Game program, game system, game processing method, and game device
The game program and system address cliff detection in voxel-based virtual spaces by dynamically updating voxel data and collision meshes to control player character movement, preventing falls and improving gameplay realism.
Patent Information
- Application Number
- JP2024216122
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-11
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2044-12-11
AI Technical Summary
Existing game devices fail to effectively determine and process cliffs in a virtual space using voxel data, leading to potential movement issues for player characters.
A game program and system that updates voxel data to create a collision mesh, controls player character movement based on voxel density and mesh geometry, and imposes restrictions to prevent falling through cliffs by deforming meshes and adjusting material properties.
Enables accurate cliff detection and control of player character movement, preventing falls and enhancing gameplay realism by dynamically updating voxel data and mesh structures.
Smart Images

Figure 2025113171000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game system, a game processing method, and a game device that generate an object in a virtual space using voxel data.
Background Art
[0002] Conventionally, it has been performed to determine whether there is a cliff in the advancing direction of the player object (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, in the game device described in Patent Document 1 above, in the virtual space using voxel data, processing based on the determination of whether there is a cliff has not been performed.
[0005] Therefore, the present invention provides a game program, a game system, a game processing method, and a game device capable of executing processing based on the determination of whether there is a cliff in a virtual space using voxel data.
Means for Solving the Problems
[0006] In order to achieve the above object, the present invention can adopt, for example, the following configurations (1) to (10).
[0007] (1) One configuration example of the game program of the present invention causes a computer to update, based on game processing, voxel data defined in a virtual space, where for each of a plurality of voxels, at least the density indicating the degree to which the space defined by the voxel is virtually occupied is set, and to update a collision mesh that is a mesh corresponding to the voxel data and whose vertex coordinates are determined based at least on the density included in the voxel data. In the game processing, further, in a first case where a player character is at least on the collision mesh, the player character is controlled to move based on an operation input at a position on the collision mesh, and in a second case where the player character is not at least on the collision mesh, the player character is dropped. When a first location satisfying a first condition is determined in a predetermined range in the traveling direction from the player character and within a predetermined distance downward from a predetermined height based on the height of the player character and there is no collision mesh, a first restriction is imposed on the movement control of the player character.
[0008] According to the configuration of (1) above, it is possible to control the movement of the player character by determining a shape such as a cliff in the traveling direction of the player character even for the mesh corresponding to the voxel data.
[0009] (2) In the configuration of (1) above, the computer further causes the player character to perform a first action based on an operation input in the game processing, generates a first voxel update range in the virtual space based on the first action, decreases the density of the voxels corresponding to the first voxel update range, and as a first restriction, the movement of the player character in the traveling direction may be stopped when it is within a predetermined period after the density decrease occurs by at least the first action.
[0010] According to the configuration of (2) above, when the collision mesh is deformed, it is possible to suppress a situation where the ground under the feet of the player character disappears after the deformation and the character falls.
[0011] (3) In the configuration of (2) above, as a first restriction, when the computer further determines that the player character is surrounded by the collision mesh, the movement of the player character in the traveling direction may be stopped.
[0012] According to the configuration of (3) above, when at least a part of the collision mesh is deformed in a place such as underground where the player character is surrounded by the collision mesh, it is possible to suppress a situation where the ground under the feet of the player character disappears after the deformation and the character falls.
[0013] (4) In any one of the configurations of (1) to (3) above, as a first restriction, when there is a second location where a collision mesh exists within a predetermined distance from a predetermined position further downward of the first location toward the player character side, and the normal line of the collision mesh at the second location is not within a predetermined range including the upward direction of the virtual space, the movement of the player character in the traveling direction may be stopped.
[0014] According to the configuration of (4) above, the movement of the player character can be controlled based on the direction of the collision mesh of the wall surface in a shape such as a cliff in the traveling direction of the player character.
[0015] (5) In any one of the configurations (1) to (3) above, for each of the plurality of voxels, a material indicating the type of content may be further set in the voxel data. The computer may further determine the material of the collision mesh based at least on the material included in the voxel data. As a first limitation, when there is a third location where a collision mesh exists within a predetermined distance toward the player character side from a predetermined position further downward of a first location, and the material of the third location of the collision mesh is the first material, the movement of the player character in the traveling direction may be stopped.
[0016] According to the configuration of (5) above, the movement of the player character can be controlled based on the material of the collision mesh of the wall surface in the shape like a cliff in the traveling direction of the player character.
[0017] (6) In the configuration of (5) above, as a first limitation, when the normal line of the collision mesh at the third location is not within a predetermined range including the upward direction of the virtual space, the movement of the player character in the traveling direction may be stopped.
[0018] According to the configuration of (6) above, the movement of the player character can be controlled based on the material and direction of the collision mesh of the wall surface in the shape like a cliff in the traveling direction of the player character.
[0019] (7) In the configuration of (5) or (6) above, in the game process, when the player character comes into contact with the collision mesh at least in the forward direction, and further when the material at the contact position of the collision mesh is not the first material, the player character may be controllably moved based on an operation input at the contact position with the collision mesh. When it is the first material, the player character may be moved downward at the contact position with the collision mesh.
[0020] According to the configuration of (7) above, depending on the material of the wall surface in the shape of a cliff in the advancing direction of the player character, it is possible to set the player character to slide down the wall surface. Further, when it can be predicted that the player character will slide down the wall surface, it can be suppressed in advance so as not to enter such a sliding situation.
[0021] (8) In any one of the configurations of (1) to (7) above, when there is no collision mesh within a predetermined distance below the player character in the computer, and there is a fourth location within a predetermined distance from a predetermined position below the player character toward the opposite side of the advancing direction of the player character where a collision mesh exists, and when the normal line of the collision mesh at the fourth location is not within a predetermined range including the upward direction of the virtual space, the player character may be arranged at a position in contact with the collision mesh at least in the forward direction, and may be controlled to be movable based on an operation input within the range of contact with the collision mesh.
[0022] According to the configuration of (8) above, when the player character jumps out in the shape of a cliff in the advancing direction without being subject to the first restriction, the player character can be arranged in a state of being in contact with the collision mesh at least in the forward direction, and can be moved in a state of being in contact with the collision mesh.
[0023] (9) In any one of the configurations (1) to (8) above, for each of the plurality of voxels, a material indicating the type of content may be further set in the voxel data. The computer may further determine a display mesh corresponding to the voxel data and drawn based on a virtual camera, based at least on the density included in the voxel data for the vertex coordinates of the mesh, and determine the material of the mesh based at least on the material included in the voxel data, and generate or update it. Based on the texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh, the computer may cause the virtual space including the display mesh to be drawn.
[0024] According to the configuration (9) above, since the determination mesh and the display mesh are determined separately, appropriate meshes can be used according to each use.
[0025] (10) In any one of the configurations (1) to (8) above, for each of the plurality of voxels, a material indicating the type of content may be further set in the voxel data. The computer may further determine the material of the collision mesh based at least on the material included in the voxel data, and use the collision mesh as the display mesh. Based on the texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh, the computer may cause the virtual space including the display mesh to be drawn.
[0026] According to the configuration (10) above, since drawing and collision determination can be performed using the same mesh, the processing load for setting the mesh can be reduced.
[0027] Further, the present invention may be implemented in the form of a game system, a game processing method, and a game device.
Advantages of the Invention
[0028] According to the present invention, for a mesh corresponding to voxel data, it is also possible to determine a shape such as a cliff in the traveling direction of the player character and control the movement of the player character.
Brief Description of the Drawings
[0029]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Best Mode for Carrying Out the Invention
[0030] [1. Configuration of Game System] 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; functioning 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. Also, the game system 1 can be used with the main body device 2, the left controller 3, and the right controller 4 as separate entities (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.
[0031] 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 having an operation unit for the user to input.
[0032] 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. Note that hereinafter, the left controller 3 and the right controller 4 may be collectively referred to as "controller".
[0033] 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 surface, that is, the surface on which the display 12 is provided) is generally rectangular in shape.
[0034] 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 in which the left controller 3 and the right controller 4 are 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.
[0035] 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 (LCD). However, the display 12 may be any type of display device.
[0036] 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).
[0037] 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 in 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.
[0038] The main unit 2 also includes a left terminal 17 which is a terminal for the main unit 2 to perform wired communication with the left controller 3, and a right terminal 21 for the main unit 2 to perform wired communication with the right controller 4.
[0039] As shown in FIG. 3, the main unit 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 dedicated to the game system 1 and information processing devices of the same type (e.g., a dedicated memory card). The storage medium of the predetermined type is used, for example, to store data used in the main unit 2 (e.g., save data of an application, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.
[0040] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal for the main unit 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 unit 2 alone is placed on the cradle, the game system 1 can display an image generated and output by the main unit 2 on a stationary monitor. Also, in the present embodiment, the cradle has a function of charging the placed integrated device or the main unit 2 alone. Further, the cradle has a function of a hub device (specifically, a USB hub).
[0041] FIG. 4 is an orthographic 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 that is long in the vertical direction (i.e., the y-axis direction shown in FIGS. 1 and 4). The left controller 3 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 31 has a shape and size that can be gripped with one hand, particularly the left hand, when gripped in a vertically long orientation. Further, the left controller 3 can also be gripped in a horizontally long orientation. When the left controller 3 is gripped in a horizontally long orientation, it may be gripped with both hands.
[0042] The left controller 3 includes 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 corresponding to the tilting direction (and an input of a magnitude corresponding to the tilted angle) by tilting the analog stick 32. Note that the left controller 3 may include, instead of the analog stick, a cross key or a slide stick capable of slide input as a direction input unit. Further, in the present embodiment, it is possible to input by pressing the analog stick 32.
[0043] The left controller 3 is provided with various operation buttons. The left controller 3 has four operation buttons 33 to 36 (specifically, a right arrow button 33, a down arrow button 34, an up arrow button 35, and a left arrow 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 has 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 has 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.
[0044] Also, 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.
[0045] 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 held in a vertically long orientation when removed from the main body device 2. The housing 51 has a shape and size that can be held with one hand, particularly the right hand, when held in a vertically long orientation. Also, the right controller 4 can be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0046] Similar to the left controller 3, the right controller 4 is provided with an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. Also, 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, similar to the left controller 3, the right controller 4 is provided with 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. Further, the right controller 4 is provided with a + (plus) button 57 and a home button 58. Also, the right controller 4 is provided with a first R button 60 and a ZR button 61 at the upper right of the side surface of the housing 51. Also, similar to the left controller 3, the right controller 4 is provided with a second L button 65 and a second R button 66.
[0047] Also, the right controller 4 is provided with a terminal 64 for the right controller 4 to perform wired communication with the main body device 2.
[0048] FIG. 6 is a block diagram showing an example of the internal configuration of the main body device 2. In addition to the configuration shown in FIG. 3, the main body device 2 includes each of the components 81 to 91, 97, and 98 shown in FIG. 6. 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.
[0049] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes to be executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or 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.).
[0050] 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.
[0051] 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 in accordance with an instruction from the processor 81.
[0052] The processor 81 appropriately reads and writes data between the flash memory 84, the DRAM 85, and the above-mentioned respective storage media to execute the above-mentioned information processes.
[0053] 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 (registered trademark) standard as a 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 a 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.
[0054] 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. However, 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.
[0055] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27 described above. 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. Further, 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. Further, 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.
[0056] Here, the main body device 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). Further, 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 sets 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.
[0057] Further, 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.
[0058] 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.
[0059] 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. Also, although not shown, the power control unit 97 is 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.
[0060] 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 charged to the battery 98.
[0061] 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. Details of the internal configuration regarding the main body device 2 are shown in Figure 6, so they are omitted in Figure 7.
[0062] 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 by both wired communication via the terminal 42 and 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. Further, when the left controller 3 is removed 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.
[0063] 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.
[0064] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). Further, 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 appropriate timings.
[0065] The communication control unit 101 acquires information regarding input (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 input is transmitted to the main body device 2 may be the same or different for each input unit.
[0066] When the above operation data is transmitted to the main body device 2, the main body device 2 can obtain the input performed on 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.
[0067] 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 is also connected to each part of the left controller 3 (specifically, each part that receives power supply from the battery).
[0068] 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 both by wired communication via the terminal 64 and by wireless communication without using the terminal 64 (specifically, communication conforming to the Bluetooth (registered trademark) standard), and controls the communication method that the right controller 4 performs with the main body device 2.
[0069] The right controller 4 includes the same input units as those of the left controller 3. Specifically, it includes each button 113 and the analog stick 52. These input units have the same functions as those of the left controller 3 and operate in the same manner.
[0070] 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.
[0071] [2. Overview of Processing in the Game System] Next, with reference to FIGS. 8 to 24, an overview 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 causes the display device to display it. 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.
[0072] [2-1. Voxel] In the present embodiment, for some objects in the game space, the shape is 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 indicating information about 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 a plurality of voxels set in the game space.
[0073] 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 in thick lines, but this thick line is added for the purpose of making the drawing easier to view, and in reality, it is not necessary for the sides of the terrain object to be shown thickly.
