. FIG. 10 is a diagram for explaining another example of a case where the layer moves to layer A. In FIG. ), Layer A is not displayed on the game screen. Layer A is hidden.

[0070] FIG. 11 shows a game screen (game image) to be captured in order to render the game screen (game image) shown in FIG. 10(1). FIG. 11 is a diagram for explaining the space. As shown in FIG. 11, the virtual space is The virtual camera 220 and each object are arranged. The object 200 is located on layer B. FIG. 12 shows the process of drawing the game space in FIG. FIG. 1 is a diagram for explaining the conversion performed by a vertex shader during the drawing process. As shown in Figure 12, in the rendering process for the game space in Figure 11, the vertex shader (Without performing the process of moving or enlarging layer A (see Figure 6), layer B is moved to the virtual camera.) Move it to a specified position on the back side of layer B as seen from layer 220 and shrink it, then change the depth A depth test using a buffer is performed to perform drawing. This results in the result shown in Figure 10(1). As shown in the figure, the game screen is displayed without Layer A being displayed.

[0071] Then, as shown in FIG. 10(1), the player character 200 displayed on layer B enters the entrance 203 in response to the player's operation (an example of the case where the "first condition" is satisfied). ) and Layer A appears in front of Layer B, as shown in Figure 10(2). A character 200 comes out of a doorway 205 and is displayed on layer A.

[0072] FIG. 13 shows a game screen (game image) to be captured in order to render the game screen (game image) shown in FIG. 10(2). FIG. 13 is a diagram for explaining the space. As shown in FIG. 13, the virtual space is A virtual camera 220 and each object are arranged. In FIG. 13, the pre-existing object of layer A is The position of the ear character 200 is different from that in FIG. 5. FIG. 14 illustrates the game space of FIG. This is to explain the transformations that are performed by the vertex shader when drawing. As shown in FIG. 14, in the rendering process for the game space in FIG. By using the slider, layer A is moved to a predetermined position in front of layer B when viewed from virtual camera 220. Layer C is moved to a predetermined position behind layer B when viewed from virtual camera 220. Move and shrink, then perform a depth test using the depth buffer to draw In other words, the drawing is performed in the same manner as in Figure 6. This results in the result shown in Figure 10(2). The game screen in which Layer A appears is displayed. Note that in the game screen in Figure 10(2), In this case, the drawing process may be performed so that layer A appears to rise upward.

[0073] In the above example, when the player character 200 moves to the hidden layer A on the front side, the layer The case where A appears has been described, but the player character 200 is hidden behind the The same applies when layer C appears when moving to layer C. Figure 15 shows the game screen of this game. In the case where the player character 200 moves from layer B to hidden layer C in the As shown in FIG. 15(1), In response, the player character 200 enters the entrance 202 of layer B (if the "first condition" is satisfied). As shown in Figure 15(2), when Layer C appears, the player A game screen is displayed in which the character 200 comes out of the entrance 204 of layer C. When drawing the game screen (game image) in Figure 15(1), the vertex shader Layer A is moved to the virtual cover without performing the process of moving or shrinking layer C (see Figure 6). The image is then moved to a specified position in front of layer B as seen from the camera 220 and reduced in size. A depth test using the pixel buffer is performed to perform drawing.

[0074] Figure 16 shows the bloom effect (a light-illuminated effect) on the game image of this game. 16 is a diagram for explaining a case where a ray is added. The YaA is colored black.

[0075] In this embodiment, the frame is generated by performing the conversion process by the vertex shader described with reference to FIG. For the game image drawn in the game buffer, the depth of this game image's depth buffer ( A bloom effect can be added by setting a mask based on the Z value, depth value, etc. As shown in Figure 16(1), layer A (the “first range”) has a small depth in the depth buffer. A bloom mask is set on the pixels of the "image" (example of "image") to add the bloom effect. As shown in FIG. 16(1), the images of layer B and layer C (an example of the “second range”) The boundary between the layer A and the layer C where the bloom mask is set (in the case of Fig. 16(1)). The bloom effect is added to the pixels in the area (near the boundary). As a result, the image in Figure 16(1) appears. As shown in the figure, the pixels in layers B and C are brightly illuminated, and the pixels in the The sense of movement is expressed. Also, the pixels in the area near the boundary of layer A where the bloom mask is set In the image, color is added by blurring the pixels in layer B, which are brightly lit by light. At this time, the color to be added (color intensity) is raised to a power (or multiplied) This will make the bloom mask look more realistic. The pixels in the area near the border of ear A have a weaker color (color intensity) than without this correction. This causes the color (color intensity) to decay extremely quickly.

