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

The game system addresses the issue of voxel-based object destruction by dynamically updating voxel data and recalculating meshes to eliminate fragments, ensuring smooth and visually appealing deformation.

JP2025113068AActive Publication Date: 2025-08-01NINTENDO CO LTD
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Patent Information

Application Number
JP2024011589
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-30
Publication Date
2025-08-01
Estimated Expiration
2044-01-30

AI Technical Summary

Technical Problem

Existing image generation systems using voxels for games do not effectively handle the destruction of objects, leading to poor appearance due to remaining fragments and increased processing time.

Method used

A game system that updates voxel data to suppress the formation of small fragments during object deformation by adjusting voxel data based on event occurrence, recalculating polygon meshes, and erasing fragments within specific ranges.

Benefits of technology

Enables highly free deformation with high operability by reducing the presence of unwanted fragments, enhancing the game's visual quality and user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game program, a game system, a game device and a game processing method capable of achieving deformation with a high degree of freedom with high operability in a game using voxels, by suppressing a residue of small chips due to deformation such as destruction of an object.SOLUTION: With regard to at least part of voxels included in a first scope that is set on the basis of a position where an event related to a geography occurs on the basis of an input of a player's operation, voxel data is updated so that it becomes voxel data indicating that such a geography does not exist. In addition, if there is an independent small region where voxels having voxel data indicating that the geography exists are continuous, and whose size is smaller than a prescribed standard, within a second scope that at least includes the first scope, the voxel data of the voxels included in the small region is updated so that it becomes voxel data indicating that the geography does not exist.SELECTED DRAWING: Figure 21
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Description

Technical Field

[0001] The present invention relates to a game program, a game system, a game device, and a game processing method capable of generating an image using voxel data.

Background Art

[0002] Conventionally, there has been an image generation system that creates character voxels based on imaging information and generates polygon mesh information to display a game image (see, for example, Patent Document 1).

Prior Art Document

Patent Document

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the image generation system disclosed in Patent Document 1 uses voxels for a game for the use of imaging information, and it is not assumed that objects generated from the voxels can be freely destroyed. Here, when it is assumed that objects generated from voxels in a game can be freely destroyed, it is conceivable that small fragments (pieces) of the object remain due to the destruction, the appearance after the destruction becomes poor, and it is considered that it takes time for the user to process the fragments.

[0005] Therefore, an object of the present invention is to provide a game program, a game system, a game device, and a game processing method that can realize highly free deformation with high operability by suppressing the remaining of small fragments due to deformation such as destruction of an object in a game using voxels.

Means for Solving the Problems

[0006] To achieve the above object, the present invention may adopt the following configuration, for example.

[0007] One configuration example of the game program of the present invention is executed on a computer of an information processing apparatus. The game program causes the computer to store, in a storage medium, terrain volume data that is data representing the terrain in a virtual space and holds voxel data indicating the presence of the terrain for each voxel included in a voxel space set in the virtual space. When an event on the terrain occurs based on the operation input of the player, the game program updates the voxel data so that, among the voxels included in a first range set based on the position where the event occurred in the terrain volume data, at least some of the voxels become voxel data indicating that the terrain does not exist. Further, in a second range that at least includes the first range, when there is an independent small area where voxels having voxel data indicating the presence of the terrain are continuous and the size of the area is smaller than a predetermined standard, the voxel data of the voxels included in the small area is updated so that it becomes voxel data indicating that the terrain does not exist. Then, the game program generates an image of the virtual space by at least rendering a polygon mesh representing the surface of the terrain based on the terrain volume data.

[0008] According to the above, by generating an event on the terrain based on the operation input of the player, it is possible to deform the terrain generated from voxels, and by suppressing the remaining of terrain fragments due to the deformation of the terrain, a highly free deformation can be realized with high operability.

[0009] Further, the voxel data may be a value indicating the degree to which the terrain occupies the space defined by the voxel. When an event occurs, the game program may cause the computer to update the voxel data so that the degree decreases for the voxels included within the first range and the voxel data indicates that there is no terrain for at least some of the voxels included within the first range.

[0010] According to the above, it is possible to easily change the state of the voxel so that there is no terrain by the value indicating the degree.

[0011] Also, when the sum of the values indicating the degree in each voxel within the region where the voxels having the voxel data indicating the existence of the terrain are continuous is less than the threshold value, it may be determined that it is a small region.

[0012] According to the above, even if the size is less than one voxel, it is possible to suppress the remaining of fragments.

[0013] Further, the first range may be a range within which the distance from the reference position set based on the position where the event occurs in the virtual space is within the first distance. When an event occurs, the game program may cause the computer to update the voxel data so that the degree decreases according to the distance from the reference position and the voxel data indicates that there is no terrain for the voxels within the second distance shorter than the first distance from the reference position.

[0014] According to the above, the closer to the reference position set based on the position where the event occurs, the more the terrain can be deformed.

[0015] Further, the voxel data may further include material data indicating the material of the terrain. When an event occurs, the game program may cause the computer to update the voxel data so that the degree decreases further based on the type of material indicated by the material data of the voxels included within the first range.

[0016] According to the above, it is possible to enrich the terrain deformation variations due to the occurrence of an event according to the geology of the terrain.

[0017] Further, the game program may cause the computer to generate a polygon mesh by an algorithm that determines the vertex positions of the polygon based on the voxel data between the voxels where the terrain does not exist and the voxels where the terrain exists. When an event occurs, the game program may cause the computer to recalculate the vertices of the polygon mesh in the range including at least the voxels whose voxel data has been updated.

[0018] According to the above, by limiting the recalculation of the vertices of the polygon mesh to the range including the voxels whose voxel data has been updated, the processing load can be reduced. Further, even if a small area is generated by recalculating the vertices of such a polygon mesh, the fragments due to the small area can be eliminated.

[0019] Further, the game program may cause the computer to cause the player character to perform a destruction action that can destroy the terrain based on the operation input of the player. The event may be that the destruction action by the player character hits the terrain.

[0020] According to the above, since the process of deforming the terrain according to the destruction action of the player character and the process of eliminating the fragments due to the deformation occur, the discomfort due to the elimination can be reduced.

[0021] Further, when a small area is in the air within the virtual space, the game program may update the voxel data of the voxels included in the small area so as to be voxel data indicating that there is no terrain.

[0022] According to the above, by deforming the terrain due to the occurrence of an event, the fragments remaining in the air can be erased.

[0023] Further, the present invention may be implemented in the form of a game system, a game device, and a game processing method.

Effects of the Invention

[0024] According to the present invention, by generating an event for the terrain based on the operation input of the player, it is possible to deform the terrain generated from voxels, and by suppressing the remaining of terrain fragments due to the deformation of the terrain, a highly free deformation can be realized with high operability.

Brief Description of the Drawings

[0025]

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Embodiments for Carrying Out the Invention

[0026] Hereinafter, a game system according to an example of the present embodiment will be described. An example of the game system 1 in the present embodiment includes a main body device (information processing device; which functions as a game device main body in the present embodiment) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main body device 2. That is, the game system 1 can be used as a device in which the left controller 3 and the right controller 4 are each attached to the main body device 2 and integrated. Further, the game system 1 can also be used with the main body device 2, the left controller 3, and the right controller 4 separated from each other (see FIG. 2). Hereinafter, the hardware configuration of the game system 1 of the present embodiment will be described, and then the control of the game system 1 of the present embodiment will be described.

[0027] FIG. 1 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are attached to the main body device 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are each attached to the main body device 2 and integrated. The main body device 2 is a device that executes various processes (for example, game processes) in the game system 1. The main body device 2 includes a display 12. The left controller 3 and the right controller 4 are devices provided with operation units for the user to input.

[0028] FIG. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are each removed from the main body device 2. As shown in FIGS. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main body device 2. Incidentally, hereinafter, the left controller 3 and the right controller 4 may be collectively referred to as a "controller".

[0029] FIG. 3 is a six-sided view showing an example of the main body device 2. As shown in FIG. 3, the main body device 2 includes a substantially plate-shaped housing 11. In the present embodiment, the main surface of the housing 11 (in other words, the front side surface, that is, the surface on which the display 12 is provided) is generally rectangular in shape.

[0030] Note that the shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Also, the main body device 2 alone or the integrated device with the left controller 3 and the right controller 4 attached to the main body device 2 may be a portable device. Further, the main body device 2 or the integrated device may be a hand-held device. Also, the main body device 2 or the integrated device may be a transportable device.

[0031] As shown in FIG. 3, the main body device 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays an image generated by the main body device 2. In the present embodiment, the display 12 is a liquid crystal display device (LCD). However, the display 12 may be any type of display device.

[0032] Also, the main body device 2 includes a touch panel 13 on the screen of the display 12. In the present embodiment, the touch panel 13 is of a type capable of multi-touch input (for example, a capacitance type). However, the touch panel 13 may be of any type, for example, a type capable of single-touch input (for example, a resistive film type).

[0033] The main body device 2 includes a speaker (that is, the speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed on the main surface of the housing 11. Then, the output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0034] Also, the main body device 2 includes a left terminal 17 which is a terminal for the main body device 2 to perform wired communication with the left controller 3, and a right terminal 21 for the main body device 2 to perform wired communication with the right controller 4.

