Information processing program, information processing device, and information processing method

The information processing program addresses the challenge of preventing character falls in action games by using decision points and topographical information to manage character movement, resulting in improved gameplay and reduced development costs.

JP2025043140APending Publication Date: 2025-03-28KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023150477
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-15
Publication Date
2025-03-28

AI Technical Summary

Technical Problem

In action games with three-dimensional terrain, preventing characters from falling carelessly from steps like cliffs is challenging due to costly invisible wall installations and improper pushback mechanisms, which impair player behavior.

Method used

The information processing program sets decision points around the character and uses topographical information to determine if these points exist within the virtual space, excluding non-existent points from the character's movement vector to prevent unnatural behavior.

Benefits of technology

This solution effectively prevents unnatural character behavior, such as careless falling, while reducing game development costs by eliminating the need for invisible walls and improving player experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing program that has reduced game manufacturing cost while preventing an unnatural behavior to prevent a fall from a step.SOLUTION: An information processing program causes a computer to execute processing for setting a plurality of determination points around a character in a game, determining whether or not each of the determination points is included in topography information in a virtual space of the game, and excluding the direction of the determination point that does not exist from a vector showing the movement of the character or the movement of an object interlocking with the character.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present disclosure relates to an information processing program, an information processing device, and an information processing method. [Background technology]

[0002] 2. Description of the Related Art There are known action games in which a character moves within a virtual space within the game in response to operations by a player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2023-001160 A Summary of the Invention [Problem to be solved by the invention]

[0004] In action games that have three-dimensional terrain as a virtual space, in order to prevent the character operated by the player from accidentally falling off a cliff or other step, invisible walls are placed at the step to push the character back, or a process is performed to determine whether there is ground at a point of the movement destination and to stop the character's movement if there is no ground. However, these methods have problems such as the high cost of placing invisible walls and the fact that the push back is not performed appropriately, resulting in behavior that reduces the comfort of the player.

[0005] The present disclosure has been made in consideration of the above points, and aims to provide an information processing program, an information processing device, and an information processing method that prevent unnatural behavior in order to prevent an inadvertent fall from a step. [Means for solving the problem]

[0006] An information processing program according to a first aspect of the present disclosure causes a computer to execute a process of setting a plurality of judgment points around a character in a game, determining whether each of the judgment points is included in terrain information in the virtual space of the game, and excluding the direction of a judgment point that does not exist from a vector indicating the movement of the character or the movement of an object linked to the character.

[0007] An information processing program according to a second aspect of the present disclosure is an information processing program according to the first aspect, which causes a computer to execute a process of determining whether each of the judgment points is located within a range of second terrain information, which is different from first terrain information, which is information about a terrain that has a contact judgment with the character, and is laid out independently of the terrain, and sets a range in which the character can move.

[0008] An information processing program according to a third aspect of the present disclosure is an information processing program according to the second aspect, wherein when the second topographical information is composed of a plurality of areas and the character's position and the judgment point are included in different areas, the information processing program causes a computer to execute a process of determining whether the character can move to the area including the judgment point based on connection information regarding the connection status between the areas.

[0009] An information processing program according to a fourth aspect of the present disclosure is an information processing program according to the third aspect, which causes a computer to execute a process of changing the range of movement of the character when the character moves into an area that includes the judgment point, depending on the size of the character.

[0010] An information processing program according to a fifth aspect of the present disclosure is an information processing program according to any of the second to fourth aspects, wherein the first topographical information is aligned with the appearance of the virtual space, and the second topographical information is unrelated to the appearance of the virtual space.

[0011] An information processing program according to a sixth aspect of the present disclosure is the information processing program according to the fifth aspect, wherein the second topographical information is laid out as a navigation mesh.

[0012] An information processing program according to a seventh aspect of the present disclosure is an information processing program according to the first aspect, which causes a computer to execute a process of determining whether each of the judgment points is located within a range of first terrain information, which is information about a terrain having a contact judgment with the character, or within a range of second terrain information different from the first terrain information, laid out independently of the terrain, and setting a range in which the character can move.