[0074] 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 easily exemplifying the relationship between voxels and voxel objects. In the present embodiment, in reality, for example, like the terrain object shown in FIG. 13 described later, a voxel object is generated according to a rule that results in a complex shape (based on voxel data). Note that the rule for determining the shape of the 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. 13 based on object data.
[0075] 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.
[0076] 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 is changed as a result of being destroyed for some reason (e.g., a player character strikes the terrain object) in the game, the game system 1 does not directly change the data indicating the outer shape of the terrain object (i.e., 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.
[0077] In this embodiment, it is assumed that voxels are defined throughout the game space (that is, the voxel space in which voxels are set corresponds to the entire game space). However, the voxel space does not necessarily have to be set throughout the game space and may be set in a partial area of the game space. When the voxel space is set in a partial area of the game space, the shape of the voxel object is defined by voxel data regarding the voxels in the voxel space, and the position of the voxel object in the game space is defined by the position of the voxel space in the game space. Also, in the game space, a main voxel space set throughout the game space and a sub-voxel space set in a partial area of the game space may be set. At this time, the game system 1 stores voxel data for each voxel space.
[0078] FIG. 11 is a diagram showing an example of voxel data. The voxel data includes density data, a first material ID, a second material ID, material mixing ratio data, and state data for each voxel defined in the game space. In the voxel data in this embodiment, these data are set for each voxel.
[0079] The density data indicates the density, which is an index used to define the shape of the voxel object based on the voxel (specifically, the shape defined by a mesh described later). 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.
[0080] In this 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 this embodiment, when the value of the density set for a voxel is high, the ratio of the volume occupied by the region within the voxel object in the voxel tends to be large, and when the value of the density is low, the ratio tends to be small. The surface shape of the voxel object is determined based on the density. Thus, the density is an index that affects the ratio of the volume occupied by the region within the voxel object in the voxel. It can also be said that the density is an index indicating the degree to which the space of the voxel is virtually occupied by the content (that is, the virtual content of the voxel object). For example, when the density is 0, the inside of the voxel is empty, when the density is 255, all of the inside of the voxel is the content of the voxel object, and when the density is a value between 0 and 255, the inside of the voxel can be occupied by the content of the voxel object at a ratio corresponding to the value. Then, based on the above density, the shape of the mesh, that is, the surface shape of the voxel object, can be determined. The mesh can also be said to be the surface of the part where the content exists in the voxel, or the boundary between the part where the content exists and the part where it does not exist in the voxel. Note that the volume occupied by the region within the voxel object generated based on the above density does not necessarily have to be exactly the volume corresponding to 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. 13, even if based on the same density, the volume of the voxel object may be different.
[0081] In other embodiments, the density may indicate either a state in which the volume occupied by the region within the voxel object occupies the entire region within the voxel or a state in which the volume occupied by the region within the voxel object is not included in the region within the voxel. For example, the density data may be data that can take only 0 or 1.
[0082] The first material ID and the second material ID are information indicating the material (in other words, substance) of the voxel. Here, in the present embodiment, materials such as sand, rock, or soil are set for the voxel. Note that in the game system 1, a plurality of types of materials are prepared as materials that can be set for the voxel (refer to the material data shown in FIG. 12). In the present embodiment, up to two materials out of the plurality of types of prepared materials can be set for one voxel. The first material ID is an ID indicating the first material set for the voxel, and the second material ID is an ID indicating the second material set for the voxel. Although details will be described later, the material of the voxel object (that is, the material set for the polygon of the voxel object) is determined based on the material set for the voxel.
[0083] As described above, in the present embodiment, the voxel data includes the ID indicating the material. However, in other embodiments, the voxel data may be a data structure including data directly indicating the content of the material (that is, the name, properties, and drawing setting information described later).
[0084] The material mixing ratio data is an example of data indicating the ratio of each material in the voxel. In the present embodiment, since the number of material IDs set for one voxel is up to two, the material mixing ratio data indicating the ratio of one of the materials indicated by the first material ID and the material indicated by the second material ID can also represent the ratio of the other. In the present embodiment, the material mixing ratio is a value indicating the ratio of the second material to the whole composed of the first material and the second material by a value of 0 or more and 1 or less. For example, when the material mixing ratio set for a certain voxel is 0.4, it means that in the voxel, the first material and the second material are composed in a ratio of 0.6:0.4. Although details will be described later, the appearance and properties of the voxel object are determined based on the material. The material mixing ratio is used to determine the appearance and properties of the voxel object. In other embodiments, the material mixing ratio may be a value indicating the ratio of the first material. Also, the ratio of the materials in the voxel may be represented by respective values indicating the ratio of each material. In particular, in other embodiments, when three or more materials can be set instead of up to two types of materials, the ratio of the materials in the voxel is represented as a plurality of values respectively indicating the ratio of each material.
[0085] Note that in the present embodiment, it is not always necessary to set two types of materials for the voxel, and one type of material may be set. For example, when one type of material is set for a certain voxel, the first material ID indicates the material, and the material mixing ratio is set to 0.
[0086] The state data indicates the state set for the voxel. The specific content and number of types of the state data are arbitrary. In the present embodiment, the state data includes data indicating the amount of damage set for the voxel. Note that in other embodiments, the state data may include, for example, data indicating whether the voxel is wet (and the degree thereof).
[0087] As described above, since the voxel data includes the material ID in this embodiment, the game system 1 stores the material data that defines the content of the material indicated by the material ID. FIG. 12 is a diagram showing an example of the material data. As shown in FIG. 12, in the material data in this embodiment, for each material, the material ID, the name, properties, and drawing setting information set for the material are associated with each other.
[0088] The name included in the material data is the name set for the material (for example, soil, sand, grass, etc.). Note that during the game, the name of the material of the voxel object may be displayed. In order to perform such a display, the material data includes information on the name of the material.
[0089] The properties included in the material data are the properties set for the material. The properties of the material are the properties that the voxel object to which the material is set has in the game. Note that the specific content and number of types of the properties of the material are arbitrary. For example, at least any one of the following information may be set as the properties of the material. · Hardness · Weight · Slipperiness · Damage setting when the player character comes into contact · Temperature · Whether another object can adhere to the voxel object · The amount of the player character's physical strength recovered when the player character destroys or acquires the voxel object · The amount of in-game currency acquired by the player character when the player character destroys or acquires the voxel object In other embodiments, information different from the above may be set as the information indicating the properties of the material.
[0090] In this embodiment, the material data includes an ID indicating the property as information specifying the property of the material (see FIG. 12). Although not shown, the game system 1 stores property information in which the content of the property (for example, the value indicating the above-mentioned weight and slipperiness) is associated with the property ID for each property to be prepared. By referring to the above property information, the game system 1 can specify the specific content of the property set for the material.
[0091] The rendering settings included in the material data are information indicating settings related to rendering, such as the texture used for rendering the voxel object to which the material is set. In this embodiment, the material data includes an ID of the texture used for rendering the voxel object to which the material is set as information on the rendering settings (see FIG. 12). Although not shown, the game system 1 stores texture information in which the texture ID and the texture indicated by the texture ID are associated with each other for each prepared texture. By referring to the above texture information, the game system 1 can specify the specific content of the texture set for the material. In other embodiments, as information on the rendering settings, in addition to the texture information, any information related to the shading settings may be set. For example, the reflectance, information related to the normal, etc. may be set.
[0092] Also, the material data may include other data other than the data shown in FIG. 12. For example, the material data may include data related to sound settings. For example, the data related to sound settings may be data that defines the footstep sound output when the player character walks on the voxel object based on the voxel.
[0093] Note that the material data may be data in any format that can identify the properties of the material and / or the drawing settings. For example, in other embodiments, the material data may have a data structure that includes data directly indicating the properties of the material and / or the drawing settings, instead of a data structure including a material ID and a texture ID.
[0094] [2-2. Update of Voxel Data] During the game, the voxel data described above is updated, causing the voxel object to deform. In this embodiment, when a game event (hereinafter referred to as an "update event") for updating the voxel object occurs, the game system 1 updates the voxel data. The specific content of the update event is arbitrary. The update event may be, for example, that a character appearing in the game performs an action to deform the voxel object (for example, the player character punches the voxel object), or an event that deforms the voxel object occurs (for example, an object thrown by a character contacts the voxel object, or a bomb explodes).
[0095] FIG. 13 is a diagram showing an example of the game space when an update event occurs. The situation shown in FIG. 13 is a situation where the player character 201 performs a punch action on the terrain object 202, which is a voxel object. Although details will be described later, in the example shown in FIG. 13, the voxel data is updated so that the terrain object 202 around the position hit by the punch action of the player character 202 is erased. As a result, the state where the terrain object 202 is destroyed by the punch action of the player character 201 is expressed.
[0096] In this embodiment, when an update event occurs, the game system 1 sets an update range (update range 203 shown in FIG. 13) for updating the voxel object in the game space. The position, shape, and size of the update range are arbitrary. The position of the update range may be determined based on, for example, the position where the object related to the generated update event (for example, the player character who performed a punch) contacts the voxel object. In the example shown in FIG. 13, the position of the update range 203 may be determined based on the position where the punch by the player character 201 hits, and for example, the hit position or the position a predetermined distance forward from the hit position may be the center position of the update range 203. The shape and size of the update range may be determined in advance to be a shape corresponding to the type of the update event. For example, when an update event due to the punch of the player character 201 occurs, the shape and size of the update range may be determined as a sphere with a predetermined size as shown in FIG. 13. Further, the size of the update range may be determined according to a value indicating the degree of influence of the generated update event (for example, the strength of the punch or the size of the explosion).
[0097] The game system 1 changes the density of the voxels corresponding to the set update range. Note that the voxels corresponding to the update range are, for example, the voxels within the update range or the voxels overlapping with the update range. As a result of the change in density, the mesh of the voxel object is changed by the process described later, so that the shape of the voxel object (the visible shape and the shape used for collision determination) is changed. Note that in other embodiments, in addition to changing the density of the voxels included in the update range, the game system 1 may change the material (that is, the first material, the second material, and the material mixing ratio) in the voxels or change the state of the voxels.
[0098] In this embodiment, the game system 1 determines whether a voxel is included in the update range using an SDF (Signed Distance Field). The game system 1 sets an SDF indicating the update range set in the game space, and makes the above determination based on the value of the SDF. The SDF represents, with a sign, the distance from a defined shape for any position. FIG. 14 is a diagram showing an example of the update range. In the example shown in FIG. 14, a spherical update range is set in the game space. For example, in the example shown in FIG. 14, among the positions in the game space, the SDF value is negative for the positions inside the shape represented by the SDF, and the SDF value is positive for the positions outside the shape represented by the SDF. In this example, it is possible to determine whether it is included in the update range based on whether the SDF value is positive or negative. Also, by using the value of the signed distance, not only simple inside / outside determination but also processing such as correction and interpolation can be performed.
[0099] In the above, an example in which a change is added to the voxel object such that the voxel object within the update range is deformed as if it were erased has been described, but the changes added to the voxel object using the update range are not limited to this. For example, a change in which a voxel object is newly added within the update range (that is, the volume occupied by the area within the voxel object increases by the amount of the update range) may be added to the voxel object. Also, a change may be added to the voxel object such that only the material of the voxels within the update range changes without changing the density of the voxels. Further, a change combining a change in the density of the voxels and a change in the material may be added.
[0100] [2-3. Calculation of Vertices] When the density of voxels is updated as described above, the game system 1 sets vertices based on the updated voxel data. The above vertices can be the vertices of the mesh of the voxel object. Although details will be described later, in this embodiment, the above vertices are simplified, and the simplified vertices become the vertices of the mesh of the voxel object.
[0101] FIG. 15 is a diagram showing an example of a method for setting vertices. In FIGS. 15 to 24 described below, for the purpose of making the drawings easier to view and the explanations easier to understand, voxels, vertices, meshes, etc. are represented two-dimensionally, but in reality, vertices and meshes are set in a three-dimensional space based on voxels in the three-dimensional space. In this embodiment, the game system 1 uses a method of setting vertices at coordinates based on the positions and densities of a plurality of surrounding voxels for a portion where a voxel having a set density indicating its existence (i.e., a density equal to or greater than a reference value described later) and a voxel having a set density indicating its non-existence (i.e., a density less than the reference value described later) are adjacent. Details of this method will be described below.