[0035] As shown in FIG. 3, the main body device 2 includes a slot 23. The slot 23 is provided on the upper surface of the housing 11. The slot 23 has a shape capable of mounting a storage medium of a predetermined type. The storage medium of the predetermined type is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and information processing devices of the same type. The storage medium of the predetermined type is used, for example, to store data (e.g., save data of an application, etc.) used in the main body device 2 and / or programs (e.g., application programs, etc.) executed by the main body device 2. Also, the main body device 2 includes a power button 28.

[0036] The main body device 2 includes a lower terminal 27. The lower terminal 27 is a terminal for the main body device 2 to communicate with the cradle. In the present embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main body device 2 alone is placed on the cradle, the game system 1 can display an image generated and output by the main body device 2 on a stationary monitor. Also, in the present embodiment, the cradle has a function of charging the placed integrated device or the main body device 2 alone. Also, the cradle has a function of a hub device (specifically, a USB hub).

[0037] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In the present embodiment, the housing 31 has a vertically long shape, that is, a shape long in the vertical direction (i.e., the y-axis direction shown in FIGS. 1 and 4). The left controller 3 can also be held in a vertically long orientation when removed from the main body device 2. The housing 31 has a shape and size that can be held with one hand, particularly the left hand, when held in a vertically long orientation. Also, the left controller 3 can be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0038] The left controller 3 is provided with an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. The user can input a direction according to the tilting direction (and an input of a magnitude according to the tilted angle) by tilting the analog stick 32. Note that the left controller 3 may be provided with a cross key, a slide stick capable of slide input, or the like as a direction input unit instead of the analog stick. Further, in the present embodiment, it is possible to input by pressing the analog stick 32.

[0039] The left controller 3 is provided with various operation buttons. The left controller 3 is provided with four operation buttons 33 to 36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. Further, the left controller 3 is provided with a recording button 37 and a -(minus) button 47. The left controller 3 is provided with a first L button 38 and a ZL button 39 at the upper left of the side surface of the housing 31. Also, the left controller 3 is provided with a second L button 43 and a second R button 44 on the side surface of the housing 31 on the side where it is attached when attached to the main body device 2. These operation buttons are used to give instructions according to various programs (for example, an OS program or an application program) executed by the main body device 2.

[0040] Further, the left controller 3 is provided with a terminal 42 for the left controller 3 to perform wired communication with the main body device 2.

[0041] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In the present embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the vertical direction. The right controller 4 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 51 has a shape and size that can be gripped with one hand, particularly the right hand, when gripped in a vertically long orientation. Further, the right controller 4 can also be gripped in a horizontally long orientation. When the right controller 4 is gripped in a horizontally long orientation, it may be gripped with both hands.

[0042] The right controller 4 includes an analog stick 52 as a direction input unit, similar to the left controller 3. In the present embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. Further, instead of the analog stick, the right controller 4 may be provided with a cross key or a slide stick capable of slide input. Also, the right controller 4 includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51, similar to the left controller 3. Furthermore, the right controller 4 includes a + (plus) button 57 and a home button 58. Also, the right controller 4 includes a first R button 60 and a ZR button 61 at the upper right of the side surface of the housing 51. Also, the right controller 4 includes a second L button 65 and a second R button 66, similar to the left controller 3.

[0043] Further, the right controller 4 includes a terminal 64 for the right controller 4 to perform wired communication with the main body device 2.

[0044] FIG. 6 is a block diagram showing an example of the internal configuration of the main body device 2. The main body device 2 includes each of the components 81 to 91, 97, and 98 shown in FIG. 6 in addition to the configuration shown in FIG. 3. Some of these components 81 to 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in the housing 11.

[0045] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or it may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium mounted on the slot 23, etc.).

[0046] As an example of an internal storage medium built in the main body device 2, the main body device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is mainly a memory used to store various data (which may be a program) stored in the main body device 2. The DRAM 85 is a memory used to temporarily store various data used in information processing.

[0047] The main body device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23 and reads and writes data to and from a predetermined type of storage medium (for example, a dedicated memory card) mounted on the slot 23 according to an instruction from the processor 81.

[0048] The processor 81 appropriately reads and writes data between the flash memory 84, the DRAM 85, and each of the above storage media to execute the above information processes.

[0049] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly communicates) with an external device via a network. In the present embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device by a method compliant with the Wi-Fi standard as the first communication mode. Further, the network communication unit 82 performs wireless communication with other main body devices 2 of the same type by a predetermined communication method (for example, communication by a proprietary protocol or infrared communication) as the second communication mode. Note that the wireless communication by the second communication mode enables wireless communication with other main body devices 2 arranged within a closed local network area, and realizes a function enabling so-called "local communication" in which data is transmitted and received by direct communication between a plurality of main body devices 2.

[0050] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. The communication method between the main body device 2 and the left controller 3 and the right controller 4 is arbitrary, but in the present embodiment, the controller communication unit 83 communicates with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0051] The processor 81 is connected to the above-described left terminal 17, right terminal 21, and lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. Also, when the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. Further, when the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in the present embodiment, the main body device 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively. Also, when the left controller 3 and the right controller 4 are attached to the main body device 2 as an integrated device or when the main body device 2 alone is attached to the cradle, the main body device 2 can output data (for example, image data or audio data) to a stationary monitor or the like via the cradle.

[0052] Here, the main body device 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). Also, the main body device 2 can communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main body device 2 using a set of the left controller 3 and the right controller 4, respectively. As an example, while the first user inputs to the main body device 2 using the first set of the left controller 3 and the right controller 4, it is possible for the second user to input to the main body device 2 using the second set of the left controller 3 and the right controller 4.

[0053] Also, the display 12 is connected to the processor 81. The processor 81 displays an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside on the display 12.

[0054] The main body device 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input / output of audio data to / from the speakers 88 and the audio input / output terminal 25.

[0055] The main body device 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown in the figure, the power control unit 97 is also connected to each part of the main body device 2 (specifically, each part that receives power supply from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on a command from the processor 81.

[0056] Also, the battery 98 is connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main body device 2 via the lower terminal 27, the supplied power is used to charge the battery 98.

[0057] Figure 7 is a block diagram showing an example of the internal configuration of the main body device 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration of the main body device 2 are shown in Figure 6, so they are omitted in Figure 7.

[0058] The left controller 3 includes a communication control unit 101 that communicates with the main body device 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main body device 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the communication method that the left controller 3 performs with respect to the main body device 2. That is, when the left controller 3 is attached to the main body device 2, the communication control unit 101 communicates with the main body device 2 via the terminal 42. Also, when the left controller 3 is detached from the main body device 2, the communication control unit 101 performs wireless communication with the main body device 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.

[0059] Further, the left controller 3 includes a memory 102 such as a flash memory. The communication control unit 101 is configured by, for example, a microcomputer (also referred to as a microprocessor), and executes various processes by executing the firmware stored in the memory 102.

[0060] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). Also, the left controller 3 includes an analog stick (described as "stick" in FIG. 7) 32. Each button 103 and the analog stick 32 output information regarding the operation performed on themselves to the communication control unit 101 repeatedly at an appropriate timing.

[0061] The communication control unit 101 acquires information regarding inputs (specifically, information regarding operations or detection results by sensors) from each input unit (specifically, each button 103 and the analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body device 2. Note that the operation data is repeatedly transmitted at a rate of once every predetermined time. Note that the intervals at which the information regarding inputs is transmitted to the main body device 2 may be the same or different for each input unit.

[0062] When the above operation data is transmitted to the main body device 2, the main body device 2 can obtain the inputs made to the left controller 3. That is, the main body device 2 can determine operations on each button 103 and the analog stick 32 based on the operation data.

[0063] The left controller 3 includes a power supply unit 108. In the present embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power supply from the battery).

[0064] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main body device 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 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main body device 2 by both wired communication via the terminal 64 and wireless communication without using the terminal 64 (specifically, communication conforming to the Bluetooth (registered trademark) standard), and controls the communication method used by the right controller 4 with respect to the main body device 2.

[0065] The right controller 4 includes each input unit similar to each input unit of the left controller 3. Specifically, it includes each button 113 and the analog stick 52. These input units have the same functions as the input units of the left controller 3 and operate in the same manner.

[0066] The right controller 4 includes a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same manner.

[0067] Next, with reference to FIGS. 8 to 15, an outline of the processing executed in the game system 1 will be described. In the present embodiment, the game system 1 generates a game image in which terrain objects and characters (for example, player characters operated by a player) are arranged in a game space, which is a three-dimensional virtual space, and displays the game image on a display device. In the present embodiment, the display device on which the game image is displayed may be the above-described display 12 or a stationary monitor.

[0068] In the present embodiment, the shapes of some objects in the game space are defined by voxel data. Here, a voxel is a rectangular parallelepiped (more specifically, a cubic) region arranged in a grid pattern in the game space, and voxel data is data set for each voxel. Hereinafter, an object whose shape is defined by voxel data will be referred to as a "voxel object". In the present embodiment, the game system 1 stores voxel data as data for generating voxel objects in the game space for each of a plurality of voxels set in the game space.