[0013] An information processing program according to an eighth aspect of the present disclosure is an information processing program according to any one of the first to seventh aspects, and causes a computer to execute a process of changing the setting location of the judgment point depending on the size, movement speed, motion, or direction of travel of the character.

[0014] An information processing program according to a ninth aspect of the present disclosure is an information processing program according to any one of the first to eighth aspects, which causes a computer to execute a process of changing the setting location of the judgment point for each action involving movement of the character.

[0015] An information processing device according to a tenth aspect of the present disclosure includes a processor that sets a plurality of judgment points around a character in a game, determines whether each of the judgment points is included in terrain information in the virtual space of the game, and performs a process of excluding the direction of a judgment point that does not exist from a vector indicating the movement of the character or the movement of an object linked to the character.

[0016] An information processing method according to an eleventh aspect of the present disclosure has a processor perform a process of setting a plurality of judgment points around a character in a game, determining whether each of the judgment points is included in terrain information in the virtual space of the game, and excluding the direction of a judgment point that does not exist from a vector indicating the movement of the character or the movement of an object linked to the character. Effect of the Invention

[0017] According to the present disclosure, it is possible to provide an information processing program, an information processing device, and an information processing method that prevent unnatural behavior in order to prevent an inadvertent fall from a step. [Brief description of the drawings]

[0018] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing device according to an embodiment of the disclosed technique. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing device. [Diagram 3] FIG. 1 is a diagram for explaining an overview of an embodiment. [Figure 4] FIG. 1 is a diagram for explaining an overview of an embodiment. [Diagram 5] FIG. 2 is a diagram illustrating a configuration of a navigation mesh. [Figure 6] FIG. 2 is a diagram illustrating a configuration of a navigation mesh. [Figure 7] 11A and 11B are diagrams illustrating a determination process performed by a control unit. [Figure 8] 11A and 11B are diagrams illustrating a determination process performed by a control unit. [Figure 9] 11A and 11B are diagrams illustrating a determination process performed by a control unit. [Figure 10] 11A and 11B are diagrams illustrating a determination process performed by a control unit. [Figure 11] 4 is a flowchart showing a flow of information processing by the information processing device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0019] Hereinafter, an example of an embodiment of the present disclosure will be described with reference to the drawings. In each drawing, the same or equivalent components and parts are given the same reference numerals. In addition, the dimensional ratios of the drawings are exaggerated for the convenience of explanation and may differ from the actual ratios.

[0020] 1 is a block diagram showing a hardware configuration of an information processing device 10 according to an embodiment of the present disclosure. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, or the like. In the present embodiment, as an example, the information processing device 10 is a "home game console." The information processing device 10 is an example of a "computer."

[0021] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, a display 15, a speaker 16, an external I / F (Interface) 17, a communication I / F 18, and an input I / F 19. Each component is connected to each other via a bus 20 so as to be able to communicate with each other.

[0022] The CPU 11 is a central processing unit that executes various programs and controls each section.

[0023] The ROM 12 stores various programs and various data. The RAM 13 serves as a working area for temporarily storing programs or data.

[0024] The storage 14 is configured with a storage device such as a hard disk drive (HDD), a solid state drive (SSD), or a flash memory, and stores various programs and various data.

[0025] The display 15 is, for example, a liquid crystal display, and displays various types of information. In this embodiment, the display 15 is integrated with the information processing device 10. However, this is not limited to this, and the display 15 may be separate from the information processing device 10. Also, in this embodiment, the display 15 does not have a touch panel. However, this is not limited to this, and the display 15 may have an integrated touch panel. The display 15 is an example of a "display unit."

[0026] The speaker 16 outputs various sounds.

[0027] The external I / F 17 is an interface for connecting an external device to the information processing device 10. The external device is, for example, a recording medium 30.