[0102] As described above, in this embodiment, the density set for a voxel is set in the range of 0 to 255. A voxel with a density of 0 is completely in the air, and a voxel with a density of 255 represents a state where the interior is completely filled. Densities between 0 and 255 are treated interpolatively and used for vertex determination. And in this embodiment, voxels with a density equal to or higher than a reference value are virtually treated as being inside the object, and voxels with a density lower than the reference value are treated as being outside the object. It can also be said that voxels with a density equal to or higher than the reference value are virtually treated as voxels indicating existence, and voxels with a density lower than the reference value are virtually treated as voxels indicating non-existence. It is not necessary to define only voxels with a density of 0 as being outside the object (i.e., set the reference value = 1), and the reference value can be, for example, 128. In the example shown in FIG. 15, in voxel 211 and other outer voxels, the density is 0, in voxel 212 the density is 100 which is lower than the reference value, and in voxels 213 and 214 the densities are set to 150 and 210 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 spanning eight (four in the drawing) adjacent voxels (the region surrounded by the dotted line in the drawing), 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. The coordinates of the vertices are determined by interpolating based on the difference in density by comparing the densities of adjacent voxels for each of the X, Y, and Z axes. Additionally, by setting normal information that defines the position and orientation of the straight line connecting the vertices, the coordinates of the vertices can be further calculated based on the normal information. Note that the normal information may be retained in advance for at least some of the voxels, or if it is not retained, the normal information may also be calculated based on the densities of adjacent voxels. In FIG. 15, since the density of voxel 212 is lower than the reference value, in the determination of the presence or absence of vertices, voxel 212 is treated as being outside the object, but the density value of voxel 212 itself is used for the calculation of the coordinates of the generated vertices.If the reference value is set to a value lower than the density of voxel 212, the result is that more vertices will appear on the upper right side and the upper left side of voxel 212 in FIG. 15.
[0103] By setting the vertices as described above, when generating a mesh that connects each of the set vertices (or each vertex after performing the simplification process described later on each of the set vertices), 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 a voxel with a density of 0 includes a region within the object, or a voxel with a density of 255 includes a region outside the object. Also, in this embodiment, since voxels with a value less than the reference value are processed as outside the object, the volume is also smaller by the amount that the number of vertices is less compared to the case of processing as inside the object. Thus, it is not necessary to calculate the polygon mesh so as to have a volume that exactly corresponds to the density value.
[0104] [2-4. Determination of Vertex Material] The game system 1 determines the material for each of the vertices set as described above. The material of a vertex is determined based on the materials of the voxels around the vertex. The voxels around the vertex are, for example, the voxels used to determine whether to generate the vertex (that is, the voxels that overlap with the "region spanning voxels" described above). Note that in other embodiments, the voxels used to determine the material of the vertex do not have to be the same as the voxels used to determine the generation of the vertex, and they may be different.
[0105] FIG. 16 is a diagram showing an example of a method for determining the material of a vertex. In the example shown in FIG. 16, it is assumed that a vertex 219 is set for four voxels 215 to 218, and the four voxels 215 to 218 are the above-mentioned "voxels around the vertex". In an actual three-dimensional space, the number of voxels around the vertex is eight. Also, in the example shown in FIG. 16, for voxel 215, the density is set to 255, the first material is "sand", and the material mixing ratio is 0 (that is, the first material: the second material = 1:0, or the second material may not be set). For voxel 216, the density is set to 0 (the first and second materials may not be set). For voxel 217, the density is 204, the first material is "sand", the second material is "grass", and the material mixing ratio is 0.3 (that is, the first material: the second material = 0.7:0.3). For voxel 218, the density is 153, the first material is "soil", the second material is "grass", and the material mixing ratio is 0.4 (that is, the first material: the second material = 0.6:0.4). Also, the coordinates indicating the position of vertex 219 are assumed to be (X, Y) = (0.8, 0.6). Note that the coordinate system of these coordinates has the left-right direction in FIG. 16 as the X coordinate, the up-down direction as the Y coordinate, and the center position of the lower-left voxel 217 among the center positions of voxels 215 to 218 (the position of the white circle shown in FIG. 13) as (0, 0).
[0106] When determining the material of a vertex, the game system 1 calculates an evaluation value for each material in the surrounding voxels based on the density of the material and a weight value based on the distance from the voxel to the vertex. First, the weight value is calculated for each voxel, and is calculated so that it becomes larger as the distance from the center position of the voxel to the vertex is closer. In the present embodiment, when the center position of the voxel is (x1, y1) and the coordinates of the vertex are (x2, y2), the weight value for a certain voxel is calculated according to the following formula (1). (Weight value) = |(1 - x1) - x2|·|(1 - y1) - y2|…(1) In the example shown in FIG. 16, the weight values of each of the voxels 215 to 218 calculated according to the above formula (1) are as follows. (Weight value of voxel 215)=|(1 - 0)-0.8|·|(1 - 1)-0.6| = 0.12 (Weight value of voxel 216)=|(1 - 1)-0.8|·|(1 - 1)-0.6| = 0.48 (Weight value of voxel 217)=|(1 - 0)-0.8|·|(1 - 0)-0.6| = 0.08 (Weight value of voxel 218)=|(1 - 1)-0.8|·|(1 - 0)-0.6| = 0.32
[0107] Also, the game system 1 calculates the density of the material for each voxel. Here, the density of the material is a value obtained by multiplying the ratio occupied by the material among the materials set in the voxel by the density of the voxel. In the present embodiment, as the density of the voxel, a value obtained by normalizing the above-described value from 0 to 255 to a value from 0 to 1 is used. In the example shown in FIG. 16, for voxel 215, since the only material set is sand, the above ratio regarding the sand material is 1, and the density of the voxel is 1, so the density of the sand material is 1. For voxel 216, since the density is 0 and no material is set, the density of the material is not calculated. Or, if some material is set, the density of the material is 0. For voxel 217, the above ratios of the set sand material and grass material are 0.7 and 0.3, respectively, and the density of the voxel is 204 / 255 = 0.8, so the density of the sand material is 0.7·0.8 = 0.56, and the density of the grass material is 0.3·0.8 = 0.24. For voxel 218, the above ratios of the set soil material and grass material are 0.6 and 0.4, respectively, and the density of the voxel is 153 / 255 = 0.6, so the density of the soil material is 0.6·0.6 = 0.36, and the density of the soil material is 0.4·0.6 = 0.24.
[0108] Then, the game system 1 calculates the above evaluation value for each material based on the above weight value and the density of the material. In the present embodiment, the evaluation value of the material is a value obtained by attaching a weight corresponding to the weight value for each voxel to the density of the material calculated for each voxel and summing it for each surrounding voxel. In the example shown in FIG. 16, for the evaluation value of the sand material, the density of the material for voxel 215 is 1 and the weight value is 0.12, and the density of the material for voxel 217 is 0.56 and the weight value is 0.08. Therefore, 1·0.12 + 0.56·0.08 = 0.1648. Also, for the evaluation value of the grass material, the density of the material for voxel 217 is 0.24 and the weight value is 0.08, and the density of the material for voxel 218 is 0.24 and the weight value is 0.32. Therefore, 0.24·0.08 + 0.24·0.32 = 0.096. Also, for the evaluation value of the soil material, the density of the material for voxel 218 is 0.36 and the weight value is 0.32. Therefore, 0.36·0.32 = 0.1152.
[0109] The game system 1 determines the vertex materials based on the evaluation values for each material. Specifically, a predetermined number of materials are determined as the vertex materials in descending order of the evaluation values. In the present embodiment, two materials with large evaluation values are determined as the vertex materials. In the example shown in FIG. 16, since the evaluation values of the materials of sand, grass, and soil are 0.1648, 0.096, and 0.1152 respectively, the vertex materials are determined as the sand material and the soil material. Further, the game system 1 calculates the ratio of the two determined materials based on the above evaluation values. In the present embodiment, the ratio of the two materials may be represented as a second material ratio, which is the ratio of the second material to the whole, similar to the above material mixing ratio. In the example shown in FIG. 16, for example, when the first material is the soil material and the second material is set to the sand material, the above second material ratio is represented as 0.1648 / (0.1648 + 0.1152) ≈ 0.59. Note that in other embodiments, as the value representing the ratio of the two materials, a value indicating the ratio of the first material may be used. Also, respective values indicating the ratio of each material may be used.
[0110] In the present embodiment, the game system 1 generates and stores vertex data indicating the position of the vertex, the material IDs of the first and second materials set for the vertex, and the ratio of the materials. However, the method of managing the materials set for the vertex is arbitrary. In other embodiments, the vertex data may be a data structure including data directly indicating the contents of the first and second materials.
[0111] As described above, in the present embodiment, for each vertex, for the material IDs included in the voxel data of a plurality of surrounding voxels, a priority parameter (for example, an evaluation value) for each material ID is calculated based on the voxel data. Then, based on the priority parameter, up to a predetermined number (here, two) of material IDs with high priority are selected and determined as the material ID of the vertex. Note that the specific parameter used as the priority parameter is not limited to the above evaluation value. For example, in other embodiments, an evaluation value calculated using the density of the material instead of the above weight value may be used as the priority parameter.
[0112] In the present embodiment, an evaluation value, which is an example of the priority parameter, is calculated based on the density of a plurality of voxels around the vertex so that the priority of the material set in the voxel with high density becomes high (that is, the evaluation value of the material becomes large and the material is more likely to be selected). According to this, the material of the vertex can be determined by reflecting the magnitude of the density set in the voxel.
[0113] Also, in the present embodiment, an evaluation value, which is an example of the priority parameter, is calculated based on the distance from the reference position (specifically, the center position) of a plurality of voxels around the vertex to the vertex so that the priority of the material set in the voxel close to the vertex becomes high. According to this, the material of the vertex can be determined by reflecting the distance between the voxel and the vertex.
[0114] Also, in the present embodiment, it can be said that an evaluation value, which is an example of the priority parameter, is calculated based on the material mixing ratio of a plurality of voxels around the vertex so that the priority of the material with a high material mixing ratio becomes high. According to this, when a plurality of materials are set in one voxel, the material of the vertex can be determined by reflecting the ratio of each material.
[0115] [2-5. Simplification of Vertex] In this embodiment, the game system 1 simplifies each vertex calculated as described above. That is, the game system 1 reduces the number of vertices by grouping some of the vertices calculated as described above and replacing them with a single vertex. Although details will be described later, the coordinates (i.e., positions) and materials of the vertices to be replaced are set based on a plurality of vertices before replacement. By such simplification, the number of vertices and polygons constituting the mesh of the voxel object can be reduced, and the amount of memory used for processing and the processing load can be reduced.
[0116] In this embodiment, the game system 1 simplifies by expressing each vertex using an SVO (Sparse Voxel Octree). FIG. 17 is a diagram showing an example of vertex simplification. In FIG. 17, one square indicated by a solid line shown in (a) shown in FIG. 17 represents one vertex division region. Here, the vertex division region is a square region having the center position of the voxel as a vertex (in the actual three-dimensional space, the vertex division region is a cube or a rectangular parallelepiped), and is a region having the dotted lines in FIGS. 15 and 16 described above as sides. Also, in FIG. 17, the vertex division region in which the letter "v" is shown inside indicates the vertex division region in which vertices are set.
[0117] In this embodiment, the game system 1 determines whether or not it is possible to simplify the vertices within a predetermined number (four in FIG. 17, eight in the actual three-dimensional space) of mutually adjacent vertex division regions. When it is determined that simplification is possible, the vertices within the predetermined number of vertex division regions are simplified.
[0118] (a) shown in FIG. 17 is the state before simplification. In the example shown in FIG. 17, it is assumed that the vertex division regions within the range surrounded by the dotted line can be simplified. At this time, the game system 1 simplifies such that the vertices within each of the predetermined number of vertex division regions determined to be simplifiable are replaced by one vertex (see (b) shown in FIG. 17). As a result, the vertices within the predetermined number of vertex division regions are simplified to one vertex.
[0119] In this embodiment, the game system 1 performs simplification in multiple stages. The number of stages is arbitrary, but in FIG. 17, the first two stages will be illustrated and described. (b) shown in FIG. 17 shows the state after the first-stage simplification, and (c) shown in FIG. 17 shows the state after the second-stage simplification. In the second-stage simplification, it is determined whether simplification is possible for the vertices generated by the first-stage simplification. In the example shown in FIG. 17, as a result of determining that the vertex division regions within the range surrounded by the dotted line in (b) shown in FIG. 17 can be simplified, the vertices of the vertex division regions are simplified, resulting in the state shown in (c) shown in FIG. 17. Note that the determination conditions for whether the first-stage simplification is possible and the determination conditions for whether the second-stage simplification is possible may be the same or different.
[0120] Regarding the determination of whether simplification is possible, the specific method is arbitrary. In this embodiment, as conditions for the above determination, conditions related to the shape of the voxel object and conditions related to the material are used. In this embodiment, when both the conditions related to the shape of the voxel object and the conditions related to the material are satisfied, it is determined that simplification is possible, and when at least one of the conditions related to the shape of the voxel object and the conditions related to the material is not satisfied, it is determined that simplification is impossible.
[0121] The condition regarding the shape means, for example, that the shape formed by each vertex before simplification and the shape formed by each vertex after simplification are not significantly changed. For example, whether the shape formed by each vertex is not significantly changed before and after simplification can also be determined by calculating an index indicating the error between the mesh before simplification and the mesh after simplification and checking whether the index is equal to or less than a predetermined allowable value. Also, for example, when the shape formed by each vertex before simplification is a hollow shape, while the shape formed by each vertex after simplification is not a hollow shape (that is, the information that it is hollow is lost due to simplification), it is also determined that the condition regarding the shape is not satisfied. Whether the above situation occurs can be determined, for example, based on the density of each voxel corresponding to the vertex division region to be determined. Also, for example, when the shape formed by each vertex before simplification is a shape that can be represented only by two or more vertices and cannot be represented by a single vertex, it is also determined that the condition regarding the shape is not satisfied. Note that, as the condition regarding the shape of the voxel object, the same condition as the conventional method using SVO may be used.