[0069] FIG. 8 is a diagram showing an example of a terrain object that is a voxel object. As shown in FIG. 8, in the present embodiment, a terrain object representing a terrain such as the ground is defined in shape by voxel data (that is, it is a voxel object). Each cube shown in FIG. 8 represents a terrain object. In FIG. 8, the portions that are the sides of the terrain object are shown as thick lines, but these thick lines are added for the purpose of making the drawing easier to view, and in reality, the sides of the terrain object do not need to be shown thickly.

[0070] Also, the terrain object shown in FIG. 8 is generated, for example, according to the rule that "when the parameter included in the voxel data set for a voxel is greater than a predetermined value, a cube is placed at the position of the voxel, and when it is less than or equal to the predetermined value, nothing is placed at the position of the voxel". The terrain object shown in FIG. 8 is shown for the purpose of clearly exemplifying the relationship between a voxel and a voxel object. In the present embodiment, actually, for example, like the terrain object shown in FIG. 15 described later, a voxel object is generated based on voxel data according to a rule that results in a more complex shape compared to the length of one side of a voxel. Note that the rule for determining the shape of a voxel object based on voxel data is arbitrary. In other embodiments, the game system 1 may generate a voxel object as shown in FIG. 8 or a voxel object as shown in FIG. 15 based on object data.

[0071] Regarding the voxel object, the shape can be changed by changing the voxel data of each voxel. FIGS. 9 and 10 are diagrams showing an example of the state before and after a part of the terrain object shown in FIG. 8 is deleted. That is, when the hatched portion of the terrain object shown in FIG. 9 is destroyed, the terrain object changes to the shape shown in FIG. 10. At this time, the game system 1 can easily erase the terrain object by rewriting the voxel data described later so as to indicate that there is no terrain object for the voxels in the hatched portion. Note that when the game system 1 adds a terrain object, it can easily change the shape of the terrain object by changing the voxel data of each voxel, similarly to the case of erasing the terrain object.

[0072] In this way, the game system 1 can freely change the shape of the voxel object by rewriting the voxel data. For example, when the shape of a terrain object in the game is changed as a result of being destroyed for some reason (for example, a player character strikes the terrain object), the game system 1 does not directly change the data indicating the outer shape of the terrain object (that is, the mesh described later), but can freely change the shape of the terrain object by changing the voxel data used for generating the terrain object.

[0073] FIG. 11 is a diagram showing an example of the content of the voxel data. Here, in the present embodiment, the game space can be divided into a plurality of voxels arranged in a grid pattern. The game system 1 stores by associating voxel data with each voxel in the game space. The voxel data indicates the presence or absence of a voxel object in the voxel corresponding to the voxel data.

[0074] As shown in FIG. 11, the voxel data includes density data. The density data is data of density indicating the degree to which an object is included in the region defined by each voxel. Although details will be described later, the position and shape of the surface of the voxel object (that is, the mesh described later) are determined based on the above density. That is, in the present embodiment, the above density is also data used to create a mesh that defines the surface of the voxel object.

[0075] In the present embodiment, the density can take an integer value in the range from a lower limit value (for example, 0) to an upper limit value (for example, 255). In the present embodiment, in the game system 1, when the value of the density set for a voxel is high, the ratio of the volume occupied by the voxel object in the voxel tends to be large, and when the value of the density is low, the ratio in the voxel is small. For example, when the density is 0, there is no object in the voxel, when the density is 255, all of the voxel is an object, and when the density is a value in between, the object can occupy the voxel at a ratio corresponding to the value. Then, based on the density, the shape of the voxel mesh, that is, the shape of the voxel object is determined. However, the shape of the voxel object generated based on the above density does not necessarily have to be a volume that exactly matches the ratio indicated by the density. For example, in the method of generating a voxel object as shown in FIG. 8 and the method of generating a voxel object as shown in FIG. 15, the volumes may be different even based on the same density.

[0076] Note that in other embodiments, the density may indicate either a state in which the entire region within the voxel is occupied by the voxel object or a state in which the voxel object is not included in the region within the voxel. For example, the density data may be data that can only take either 0 or 1.

[0077] As shown in FIG. 11, the voxel data includes material data. The material data indicates the material (in other words, substance) of the voxel object generated from the voxel data. Here, in the present embodiment, materials such as sand, rock, and soil are set for the voxel object. That is, in the present embodiment, a plurality of types of materials are prepared as materials that can be set for the voxel object, and any one of the plurality of types of materials is set for the voxel object.

[0078] As shown in FIG. 11, in the present embodiment, the material data indicates identification information of the material (referred to as "material ID"). Also, in the present embodiment, the game system 1 stores material information indicating the properties and textures of the materials prepared in the game for each material. In the present embodiment, the material information associates the material ID, the properties of the material, and the appearance of the material (specifically, the texture). Specifically, the material information is information that associates the material ID, the identification information of the properties of the material (referred to as "property ID"), and the identification information of the texture of the material (referred to as "texture ID") (see FIG. 11).

[0079] FIG. 12 is a diagram showing an example of property information indicating the properties of the material. As shown in FIG. 12, the game system 1 stores property information that associates the above property ID with information indicating the content of the property indicated by the property ID. The properties of the material are the properties that the voxel object in which the material is set has in the game, and are, for example, information such as the weight and slipperiness shown in FIG. 12. Note that the specific content of the property is arbitrary, and for example, the following information may be set as the property of the material. · Temperature · Fragility (for example, the number of times the voxel object breaks until it breaks when an impact is applied to the voxel object) · Whether another object adheres to the voxel object · The amount of health restored for the player character when the player character destroys a voxel object · The amount of in-game currency acquired by the player character when the player character destroys a voxel object Note that the specific content of the properties set for the material is arbitrary. In other embodiments, information different from the above may be set as information indicating the properties of the material.

[0080] FIG. 13 is a diagram showing an example of texture information indicating the texture of a material. As shown in FIG. 13, the game system 1 stores texture information associating the above texture ID with the texture indicated by the texture ID.

[0081] Note that, as data defining the appearance of the voxel object, in addition to the texture information, any information regarding color and / or pattern may be set. For example, as information regarding the appearance of the voxel object, a crack pattern may be set. By using such a pattern, the game system 1 can generate an image of a voxel object representing an appearance with cracks.

[0082] As described above, in the present embodiment, the material data defines the properties of the voxel object and the texture to be used for the voxel object by the material ID. For example, when the material ID indicated by the material data included in the voxel data is "002", the property indicated by the property ID "001" associated with the material ID in the material information is set as the property of the voxel object corresponding to the voxel data (see the arrow shown in FIG. 11). Also, in the above case, the texture indicated by the texture ID "002" associated with the material ID in the material information is applied to the voxel object corresponding to the voxel data (see the arrow shown in FIG. 11).

[0083] As described above, in the present embodiment, the game system 1 manages the properties and textures of materials separately. Therefore, in the present embodiment, it is possible to easily set a plurality of types of materials that have the same properties but different appearances (i.e., textures), or a plurality of types of materials that have different properties but the same appearance.

[0084] Note that the material data may be any data that can specify the properties and / or textures of the material. For example, in other embodiments, the material data may indicate the above property ID and texture ID, or may have a data structure that actually includes data indicating the properties and textures of the material.

[0085] Also, the material data may be information regarding the material and may further indicate other information different from the above properties and textures. For example, the material data may include effect data indicating an effect that occurs when an effect generation condition (e.g., a part of the voxel object is destroyed, or a character steps on the voxel object) set for the voxel object is satisfied. Note that the effect data may be data indicating an effect image (e.g., an effect image representing that the voxel object has been destroyed), or may be data indicating an effect sound (the sound of footsteps when a character walks on the voxel object).

[0086] As shown in FIG. 11, the voxel data includes state data indicating the state of the voxel object. The specific content of the state data is arbitrary. For example, the state data may be data indicating whether the voxel object is in a wet state, or may be data indicating the amount of damage applied to the voxel object. The content of the state data may be updated during the game.

[0087] In this embodiment, the surface of the voxel object is represented by a mesh. A mesh is a collection of a plurality of faces (specifically, polygons) arranged in the game space. In this embodiment, the game system 1 generates a mesh of the voxel object based on the voxel data of each voxel set in the game space. Hereinafter, an example of generating a mesh based on voxel data will be described.

[0088] FIG. 14 is a diagram showing an example of a method for generating a mesh. Note that in FIG. 14, for the purpose of making the drawing easy to view and the explanation easy to understand, the voxels and the mesh are represented two-dimensionally, but actually a three-dimensional mesh is generated based on the voxels in the three-dimensional space.

[0089] As described above, in this embodiment, the density set for the voxels is set in the range of 0 to 255. Also, in this embodiment, it is assumed that voxels with a density equal to or higher than the reference value are inside the object, and voxels with a density lower than the reference value are outside the object. It is not necessary to define only voxels with a density of 0 as outside the object (that is, reference value = 1), and the reference value is, for example, 128. In the example shown in FIG. 14, it is assumed that the density is 0 in voxel 201 and other outer voxels, the density of voxel 202 is 100 which is lower than the reference value, and the densities of voxels 203 and 204 are set to 150 and 200 which are equal to or higher than the reference value. In this embodiment, the game system 1 generates vertices between voxels with a density equal to or higher than the reference value and voxels with a density lower than the reference value. Specifically, for each region (the region surrounded by the dotted line in the drawing) spanning eight (four in the drawing) adjacent voxels, a determination is made as to whether to generate a vertex. That is, vertices are generated in regions that span both voxels with a density equal to or higher than the reference value and voxels with a density lower than the reference value. Further, when the boundary between adjacent vertices (the boundary of the above-described region including each vertex) passes between voxels with a density equal to or higher than the reference value and voxels with a density lower than the reference value, a polygon mesh is generated by connecting those vertices.