[0028] The recording medium 30 may be an optical disk such as a CD-ROM (Compact Disk Read Only Memory) or a DVD-ROM (Digital Versatile Disk Read Only Memory), a USB (Universal Serial Bus) memory, or an SD memory card. The recording medium 30 stores a game program 30A for executing a predetermined game on the information processing device 10. The CPU 11 reads the game program 30A from the recording medium 30 via the external I / F 17, and executes the game program 30A using the RAM 13 as a working area. Note that the game program 30A is not limited to being stored in the recording medium 30, and may be stored in advance in the storage 14 of the information processing device 10, or may be downloadable to the information processing device 10 via a network. The game program 30A is an example of an "information processing program." A game is a collection of activities and rules for playing or competing. A game is played, for example, by a player making full use of strategies and techniques to achieve a specific objective. Games are played to achieve a variety of objectives, for example, competitive objectives such as winning, combat objectives such as defeating an opponent, educational objectives such as learning, narrative objectives such as completing a scenario progression, etc. Games may be competitive or non-competitive.

[0029] The communication I / F 18 is an interface for connecting the information processing device 10 to a network. For example, the communication I / F 18 uses a wired communication standard such as Ethernet (registered trademark) or FDDI, or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).

[0030] The input I / F 19 is an interface for connecting to the input device 40. The input device 40 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used for various inputs. A user operates the game using the input device 40. Operation information indicating the contents of the input operation performed by the user using the input device 40 is stored in the RAM 13. In this embodiment, the input device 40 is separate from the information processing device 10. However, this is not limited to this, and the input device 40 may be integrated with the information processing device 10. In addition, the input device 40 may be detachable from the information processing device 10. In addition, the number of input devices 40 may be one or more.

[0031] When executing the above game program, the information processing device 10 realizes various functions using the above hardware resources. The functional configuration realized by the information processing device 10 will be described. FIG. 2 is a block diagram showing an example of the functional configuration of the information processing device 10.

[0032] 2, the CPU 11 of the information processing device 10 has, as its functional components, a reception unit 11A and a control unit 11B. Each functional component is realized by the CPU 11 reading and executing a game program 30A stored in the recording medium 30.

[0033] The reception unit 11A receives an input operation performed by the user using the input device 40.

[0034] The control unit 11B controls the progress of the game and the display mode of the game space based on the user's input operation received by the reception unit 11A and information defined in the game program 30A. Hereinafter, among the game spaces displayed on the display 15 of the information processing device 10, a space in which actions corresponding to each of a plurality of game objects can be executed is referred to as an "action space." The action space is an example of a "virtual space" in which actions corresponding to each of a plurality of game objects can be executed.

[0035] Game objects are objects that appear in a game, such as characters, tools, gimmicks, etc. Characters are humans, animals, robots, machines, imaginary creatures, etc. that appear in a game, and the type of character is not particularly limited.

[0036] For example, characters as game objects can execute actions defined for each character, such as walking, running, and fighting, in the action space, while gimmicks as game objects can execute actions defined for each gimmick, such as opening, closing, and shooting, in the action space.

[0037] In this embodiment, the control unit 11B sets a plurality of judgment points around the in-game character in the virtual space of the game provided by the game program 30A, and judges whether each judgment point is included in the terrain information in the virtual space. In this embodiment, the control unit 11B sets a plurality of judgment points around the in-game character in the virtual space of the game provided by the game program 30A, and judges whether each judgment point exists within the range of the second terrain information in which the player's movable range is set and which is laid independently of the first terrain information, which is information on the terrain having a contact judgment with the character, in the virtual space. The second terrain information is laid as, for example, a navigation mesh. The navigation mesh is generally used when searching for a movement path of a character (non-player character: NPC) that is not an object of operation by the player, but in this embodiment, it is used to judge the movement of the character operated by the player. Then, the control unit 11B excludes the direction of the judgment point that does not exist within the range of the second terrain information from the vector indicating the movement of the character or the movement of the object linked to the character. The object linked to the character is, for example, a virtual camera that is paying attention to the character, a companion character that acts together with the character, etc.