[0122] Also, as a condition regarding materials, in the present embodiment, a condition regarding the number of types of materials set for each vertex within the above-mentioned predetermined number of vertex division regions to be simplified is used. FIG. 18 is a diagram showing an example of the condition regarding materials. (a) shown in FIG. 18 shows a case where the materials of vertices 221 to 224 are (grass), (grass), (grass and soil), and (grass and soil) respectively, and (b) shown in FIG. 18 shows a case where the materials of vertices 221 to 224 are (grass and sand), (grass), (grass and soil), and (grass and soil) respectively. In the present embodiment, the condition regarding materials is that the total number of types of materials set for each of the above-mentioned vertices to be simplified is equal to or less than a predetermined number. For example, the condition regarding materials is set to be equal to or less than the number of materials that can be set for one vertex. In the present embodiment, the above-mentioned predetermined number is 2. For example, in the case of (a) shown in FIG. 18, the total number of types of materials set for each of the vertices 221 to 224 to be simplified is two types, namely grass and soil, so the condition regarding materials is satisfied. At this time, on the condition that the above-mentioned condition regarding the shape of the object is satisfied, each of the vertices 221 to 224 is determined to be simplifiable. On the other hand, in the case of (b) shown in FIG. 18, the total number of types of materials set for each of the vertices 221 to 224 to be simplified is three types, namely grass, soil, and sand, so the condition regarding materials is not satisfied. At this time, regardless of whether the above-mentioned condition regarding the shape of the object is satisfied, each of the vertices 221 to 224 is determined to be non-simplifiable.
[0123] In the game system 1, even materials that are strictly classified into different types may have the same set properties, and a plurality of types of materials with the same properties but different appearances may be prepared. For some of such a plurality of types of materials, in the determination of conditions related to the materials, they may be regarded as the same type and the determination may be made. For example, regarding soil materials, there may be cases where a plurality of types of soil materials with the same properties but similar appearances (e.g., texture color and pattern) are prepared. In such a case, the game system 1 may regard the plurality of types of soil materials as the same type and make a determination on the conditions related to the materials.
[0124] Here, in the present embodiment, regarding vertices, similar to voxels, up to two types of materials can be set. On the other hand, in the present embodiment, when the total number of types of materials set for each vertex to be simplified is three or more, simplification is not performed. That is, when the total number of types of materials exceeds the number of materials that can be set for one vertex, simplification is not performed. Therefore, even if the number of vertices is reduced by simplification, the information on the materials set for the vertices will not be lost due to simplification, and the information on the materials can be maintained.
[0125] In this embodiment, the material of the simplified vertex is determined based on the material of each vertex before simplification. Specifically, the game system 1 sets one or two types of materials set for the vertex before simplification as the first material and the second material for the vertex after simplification. Thereby, the information of the material can be maintained. Note that the ratio of the materials after simplification is determined based on the ratio of the materials of each vertex before simplification. In this embodiment, the ratio of the materials after simplification is calculated in the same manner as the method of calculating the ratio of the materials of each vertex using the above evaluation value. That is, the game system 1 calculates a weight value based on the distance between the vertex after simplification and the vertex before simplification, and based on the weight value and the density of the material at the vertex before simplification (note that the evaluation value of the material described in [2-4. Determination of Vertex Material] above can be used as the density of the material here), calculates an evaluation value for each material. Then, the ratio of the materials is calculated based on the calculated evaluation value of each material.
[0126] [2-6. Mesh Generation] In this embodiment, based on each vertex simplified as described above, a mesh of the voxel object is generated. FIG. 19 is a diagram showing an example of a mesh generated based on each vertex. Note that the square shown in FIG. 19 indicates the above vertex division region, or a vertex division region in which a plurality of vertex division regions are combined into one by simplification. As shown in FIG. 19, the game system 1 generates a mesh composed of polygons having straight lines connecting adjacent vertices of the vertex division region as sides. Each polygon constituting the mesh is a triangle or a quadrilateral.
[0127] In this embodiment, the game system 1 generates two types of meshes: a display mesh and a determination mesh. The display mesh is a mesh used for displaying voxel objects. The determination mesh is a mesh used for collision determination of voxel objects. Although details will be described later, by using the above two types of meshes, the game system 1 can perform processing using meshes suitable for each of the display and collision determination of voxel objects.
[0128] In this embodiment, the game system 1 generates a display mesh and a determination mesh based on the data of the above-mentioned SVO (that is, based on each simplified vertex). According to this, by sharing the vertex data used for generating the two types of meshes, the processing efficiency can be improved. In other embodiments, the game system 1 does not have to simplify the vertices, and may generate a display mesh and / or a determination mesh based on non-simplified vertices.
[0129] In this embodiment, the game system 1 generates the determination mesh to have a simpler shape than the display mesh. Specifically, the game system 1 ensures that the number of vertices of the determination mesh is less than the number of vertices of the display mesh. Here, in this embodiment, the SVO data is data that holds the data of the vertices before simplification and the data of the simplified vertices in an octree structure, and also includes the data used for determining whether simplification is possible. This data includes, for example, the data of the vertices calculated as candidates for the vertices after simplification (referred to as provisional vertices), and the data of the above-mentioned index indicating the error between the vertices before simplification and the provisional vertices. For example, the game system 1 may use, for the generation of the determination mesh, those provisional vertices among which the above index is equal to or less than a predetermined threshold value (this threshold value is set to be larger than the above tolerance value). According to this, the number of vertices of the determination mesh can be made less than the number of vertices of the display mesh. By making the number of vertices of the determination mesh less than the number of vertices of the display mesh, the processing load due to collision determination can be reduced. Also, since the number of vertices of the display mesh is not excessively reduced, the appearance of the voxel object can be expressed in detail.
[0130] Note that in other embodiments, the display mesh and the determination mesh may be generated based on the same data or different data. Also, the display mesh and the determination mesh may have the same shape (however, even in this case, the materials set for both may be different). Also, the number of vertices of the determination mesh may be the same as the number of vertices of the display mesh, or may be more than the number of vertices of the display mesh.
[0131] [2-6-1. Determination of the Material of the Display Mesh] Next, an example of a method for determining the material and appearance of the display mesh will be described. In the present embodiment, the game system 1 determines the material for each polygon constituting the display mesh. Although details will be described later, in the present embodiment, the polygon corresponding to the above polygon is drawn using up to two textures corresponding to up to two materials. Therefore, the game system 1 ensures that the number of materials finally set for each polygon constituting the mesh, and ultimately for one polygon, is two or less. In other embodiments, three or more materials may be set. For example, in embodiments where there are three or more materials for voxels and vertices respectively, the same number of materials may be set for the polygon.
[0132] In the present embodiment, a quadrilateral may be formed as the polygon constituting the display mesh (see Fig. 19). When determining the material of the display mesh, the game system 1 first divides the quadrilateral constituting the display mesh into two triangles under certain conditions. Hereinafter, with reference to Fig. 20, the process of dividing the quadrilateral into two triangles will be described.
[0133] Fig. 20 is a diagram showing an example in which a quadrilateral constituting a mesh is divided into two triangles. (a) shown in Fig. 20 shows the quadrilateral before division formed by vertices 231 to 234 which are part of the vertices of the mesh, and (b) shown in Fig. 20 shows the two triangles obtained by dividing the quadrilateral. In the example shown in Fig. 20, let the materials of each of the vertices 231 to 234 be grass, soil, sand, grass, and grass respectively.
[0134] In this embodiment, when the total number of types of materials set at each vertex of a quadrilateral is three or more, the game system 1 determines whether the division condition is satisfied. In this embodiment, the division condition is that by dividing the quadrilateral into two triangles, the total number of types of materials set at each vertex of the triangles can be two or less. When the division condition is satisfied, the game system 1 divides the quadrilateral into two triangles such that the total number of types of materials set at each vertex is two or less. In the example shown in FIG. 20, the materials set at each vertex 231 to 234 forming the quadrilateral are three types: grass, soil, and sand. Also, when the above quadrilateral is divided into a triangle formed by vertices 231, 232, 234 and a triangle formed by vertices 231, 233, 234, the materials set at each vertex of the former triangle are two types: sand and grass, and the materials set at each vertex of the latter triangle are two types: grass and soil (see (b) shown in FIG. 20). Therefore, for the above quadrilateral, the division condition is satisfied, so the game system 1 divides the quadrilateral into two triangles.
[0135] Note that since there are two ways to divide a quadrilateral into two triangles, when the division condition is satisfied for at least one of the two ways of dividing the triangles, the game system 1 performs the above division in the way that satisfies the division condition. On the other hand, when the division condition is not satisfied for the triangles divided by either of the two ways, the division is performed in either way.
[0136] By performing the division as described above, the game system 1 can generate two triangles in which the materials set at each vertex are two or less so as to minimize the omission of information on three or more types of materials set at each vertex of the quadrilateral. Here, as described above, each polygon constituting the mesh is drawn using up to two types of textures. Therefore, by performing the above division, the game system 1 can draw the polygon using two types of textures so as to minimize the omission of information on the materials set at each vertex.
[0137] In this embodiment, the game system 1 sets a polygon corresponding to the polygon after the above division. That is, the vertices of the polygon after the above division become the vertices of the polygon of the display mesh.
[0138] In this embodiment, for each polygon constituting the display mesh, when there are three or more types of materials set for each vertex of one polygon in total, the game system 1 determines the material of the polygon by selecting two types of materials. FIG. 21 is a diagram showing an example of a method for determining the material of a polygon constituting the display mesh. In the example shown in FIG. 21, for vertex 241 of the triangular polygon constituting the display mesh, let the first material be "grass", the second material be "soil", and the material ratio of the first material: the second material be set to 0.8:0.2. Also, for vertex 242 of the above polygon, let the first material be "grass", the second material be "sand", and the material ratio of the first material: the second material be set to 0.5:0.5. Also, for vertex 243 of the above polygon, let the first material be "sand", the second material be "soil", and the material ratio of the first material: the second material be set to 0.7:0.3.
[0139] When there are three or more types of materials set for each vertex of the polygon in total, the game system 1 calculates a determination value for each material. The determination value is calculated as the value obtained by summing up the ratios for each vertex where the material is set. Then, the game system 1 selects two materials in order from the ones with larger determination values as the materials of the polygon. In the example shown in FIG. 21, the determination value of the grass material is 0.8 + 0.5 = 1.3, the determination value of the sand material is 0.5 + 0.7 = 1.2, and the determination value of the soil material is 0.2 + 0.3 = 0.5. Therefore, as the materials of the polygon shown in FIG. 21, the grass and sand materials are selected (see (a) shown in FIG. 21).
[0140] The specific method for selecting the material of the polygon of the display mesh is arbitrary. In other embodiments, the material of the polygon of the display mesh may be selected by any method based on the information set at the vertices of the polygon. For example, for the material of the polygon of the display mesh, the material with the largest ratio at one vertex is specified for each vertex, and the material with the largest number of specifications for each vertex may be selected as the material of the polygon.
[0141] In this embodiment, the material of the polygon selected as described above is indicated by the materials set at each vertex of the polygon. That is, when the material of the polygon is selected, the game system 1 changes the materials set at each vertex of the polygon (that is, the material IDs included in the vertex data) to the selected material. In the example shown in FIG. 21, for vertices 241 and 243, before the selection of the material of the polygon, the materials of grass and soil, and sand and soil are set respectively (see (a) shown in FIG. 21). When the materials of grass and sand are selected as the material of the polygon as described above, the materials set at each of vertices 241 and 243 are changed to grass and sand (see (b) shown in FIG. 21). Note that for vertex 242, since the material set before the selection is the same as the selected material of the polygon, the material is not changed. As described above, when two types of materials are selected as the material of the polygon, the information of the materials of the third type and later set at each vertex of the polygon will be deleted.
[0142] In addition, the game system 1 changes the ratio of the materials set for each vertex according to the change of the materials set for the vertices. For example, for vertex 241, the content changes from the first material being grass and the second material being soil to the first material being grass and the second material being sand. Here, since the proportion of the sand material is 0, the material ratio is the first material: the second material = 1:0. In this way, the above change formally changes the material of each vertex in order to represent the material of the polygon by the materials of the respective vertices of the polygon.
[0143] According to the above, since the materials set for each vertex of one polygon are only the materials corresponding to the textures used for the subsequent rendering, it is possible to facilitate the execution of the rendering process using the textures.
[0144] Note that due to the above change, it is possible that all the materials for a certain vertex are changed (that is, none of the materials before the change match the materials after the change). Such a case is, for example, when the material set for the vertex before the change is soil, and the materials selected as the material of the polygon are grass and sand. In such a case, the ratio of the materials at the vertex may be set based on the ratio of the materials at the other vertices of the polygon. For example, in the above example, if the first material set for one of the other vertices of the triangular polygon is grass and the material ratio is grass: sand = 1:0, and the material set for another vertex is sand and the material ratio is sand: grass = 1:0, the material ratio at the vertex may be set to grass: sand = 0.5:0.5. In addition, the game system 1 may determine the ratio of the materials at the vertex in consideration of the distance between the vertex and the other vertices (for example, based on a weight value that increases as the distance gets closer).