[0090] The coordinates of the vertices are determined by comparing the densities of adjacent voxels for each of the XYZ axes and performing interpolation based on the density differences. At this time, coordinate calculations can be further performed based on normal information. The normal information may be pre-retained for at least some of the voxels, or if not retained, the normal information may also be calculated based on the densities of adjacent voxels. Note that in FIG. 14, since the density of voxel 202 is less than the reference value, in the determination of the presence or absence of vertices, voxel 202 is treated as outside the object, but the density value itself of voxel 202 is used for the coordinate calculation of the generated vertices. If the reference value is set to a value lower than the density of voxel 202, more vertices will be added to the upper right and upper left sides of voxel 202 in FIG. 14.

[0091] By generating a polygon mesh as described above, a shape having a volume that reflects the density of each voxel to some extent can be generated. However, depending on the relationship with adjacent voxels, it is possible that some voxels with a density of 0 may include regions within the object, or some voxels with a density of 255 may include regions outside the object. Also, in this embodiment, since voxels with a density less than the reference value are treated as outside the object, the volume is smaller by the amount that the number of vertices is less compared to the case of treating them as inside the object. That is, it is not necessary to calculate the polygon mesh so as to have a volume that exactly corresponds to the density value.

[0092] FIG. 15 is a diagram showing an example of a game image including a terrain object. In this embodiment, by generating a mesh as described above, a voxel object can be made into a shape with complex unevenness compared to, for example, the length of one side of a voxel.

[0093] Note that the method of generating a mesh based on voxel data is arbitrary. For example, in other embodiments, when the density of voxel data is greater than a predetermined value, a mesh may be generated such that a cube is arranged in the voxel (see FIG. 8).

[0094] For each face of the mesh generated as described above, the game system 1 determines the appearance (i.e., color and / or pattern) of each face according to the material specified by the voxel data. Specifically, the game system 1 determines the texture to be used for rendering each face of the mesh based on the voxel data, and generates an image of the voxel object by mapping the determined texture to each face. Note that the texture mapped to each face of the mesh is determined based on the voxel data of the voxels (referred to as target voxels) used to generate the face among the voxels where the voxel object exists. Note that the target voxels are, for example, one or more voxels arranged around the face, although it also depends on the method of generating the mesh. That is, the texture mapped to the face of the mesh is determined to be a texture corresponding to the material set for one or more voxels arranged around the face.

[0095] Note that in other embodiments, one voxel data may include multiple types (e.g., two types) of material data. In this case, the voxel data includes ratio data regarding the multiple types of material data. The ratio data is data for determining the texture to be used for the voxel object, and indicates the ratio of the influence of each material (specifically, the texture corresponding to the material) indicated by the multiple types of material data on the appearance (specifically, color and / or pattern) of the voxel object. Also, when determining the texture mapped to each face of the mesh, the texture is determined based on various data (specifically, density data, multiple types of material data, and ratio data) included in the voxel data of the target voxels. For example, when multiple types of materials are set for the target voxels corresponding to one face, the texture corresponding to the material with the greatest degree of influence (one type) may be used considering the ratio, or each texture corresponding to the multiple types of materials may be used considering the ratio.

[0096] In another embodiment, there may be both a voxel object in which voxel data including one type of material data is used and a voxel object in which voxel data including two types of material data is used.

[0097] Next, with reference to FIGS. 16 to 19, an example of game play in which a player character in a game space operates in response to a user operation on the game system 1 will be described. For example, in this embodiment, the operation buttons and sticks of the left controller 3 and / or the right controller 4 in the integrated game system 1, or the touch operation on the touch panel 13 of the main body device 2, or the operation of moving the entire game system 1 or changing the posture, etc., cause the player character PC appearing in the game space displayed on the display 12 to operate.

[0098] FIG. 16 is a diagram showing an example of a game image in which a player character PC displayed on the display 12 performs an action of destroying a terrain object TO. In FIG. 16, in response to a user operation, the player character PC is performing a destruction action such as hitting a terrain object TO provided on the game field F. Here, the terrain object TO is an example of a voxel object generated based on the above-described voxel data, and its surface is represented by a mesh. In the example shown in FIG. 16, one of the voxel spaces that define the voxels is set on the game field F in the game space, and a terrain object TO is generated on the game field F by defining a plurality of voxels in the voxel space. Here, the voxel space is set at least one in at least a part of the game space in order to define a plurality of voxels, and the length of one side (resolution) of the voxel, the vector (direction) in the global coordinates of the xyz axes in the vector space, the lengths of the x, y, and z directions of the voxel space, the position of the voxel space in the game space, etc. are defined for each voxel space. In FIGS. 16 to 18, an example of drawing by a block-shaped mesh is illustrated for the sake of explanation, but actually, the drawing may be performed by mesh generation having an appearance as shown in FIG. 15 by the method described in FIG. 14.

[0099] In this embodiment, by performing an action of destroying the terrain object TO by the player character PC, it is possible to destroy the terrain object TO and cause at least a part of it to disappear. As an example, as shown in FIG. 16, by performing an action of hitting a part of the terrain object TO by the player character PC, the terrain object TO can be destroyed and a part of the terrain object TO can be deformed and disappeared.

[0100] FIG. 17 is a diagram showing an example of a game image in which a player character PC has destroyed a terrain object TO. As shown in FIG. 17, a part of the terrain object TO is deformed and erased from the game space by being destroyed by the destruction action of the player character PC. Specifically, in the flat terrain object TO, a circular missing part is formed in a part thereof by the destruction action of the player character PC, and the terrain object TO is deformed in a state of being divided into a terrain object TOa and a terrain object TOb by the missing part.

[0101] The terrain object TOa has a relatively large size compared to the size of the terrain object TOb, and remains in the game space in a state of being placed on the game field F. On the other hand, the terrain object TOb is a relatively small-sized piece (fragment), and remains in the game space in a state of being separated from the game field F. That is, the terrain object TOb remains floating in the air in the game space, which looks bad and gives the user a sense of discomfort. Also, if the user tries to process such a fragment, it is considered to be troublesome. In this embodiment, the fragments generated by destroying the terrain object TO in this way are automatically erased.

[0102] FIG. 18 is a diagram showing an example of a game image in which fragments generated by a player character PC destroying a terrain object TO have been erased. As shown in FIG. 18, the terrain object TOb displayed in the game image shown in FIG. 17 has been erased from the game space, and only a part of the terrain object TOa, which is a part of it, remains on the game field F due to the destruction action of the player character PC. Note that, in order to make the explanation of the fragments of the terrain object TO remaining after the destruction action easier to understand, FIG. 17, which is an example of the game image and the explanation of the state in which the terrain object TOb remains, is illustrated. However, in actual game processing, the user may not be able to recognize the state in which the terrain object TOb remains. As an example, the destruction process of the terrain object TO and the erasure process of the terrain object TOb, which is a fragment of it, may be performed at the same processing timing almost simultaneously with the destruction action of the player character PC. As another example, when the terrain object TO is destroyed in response to the destruction action of the player character PC, an effect image or the like in which the terrain object TOb, which is a fragment of it, flies in the air in the game space may be displayed, and then the fragment may be erased.

[0103] In this embodiment, among the fragments of the terrain object TO remaining in the game space after the player character PC destroys the terrain object TO, those with a size smaller than a predetermined standard are targeted for erasure processing. Also, among the fragments of the terrain object TO, those that further satisfy at least one of the following conditions may be targeted for erasure processing. The first condition is that fragments that include at least a part of them within a predetermined range including the range where the terrain object TO was destroyed are targeted for erasure processing. The second condition is that fragments that are not in contact with other objects or the game field are targeted for erasure processing. Typically, the fragments targeted for erasure processing are those that remain alone in the air. Note that, by setting the condition that they are not in contact with objects of the same material, not only those remaining in the air but also fragments consisting of a single material remaining in other objects of different materials can be targeted for erasure processing.

[0104] In this embodiment, the terrain object TO is expressed as being destroyed and deformed / erased by changing the voxel data of each voxel constituting the terrain object TO. FIG. 19 is a diagram showing an example of a voxel fragment determination range for determining the destruction range of voxels to be destroyed in the terrain object TO and fragments of the terrain object TO. Note that the left diagram in FIG. 19 shows the front (the surface to be destroyed) of the terrain object TO as viewed from the player character PC that destroys the terrain object TO. Also, the right diagram in FIG. 19 shows the right side surface of the terrain object TO shown in the left diagram.