[0038] 3 and 4 are diagrams for explaining an outline of this embodiment. FIG. 3 shows an example of a scene in a virtual space in a game provided by a game program 30A, in which a character 101 operated by a player is standing near a cliff. The control unit 11B determines whether the character 101 can stand there or not based on terrain information 111, which is information on a terrain that has a contact determination with the character 101. The terrain information 111 is an example of the first terrain information of the present disclosure, and is information that is aligned with the appearance of the virtual space in the game.

[0039] In such a scene, if an invisible wall is placed at the step to push back the character 101 in order to prevent the character 101 from falling off the cliff on the right side of the screen, it will be very costly to place the invisible wall. Also, if a process is performed to stop the character's movement if there is no ground at a point on the path from the step in order to prevent the character 101 from falling off the cliff on the right side of the screen, the push back will not be performed appropriately, resulting in behavior that impairs the comfort of the player. Specifically, the player wants to keep the character moving, but the character's foot movement will stop, and for example, even if the player intends to walk parallel to the cliff, depending on the player's key operation, the character will move toward the invisible wall, and the player will feel uncomfortable if the foot movement stops there.

[0040] Therefore, in this embodiment, the control unit 11B uses a plurality of judgment points to judge whether or not the direction is one in which the character 101 can move. Furthermore, the control unit 11B judges whether or not the direction is one in which the character 101 can move, based on a navigation mesh. FIG. 4 shows an example of a scene in a virtual space in a game provided by the game program 30A, in which a navigation mesh 112 is laid out. Note that in an actual game, the navigation mesh 112 is transparent, and is information that is not related to the appearance of the virtual space in the game.

[0041] A navigation mesh is composed of regions and connection information related to the connection status between the regions. FIG. 5 is a diagram for explaining the configuration of a navigation mesh. FIG. 5 shows a first region 112A and a second region 112B in the navigation mesh. In the navigation mesh of this embodiment, when regions are connected to each other, the character can move across the regions, that is, the character can move to the region including the judgment point. Connection information 112C indicates that the first region 112A and the second region 112B are connected.

[0042] In this embodiment, not only connections based on connection information, but also adjacent or overlapping regions are treated as being connected. Here, adjacent means that the edges of the regions are within a certain distance, and overlap means that the regions are within a certain altitude difference. Figure 6 is a diagram for explaining the configuration of a navigation mesh, and is a diagram illustrating an example of a state in which regions overlap in a navigation mesh.

[0043] Then, the control unit 11B determines whether the character operated by the player can move in that direction. Specifically, as described above, the control unit 11B determines whether a determination point exists within the range of the navigation mesh in which the player's movable range is set, and removes vector components in directions in which no determination point exists.

[0044] 7 is a diagram for explaining the determination process by control unit 11B. FIG. 7 explains a case where control unit 11B determines whether character 101 can move in the direction of a certain one determination point 102.

[0045] When the character 101 moves in the direction of the right arrow in FIG. 7, the control unit 11B determines whether the coordinates of a judgment point 102 set at a predetermined distance from the character 101 are included within the range of the navigation mesh based on the coordinates of the character 101. The fact that the coordinates of the judgment point 102 are included within the range of the navigation mesh means that the coordinates of the judgment point 102 are present in the same area as the character 101 in the navigation mesh or in an area connected to the area of ​​the character 101. Note that, as described above, the connection in this embodiment is not limited to connection but also includes adjacent and overlapping. If the coordinates of the judgment point 102 are present in the same area as the character 101 in the navigation mesh or in an area connected to the area of ​​the character 101, the control unit 11B allows the character 101 to move in that direction. On the other hand, if the coordinates of the judgment point 102 are not present in the same area as the character 101 in the navigation mesh or in an area connected to the area of ​​the character 101, the control unit 11B prevents the character 101 from moving in that direction.