[0145] As described above, in this embodiment, for each polygon, the game system 1 selects up to a predetermined number (here, 2) of the material IDs set for the vertices included in the polygon (that is, the material IDs set for the vertices of the polygon corresponding to the polygon) and determines them as the material ID of the polygon. According to this, the game system 1 can perform the rendering process while suppressing the number of textures used while reflecting the material set for the vertices in the appearance of the polygon.
[0146] Note that in this embodiment, for all the materials of the vertices constituting the polygon, when the number of the materials is less than or equal to the predetermined number, the game system 1 determines the material as the material of the polygon, and when the material exceeds the predetermined number, based on the priority parameter of each vertex (specifically, based on the determination value calculated based on the above-described evaluation value), it selects a predetermined number of materials with high priority and determines them as the material of the polygon. As a result, even when a total of more than the predetermined number of materials are set for each vertex, the material of the polygon can be set to a predetermined number or less of materials considering the priority.
[0147] As described above, in this embodiment, the first and second materials set for each vertex of one polygon are changed to be two types of materials set for the polygon. Here, when such a change is made, there may be a discrepancy in the first and second materials set for the vertices shared by two adjacent polygons.
[0148] FIG. 22 is a diagram showing an example of materials set at each vertex of two adjacent polygons. FIG. 22 shows a state (diagram (b) shown in FIG. 20) in which two polygons are formed by the respective vertices 231 to 234 shown in FIG. 20. In the example shown in FIG. 22, since the materials of the first polygon formed by vertices 231, 233, and 234 are determined to be grass and sand, the first and second materials of these vertices should be set to grass and sand, respectively. On the other hand, since the materials of the second polygon formed by vertices 231, 232, and 234 are determined to be grass and soil, the first and second materials of these vertices should be set to grass and soil, respectively. Therefore, in the example shown in FIG. 22, there is a conflict in the materials to be set for vertices 231 and 234 shared by the two polygons.
[0149] Therefore, in the present embodiment, when there is a conflict in the materials to be set for a vertex shared by two polygons, the game system 1 adds another vertex at the same position with respect to the said vertex. Diagram (b) shown in FIG. 22 is a diagram showing an example of a state in which vertex 231' is added for vertex 231 and vertex 234' is added for vertex 234. In the example of FIG. 22, for vertices 231 and 234, the game system 1 sets the first and second materials as grass and sand according to the materials of the first polygon. Also, for vertices 231' and 234', the game system 1 sets the first and second materials as grass and soil according to the materials of the second polygon. In this way, by formally setting two vertices as the vertices shared by the two polygons (that is, generating two vertex data with the same position but different materials), it is possible to suppress the occurrence of conflicts in the materials set for the vertices.
[0150] The game system 1 generates a display mesh composed of polygons whose vertices and materials are determined as described above. Also, the game system 1 performs the drawing of the voxel object by performing the drawing of the polygon based on the information of the materials set for each vertex (that is, the first material and the second material).
[0151] FIG. 23 is a diagram showing an example of applying a texture to a polygon. FIG. 23 shows a triangular polygon formed by the vertices 241 to 243 shown in FIG. 21. Note that the materials set for the vertices 241 to 243 are those shown in (b) shown in FIG. 21.
[0152] Regarding the position of the vertex of the polygon, the texture of the first material and the texture of the second material set for the vertex are blended at the ratio of the materials set for the vertex (that is, using the ratio as the blend rate) by mapping. Note that the textures of the first and second materials used for drawing are the textures indicated by the drawing setting information associated with each material ID associated with the vertex data in the above-described material data (see FIG. 12). In the example shown in FIG. 23, regarding the position of vertex 241, since the material ratio of grass:sand = 1:0, drawing is performed using only the grass texture. Also, regarding the position of vertex 243, since the first material is sand and the material ratio of sand:grass = 1:0, drawing is performed using only the sand texture. Also, regarding the position of vertex 242, since the first material is grass and the second material is sand and the material ratio of grass:sand = 0.5:0.5, drawing is performed by blending the grass texture and the sand texture at a blend rate of 0.5:0.5.
[0153] Also, for positions other than the vertices of the polygon, the game system 1 determines the blend rate by interpolating the blend rates at each vertex. Then, the textures of the two materials set for each vertex are drawn by a mapping that blends them based on the interpolated blend rate. Note that the specific method of interpolation is arbitrary. As an example, the blend rate between vertices is linearly interpolated. In FIG. 23, the positions where the ratio of applying the texture of the grass material is high are shown in white, and the positions where the ratio of applying the texture of the sand material is high are shown in black. In the example shown in FIG. 23, the grass texture is applied at vertex 241, the blend ratio of the sand texture increases as it approaches vertex 243, the blend rate of grass and sand becomes 1:1 at the position of vertex 242, and only the sand texture is applied at the position of vertex 243. In this way, by blending and drawing the two textures set for the polygon (i.e., set for each vertex of the polygon) at a blend rate according to the ratio of the materials, the appearance at the boundary between different materials in the display mesh can be made natural. As a result, the appearance of the display mesh with multiple types of materials set can be made natural.
[0154] [2-6-2. Determination of the Material of the Judgment Mesh] Next, an example of a method for determining the material of the judgment mesh will be described. Although details will be described later, in this embodiment, collision detection of the voxel object is performed using the judgment mesh, and processing may be executed according to the material of the voxel object for which collision is detected. Therefore, in this embodiment, the material is also determined for the judgment mesh.
[0155] In this embodiment, for each polygon constituting the determination mesh, the game system 1 ensures that only one type of material is set for each polygon. Specifically, the game system 1 determines the material set for the polygon of the determination mesh based on the material information set for the vertices of the polygon (that is, the information on the first and second materials and the ratio of the materials).
[0156] FIG. 24 is a diagram showing an example of a method for determining the material of a polygon constituting the determination mesh. FIG. 24 shows an example of determining the material for a triangular polygon formed by the respective vertices 241 to 243 shown in FIG. 21. The materials set for the respective vertices 241 to 243 are those shown in (a) shown in FIG. 21.
[0157] When determining the material of a polygon, the game system 1 calculates a determination value for each material set for each vertex of the polygon. In this embodiment, the method for calculating the determination value is the same as the method for calculating the determination value used for selecting the material of the polygon of the display mesh. Note that the specific method for calculating the determination value is arbitrary. In other embodiments, the determination value may be calculated by any method based on the information set for the vertices of the polygon of the determination mesh.
[0158] In the example shown in FIG. 24, the determination value for each material is the same as in the case shown in FIG. 21 described above. The determination value for the grass material is 1.3, the determination value for the sand material is 1.2, and the determination value for the soil material is 0.5. Therefore, the grass material is selected as the material of the polygon shown in FIG. 24.
[0159] As described above, in this embodiment, for each polygon, the game system 1 selects up to a predetermined number (here, 1) of the material IDs set for the vertices included in the polygon (that is, the material IDs set for the vertices of the polygon corresponding to the polygon), and determines them as the material IDs of the polygon. According to this, the game system 1 can suppress the number of materials set for the determination mesh to be equal to or less than the predetermined number. Thereby, it is possible to suppress the complication of the processing according to the type of material, which is performed according to the result of the collision determination using the determination mesh. Note that the method of determining the material of the polygon of the determination mesh is arbitrary and is not limited to the above. In other embodiments, the material of the polygon of the determination mesh may be determined by any method based on the information set for the vertices of the polygon.
[0160] Also, in this embodiment, for the polygon of the display mesh, up to two types of materials are set, while for the polygon of the determination mesh, one type of material is set. According to this, for the polygon of the display mesh, two types of textures can be used to achieve a natural appearance, and for the determination mesh, it is possible to suppress the complication of the processing that is performed according to the result of the collision determination using the determination mesh. Note that in other embodiments, the types of materials that can be set for the polygons of the display mesh and the determination mesh are arbitrary. The number of materials that can be set for the polygon of the display mesh and the number of materials that can be set for the polygon of the determination mesh may both be plural, or may be the same, or may be different.
[0161] In addition, in the present embodiment, the number of types of materials set for one voxel is up to two, and the number of types of materials set for one polygon in the display mesh is up to two. According to this, while suppressing the data amount of the voxel data, the information of the materials set in the voxel data can be reflected in the materials of the display mesh. Further, in the present embodiment, the number of types of materials set for the vertices set based on the voxel data is also up to two (see FIG. 16). According to this, for the vertices generated during the process of obtaining the display mesh from the voxel data, two types of materials can be set, so that the information of the materials set in the voxel data can be reflected in the display mesh without loss of material information during the process.
[0162] Also, in other embodiments, the game system 1 may set materials differently for vertices used to generate a display mesh and vertices used to generate a determination mesh with respect to vertices set based on voxel data. For example, the game system 1 may set up to two types of materials for vertices used to generate a display mesh as described above, and may set one type of material for vertices used to generate a determination mesh. For the materials of the polygons of the display mesh, two types of materials may be set in the same manner as above, and as the material of the polygon of the determination mesh, one type of material may be set based on the one type of material set for each vertex of the polygon. When setting one type of material for vertices used to generate a determination mesh, the material for which the above-described determination value calculated for each material is the largest may be set as the material of the vertex. Also by the above, as in this embodiment, the number of types of materials set for one polygon in the display mesh can be up to two, and the number of types of materials set for one polygon in the determination mesh can be one. Therefore, it is possible to reflect the material information set in the voxel data in the display mesh, and it is possible to suppress the complication of the processing performed according to the result of the collision determination using the determination mesh.
[0163] As described above, in this embodiment, a display mesh and a determination mesh can be set for one voxel object. However, depending on the game situation, it is not necessary to set both the display mesh and the determination mesh for one voxel object at the same time (for example, it is not necessary to set both in the processing in one frame). For example, the determination mesh may be generated in the range where collision determination is performed in the game space, and may not be generated in the range where collision determination is not performed. As an example, the game system 1 may generate a determination mesh for voxel objects within a predetermined range centered on the player character, and may not generate a determination mesh for voxel objects outside the predetermined range, but only generate a display mesh.
[0164] Also, for the display mesh, the game system 1 may store the data related to the generated mesh in the memory, and in the frame after the mesh is generated, use the data without re-executing the process of generating the mesh except for the updated range. According to this, the processing load for generating the display mesh can be reduced. Also, for the determination mesh, the data related to the generated mesh may not be stored in the memory, and the mesh may be sequentially generated as needed (for example, every time collision determination needs to be performed). According to this, the memory area used for generating the mesh can be saved.
[0165] In the above, the method of generating each mesh (that is, the display mesh and the determination mesh) based on the changed voxel data when the voxel data is changed from the initial state has been described. Note that the above method can also be used when generating each mesh based on the voxel data in the initial state, for example, at the start of the game. However, each mesh based on the voxel data in the initial state does not necessarily need to be generated based on the voxel data in the initial state at the start of the game, and may be prepared in advance before the game starts.
[0166] In other embodiments, only one of the above-described display mesh and determination mesh may be set (that is, the display and determination use the same mesh in common). In this case, the above-described display mesh may be used in common as the determination mesh, or the above-described determination mesh may be used in common as the display mesh. When the determination mesh and the display mesh are set separately, an appropriate mesh can be used according to each use. On the other hand, when rendering and collision determination are shared using the same mesh, the processing load for setting the mesh can be reduced.
[0167] [2-7. Player Character Movement Control Processing Based on Cliff Determination] Next, with reference to FIGS. 25 to 29, an example of a process for changing the material of a voxel object will be described. In the following, it is assumed that terrain objects such as the ground and walls are voxel objects, and an example will be described in which a player character performs an action and as a result of collision determination, an action in the game occurs.
[0168] Note that the above "action in the game" is an arbitrary change that occurs in the game, for example, a change caused by "processing that reflects the result of contact between objects". The "action in the game" may be based on a collision determination between a determination mesh and a determination shape corresponding to a determination target based on game processing (for example, a determination area set for an object such as a player character). The above action may occur on an object corresponding to the determination mesh, or the above action may occur on an object corresponding to the determination target. The content of the "action in the game" may be associated with the material set for the polygon on which the collision was determined in the collision determination that is the cause of the occurrence of the action (that is, the content of the action may be determined by the material).
[0169] FIG. 25 is a diagram showing an example of a game image representing the state in which the player character 201 moves on the terrain object. In the example shown in FIG. 25, the material for the polygon of the determination mesh of the terrain object 251 which is the ground is set to "rock". And the player character 201 is moving on the hillside surface of the terrain object 251, and a cliff having a cliff wall surface (side surface) 251a in the traveling direction of the player character 201 is formed.