[0105] The destruction range of the terrain object TO destroyed by the destruction action of the player character PC is set based on the position, strength, ability of the player character PC when destroying the terrain object TO, and the strength (material) of the terrain object TO. For example, the destruction range is set to a range within a predetermined distance from a reference position set based on the position where the destruction action by the player character PC occurs in the game space. In the example of FIG. 19, in the terrain object TO, a bell-shaped destruction range with a hemispherical shape at the deepest part missing due to the destruction is formed centering on the position where the player character PC performed the destruction action. Note that the shape of the destruction range may be other shapes, such as spherical, ellipsoidal, cubic, cylindrical, wedge-shaped, shapes generated by three-dimensional software, or shapes with some of these shapes missing. Also, the position of the destruction range may be set centering on the position where the destruction action by the player character PC occurs in the game space (for example, the position reached by the fist with which the player character PC punches), or may be set centering on a predetermined distance in front of the position as viewed from the player character PC. Note that the above destruction range corresponds to an example of a first range set for the terrain volume data based on the position where the event for the terrain occurs based on the player's operation input.

[0106] Voxels to be deleted / deformed based on the above-described destruction range are determined using a signed distance field (SDF). The SDF indicates the distance from each voxel to the closest surface of the destruction range. Assuming the surface of the destruction range is 0, the outside of the destruction range is regarded as having a positive distance, and the inside of the destruction range is regarded as having a negative distance. Then, according to the SDF in each voxel, the deletion / deformation process of each voxel is set. For example, for voxels to be deleted, the voxel data of the voxel is rewritten so as to indicate that there is no terrain object, and thus the part of the voxel is deleted from the terrain object TO.

[0107] For example, in this embodiment, the deletion / deformation of each voxel is controlled by changing the density included in the voxel data. For example, density is an index indicating the degree of the volume occupied by the voxel object within the region defined by the voxel. The value of density can be an integer value in the range from a lower limit value (e.g., 0) to an upper limit value (e.g., 255). And it is assumed that when the value of density set for a voxel is high, the above-mentioned degree within the voxel is large, and when the value of density is low, the above-mentioned degree within the voxel is small. Also, for a voxel with density set to the lower limit value (i.e., 0), no voxel object is included in the voxel, and for a voxel with density set to the upper limit value (i.e., 255), it is regarded that the voxel object is included throughout the voxel. That is, density becomes voxel data indicating the existence of a terrain object when set to a value greater than the lower limit value, and functions as voxel data indicating the non-existence of a terrain object when set to the lower limit value. However, the shape of the voxel mesh generated based on density does not necessarily have a volume that exactly corresponds to the value of density.

[0108] In this embodiment, based on the SDF of each voxel, the density of each voxel is rewritten to control the deletion / deformation of each voxel. Specifically, by rewriting the density of at least the voxel whose SDF is a negative distance to a low value, at least some of the voxels included within the destruction range are set to a state where there is no terrain object. As a first example, by rewriting the density of the voxel whose SDF is a negative distance to the lower limit value, the voxels included within the destruction range are set to a state where there is no terrain object, and by maintaining the density of the voxel whose SDF is a positive distance at its original value, the voxels outside the destruction range are set to a state where there is a terrain object. As a second example, by rewriting the density of the voxel whose SDF is a negative distance to a lower value as the absolute value of the distance is larger, and by rewriting the density of the voxel whose absolute value of the distance is larger than a predetermined value to the lower limit value, a part of the voxels included within the destruction range is set to a state where there is no terrain object, and by maintaining the density of the voxel whose SDF is a positive distance at its original value, the voxels outside the destruction range are set to a state where there is a terrain object. As a third example, by rewriting the density of the voxel whose SDF is a negative distance to the lower limit value, the voxels included within the destruction range are set to a state where there is no terrain object, and by rewriting the density of the voxel whose SDF is a positive distance to a lower value as the absolute value of the distance is smaller, a part of the voxels outside the destruction range is also set to a state where there is no voxel object throughout the voxel.

[0109] Note that the rewriting of the density in the voxel data described above may adjust the amount of change in the density according to the type and state of the material indicated by the material data included in the voxel data. For example, according to the properties of the material indicated by the material data (e.g., fragility, temperature), the amount of change in the density may be adjusted (e.g., the amount of change in the density rewritten to a lower value is increased for a more fragile material).

[0110] In addition, when rewriting the density in the above-described voxel data, the amount of change in the density may be adjusted according to the state data included in the voxel data. For example, the state data is data indicating the amount of damage applied from the player character PC to the terrain object TO. As an example, whether to decrease the density in the voxel data or increase the amount of damage may be determined by the relationship between the attack power of the player character PC and the defensive power of the terrain object TO. Specifically, in the relationship between the hardness of the attacking side (for example, the hardness of the fist with which the player character PC punches the terrain object TO) and the hardness of the receiving side (the hardness of the material of the terrain object TO), when the hardness of the attacking side is harder, the density in the destruction range is rewritten, and when the hardness of the receiving side is harder, neither the density nor the amount of damage in the destruction range is rewritten. When the hardness of the attacking side is equal to the hardness of the receiving side, the amount of damage to the voxels within the destruction range is increased, and when the amount of damage exceeds the allowable amount (damage durability value by the material) of the voxels, the density of the voxels is rewritten. When the amount of damage to the voxels exceeds the allowable amount of the voxels, the voxels may be deleted by setting the density of the voxels to 0, and the amount of damage to the voxels can also function as voxel data indicating the absence of terrain.

[0111] Then, as described above, on the surface of the terrain object TO after the density is rewritten (specifically, the surface newly exposed to the outside due to destruction), an update for display is performed by newly generating a mesh. For example, based on the occurrence of an event in which the terrain object TO is destroyed, a new mesh is generated by recalculating the vertices of the mesh in the range including the voxels whose voxel data has been rewritten by the destruction. As an example, as shown in FIG. 14, each vertex of the mesh is generated. In this way, after voxel deletion, a new mesh is generated based on an algorithm in which the vertices of the mesh are recalculated based on the density of each voxel, resulting in fragments of the terrain object TO. However, in this embodiment, even if fragments remain due to the generation of such a new mesh, the fragments will also be deleted. Then, the texture used for rendering each face of the mesh is determined based on the voxel data, and the determined texture is mapped to each face to generate an image of the terrain object TO after destruction. Note that the range for performing the above-described recalculation of the mesh may be a chunk (a group of voxels that is a processing unit composed of a predetermined number of voxels) including the voxels whose voxel data has been rewritten. For example, if 16×16×16 voxels are used as one chunk and recalculation is performed on the chunk including the voxels whose voxel data has been rewritten, the processing can be reduced compared to recalculating the mesh of the entire game space. The range may be the voxel space in which the voxels whose voxel data has been rewritten are arranged, or the entire terrain object TO including the voxels whose voxel data has been rewritten. Also, if there is no problem with the processing load, the mesh may be recalculated for the entire game space.

[0112] The fragment determination range for determining whether or not to target the fragments of the terrain object TO generated by the destruction action of the player character PC for the deletion process is set based on the position where the destruction action was performed. For example, the fragment determination range is set to at least include the destruction range set for the terrain object TO. In the example of FIG. 19, for the terrain object TO, the fragment determination range is set to include the destruction range outside the destruction range of the player character PC's destruction action by a predetermined distance. Note that the fragment determination range may be set based on other criteria. For example, as a first example, the range where the SDF is a positive predetermined distance may be used as the fragment determination range. As a second example, the entire terrain object TO in which the destruction range is generated by the destruction action of the player character PC, or the entire voxel space defined by the terrain object TO may be used as the fragment determination range. As a third example, the above-mentioned chunk including the voxels whose voxel data has been rewritten by the destruction action of the player character PC may be used as the fragment determination range. Note that the above fragment determination range corresponds to an example of a second range that at least includes the first range.

[0113] And in the fragment determination range, in a region where voxels having voxel data indicating the existence of a terrain object are adjacent and continuous, if there is an independent small region whose size is smaller than a predetermined standard, rewrite the voxel data of the voxels included in the small region so as to be voxel data indicating the non-existence of a terrain object. As a first example, in the fragment determination range, if the sum of the density values of each of the voxels belonging to a region where voxels having voxel data indicating the existence of a terrain object are adjacent and continuous is smaller than a predetermined threshold value, determine that the region is the small region. In this case, even a region smaller than the size of one voxel can be determined to be the small region. As a second example, in the fragment determination range, if the number of voxels belonging to a region where voxels having voxel data indicating the existence of a terrain object are adjacent and continuous is smaller than a predetermined threshold value, determine that the region is the small region. By such processing, the fragments of the terrain object TO belonging to the small region generated by the destruction of the terrain object TO are erased. Note that any method may be used to detect a small region within the fragment determination range. For example, a clustering process by three-dimensional filling processing may be used to detect a small region.

[0114] Note that, regarding the fragments of the terrain object TO targeted for the above deletion process, part of the fragment may be at least included within the above fragment determination range, or all of the fragment may be at least included within the above fragment determination range. Also, typically, the fragments of the terrain object TO targeted for the above deletion process exist alone in the air in the game space, and are not connected to terrain objects or other objects not only within the above fragment determination range but also outside the above fragment determination area. However, fragments in contact with the game field (ground) or other objects, fragments held by characters, etc. may also be targeted for the above deletion process. Further, the fragments of the terrain object TO targeted for the above deletion process are assumed to be stationary in the air in the game space. However, as another example, fragments moving in the air in the game space, etc. may also be targeted for the above deletion process.