[0046] Fig. 8 is a diagram showing an example of a case where the coordinates of decision point 102 are within the same region as character 101 in the navigation mesh. Fig. 9 is a diagram showing an example of a case where the coordinates of decision point 102 are within a region that overlaps with a region in the navigation mesh where character 101 exists. As in Fig. 9, when the position of character 101 and decision point 102 are included in different regions, control unit 11B determines whether or not the coordinates of decision point 102 are included within the range of the navigation mesh, based on connection information between the regions.

[0047] The control unit 11B may adjust the range of movement possible or impose conditions such as allowing progress only by special movement by arbitrarily setting exception cases. For example, the control unit 11B may change the movable range of the character 101 when the character 101 crosses the area of ​​the navigation mesh, that is, when the character 101 moves to the area of ​​the navigation mesh where the judgment point 102 exists, according to the size of the character 101 or the characteristics of the character 101. Specifically, the control unit 11B may execute a process of changing the movable step for each character by changing the altitude difference between the coordinates of the character 101 and the judgment point 102, so that a small character cannot cross the step, but a huge character or a small character wearing special equipment can cross the step. In addition, the control unit 11B may execute a process of not allowing the character 101 to proceed beyond the current area unless the character 101 jumps if the area to be checked is movable only by jumping. Also, for example, control unit 11B may change the movable range of character 101 when crossing the area of ​​the navigation mesh according to the motion of character 101 as a characteristic of character 101. For example, if only ground-crawling motion is set for character 101, it may be set so that character 101 cannot cross steps of a predetermined height or more.

[0048] As described above, control unit 11B uses navigation mesh 112 to determine whether character 101 can move, rather than using terrain information 111 for performing physical processing on character 101.

[0049] In this way, by determining whether each judgment point exists within the range of the second terrain information laid out independently of the first terrain information and removing the vector component of the direction of the judgment point that does not exist within the range of the second terrain information from the character's moving direction, the control unit 11B can prevent unnatural behavior to prevent the character from falling off a step. Also, by laying out the second terrain information, it becomes possible to greatly reduce the production cost of the game compared to the case where invisible walls are installed in the virtual space.

[0050] In addition, by using a navigation mesh to determine the movement of the character 101, the control unit 11B can execute movement processing that takes into account the terrain structure, i.e., routes and connection information that cannot be obtained from physical and three-dimensional contact information, and that can ignore inconvenient terrain structure.

[0051] In addition, by using a navigation mesh to determine the movement of the character 101, the control unit 11B can perform control such as allowing movement ignoring the terrain, disallowing movement regardless of the terrain, and changing the restriction value depending on the situation or action.

[0052] Furthermore, the control unit 11B can separate the appearance of the terrain from the movable range of the character 101 by using a navigation mesh to determine the movement of the character 101. By separating the appearance of the terrain from the movable range of the character 101, the influence of a modification of the appearance on the movable range can be eliminated. For example, in the past, the appearance and the movable range were consistent, so that a change in appearance affected the movable range, and vice versa. This caused, specifically, phenomena such as being unable to climb a place that looks climbable, or being unable to proceed despite looking like one can. By separating the appearance of the terrain from the movable range of the character 101, these irregular phenomena can be suppressed.

[0053] The determination of the moving direction of the character 101 is not limited to the case where the player operates the character 101. For example, even when the character 101 is pushed by another character or moves close to a wall or a cliff, the control unit 11B similarly determines whether the character 101 can move in the moving direction. FIG. 10 is a diagram for explaining the determination process by the control unit 11B. FIG. 10 shows a state in which a plurality of (eight in the example of FIG. 10) determination points 102 are set around the character 101. The control unit 11B determines whether the character 101 can move for each determination point 102 at any time, and when it is determined that the character 101 can move for all determination points 102, it performs a normal movement process, and when there is a direction in which the character 101 cannot move, it performs a process of recalculating the movement vector of the character 101 with the movement vector of that direction removed. The movement vector of the character 101 obtained by the recalculation is faithful to the input of the player within a range in which the character 101 does not enter a position in which the character 101 cannot move.