[0076] Note that the depth value for setting the mask can be any value, and layer B can also be a mask. Also, if the depth of the objects in the layer is not constant, In such a case, some objects in the layer may be masked. The other layers may be set to values ​​that are not masked. When drawing, the depth value is increased by the vertex shader and stored in the depth buffer. Therefore, it can be used as a bloom target, and different expressions can be created between the back and front, making it more This allows for an even greater sense of perspective.

[0077] FIG. 16(2) shows an image of the area near the boundary of layer A after the above correction. FIG. 16(3) shows the image of the area near the boundary of layer A when the above correction is not performed. As can be seen from Fig. 16(2) and (3), the above correction is performed. This makes the boundary of Layer A, which has a Bloom mask, stand out clearly. It also creates a sense of light that gives a sense of depth, as if light is leaking out. In FIG. 16, for convenience of illustration, the enemy character 201 and the entrance 205 (and If the player character 200 is in layer A, the player character 200 Although the corrections described above are not shown, the corrections described above are also applied to these objects.

[0078] [Details of information processing in this embodiment] Next, the information processing of this embodiment will be described in detail with reference to FIGS. .

[0079] [About data usage] Various data used in this game process will be explained. 17 shows an example of data stored in the DRAM 85 of the system 1. The RAM 85 is provided with at least a program storage area 301 and a data storage area 302. The program storage area 301 stores a game program 401. The memory area 302 stores game control data 402, image data 408, virtual camera control data, and Data 409, operation data 410, transmission data 411, and reception data 412 are stored. The game control data 402 includes object data 403.

[0080] The game program 401 is a game program for executing the game processing.

[0081] The object data 403 is data of an object to be placed in a virtual space. Layer characters, enemy characters, items, ground (terrain), blocks, rocks, stones, trees, buildings The object data 403 includes data on objects such as objects. This data includes the coordinates (position), orientation, posture, status, etc. of the object.

[0082] Image data 408 is image data such as background and virtual effects.

[0083] The virtual camera control data 409 controls the movement of a virtual camera placed in a virtual space. Specifically, it specifies the position, posture, angle of view, and imaging direction of the virtual camera. This is the data.

[0084] The operation data 410 is a data of an operation performed on the left controller 3 and the right controller 4. For example, the movement of the left controller 3 and the right controller 4 This includes data showing input status such as changes in posture and the pressing status of various buttons. The contents of the operation data are based on signals from the left controller 3 and the right controller 4, It is updated at a predetermined interval.

[0085] The transmission data 411 is data to be transmitted to another game system 1, and includes at least In both cases, the data includes information for identifying the sender and the contents of the operation data 410. The trust data 411 includes information to be transmitted to other game systems 1 (or servers) of the multiplayer partner. Data about the player's character (data showing coordinates (position), posture, status, etc.) etc. are included.

[0086] The received data 412 is data for transmission received from another game system 1, and is used to The data is stored so that each system (i.e., the sender) can be identified. The data 412 includes information received from other game systems 1 (or servers) of the multiplayer Data on other player characters (data showing coordinates (position), posture, status, etc.) Includes:

[0087] In addition, DRAM85 needs various data used for game processing and drawing processing. It is stored accordingly.

[0088] [Details about game processing] Next, the game processing and drawing processing according to this embodiment will be described with reference to the flowchart. FIG. 18 is a flowchart showing the game processing and the drawing processing according to this embodiment. In the following, the processing characteristic of this embodiment will be mainly described. Other explanations will be omitted.

[0089] When this game process is started, the process of the flowchart in FIG. 18 begins.

[0090] In step S100, the processor 81 (the CPU function of the processor 81) Specifically, the processor 81 performs game processing in the game space. Physics calculation processing, enemy character 201 movement processing, player character based on operation data 410 The processing then proceeds to step S200.