[0115] Also, in the above description, as an example of an event in which the terrain object TO is deleted, an example is used where a destruction action in which the player character PC hits the terrain object TO causes part of it to be destroyed, deformed, or deleted. However, the terrain object TO may be deleted by other events. For example, an event in which the player character PC destroys it by hitting the terrain object TO with the whole body or other parts such as legs, or an event in which the player character PC destroys it by hitting the terrain object TO with an item such as a weapon. Also, an event in which the player character PC throws or kicks another object, and the other object hits the terrain object TO and is destroyed, or an event in which the player character PC shoots or fires a projectile, and the projectile object fired by the shooting or firing hits the terrain object TO and is destroyed, etc. may cause the terrain object TO to be deleted (deformed).

[0116] Also, in the above description, the terrain object TO was used as an example of an object whose part is erased from the game space. Needless to say, the same processing is possible even when other voxel objects are erased from the game space. For example, buildings, trees, moving objects such as vehicles moving in the game space, other characters such as enemy characters existing in the game space, items placed in the game space, objects such as food and tools placed in the game space, etc., the same erasure processing can be performed even on other voxel objects.

[0117] Also, in the above description, an example was used in which the fragment determination range is set so as to at least include the destruction range set for the terrain object TO. However, a part of the destruction range may be set outside the fragment determination range, or the fragment determination range may be set within the destruction range. As an example of the former, the fragment determination range may be set only on the player character PC side of the destruction range set for the terrain object TO. In this case, the region farthest from the player character PC in the destruction range may be set outside the fragment determination range.

[0118] Next, with reference to FIGS. 20 and 21, a specific example of information processing in the game system 1 will be described.

[0119] FIG. 20 is a diagram showing an example of various data used for information processing in the game system 1. As shown in FIG. 20, the game system 1 stores a game program, voxel space data, voxel object data, mesh data, operation data, player character data, destruction range data, fragment determination range data, size data, and the like. The game program and the voxel space data are data that are stored in advance in the game system 1 before the execution of the game process. The game program and the voxel space data are stored, for example, in a storage medium attached to the slot 23 of the main body device 2. Further, the voxel object data, the mesh data, the operation data, the player character data, the destruction range data, the fragment determination range data, and the size data are data that are generated during the execution of the game process. The voxel object data, the mesh data, the operation data, the player character data, the destruction range data, the fragment determination range data, and the size data are stored, for example, in the DRAM 85 of the main body device 2.

[0120] The game program is a game program for executing the game process in the present embodiment (specifically, the game process shown in FIG. 21).

[0121] The voxel space data is data that defines the voxels set in the game space. Specifically, the voxel space data indicates the length of one side of the voxel and the direction of each side of the voxel in the game space. Further, when voxels are set only in a part of the game space, the voxel space data may include data indicating the position and size of the space (that is, the voxel space) in which the voxels are set (that is, data indicating the range in the game space where the voxels are set).

[0122] The voxel object data is data indicating the voxel objects arranged in the game space. Specifically, the voxel object data includes voxel data for each unit area for a part or all of the range in the game space.

[0123] Mesh data is data indicating a mesh set for a voxel object arranged in a game space. The mesh data includes, for example, data indicating the position of each vertex in the mesh.

[0124] Operation data is data appropriately acquired from the left controller 3 and / or the right controller 4 and the main body device 2 respectively. As described above, the data acquired from the left controller 3 and / or the right controller 4 and the main body device 2 respectively includes information regarding inputs from each input unit (specifically, each button, analog stick, touch panel) (specifically, information regarding operations). In this embodiment, data is acquired from the left controller 3 and / or the right controller 4 and the main body device 2 respectively, and the acquired data is used to appropriately update the operation data. Note that the update period of the operation data may be updated every frame, which is the period of the process executed in the game system 1 described later, or may be updated every period in which the above data is acquired.

[0125] Player character data is data indicating the arrangement position and arrangement posture of the player character PC arranged in the game space, as well as actions and states in the game space.

[0126] Destruction range data is data indicating the destruction range set when the terrain object TO is destroyed by the player character PC. Fragment determination range data is data indicating the fragment determination range set when the terrain object TO is destroyed by the player character PC. Size data is data indicating the size of the fragments of the terrain object TO included in the fragment determination range.

[0127] In addition to the data shown in FIG. 20, the game system 1 stores data such as the above-described property information and texture information data as data stored in the game system 1 in advance before the execution of the game process.

[0128] FIG. 21 is a flowchart showing an example of the flow of game processing executed by the game system 1. In the present embodiment, the series of processes shown in FIG. 21 are performed by the processor 81 executing a game program. Also, the timing at which the game processing shown in FIG. 21 is started is arbitrary. As an example, it is started in response to an instruction to start the game being given by the player during the execution of the game program.

[0129] Note that in the present embodiment, the processor 81 of the main body device 2 will be described as executing the processes of each step shown in FIG. 21 by executing the game program stored in the game system 1. However, in other embodiments, some of the processes of each step may be executed by a processor (for example, a dedicated circuit or the like) different from the processor 81. Also, when the game system 1 can communicate with another information processing device (for example, a server), some of the processes of each step shown in FIG. 21 may be executed in the other information processing device. That is, each process shown in FIG. 21 may be executed by a plurality of information processing devices including the main body device 2 cooperating with each other. Also, the processes of each step shown in FIG. 21 are merely examples, and if the same result can be obtained, the order of the processes of each step may be changed, or another process may be executed in addition to (or instead of) the processes of each step.

[0130] Also, the processor 81 executes the processes of each step shown in FIG. 21 using a memory (for example, DRAM 85). That is, the processor 81 stores the information (in other words, data) obtained by each processing step in the memory, and when using the information in subsequent processing steps, reads out and uses the information from the memory.

[0131] In FIG. 21, the processor 81 sets voxel objects in the initial state in the game space (step S1) and proceeds to the next step. Specifically, the processor 81 acquires voxel data indicating the arrangement of the voxel objects in the initial state, and stores (or writes, in other words) part or all of the acquired voxel data in the DRAM 85 as voxel object data. Note that the voxel data indicating the arrangement of the voxel objects in the initial state is stored, for example, in a storage medium mounted in the slot 23 of the main device 2. Note that the processor that stores terrain volume data, which is data representing the terrain in the virtual space and holds voxel data indicating the presence of the terrain for each voxel included in the voxel space set in the virtual space, in the storage medium corresponds to the processor 81 that performs the process of step S1 as an example.

[0132] Note that the voxel data written in the DRAM 85 as voxel object data may be part of the voxel data used for generating the game image among the voxel data in the entire range of the game space. For example, the processor 81 may generate an image of an object using voxel data only for a part of the game space (for example, a range within a predetermined distance from the position of the virtual camera). At this time, the voxel object data may include the voxel data within the said range. Also, when voxel data for a part of the game space is written, the same process as step S1 is executed at an appropriate timing (for example, the timing when the position of the virtual camera has moved more than a predetermined distance) during the execution of a series of processes in steps S3 to S11 described later.

[0133] Next, the processor 81 generates a mesh for the voxel object (step S2), proceeds with the processing to the next step to start the game, and repeatedly executes the processing of steps S3 to S11 during the game. The mesh is generated according to the method described above. Here, the processor 81 generates a mesh based on the voxel object data stored in the DRAM 85. By the processing of step S2 above, voxel objects such as terrain objects are constructed in the game space.

[0134] Next, the processor 81 acquires data corresponding to a user operation from the left controller 3, the right controller 4, and / or the main body device 2 and updates the operation data (step S3), and proceeds with the processing to the next step.

[0135] Next, the processor 81 controls the operations of various objects (for example, player characters and enemy characters) that appear in the game space (step S4), and proceeds with the processing to the next step. For example, the processor 81 controls the operation of the player character based on the operation data acquired in step S3 above and updates the player character data. In addition, the processor 81 controls the operation of the enemy character based on an algorithm defined in the game program.

[0136] Next, the processor 81 determines whether an erasure condition for erasing at least a part of the voxel object is satisfied (step S5). For example, when an impact on the terrain object TO by the player character PC occurs, the processor 81 sets the position where the impact occurs and the surrounding range as a destruction range, updates the destruction range data, destroys the terrain object TO (voxel object) existing in the destruction range, and erases the destroyed part. As an example, in order to express that the destruction range has been destroyed, the object within the destruction range is erased by setting the value of the density indicated by the voxel data in at least some of the voxels within the destruction range to 0. Therefore, when the voxels of the voxel object are included within the destruction range due to the impact of the player character, the processor 81 makes an affirmative determination in step S5 above. Then, when the above erasure condition is satisfied, the processor 81 proceeds to step S6 for processing. On the other hand, when the above erasure condition is not satisfied, the processor 81 proceeds to step S10 for processing.