[0054] The game program 30A may change the setting location of the judgment point 102 according to the moving speed of the character 101. For example, the game program 30A may shorten the distance between the character 101 and the judgment point 102 as the moving speed of the character 101 increases. The game program 30A may change the setting location of the judgment point 102 according to the moving direction of the character 101. The game program 30A may change the setting location of the judgment point 102 for each action involving the movement of the character 101, such as walking, running, jumping, etc. For example, the game program 30A may change the setting location of the judgment point 102 according to the motion of the character 101 as the characteristic of the character 101. For example, if only a motion of crawling on the ground is set for the character 101, the game program 30A may set the judgment point 102 so that the character 101 cannot go over a step of a predetermined height or more.

[0055] Next, the operation of the information processing device 10 will be described.

[0056] Fig. 11 is a flowchart showing the flow of information processing by the information processing device 10. The CPU 11 reads out the game program 30A from the ROM 12 or the storage 14, expands it in the RAM 13, and executes it, thereby performing information processing. The flowchart shown in Fig. 11 shows the flow when the CPU 11 determines whether or not a character can move. The information processing shown in Fig. 11 is performed as needed, for example, every frame.

[0057] In step S101, the CPU 11 checks whether the coordinates of the determination point 102 set for the character 101 exist in the virtual space of the game. For example, the CPU 11 checks whether the coordinates of the determination point 102 set for the character 101 are included within the range of the navigation mesh. As described above, the coordinates of the determination point 102 being included within the range of the navigation mesh means that the coordinates of the determination point 102 exist within the same area as the character 101 in the navigation mesh, or within an area connected to the area of ​​the character 101.

[0058] Following step S101, in step S102, the CPU 11 determines whether or not the coordinates of each determination point 102 exist in the virtual space of the game, for each determination point 102. For example, the CPU 11 determines whether or not the coordinates of each determination point 102 exist within the range of a navigation mesh.

[0059] If the coordinates of the determination point 102 do not exist in the virtual space of the game (step S102; No), the CPU 11 removes the direction in which the determination point 102 does not exist from the movement vector of the character 101. For example, if the coordinates of the determination point 102 do not exist within the range of the navigation mesh, the CPU 11 removes the vector component of the direction of the determination point 102 from the movement vector of the character 101 and recalculates the movement vector. On the other hand, if the coordinates of the determination point 102 do not exist in the virtual space of the game (step S102; Yes), the CPU 11 does not remove the direction of the determination point 102 from the movement vector of the character 101.

[0060] By executing this process, the information processing device 10 can prevent unnatural behavior caused by laying the second terrain information to prevent a fall from a step. Furthermore, by executing this process, the information processing device 10 can significantly reduce the production cost of the game compared to a case where an invisible wall is installed in the virtual space by laying the second terrain information.

[0061] In the above embodiment, the information processing device 10 calculates the movement vector of the character 101 depending on whether the judgment point is included in the range of the second terrain information laid out independently of the first terrain information, but the present disclosure is not limited to such an example. The information processing device 10 may calculate the movement vector of the character 101 depending on whether the judgment point is included in the range of the first terrain information. The information processing device 10 can prevent unnatural behavior to prevent the character 101 from falling off a step by calculating the movement vector of the character 101 depending on whether the judgment point is included in the range of the first terrain information. In other words, the information processing device 10 may calculate the movement vector of the character 101 depending on whether the judgment point is included in the range of the first terrain information or the range of the second terrain information.