[0170] In the example shown in FIG. 25, the game system 1 performs a collision determination between the terrain object 251 and the player character 201 using the determination mesh. That is, a collision determination is made as to whether or not the determination mesh of the terrain object 251 and the determination shape (for example, a region having a predetermined shape set based on the position of the player character) set for the player character are in contact. And when a collision between the polygon whose material is rock and the player character 201 is determined, as a process for generating an action in the game, the player character 201 is controlled so as not to be able to enter the inside of the polygon. Therefore, the player character 201 can stand on or walk on the polygon of the terrain object 251. In addition, in the present embodiment, since the player character 201 can change (for example, deform) the terrain object 251, for example, a part of the terrain object 251 can be destroyed and erased.
[0171] Also, the content of the process executed when a collision between the voxel object and the player character 201 is determined is arbitrary. For example, the above process may be a process of reducing the physical strength of the player character 201 based on the impact when the above collision is determined, outputting the footsteps of the player character 201, or displaying an effect (for example, an effect representing dust or water splashes) at the contact location. At this time, the game system 1 can vary the amount of physical strength reduction, vary the footsteps, or vary the effects according to the type of material set for the polygon of the contacted part of the voxel object.
[0172] For example, when the player character 201 falls from the cliff illustrated in FIG. 25 and the bottom of the cliff is a bottomless pit, the player character 201 that has fallen from the cliff is processed so that it cannot return to the game space and is returned to the checkpoint or the game is over. Also, even when the bottom of the cliff is not a bottomless pit, it takes time for the player character 201 to return to the original position. Further, in an embodiment where falling damage is set, by determining a collision with the ground formed under the cliff, a process of reducing the physical strength of the player character 201 based on the impact due to the height difference between the gentle slope surface and the ground under the cliff and the material of the ground may be performed. That is, the player character 201 falling under the cliff is given a penalty according to the situation under the cliff, which is relatively disadvantageous when progressing the game, resulting in a situation that the user wants to avoid. In the following description, an example will be described in which the shape of the cliff in the traveling direction of the player character 201 is determined, and based on the determination, the movement control of the player character 201 is performed so that the user does not get into an unfavorable situation.
[0173] (First Example) As a first example, an example will be described in which the shape of a cliff in the traveling direction of the player character 201 moving on the terraced slope surface of the terrain object 251 is determined, and the movement control of the player character 201 is performed based on the determination result. FIG. 26 is an illustrative diagram for explaining an example of a method for determining the shape of a cliff in the traveling direction of the player character 201.
[0174] In this embodiment, the user can move the player character 201 arranged in the game space by a predetermined operation input. As a result, the player character 201 moves in the game space at a movement speed based on the operation input in the direction indicated by the operation input.
[0175] When the player character 201 moves on the terrain object 251 while riding on the terrain object 251, the game system 1 determines whether there is a cliff within a predetermined range based on the traveling direction in which the player character 201 moves. For example, when the game system 1 detects a location where the determination mesh of the terrain object 251 does not exist within a predetermined distance downward from a predetermined height based on the height of the player character 201 within a predetermined range in the traveling direction from the player character 201, it determines that there is a cliff with a predetermined depth or more in the traveling direction.
[0176] For example, the game system 1 performs ground raycasting up to a predetermined distance at regular intervals in the traveling direction. Here, the above ground raycasting is based on the contact between a plurality of rays in the vertical direction of the game space and the determination mesh of the terrain object 251 at regular intervals from a predetermined height based on the height of the player character 201 within a predetermined range (for example, within the illustrated distance a) in the traveling direction of the player character 201. Whether or not there is such contact within a predetermined distance (for example, the illustrated distance d1) from the predetermined height is determined respectively. Note that the above predetermined height may be an arbitrary height based on the height of the player character 201. For example, it may be the height at the feet where the player character 201 is in contact with the terrain object 251, the height at a predetermined position at the head of the player character 201, the height of the center of gravity of the player character 201, the height of the center of the above determination area used for the collision determination of the player character 201, etc.
[0177] For example, in the above ground raycast, when a ray that does not contact the determination mesh of the terrain object 251 is detected within a distance d1 from the above predetermined height, it is determined that there is a cliff deeper than the depth d1 at the location raycast by the ray. Then, the game system 1 determines whether there is a determination mesh of the terrain object 251 within a predetermined distance toward the player character 201 from a predetermined position in the downward direction that is the vertical direction of the game space at the above location. For example, the game system 1 performs a raycast in the front wall surface direction (for example, the horizontal direction) toward the front side (the player character 201 side) from the above predetermined position. Then, based on the contact between the ray from the above predetermined position in the above front wall surface direction and the determination mesh of the terrain object 251 (for example, the side surface 251a of the cliff shown in the figure), it is determined whether there is such contact within a predetermined distance from the above predetermined position. Note that the height of the above predetermined position at which the above raycast is performed may be any downward height based on the height of the player character 201. For example, the height at the feet where the player character 201 is in contact with the terrain object 251, the height at a predetermined position at the head of the player character 201, the height of the center of gravity of the player character 201, the height of the center of the above determination area used for the collision determination of the player character 201, etc., may be a height that is a predetermined distance downward. Further, the height of the above predetermined position may be at least included in the range where the shape cast described later is performed, or may be the height at the center of the range.
[0178] If a determination mesh of the terrain object 251 exists within a predetermined distance from the above-mentioned predetermined position and toward the above-mentioned front wall surface direction, the game system 1 performs a material check on the location where the existence is confirmed and also performs a normal line check on the side surface 251a of the cliff at that location. For example, in the above-mentioned material check, it is determined whether the material set in the determination mesh of the terrain object 251 at the above-mentioned location is a material that can be grasped by the player character 201. For example, the game system 1 refers to the properties of the material in the material data (see FIG. 12) corresponding to the material ID of the material for which the material check is performed. And when at least one of the conditions such as the properties of the above-mentioned material being a hardness and temperature that the player character 201 can grasp, not being a slippery one that the player character 201 cannot grasp, and not being a material that gives a predetermined amount of damage when the player character 201 comes into contact is satisfied, it is determined that the material can be grasped by the player character 201. For example, when the material of the side surface 251a of the cliff is a material that can be grasped by the player character 201, the player character 201 can be controlled to move along the side surface 251a of the cliff based on the user's operation input while being in contact with the determination mesh of the side surface 251a of the cliff at least in the forward direction. On the other hand, when the material of the side surface 251a of the cliff is a material that cannot be grasped by the player character 201, the player character 201 moves so as to slide down downward along the side surface 251a of the cliff while being in contact with the determination mesh of the side surface 251a of the cliff at least in the forward direction, or a predetermined amount of damage is given to the player character 201 and it falls from the side surface 251a of the cliff.
[0179] Also, in the above normal line check, the direction of the normal line with respect to the determination mesh of the side surface 251a of the cliff at the location where the existence of the determination mesh of the terrain object 251 is confirmed is determined. For example, the game system 1 determines whether a flat portion such as a gentle slope surface where the player character 201 can grab or ride on the side surface 251a of the cliff at the above location, or a hold portion that protrudes from a wall and serves as a handhold and / or foothold is formed. As an example, when the direction of the above normal line is within a predetermined range including the upward direction of the game space, the game system 1 determines that the above flat portion and the above hold portion are formed in the middle of the side surface 251a of the cliff. Specifically, the game system 1 determines that the above flat portion and the above hold portion are formed in the middle of the side surface 251a of the cliff when the angle of the terrain surface is within a predetermined range including the horizontal based on the above normal line. As an example, it may be determined that when the angle of the ground is from 0° to 60°, it is the floor (corresponding to the above flat portion and hold portion), from 60° to 140° is the wall, and from 140° to 180° is the ceiling.
[0180] In the above description, the location where the above material check is performed and the location where the above normal line check is performed are the locations where the existence of the determination mesh is confirmed by the ray cast in the above front wall surface direction, and the location where the above material check is performed and the location where the above normal line check is performed are the same. In other embodiments, the location where the above material check is performed and the location where the above normal line check is performed may be different locations. For example, the location where the above material check is performed and the location where the above normal line check is performed may be at least one arbitrary location included within a predetermined range including the location where the existence of the determination mesh is confirmed, and the location where the above material check is performed and the location where the above normal line check is performed may be different.
[0181] When it is determined in the above material check that the material cannot be grasped by the player character 201, and when it is determined in the above normal line check that the flat part or the hold part is not formed, the game system 1 determines that the side surface 251a of the cliff is not effective for the player character 201 to grasp or ride on (that is, the side surface 251a of the cliff is not suitable for the player character 201 to grasp or ride on). Then, when the side surface 251a of the cliff is not suitable, or when there is no determination mesh of the terrain object 251 within a predetermined distance from the above predetermined position toward the front wall surface direction, the game system 1 adds a restriction on movement control to forcibly stop the player character 201 at that position. On the other hand, when there is a determination mesh of the terrain object 251 within a predetermined distance from the above predetermined position toward the front wall surface direction and the side surface 251a of the cliff where the existence is confirmed is effective, the game system 1 continues the operation of moving the player character 201 in the original traveling direction without adding the above restriction. In addition, in other embodiments, when the direction of the above normal line used in the above normal line check is not within a predetermined range including the upward direction of the game space (for example, when the direction of the above normal line is downward in the game space, in the case of a wall surface with an overhang of a predetermined angle or more), even if a material that can be grasped by the player character 201 is confirmed in the material check, it may be determined that an ineffective side surface 251a of the cliff for the player character 201 to grasp is formed. Also, even when the direction of the above normal line used in the above normal line check is within a predetermined range including the upward direction of the game space, if a material that cannot be grasped by the player character 201 is confirmed in the material check, it may be determined that an ineffective side surface 251a of the cliff for the player character 201 to grasp is formed.
[0182] Thus, in the first example, when it is determined that there is a cliff deeper than a predetermined depth in the traveling direction of the player character 201, movement control of the player character 201 is restricted based on the determination that the player character 201 cannot grab or ride on the side surface of the cliff, thereby preventing the player character 201 from falling off the cliff.
[0183] Note that the restriction imposed on the movement control of the player character 201 in the first example may be any restriction on the operation of the player character 201. For example, movement control for the player character 201 to retreat from the position where it was forcibly stopped as described above may be added, or the player character 201 may be forcibly stopped at the detected cliff after moving the player character 201 to the vicinity of the detected cliff. Further, in addition to the above-described movement control, a process for causing the player character 201 to perform a predetermined reaction may be performed.
[0184] Also, in the first example, material check and normal check are performed to determine the situation of the cliff wall surface (side surface), but the situation may be determined by either one of the checks.
[0185] (Second example) As a second example, an example will be described in which the shape of a cliff in the traveling direction of the player character 201 that moves while digging underground in the terrain object 251 is determined, and movement control of the player character 201 is performed based on the determination result. FIG. 27 is an explanatory diagram for explaining an example of a method for determining the shape of a cliff in the traveling direction of the player character 201 that moves underground.
[0186] In this embodiment, the user can cause the player character 201 to perform a punch action by a predetermined operation input. Further, the game system 1 destroys and deletes a part of the terrain object 251 as an in-game effect caused by the punch action. Specifically, the terrain object 251 is deformed as if a part thereof has been deleted. When the punch action is performed, after the punch action, fragment objects corresponding to the deleted terrain object may be arranged around the position where the punch action was performed. Also, fragment objects corresponding to the destruction of the terrain object 251 may not occur. Note that in FIG. 27, the fragment objects that occur are omitted for the purpose of making the drawing easy to view and the explanation easy to understand. Note that the punch action is an example, and a part of the terrain object 251 may be destroyed by other actions.
[0187] When an operation input for causing the player character 201 to perform the above punch action is performed by the user, the game system 1 causes the player character 201 to perform an action of punching forward and performs a collision determination. Then, when a collision between the player character 201 performing the punch action and the terrain object 251 is determined, an update range is generated based on the position and orientation of the player character 201. For example, the above update range indicates the destruction range of the terrain object 251 destroyed by the punch action of the player character 201. The update range is generated based on the position, strength, ability of the player character 201 when destroying the terrain object 251, the strength (e.g., material) of the terrain object 251, and the like. For example, the above update range is generated in a predetermined direction (e.g., forward) with respect to the player character 201. As an example, the above update range is formed in a bell shape with a hemispherical shape at the innermost part, centered on the collision position determined by the player character 201 performing the punch action. Note that the shape of the update range may be other shapes, such as spherical, ellipsoidal, cubic, cylindrical, wedge-shaped, shapes generated by 3D software, or shapes with some parts of these shapes missing. Also, the position of the update range may be set centered on the position where the punch action by the player character 201 occurs in the game space (e.g., the position reached by the fist that the player character 201 punches), or may be set centered on a predetermined distance forward from that position as seen from the player character 201.
[0188] The game system 1 reduces the density of voxels corresponding to the above update range. As a result, the terrain object 251 is deformed so that the portion corresponding to the above update range is erased. For example, in the present embodiment, based on the SDF of each voxel in the terrain object 251, the density of each voxel is rewritten to control the erasure of each voxel. Note that instead of unconditionally deforming the voxel object corresponding to the above update range, the game system 1 may increase the amount of damage set to the voxels corresponding to the above update range according to the punch action, and reduce the density of the voxels when the amount of damage exceeds a predetermined value.