[0137] In step S6, the processor 81 updates the voxel data regarding the voxel object that satisfies the deletion condition, and proceeds with the process to the next step. For example, the processor 81 changes the density of the voxels in the part struck by the player character and the voxels in the surrounding part so that at least a part of the voxel object that satisfies the deletion condition is deleted, and updates the voxel data corresponding to each voxel. Further, the processor 81 deforms the voxel object in the voxels around the destruction range (for example, the range of the strike) to be deleted (however, it is set to 0 or more), by decreasing the density of the voxels around the destruction range. Specifically, the processor 81 updates the voxel object data stored in the DRAM 85 so as to change the density data regarding the voxel data of the above-described range to be deleted and the voxels around it. Note that the processor 81 may update the density data so that the density indicates a value less than the above-described reference value. For example, the processor 81 may set the density to 0 for the voxels in the part (destruction range) struck by the player character, and decrease the density by a predetermined value for the voxels in the surrounding part. In addition, when an event with respect to the terrain occurs based on the operation input of the player, the processor that updates the voxel data so that the voxel data indicating that the terrain does not exist for at least some of the voxels included in the first range set based on the position where the event occurs, with respect to the terrain volume data, corresponds to the processor 81 that performs the process of step S6 as an example.

[0138] Next, the processor 81 determines whether there is a fragment to be erased in the game space (step S7). For example, the processor 81 sets a fragment determination range that at least includes the destruction range set in step S5 above and updates the fragment determination range data. Then, within the fragment determination range, the processor 81 calculates the sizes of the regions where the voxels having voxel data indicating the existence of voxel objects (for example, voxel data with a density other than 0) are adjacent and continuous, respectively, updates the size data, and if there is an independent small region where the size is smaller than a predetermined criterion, makes an affirmative determination in step S7 above. Here, the independent small region indicates a region that is not only within the fragment determination region but also outside the fragment determination region and is not connected to other objects. As described above, the fragment determination range may be set outside by a predetermined distance from the destruction range, a range where the SDF becomes a positive predetermined distance may be set, the entire voxel object or the entire voxel space where the destruction range is set may be set, or a predetermined chunk including the destruction range may be set. If there is a fragment to be erased, the processor 81 proceeds to step S8. On the other hand, if there is no fragment to be erased, the processor 81 proceeds to step S9.

[0139] In step S8, the processor 81 updates the voxel data regarding the fragment determined to be the deletion target in step S7 above, and proceeds to step S9. For example, the processor 81 changes the density of the voxels of the fragment determined to be the deletion target so that the fragment is deleted, and updates the voxel data corresponding to each voxel. Specifically, the processor 81 updates the voxel object data stored in the DRAM 85 (for example, updates the density to 0) so as to change the density data regarding the voxel data of the voxels of the deletion target fragment above. In addition, in a region where voxels having voxel data indicating the existence of terrain are continuous within a second range that at least includes the first range, and there is an independent small region whose size is smaller than a predetermined standard, the processor that updates the voxel data of the voxels included in the small region so as to be voxel data indicating that the terrain does not exist corresponds, as an example, to the processor 81 that performs the process of step S8.

[0140] In step S9, the processor 81 updates the mesh regarding the voxel object whose voxel data has been changed in steps S6 and S8, and proceeds to step S10. That is, the processor 81 generates a mesh of the voxel object that satisfies the deletion condition and from which the deletion target fragment has been deleted, based on the voxel object data after the update in steps S6 and S8. As a result, the mesh of the terrain object can be dynamically changed during the game, and the fragments remaining in the air can be deleted. The processor 81 updates the mesh data stored in the DRAM 85 to the content indicating the newly generated mesh. Note that the mesh update process in step S9 above may be executed after step S6 above.

[0141] In step S10, the processor 81 generates a game image representing the game space and causes it to be displayed on the display device, and proceeds with the processing to the next step. Specifically, the processor 81 generates a game image representing a game space including voxel objects and other objects (for example, player characters and enemy characters). Note that the image of the voxel object is generated according to the method described above using the voxel object data and mesh data stored in the DRAM 85. Also, the image of the player character is generated using the player character data stored in the DRAM 85. Then, the processor 81 causes the generated game image to be displayed on the display device. During the game, the processing in step S10 is repeatedly executed at a rate of once per predetermined time (for example, one frame time). Note that the processor that generates an image of the virtual space by at least rendering a polygon mesh representing the surface of the terrain based on the terrain volume data corresponds to the processor 81 that performs the processing in step S9 and / or S10 as an example.

[0142] Next, the processor 81 determines whether to end the game (step S11). Examples of the conditions for ending the game processing in step S11 include that the conditions for ending the game processing are satisfied, or the user has performed an operation to end the game processing. If the processor 81 does not end the game processing, it returns to step S3 above and repeats the processing. If the processor 81 ends the game processing, it ends the processing according to this flowchart. Thereafter, the series of processing from step S3 to step S11 is repeatedly executed until it is determined in step S11 that the processing ends.

[0143] As described above, in this embodiment, by suppressing small pieces from remaining due to deformation such as a destruction action caused by the destruction action of the terrain object generated from voxels and the like by the player character PC, a highly deformable deformation can be realized with high operability.

[0144] As is clear from the flowchart described above, when an event occurs in which the player character PC destroys the terrain object TO, in addition to the process of erasing voxels by the destruction in step S6, the process of erasing the remaining fragments by the destruction in step S8 is also executed. By performing these two voxel data update processes, it becomes possible to quickly erase the fragments caused by the destruction. Also, since the two voxel data update processes are executed while the player character PC performs an action to destroy the terrain object TO, even if more voxels are erased than the voxels that are originally erased by the destruction, a game image as if the destruction was successfully performed is obtained, and it is possible to prevent giving a sense of discomfort to the user.

[0145] Note that the game system 1 may be any device, such as a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, personal computer, camera, tablet, etc.). In this case, the input device for performing an operation to operate the player object PO does not have to be the left controller 3, the right controller 4, or the touch panel 13, and may be another controller, mouse, touch pad, touch panel, trackball, keyboard, cross key, slide pad, etc.

[0146] In the above description, an example in which the information processing is performed by the game system 1 respectively is used. However, at least a part of the above processing steps may be performed by other devices. For example, when the game system 1 is further configured to be communicable with other devices (for example, another server, another image display device, another game device, another mobile terminal), the above processing steps may be further executed by the cooperation of the other devices. In this way, by performing at least a part of the above processing steps by other devices, the same processing as the above-described processing becomes possible. Further, the above-described information processing can be executed by the cooperation between one processor or a plurality of processors included in an information processing system constituted by at least one information processing device. Further, in the above embodiment, the processor 81 of the game system 1 can perform information processing by executing a predetermined program. However, a part or all of the above processing may be performed by a dedicated circuit provided in the game system 1.

[0147] Here, according to the above-described modification example, it is also possible to implement the present invention in a so-called cloud computing system form, a distributed wide area network, and a local network system form. For example, in the system form of a distributed local network, it is also possible to execute the above processing in cooperation between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). Needless to say, in these system forms, there is no particular limitation on which device performs the above-described processing, and the present invention can be realized regardless of any processing sharing.

[0148] Further, the processing order, setting values, conditions used for determination, etc. used in the above-described information processing are merely examples, and needless to say, the present embodiment can be realized even with other orders, values, and conditions.

[0149] In addition, the above program may be supplied to the game system 1 not only through an external storage medium such as an external memory but also through a wired or wireless communication line. Further, the above program may be pre-recorded in a non-volatile storage device inside the device. Note that as the information storage medium for storing the above program, in addition to non-volatile memory, CD-ROM, DVD, or an optical disk-shaped storage medium similar thereto, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, etc. may also be used. Also, as the information storage medium for storing the above program, a volatile memory for storing the above program may be used. Such a storage medium can be referred to as a recording medium readable by a computer or the like. For example, by causing a computer or the like to read and execute the program of these recording media, various functions described above can be provided.

[0150] As described above, the present invention has been described in detail. However, the foregoing description is merely illustrative of the present invention in every respect and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. Also, those skilled in the art will understand that an equivalent range can be implemented based on the description of the present invention and common technical knowledge from the description of specific embodiments of the present invention. Further, it should be understood that the terms used in this specification are used in the meaning commonly used in the art unless otherwise specified. Therefore, unless otherwise defined, all technical and scientific terms used in this specification have the same meaning as commonly understood by those skilled in the art to which the present invention pertains. In case of conflict, this specification (including definitions) shall prevail.

Industrial Applicability

[0151] As described above, the present invention can be used as a game program, a game system, a game device, a game processing method, etc. that can deform an object with a high degree of freedom such as destruction by a user operation in a game using voxels, and can suppress small fragments from remaining due to such deformation as destruction.

Description of Symbols

[0152] 1…Information processing system 2…Main body device 3…Left controller 4…Right controller 11…Housing 12…Display 13…Touch panel 32, 52…Analog stick 42, 64…Terminal 81…Processor 82…Network communication unit 83…Controller communication unit 85…DRAM 101, 111…Communication control unit

Claims

1. A game program executed by a computer of an information processing apparatus, wherein the computer is caused to store, in a storage medium, terrain volume data which is data representing the terrain in a virtual space and holds voxel data indicating the presence of the terrain for each voxel included in a voxel space set in the virtual space, when an event with respect to the terrain occurs based on an operation input of a player, update the voxel data such that, among the voxels included in a first range set based on the position where the event has occurred with respect to the terrain volume data, at least some of the voxels become voxel data indicating that the terrain does not exist, and further, when there is an independent small area in a second range that at least includes the first range, and the small area is a region where voxels having voxel data indicating the presence of the terrain are continuous and the size of the region is smaller than a predetermined standard, update the voxel data of the voxels included in the small area such that the voxel data indicates that the terrain does not exist, generate an image of the virtual space by at least rendering a polygon mesh representing the surface of the terrain based on the terrain volume data. A game program.