[0062] Although the embodiments of the present disclosure have been described in detail above with reference to the accompanying drawings, the technical scope of the present disclosure is not limited to such examples. It is clear that a person having ordinary knowledge in the technical field of the present disclosure can conceive of various modified examples or examples of modifications within the scope of the technical ideas described in the claims, and it is understood that these modified examples or examples of modifications also belong to the technical scope of the present disclosure.

[0063] In addition, the effects described in the above embodiments are explanatory or exemplary, and are not limited to those described in the above embodiments. In other words, the technology according to the present disclosure may achieve other effects that are obvious to a person having ordinary skill in the technical field of the present disclosure from the description in the above embodiments, in addition to or in place of the effects described in the above embodiments.

[0064] In addition, the information processing executed by the CPU by reading the software (program) in each of the above embodiments may be executed by various processors other than the CPU. In this case, examples of the processor include a PLD (Programmable Logic Device) such as an FPGA (Field-Programmable Gate Array) whose circuit configuration can be changed after manufacture, and a dedicated electric circuit such as an ASIC (Application Specific Integrated Circuit) which is a processor having a circuit configuration designed exclusively for executing a specific process. In addition, the information processing may be executed by one of these various processors, or may be executed by a combination of two or more processors of the same or different types (for example, a plurality of FPGAs, a combination of a CPU and an FPGA, etc.). In addition, the hardware structure of these various processors is, more specifically, an electric circuit that combines circuit elements such as semiconductor elements. [Explanation of symbols]

[0065] 10. Information processing device 15 Display 30A Game Program

Claims

1. Set multiple decision points around the character in the game, determining whether or not each of the judgment points is included in terrain information in a virtual space of the game; The direction of the non-existent decision point is excluded from the vector indicating the movement of the character or the movement of an object linked to the character. An information processing program that causes a computer to execute processing.

2. 2. The information processing program according to claim 1, which causes a computer to execute a process of determining whether each of the judgment points is present within a range of second terrain information, which is different from first terrain information, which is information about a terrain that has a contact judgment with the character, and which is laid out independently of the terrain and sets a range in which the character can move.

3. The second topographical information is composed of a plurality of regions, The information processing program according to claim 2, further comprising: when the position of the character and the judgment point are included in different areas, the program causes a computer to execute a process of determining whether the character can move to the area including the judgment point based on connection information regarding the connection status between the areas.

4. 4. The information processing program according to claim 3, further comprising a step of causing a computer to execute a process of changing a movable range of the character when the character moves into an area including the decision point, according to a size of the character.

5. The information processing program according to claim 2 , wherein the first topographical information is aligned with an appearance of the virtual space, and the second topographical information is unrelated to an appearance of the virtual space.

6. The information processing program according to claim 5 , wherein the second topographical information is laid out as a navigation mesh.

7. 2. The information processing program according to claim 1, which causes a computer to execute a process of determining whether each of the judgment points exists within a range of first terrain information, which is information about a terrain that has a contact judgment with the character, or within a range of second terrain information that is different from the first terrain information, is laid out independently of the terrain, and sets a range in which the character can move.

8. The information processing program according to claim 1 , further comprising a step of causing a computer to execute a process of changing a setting location of the decision point depending on a size, a moving speed, a motion, or a moving direction of the character.

9. The information processing program according to claim 1 , further comprising: a step of causing a computer to execute a process of changing a setting location of the decision point for each action involving movement of the character.

10. A processor is provided. The processor, Set multiple decision points around the character in the game, determining whether or not each of the judgment points is included in terrain information in a virtual space of the game; The direction of the non-existent decision point is excluded from the vector indicating the movement of the character or the movement of an object linked to the character. An information processing device that executes processing.

11. The processor: Set multiple decision points around the character in the game, determining whether or not each of the judgment points is included in terrain information in a virtual space of the game; The direction of the non-existent decision point is excluded from the vector indicating the movement of the character or the movement of an object linked to the character. An information processing method for executing a process.

Citation Information

Patent Citations

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