[0189] In this way, the player character 201 can move while digging the ground by destroying and erasing a part of the ground of the terrain object 251 by the punch action. And in the second example, when it is within a predetermined period after a part of the ground of the terrain object 251 is destroyed and erased by the punch action of the player character 201, it is determined whether there is a cliff in a predetermined range based on the traveling direction in which the player character 201 moves. Note that whether or not a part of the ground of the terrain object 251 is destroyed and erased may be determined by an arbitrary method. For example, when it is determined that the player character 201 is surrounded by the determination mesh and / or the display mesh of the terrain object 251, it may be determined that a part of the ground of the terrain object 251 is destroyed and erased. As an example, when the determination mesh and / or the display mesh of the terrain object 251 exists within a certain distance above the head of the player character 201, it may be determined that a part of the ground of the terrain object 251 is destroyed and erased. As another example, when the determination mesh and / or the display mesh of the terrain object 251 exists in the entire circumference of a certain distance within the 360° range of the up, down, left, and right of the player character 201, it may be determined that a part of the ground of the terrain object 251 is destroyed and erased.
[0190] For example, if it is within the above-mentioned predetermined period, the game system 1, similar to the first example, within a predetermined range in the advancing direction from the player character 201, when a location where the determination mesh of the terrain object 251 does not exist is detected within a predetermined distance downward from a predetermined height based on the height of the player character 201, it determines that there is a cliff with a depth of a predetermined depth or more in the advancing direction.
[0191] If it is within the above-mentioned predetermined period, the game system 1 performs a ground raycast up to a predetermined distance at regular intervals in the advancing direction. For example, the ground raycast in the second example is also within a predetermined range (for example, within the illustrated distance a) in the advancing direction of the player character 201, similar to the first example. Based on the contact between a plurality of rays in the vertical direction of the game space and the determination mesh of the terrain object 251 at regular intervals from a predetermined height based on the height of the player character 201, it is determined whether there is such contact within a predetermined distance (for example, the illustrated distance d1) from the predetermined height.
[0192] Also, in the ground raycast in the second example, when a ray that does not contact the determination mesh of the terrain object 251 is detected within a distance d1 from the predetermined height, it is determined that there is a cliff deeper than the depth d1 at the location raycast by the ray. Then, the game system 1 determines whether the determination mesh of the terrain object 251 exists within a predetermined distance from a predetermined position downward in the vertical direction of the game space from the above-mentioned location toward the front side on the player character 201 side. For example, the game system 1 performs a raycast in the front wall surface direction (for example, the horizontal direction) toward the front side from the above-mentioned predetermined position. Then, based on the contact between the ray from the above-mentioned predetermined position in the front wall surface direction and the determination mesh of the terrain object 251 (for example, the side surface 251a of the illustrated cliff on the outer side of the ground), it is determined whether there is such contact within a predetermined distance from the above-mentioned predetermined position.
[0193] When a determination mesh of the terrain object 251 exists within a predetermined distance from the above-mentioned predetermined position in the direction of the front wall surface, the game system 1 performs a normal check on the side surface 251a of the cliff at the location where the existence is confirmed. In the above normal check, similar to the first example, the direction of the normal to the determination mesh of the side surface 251a of the cliff at the location where the existence of the determination mesh of the terrain object 251 is confirmed is determined. For example, the game system 1 determines whether a flat portion such as a stepped surface where the player character 201 can grab or ride on the side surface 251a of the cliff at the above location, or a hold portion that protrudes from the wall and serves as a handhold and / or foothold is formed. Specifically, when the direction of the normal is within a predetermined range including the upward direction of the game space, the game system 1 determines that the flat portion and the hold portion are formed in the middle of the side surface 251a of the cliff. When the direction of the normal is within a predetermined range including the upward direction of the game space (for example, an angle facing upward from a predetermined angle), it is determined that the flat portion and the hold portion are formed in the middle of the side surface 251a of the cliff.
[0194] When the determination mesh of the terrain object 251 does not exist within a predetermined distance from the above-mentioned predetermined position in the direction of the front wall surface, or when it is determined in the above normal check that the flat portion and the hold portion are not formed, the game system 1 determines that the side surface 251a of the cliff is not effective for the player character 201 to grab or ride on. Then, when the side surface 251a of the cliff is not effective, the game system 1 adds a movement control restriction to forcibly stop the player character 201 at that position. On the other hand, when the determination mesh of the terrain object 251 exists within a predetermined distance from the above-mentioned predetermined position in the direction of the front wall surface and it is determined in the above normal check that the flat portion and the hold portion are formed, the game system 1 continues the operation of allowing the player character 201 to dig into the ground and move in the above-mentioned traveling direction without adding the above restriction.
[0195] Thus, in the second example, when it is determined that there is a cliff deeper than a predetermined depth in the advancing direction in which the player character 201 is digging and moving underground, restrictions are imposed on the movement control of the player character 201 based on the determination that the player character 201 cannot grab or ride on the side surface of the cliff, thereby preventing the player character 201 from falling from the cliff. Therefore, in the second example, when the player character 201 performs an action of deforming the terrain object 251, which is a voxel object, by destroying it underground, it is possible to suppress a situation where there is no ground under the feet of the player character 201 after the destruction and the player character falls from the cliff.
[0196] Note that the restriction imposed on the movement control of the player character 201 in the second example may be any restriction on the operation of the player character 201. For example, movement control to make the player character 201 retreat from the position where it was forcibly stopped as described above may be added, or the player character 201 may be forcibly stopped at the edge of the detected cliff after moving the player character 201 to the edge of the cliff. Also, as a first example, after forcibly stopping the player character 201, the operation of destroying and deforming the terrain object 251 underground may also be forcibly stopped. As a second example, after forcibly stopping the player character 201, while stopping the player character 201 at that position, the operation of destroying and deforming the terrain object 251 may be continued from that position. As a third example, when moving the player character 201 to the edge of the detected cliff and forcibly stopping it at the edge of the cliff, the operation of destroying and deforming the terrain object 251 may be continued so that it can be moved to the edge of the cliff. Also, in addition to the movement control and destruction operation described above, a process of causing the player character 201 to perform a predetermined reaction may be performed.
[0197] In the second example, a normal check is performed to determine the situation of the cliff side surface. However, the situation may be determined by both the material check and the normal check, or the situation may be determined by the material check only.
[0198] (Third Example) As a third example, when the player character 201 jumps out of the cliff, an example of determining the shape of the cliff formed below the player character 201 and performing movement control of the player character 201 based on the determination result will be described. FIG. 28 is an explanatory diagram for explaining an example of a method for determining the shape of the cliff when the player character 201 jumps out of the cliff. FIG. 29 is a diagram showing an example of the state where the player character 201 is caught on the side surface 251a of the cliff.
[0199] As described above, the user can move the player character 201 arranged in the game space by a predetermined operation input. As a result, the player character 201 can move in the game space at a movement speed based on the operation input in the direction indicated by the operation input, and may jump out of the cliff on the hillside of the terrain object 251 as exemplified in FIG. 28.
[0200] When the player character 201 is not placed on the terrain object 251 (i.e., there is no contact with the determination mesh of the terrain object 251 at the feet of the player character 201), the game system 1 determines that the player character 201 has jumped out of a cliff. Then, when the player character 201 has jumped out of a cliff, the game system 1 determines whether there is a cliff deeper than a predetermined depth below the player character 201. For example, when there is no hit with the determination mesh of the terrain object 251 at the feet of the player character 201, if there is no determination mesh of the terrain object 251 within a predetermined distance (e.g., the illustrated distance d2) downward (e.g., in the vertical direction) from the player character 201, the game system 1 determines that the player character 201 has jumped out of a cliff with a depth greater than the predetermined distance.
[0201] For example, the game system 1 performs a foot raycast from the player character 201. Here, the above foot raycast determines whether there is such contact within a predetermined distance (e.g., the illustrated distance d2) from the player character 201 based on the contact between the ray in the vertical direction of the game space from the player character 201 and the determination mesh of the terrain object 251. Then, in the above foot raycast, when the ray and the determination mesh of the terrain object 251 do not contact within the distance d2 from the player character 201, it is determined that there is a cliff deeper than the depth d2 below the player character 201.
[0202] Then, the game system 1 determines whether or not a determination mesh of the terrain object 251 exists within a predetermined distance in the direction opposite to the traveling direction from the predetermined position in the downward direction, which is the vertical direction of the game space, until the player character 201 jumps out of the cliff (that is, toward the side surface 251a of the cliff). For example, the game system 1 performs a shape cast in the wall surface direction (for example, the horizontal direction) from the predetermined position toward the opposite direction. Here, the shape cast uses a shape having the same shape as the determination area used for the collision determination of the player character 201, and by moving the shape in the wall surface direction from the predetermined position toward the side surface 251a of the wall, the contact between the shape and the determination mesh of the side surface 251a of the cliff is determined. Then, when the shape and the determination mesh of the side surface 251a of the cliff come into contact within a predetermined distance, a material check is performed at the contact position. Note that the shape used in the shape cast is the same as the determination area used for the collision determination of the player character 201 to facilitate the shape cast. In addition to the capsule shape illustrated in FIG. 29, a spherical shape, an ellipsoidal shape, a polyhedral shape (for example, a bounding box), a cylindrical shape, a conical shape, a polygonal pyramid shape may be used, or the polygon shape of the player character 201 may be used. Further, the shape may be a plane, a curved surface, a circle, a straight line, a line segment, a point, or the like.
[0203] For example, in the above material check, it is determined whether the material set in the determination mesh of the terrain object 251 at the position where the shape contacts the shape cast is a material that can be grasped by the player character 201. For example, the game system 1 refers to the properties of the material in the material data (see FIG. 12) corresponding to the material ID of the material for which the above material check is performed. Then, when the properties of the above material satisfy at least one of the conditions such as a hardness and temperature that the player character 201 cannot grasp, a material that slips without being grasped by the player character 201, a material that gives a predetermined amount of damage or more when the player character 201 comes into contact, etc., it is determined that the material cannot be grasped by the player character 201.
[0204] When the game system 1 determines that in the above shape cast, the shape and the determination mesh of the cliff side surface 251a are in contact within a predetermined distance, and the material at the contacted position can be grasped by the player character 201, it determines that an effective cliff side surface 251a for the player character 201 to grasp is formed. Then, as illustrated in FIG. 29, when the game system 1 determines that an effective cliff side surface 251a is formed, the game system 1 causes the player character 201 that has jumped out of the cliff to perform an action of being grasped by the cliff side surface 251a at the position where the shape has contacted in the above shape cast. Here, the above grasping action means that the player character 201 is arranged at least in a position in contact with the cliff side surface 251a in the forward direction of the player character 201 and can maintain the arrangement at that position, and can be moved based on the user's operation input within the range in contact with the cliff side surface 251a. On the other hand, when the game system 1 determines that an effective cliff side surface 251a is not formed or determines that the determination mesh of the terrain object 251 exists at a position less than the downward distance d2 of the player character 201, the game system 1 causes the player character 201 that has jumped out of the cliff to directly fall down the cliff or into the abyss, or perform an action of sliding down along the cliff side surface 251a.
[0205] In this way, in the third example, when the player character 201 jumps out of the cliff, since the player character 201 can be made to be grasped by the side surface of the cliff based on the situation of the side surface of the cliff and the like, it is possible to prevent the user from being disadvantaged by falling below the cliff. Also, by enabling the player character 201 to climb the side surface from the state of being grasped by the side surface, it is also possible to escape the player character 201 from the cliff and return to the terraced slope surface.
[0206] Note that, as the shape used in the shape check in the third example, a shape with the same posture as the determination area used for the collision determination of the player character 201 in the posture where the player character 201 jumps out from the cliff may be used, or a shape with a predetermined posture (for example, the posture where the player character 201 is in contact with the cliff wall surface in the forward direction and grabs the wall surface) may be used. Also, in the third example, in order to determine the situation of the side surface of the cliff, a material check and a check based on whether there is contact with the above shape are performed, but the situation may be determined by either one of the checks. Further, in the third example, instead of or in addition to the material check, the situation of the side surface of the cliff may be determined by a normal check. For example, for the above normal check, the normal to the determination mesh at the position of the side surface 251a of the cliff where the above shape contacts may be used. In this case, as an example, when the direction of the above normal is not within a predetermined range including the upward direction of the game space (for example, when the direction of the above normal is downward in the game space and for a wall surface with an overhang of a predetermined angle or more), it may be determined that an invalid side surface 251a of the cliff is formed with respect to the player character 201 grabbing. As another example, when the direction of the above normal is within a predetermined range including the upward direction of the game space, even when a material with which the player character 201 cannot grab is confirmed in the material check, if it is determined that a flat portion or a hold portion is formed on the wall surface, it may be determined that a valid side surface 251a of the cliff is formed.
[0207] Also, in the above-described first to third examples, either ray casting or shape casting is used to determine the situation of the cliff side surface, but it is arbitrary which process to use. For example, regarding the front wall surface direction ray casting used in the above-described first and second examples, the wall surface direction shape casting used in the above-described third example may be used to determine the situation of the cliff side surface 251a including the position where the player character 201 grabs. Also, regarding the wall surface direction shape casting used in the above-described third example, the front wall surface direction ray casting used in the above-described first or second example may be used to determine the situation of the cliff side surface 251a including the position where the player character 201 grabs.