[0091] In step S200, the processor 81 (the GPU function of the processor 81) The game image is generated by performing a rendering process that renders the game space using orthogonal projection. As described with reference to FIGS. 4 to 7, the vertex shader 81 controls the front side of the vertex. Move the layer you want to display as an object (Layer A) to the specified position in front and and move the layer (layer C) you want to display as the back object to the specified position at the back. The processor 81 also moves and shrinks the image to the frame buffer. As described with reference to FIGS. 10 to 15, the player character is changed based on the player's operation. When the object 200 moves to a hidden layer, the hidden layer is moved to the game screen ( The processor 81 performs a drawing process for displaying the character in the game image. As explained above, the game is rendered in the frame buffer after conversion processing using the vertex shader. Adds a bloom effect to the image based on the depth of the game image's depth buffer. At that time, the processor 81 performs the process of performing the blooming process as described with reference to FIG. Apply a mask to a given layer to bloom pixels in the area near the border of this given layer. A process for implementing a predetermined correction regarding the effect is performed. After that, the process proceeds to step S300. .

[0092] In step S300, the display 12 displays the game generated in step S200. After that, the process returns to step S100.

[0093] By repeating the processes of steps S100 to S300, the game does not progress. The game space is then rendered and the game image is displayed. When the termination condition is met (for example, when the player terminates the game) Then, the process of the flowchart in FIG. 18 ends.

[0094] As described above, according to this embodiment, when a game image is rendered in orthogonal projection, Move the layer you want to display as the front object to the specified position in the foreground and expand it. Move the layer you want to display as the back object to the specified position in the back. The image is then scaled down to a size that is smaller than the original size and drawn in the frame buffer (see Figures 4 to 7). According to this embodiment, a sufficient sense of depth can be obtained for game images drawn (photographed) using orthogonal projection. It can be expressed.

[0095] Furthermore, according to this embodiment, the game image drawn in the frame buffer is The bloom effect is added based on the depth of the depth buffer of this game image. In this case, a bloom mask is set to a specific layer, and the area near the boundary of this specific layer is A process is then performed to apply a predetermined correction to the pixels in the area in relation to the bloom effect (see FIG. 16). As a result, according to this embodiment, the game image drawn (photographed) in orthogonal projection can be sufficiently It is possible to express a sense of light that gives a sense of depth.

[0096] [Variations] In the above embodiment, the objects displayed on the game screen as the same layer are Objects (terrain objects, player characters, enemy characters, etc.) are also We have given examples of arranging them as the same layer (see Figs. 4 to 7, etc.). For example, the game image in Fig. 4 Objects included in layer A (terrain objects, player characters, enemies) Characters, etc.) are also transformed in the game space of Figure 5 and during the rendering process of Figure 6. It was placed on layer A. However, for example, in the game space, the terrain Place objects that appear to be on top of the terrain on a layer different from the terrain's layer. In the example of FIG. 19, the game screen shows the object on the terrain object A. The player character 200 displayed in the game space (see FIG. 4) The virtual camera 220 is disposed closer to the object A (closer to the object B). In the physical calculation process, when the player character 200 exists on the terrain object A, In other words, the terrain object A is set (processed) to be the same as the player character. 200 so that the player character 200 does not fall by not being under the The physics calculation process is set. Then, in the conversion scene during the drawing process, as shown in Figure 20, In this way, both the player character 200 and layer A are moved to a predetermined position on the front side. By enlarging and drawing the image in the frame buffer, the same game image as in Figure 4 can be generated. This can be done.

[0097] In the above-described embodiment, three layers (layers A to C) are arranged in the game space. However, the number of layers to be placed in the game space is is not limited to.

[0098] In the above embodiment, when converting the vertex shader in the drawing process, the ray Use layer B as the reference layer that cannot be moved, and move other layers to generate game images. (See Fig. 5, Fig. 6, etc.) However, this is not limited to this. For example, by moving layer A, etc. Alternatively, a game image may be generated by using a different layer as a reference and moving other layers. In this case, layers B and C are moved to the back of layer A and are scaled down. This is done by a point shader. Also, for example, the criteria for not moving layer C You can also use this layer as the background and move other layers to generate game images. Layer A and layer B are moved to the front side of layer C and scaled up. This will be carried out by the data collector.

[0099] In the above embodiment, the virtual camera 220 is positioned at the same depth in the game space. In the example above, layers A to C are arranged at the position (see FIG. 5, etc.). However, in the drawing process, If the position of the layer to be transformed by the vertex shader (see Figure 6) does not change, the game space The positions where layers A to C are arranged between the layers A and C may be any positions. For example, in the game of FIG. Layer C is placed in front of layer B in space (on the virtual camera 220 side). In the drawing process, the position of layer C after conversion by the vertex shader is the position shown in Figure 6 (ray Alternatively, the game image may be drawn by setting the display position to the rear of the display B.