2. The voxel data is a value indicating the degree to which the terrain occupies the space defined by the voxel, wherein, when the event occurs, the computer updates the voxel data such that the degree decreases for the voxels included in the first range and at least some of the voxels included in the first range become voxel data indicating that the terrain does not exist. The game program according to claim 1.

3. The game program according to claim 2, wherein when the sum of the values indicating the degree in each voxel in a region where voxels having voxel data indicating the presence of the terrain are continuous is smaller than a threshold value, it is determined that the region is the small area.

4. The first range is a range in which the distance from a reference position set based on the position where the event has occurred in the virtual space is within a first distance. When the event occurs in the computer, update the voxel data so that the voxel data becomes voxel data indicating that there is no terrain for voxels within a second distance that is shorter than the first distance and for which the degree decreases according to the distance from the reference position. The game program according to claim 2 or 3.

5. The voxel data further includes material data indicating the material of the terrain. When the event occurs in the computer, update the voxel data so that the degree decreases further based on the type of material indicated by the material data of the voxel for voxels included within the first range. The game program according to any one of claims 2 to 4.

6. In the computer, Generate the polygon mesh by an algorithm that determines the vertex positions of the polygon based on the voxel data between the voxels where the terrain does not exist and the voxels where the terrain exists. Based on the occurrence of the event, recalculate the vertices of the polygon mesh in a range including at least the voxels for which the voxel data has been updated. The game program according to any one of claims 1 to 5.

7. In the computer, further cause the player character to perform a destruction action that can destroy the terrain based on an operation input of the player. The event is that the destruction action by the player character hits the terrain. The game program according to any one of claims 1 to 6.

8. When the small area is in the air within the virtual space in the computer, update the voxel data of the voxels included in the small area so that the voxel data indicates that there is no terrain. The game program according to any one of claims 1 to 7.

9. A storage medium that stores terrain volume data, which is data representing the terrain in the virtual space and holds voxel data indicating the existence of the terrain for each voxel included in the voxel space set within the virtual space. When an event with respect to the terrain occurs based on an operation input of the player. For at least some of the voxels included in the first range set based on the position where the event occurred in the terrain volume data, update the voxel data so as to become voxel data indicating that the terrain does not exist, and further, In a second range that at least includes the first range, if there is an independent small area where voxels having voxel data indicating the existence of the terrain are continuous and the size of the area is smaller than a predetermined standard, update the voxel data of the voxels included in the small area so as to become voxel data indicating that the terrain does not exist, A game system comprising: a computer that generates an image of the virtual space by at least rendering a polygon mesh representing the surface of the terrain based on the terrain volume data.

10. The voxel data is a value indicating the degree to which the terrain occupies the space defined by the voxel, The computer, when the event occurs, updates the voxel data so that the degree decreases for the voxels included in the first range and the voxel data indicates that the terrain does not exist for at least some of the voxels included in the first range. The game system according to claim 9.

11. The game system according to claim 10, wherein when the sum of the values indicating the degree in each voxel within the area where the voxels having the voxel data indicating the existence of the terrain are continuous is smaller than the threshold value, it is determined as the small area.

12. The first range is a range within which the distance from a reference position set based on the position where the event occurred in the virtual space is within a first distance, The computer, when the event occurs, updates the voxel data so that the degree decreases according to the distance from the reference position and the voxel data indicates that the terrain does not exist for voxels within a second distance shorter than the first distance from the reference position. The game system according to claim 10 or 11.

13. The voxel data further includes material data indicating the material of the terrain, When the event occurs, the computer updates the voxel data for the voxels included within the first range so that the degree decreases further based on the type of material indicated by the material data of the voxels, for the game system according to any one of claims 10 to 12.

14. The computer generates the polygon mesh by an algorithm that determines vertex positions of polygons based on the voxel data between voxels where the terrain does not exist and voxels where the terrain exists, recalculates vertices of the polygon mesh in a range including at least the voxels for which the voxel data has been updated, based on the occurrence of the event, for the game system according to any one of claims 9 to 13.

15. The computer further causes the player character to perform a destruction action that can destroy the terrain, based on an operation input of the player, wherein the event is that the destruction action by the player character hits the terrain, for the game system according to any one of claims 9 to 14.

16. When the small area is in the air within the virtual space, the computer updates the voxel data of the voxels included in the small area so as to be voxel data indicating that there is no terrain, for the game system according to any one of claims 9 to 15.

17. A storage medium that stores terrain volume data which is data representing the terrain within the virtual space and holds voxel data indicating the presence of the terrain for each voxel included in the voxel space set within the virtual space, when an event with respect to the terrain occurs based on an operation input of the player, for the terrain volume data, among the voxels included in a first range set based on the position where the event occurs, the voxel data is updated so that at least some of the voxels indicate that the terrain does not exist, and further, In a second range that at least includes the first range, if there is a continuous area of voxels having voxel data indicating the presence of the terrain, and there is an independent small area whose size is smaller than a predetermined standard, update the voxel data of the voxels included in the small area so that it becomes voxel data indicating the absence of the terrain. A game device comprising a computer that generates an image of the virtual space by at least rendering a polygon mesh representing the surface of the terrain based on the terrain volume data.

18. The voxel data is a value indicating the degree to which the terrain occupies the space defined by the voxel. The computer, when the event occurs, updates the voxel data so that the degree decreases for the voxels included in the first range, and so that the voxel data indicates the absence of the terrain for at least some of the voxels included in the first range. The game device according to claim 17.

19. If the sum of the values indicating the degree in each voxel within the area where the voxels having voxel data indicating the presence of the terrain are continuous is smaller than a threshold value, it is determined as the small area. The game device according to claim 18.

20. The first range is a range within which the distance from a reference position set based on the position where the event occurs in the virtual space is within a first distance. The computer, when the event occurs, updates the voxel data so that the degree decreases according to the distance from the reference position, and so that the voxel data indicates the absence of the terrain for voxels within a second distance shorter than the first distance from the reference position. The game device according to claim 18 or 19.

21. The voxel data further includes material data indicating the material of the terrain. The computer, when the event occurs, updates the voxel data so that the degree decreases further based on the type of material indicated by the material data of the voxel for the voxels included in the first range. The game device according to any one of claims 18 to 20.

22. The computer, Generate the polygon mesh by an algorithm that determines the vertex positions of the polygon based on the voxel data between the voxels where the terrain does not exist and the voxels where the terrain exists. The game device according to any one of claims 17 to 21, wherein based on the occurrence of the event, the vertices of the polygon mesh in a range including at least the voxels for which the voxel data has been updated are recalculated. **Claim 23** In the processor of the information processing device Store terrain volume data, which is data representing the terrain in the virtual space and holds voxel data indicating the presence of the terrain for each voxel included in the voxel space set in the virtual space, in a storage medium. When an event occurs on the terrain based on the player's operation input Update the voxel data of at least some of the voxels included in a first range set based on the position where the event occurred in the terrain volume data so that the voxel data indicates that the terrain does not exist, and further In a second range that at least includes the first range, if there is an independent small area where the voxels having voxel data indicating the presence of the terrain are continuous and the size of the area is smaller than a predetermined standard, update the voxel data of the voxels included in the small area so that the voxel data indicates that the terrain does not exist. A game processing method for generating an image of the virtual space by at least rendering a polygon mesh representing the surface of the terrain based on the terrain volume data. **Claim 24** The voxel data is a value indicating the degree to which the terrain occupies the space defined by the voxel. The game processing method according to claim 23, wherein when the event occurs, the processor updates the voxel data so that the degree decreases for the voxels included in the first range and the voxel data indicates that the terrain does not exist for at least some of the voxels included in the first range. **Claim 25** The game processing method according to claim 24, wherein when the sum of the values indicating the degree in each voxel in the area where the voxels having voxel data indicating the presence of the terrain are continuous is smaller than the threshold, it is determined that the area is a small area. **Claim 26** The first range is a range within which the distance from a reference position set based on the position where the event occurred in the virtual space is within a first distance. The game processing method according to claim 24 or 25, wherein when the event occurs, the processor updates the voxel data so that the degree decreases according to the distance from the reference position, and the voxel data becomes voxel data indicating that there is no terrain for voxels within a second distance shorter than the first distance from the reference position. **Claim 27** The voxel data further includes material data indicating the material of the terrain. The game processing method according to any one of claims 24 to 26, wherein when the event occurs, the processor updates the voxel data so that the degree decreases further based on the type of material indicated by the material data of the voxels for the voxels included within the first range. **Claim 28** The processor generates the polygon mesh by an algorithm that determines the vertex positions of the polygon based on the voxel data between the voxels where the terrain does not exist and the voxels where the terrain exists. The game processing method according to any one of claims 23 to 27, wherein based on the occurrence of the event, the processor recalculates the vertices of the polygon mesh in a range including at least the voxels for which the voxel data has been updated.

Citation Information

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