[0100] In the above embodiment, a series of processes related to the game process is a single game. In another embodiment, the above series of processes is performed by a plurality of information For example, the present invention may be implemented in an information processing system including a terminal device and an information processing device. An information processing system including a server side device capable of communicating with the terminal side device via a network. In the system, even if a part of the above series of processes is executed by a server-side device, Furthermore, a terminal device and a server capable of communicating with the terminal device via a network In the information processing system including the server and the side device, the main process of the above series of processes is The above processing may be performed by the side device, and part of the processing may be performed by the terminal side device. In the information processing system, the server side system is composed of a plurality of information processing devices. The processing to be executed on the server side may be shared and executed by a plurality of information processing devices. In addition, a so-called cloud gaming configuration may be used. Operation data indicating the operation is sent to a predetermined server, and various game processes are executed on the server. The execution results are then streamed to the game device as video and audio. It may also be composed of.

[0101] The present embodiment and the modified examples have been described above, but these descriptions are in all respects The above is merely an example and is not intended to limit the scope of the present invention. It goes without saying that various improvements and modifications can be made to the embodiments. [Explanation of symbols]

[0102] 1. Game System 3, 4 Controller 12 Display 81 Processor (CPU, GPU) 85 DRAM 200 Player Characters 201 Enemy characters 202, 203, 204, 205 entrance / exit 220 Virtual Camera A, B, C Terrain Objects (Layers)

Claims

1. The computer of the information processing device A virtual space in which at least a player character object and a terrain object are arranged. During the period, at least the player character object and the virtual camera are controlled. 、 Rendering objects in the virtual space to a frame buffer based on an orthogonal projection; Furthermore, in a first scene during the game, at least one of the objects in the virtual space Also, with respect to the player character object and a part of the terrain object, The transformation of moving the object toward the vertex and enlarging it, or moving the object toward the back and shrinking it, is performed by the vertex shader. A game program that draws images while performing the above steps.

2. The computer includes: A first condition in the game is satisfied based on the control of the player character object. When the first terrain object is displayed, In the first scene, which is a subsequent scene, the player character object and The method according to claim 1 , further comprising the step of: rendering the first terrain object while performing the transformation. Game program.

3. The computer includes: Rendering objects in the virtual space to a frame buffer based on an orthogonal projection; Furthermore, the change is applied to a second terrain object among the objects in the virtual space. The conversion is performed while drawing. When a second condition in the game is satisfied based on the control of the player character, , moving the player character object, In the first scene, which is a subsequent scene, the player character object The game program according to claim 1 , further comprising: a program for converting a character into a character to be drawn;

4. The computer includes: Objects in the virtual space are stored in the frame buffer while performing a depth test. Let it be drawn on Further, for the image drawn in the frame buffer, Based on the depth of the depth buffer, a second range is generated excluding the first range in which the depth is small.

2. The game program according to claim 1, further comprising: a step of adding a predetermined effect based on pixels in a range of .

5. The game program according to claim 4 , wherein the predetermined effect is a bloom effect.

6. The computer includes: The bloom effect based on the pixels of the second range is applied to the pixels of the first range. When a color is added to a color, the color to be added is corrected based on at least one power. The game program according to claim 5 ,

7. A gaming system including a processor, The processor, A virtual space in which at least a player character object and a terrain object are arranged. controlling at least the player character object and a virtual camera within the Rendering objects in the virtual space to a frame buffer based on an orthogonal projection; Furthermore, in a first scene during a game, at least one of the objects in the virtual space A player character object and a part of a terrain object are positioned in front of the player character object. The transformation to expand as you move, or shrink as you move to the back, is done by the vertex shader. A game system that draws as you go.

8. The processor, A first condition in the game is satisfied based on the control of the player character object. When the first terrain object is displayed, In the first scene, which is a subsequent scene, the player character object and The method according to claim 7 , further comprising the step of: rendering the first terrain object while performing the transformation. Game system.

9. The processor, Rendering objects in the virtual space to a frame buffer based on an orthogonal projection; Furthermore, the transformation is performed on a second terrain object among the objects in the virtual space. While drawing, When a second condition in the game is satisfied based on the control of the player character, , moving the player character object, In the first scene, which is a subsequent scene, the player character object The game system according to claim 7 , further comprising: a controller for controlling the transformation of the object while rendering the object.

10. The processor, Objects in the virtual space are stored in the frame buffer while performing a depth test. Draw on Further, for the image drawn in the frame buffer, Based on the depth of the depth buffer, a second range is generated excluding the first range in which the depth is small.

8. The game system of claim 7, wherein the predetermined effect is based on pixels in the range of .

11. The game system according to claim 10 , wherein the predetermined effect is a bloom effect.

12. The processor, The bloom effect based on the pixels of the second range is applied to the pixels of the first range. When a color is added to a color, the color to be added is corrected based on at least the power. The game system according to claim 11 .

13. A gaming device including a processor, The processor, A virtual space in which at least a player character object and a terrain object are arranged. controlling at least the player character object and a virtual camera within the Rendering objects in the virtual space to a frame buffer based on an orthogonal projection; Furthermore, in a first scene during a game, at least one of the objects in the virtual space A player character object and a part of a terrain object are positioned in front of the player character object. The transformation to expand as you move, or shrink as you move to the back, is done by the vertex shader. A game device that draws as you go.

14. The processor, A first condition in the game is satisfied based on the control of the player character object. When the first terrain object is displayed, In the first scene, which is a subsequent scene, the player character object and The method according to claim 13 , further comprising the step of: rendering the first terrain object while performing the transformation. gaming device.

15. The processor, Rendering objects in the virtual space to a frame buffer based on an orthogonal projection; Furthermore, the transformation is performed on a second terrain object among the objects in the virtual space. While drawing, When a second condition in the game is satisfied based on the control of the player character, , moving the player character object, In the first scene, which is a subsequent scene, the player character object The game device according to claim 13, wherein the object is rendered while the transformation is being performed.

16. The processor, Objects in the virtual space are stored in the frame buffer while performing a depth test. Draw on Further, for the image drawn in the frame buffer, Based on the depth of the depth buffer, a second range is generated excluding the first range in which the depth is small.

14. The gaming device of claim 13, wherein the predetermined effect is applied based on pixels in the range of .

17. The gaming device according to claim 13, wherein the predetermined effect is a bloom effect.

18. The processor, The bloom effect based on the pixels of the second range is applied to the pixels of the first range. When a color is added to a color, the color to be added is corrected based on at least the power. The game device according to claim 17 .

19. A game processing method executed by a computer of an information processing device, comprising: The computer includes: A virtual space in which at least a player character object and a terrain object are arranged. During the period, at least the player character object and the virtual camera are controlled. 、 Rendering objects in the virtual space to a frame buffer based on an orthogonal projection; Furthermore, in a first scene during the game, at least one of the objects in the virtual space Also, with respect to the player character object and a part of the terrain object, The transformation of moving the object toward the vertex and enlarging it, or moving the object toward the back and shrinking it, is performed by the vertex shader. A game processing method in which the graphics are drawn while the graphics are being processed.

20. The computer includes: A first condition in the game is satisfied based on the control of the player character object. When the first terrain object is displayed, In the first scene, which is a subsequent scene, the player character object and 20. The method according to claim 19, further comprising: rendering the first terrain object while performing the transformation. The game processing method described above.

21. The computer includes: Rendering objects in the virtual space to a frame buffer based on an orthogonal projection; Furthermore, the change is applied to a second terrain object among the objects in the virtual space. The conversion is performed while drawing. When a second condition in the game is satisfied based on the control of the player character, , moving the player character object, In the first scene, which is a subsequent scene, the player character object The game processing method according to claim 19, further comprising: rendering the object while performing the transformation.

22. The computer includes: Objects in the virtual space are stored in the frame buffer while performing a depth test. Let it be drawn on Further, for the image drawn in the frame buffer, Based on the depth of the depth buffer, a second range is generated excluding the first range in which the depth is small.

20. The game processing method according to claim 19, further comprising adding a predetermined effect based on pixels in a range of .

23. The game processing method according to claim 22, wherein the predetermined effect is a bloom effect.

24. The computer includes: The bloom effect based on the pixels of the second range is applied to the pixels of the first range. When a color is added to a color, the color to be added is corrected based on at least one power. The game processing method according to claim 23, further comprising:

Citation Information

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