[0208] Also, the above-described first to third examples may be set to be executable or not based on the game mode. For example, when a game mode with a relatively low game difficulty is set, all of the first to third examples are executed, and when a game mode with a relatively high game difficulty is set, at least one of the first and third examples may not be executed.
[0209] Also, in the above-described first to third examples, based on the determination result of the situation of the cliff side surface, restrictions are added to the movement control of the player character 201, but these restrictions may be added without determining the situation of the cliff side surface. For example, when it is determined that there is a cliff shape exceeding a predetermined depth in the traveling direction of the player character 201, restrictions may be added to the movement control of the player character 201 regardless of the situation of the cliff side surface. The above example can be applied when the player character 201 is not in a state of being grabbed by the cliff side surface (for example, when the player character 201 is moving while riding on another object, when the player character 201 is in a state where both hands cannot be used, when the player character 201 does not have the ability to be grabbed by the cliff side surface, etc.).
[0210] [3. Specific Examples of Processing in the Game System] Next, with reference to FIGS. 30 to 33, a specific example of information processing in the game system 1 will be described.
[0211] FIG. 30 is a diagram showing an example of various data used for information processing in the game system 1. Each data shown in FIG. 30 is stored in a memory (for example, flash memory 84, DRAM 85, and / or a memory card mounted on slot 23, etc.) accessible by the main body device 2. As shown in FIG. 30, the game system 1 stores a game program. The game program is for executing the game processing in the present embodiment (for example, the game processing shown in FIGS. 31 to 33). Note that the game program includes the above-described material data (see FIG. 12). Further, the above memory stores the above-described voxel data (see FIG. 11), update range data, mesh data, object data, etc. (see FIG. 32).
[0212] The update range data is data indicating the above-described update range. In the present embodiment, the update range is represented by the above-described SDF.
[0213] Mesh data includes various data related to the mesh of the voxel object. As shown in FIG. 30, in this embodiment, the mesh data includes SVO data, display mesh data, and determination mesh data. The SVO data is data that holds each vertex calculated from the voxel data in the above-described SVO structure. In this embodiment, the SVO data includes, in addition to the data indicating the position of each vertex, data indicating the material set for each vertex (for example, data indicating the ID of the material). The display mesh data includes various data related to the display mesh. Specifically, the display mesh data includes data indicating each vertex of the display mesh and data indicating the material set for each vertex (for example, data indicating the ID of the material). The determination mesh data includes various data related to the determination mesh. Specifically, the determination mesh data includes data indicating each vertex of the determination mesh and data indicating the material set for each vertex (for example, data indicating the ID of the material).
[0214] Object data includes various data related to objects other than the voxel object (for example, player characters, virtual objects, etc.). The object data is stored for each object that appears in the game space. The object data includes, for example, data indicating the position, speed, and state of the object.
[0215] FIG. 31 is a flowchart showing an example of the flow of game processing executed by the game system 1. FIG. 32 is a subroutine showing an example of the first half of the processing for controlling the operation of each object in step S12 in FIG. 31. FIG. 33 is a subroutine showing an example of the second half of the processing for controlling the operation of each object in step S12 in FIG. 31. The execution of the game processing is started, for example, in response to the start of the game according to the player's instruction during the execution of the above game program. Note that the processing loop consisting of the series of processes in steps S1 to S14 is executed once per frame at a cycle of once per frame.
[0216] In the present embodiment, the processor 81 of the main body device 2 executes the above game program stored in the game system 1, and thus the processing of each step shown in FIGS. 31 to 33 will be described. However, in other embodiments, some of the processing of each of the above steps may be executed by a processor (for example, a dedicated circuit or the like) different from the processor 81. Further, when the game system 1 is communicable with another information processing device (for example, a server), a part of the processing of each step shown in FIGS. 31 to 33 may be executed in the other information processing device. Also, the processing of each step shown in FIGS. 31 to 33 is merely an example, and if the same result can be obtained, the processing order of each step may be changed, or another processing may be executed in addition to (or instead of) the processing of each step.
[0217] Further, the processor 81 executes the processing of each step shown in FIGS. 31 to 33 using a memory (for example, the DRAM 85). That is, the processor 81 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in subsequent processing steps, reads out the information from the memory and uses it.
[0218] In FIG. 31, the processor 81 acquires operation data indicating an operation input by the user (step S1), and proceeds to the next step. For example, the processor 81 acquires operation data output from each controller via the controller communication unit 83 and / or each of the terminals 17 and 21, and operation data output from the main body device 2 (for example, the touch panel 13).
[0219] Next, the processor 81 designates, as a processing target, any object among the objects in the game space that requires processing and for which processing has not been completed (including voxel objects defined by the dedicated voxel space), and executes processing for calculating the speed and processing for reflecting the result of contact between objects in the previous frame for the designated object (step S2), and proceeds to the next step. The speed of the object is used to calculate the position of the object in the current frame in the processing of step S12 described later. For example, when the designated object is the player character, the speed of the player character is calculated based on the operation data acquired in step S1. Also, when the designated object is an object not operated by the user, the speed of the object is calculated based on rules predetermined in the game program. As an example, the speed of the object is calculated based on virtual physical calculations including interactions between objects. For example, interactions such as repulsion due to collision between objects, friction due to contact, falling due to virtual gravity, and deceleration due to virtual air resistance are reflected in the speed determination.
[0220] Also, the processing for reflecting the result of contact between objects in the previous frame includes processing for applying the influence of contact to the object when it is determined in the collision determination (step S11 described later) in the previous frame that the objects have come into contact with each other. The above processing is, for example, the following processing. · Processing for reducing the physical strength of the player character when it is determined that an impact has been applied due to the player character coming into contact with the terrain object due to falling in the previous frame · Processing for generating fragment objects when it is determined that the player character has come into contact with the terrain object due to a punch action or the like in the previous frame In the process of step S2 above, if the state regarding the object is changed, the processor 81 updates the object data stored in the memory regarding the object so as to indicate the content after the change.
[0221] Next, the processor 81 determines whether an update event for updating the voxel object has occurred by the object specified in step S2 above (step S3). For example, the determination in step S3 above is made based on the result of a collision determination (step S11 described later) in the previous frame. As an example, if it is determined in the previous frame that the player character has contacted the terrain object by a punch action or the like, it is determined that an update event for deleting a part of the terrain object has occurred. Then, when an update event has occurred, the processor 81 proceeds to the process of step S4. On the other hand, when no update event has occurred, the processor 81 proceeds to the process of step S6.
[0222] In step S4, the processor 81 sets an update range for updating the voxel object in the game space and proceeds to the next step. For example, the specific content of the update range (for example, position, shape, and size) is associated with each type of update event in the game program. The update range set in step S4 above is set to be associated with the content related to the type of update event determined to have occurred in step S3 above. In step S4 above, the processor 81 stores the data indicating the set update range in the memory as update range data.
[0223] Next, for the voxels corresponding to the update range set in step S4 above, the processor 81 makes changes according to the update event (step S5), and proceeds to step S6. For example, when the processor 81 deletes or deforms the voxel object within the update range as if it were reduced, or deforms it as if a voxel object is added within the update range, the processor 81 updates the voxel data stored in the memory so as to change the density of the voxels corresponding to the update range (see the above [2-2. Update of voxel data]).
[0224] In step S6, the processor 81 determines whether the processing of steps S2 to S5 above has been completed for all objects (including voxel objects defined by the unique voxel space) that require processing. Then, when the processing of all objects is completed, the processor 81 proceeds to step S7. On the other hand, when the processing of any object is not completed, the processor 81 returns to step S2 above and repeats the processing.
[0225] In step S7, the processor 81 updates the vertices of the voxel object in the game space and proceeds to the next step. For example, when the voxel data is updated in the processing of step S5 above, the processor 81 calculates new vertices based on the updated voxel data. Note that the positions of the new vertices are calculated according to the method described in the above [2-3. Calculation of vertices]. Also, the materials of the new vertices are calculated according to the method described in the above [2-4. Determination of vertex materials].
[0226] Next, the processor 81 simplifies the vertices (step S8) and proceeds to the next step. For example, the processor 81 simplifies each of the updated vertices by the process of step S7 according to the method described in [2-5. Vertex Simplification]. Then, the processor 81 updates the SVO data stored in the memory to indicate each vertex obtained by the processes of step S7 and step S8. Note that the processes of step S7 and step S8 do not necessarily recalculate the vertices for the entire voxel data, and may be executed only for the portions where the contents of the voxels are changed in the process of step S5.
[0227] Next, the processor 81 updates the display mesh of the voxel object based on the SVO data stored in the memory (step S9) and proceeds to the next step. Note that the positions of the vertices of the display mesh and the materials of the polygons of the display mesh (e.g., the materials set for the vertices of the polygon) are calculated according to the methods described in [2-6. Mesh Generation] and [2-6-1. Determination of the Material of the Display Mesh]. In step S9, the processor 81 updates the display mesh data stored in the memory to indicate the positions and materials of the vertices of the updated display mesh. Note that the processor 81 may start the processes of step S10 and subsequent steps described later and execute them in parallel without waiting for the completion of step S9. In that case, step S9 needs to be completed before the start of step S13 described later.
[0228] Next, the processor 81 updates the determination mesh for the voxel object based on the SVO data stored in the memory (step S10), and proceeds to the next step. Note that the position of each vertex of the determination mesh and the material of each polygon of the determination mesh (for example, the material set for each vertex of the polygon) are calculated according to the methods described in the above [2-6. Generation of Mesh] and [2-6-2. Determination of the Material of the Determination Mesh]. In step S10 above, the processor 81 updates the determination mesh data stored in the memory so as to indicate the position and material of each vertex of the updated determination mesh.
[0229] Note that in the example shown in FIG. 31, the generation process of the determination mesh in step S10 above is executed every frame. However, the generation process of the determination mesh does not necessarily have to be executed every frame. For example, when the collision determination process in step S11 described later is executed only in frames that satisfy a predetermined condition, the processor 81 may execute the generation process of the determination mesh in the frame in which the collision determination is performed. Further, the processor 81 may execute the generation process of the determination mesh for the voxels within the area in the game space where the collision determination in step S11 above is performed. For example, in a situation where there are no objects to be subject to collision determination other than voxel objects around the player character in the game space (that is, a situation where only the collision determination between the player character and the surrounding voxel objects needs to be performed), the processor 81 may execute the generation process of the determination mesh for the voxels within a predetermined range based on the player character.
[0230] Next, the processor 81 performs a collision determination for each object in the game space based on the determination mesh data and the object data stored in the memory (step S11), and proceeds to the next step. For example, for a voxel object, the processor 81 uses the determination mesh, and for an object that is not a voxel object, the processor 81 uses a determination area of a predetermined shape set for the object to perform the collision determination. In the present embodiment, the collision determination in step S11 is performed in consideration of the speed calculated in step S2 above. That is, the processor 81 performs the collision determination using the position when moving at the above speed as the position of each object.
[0231] In the present embodiment, the presence or absence of the following contacts, for example, is determined by the collision determination in step S11 above. · Contact between the player character performing an action such as a punch action and the terrain object · Contact between the player character and the terrain object due to movement such as a fall Note that when it is determined in the collision determination in step S11 above that the objects are in contact with each other, in the process of step S2 in the next frame, a process of reflecting the result of the contact between the objects is executed, or in the process of step S3 in the next frame, it is determined that an update event has occurred.
[0232] Next, the processor 81 controls the operation of each object in the game space (step S12), and proceeds to step S13. Hereinafter, with reference to FIGS. 32 and 33, the process of controlling the operation of each object performed in step S12 above will be described.
[0233] In FIG. 32, the processor 81 determines whether or not the control processing for all the objects to be operationally controlled has been completed (step S41). Then, if there is an object for which the control processing has not been completed, the processor 81 proceeds to step S42. On the other hand, if the control processing for all the objects has been completed, the processor 81 ends the processing by this subroutine.
[0234] In step S42, the processor 81 selects an object to be operationally controlled from the objects for which the control processing has not been completed, and proceeds to the next step.
[0235] Next, the processor 81 controls the operation of the object currently selected as the target of operation control (step S43), and proceeds to the next step. For example, for the player character, based on the operation data acquired in step S1 above, the processor 81 performs control to cause the character to move and perform various actions. When a predetermined action occurs, the processor 81 generates a determination area for collision determination corresponding to the action within the game space. Also, when an object is released due to an action of throwing by the player character, the processor 81 controls the object to move in the direction in which the object was released. In one execution of the process in step S43 above, for an operation performed over a plurality of frames (for example, an action by the player character), each object is controlled to perform the progress of the operation for one frame. As a result, by repeatedly executing the process in step S43 over a plurality of frames, each object performs a series of operations related to movement and various actions. Also, in the processes in steps S45 to S52 and steps S61 to S74 described later, when new movement or actions of the player character performed over a plurality of frames are set, by repeatedly executing the process in step S43 over a plurality of frames, the player character performs the newly set movement and series of actions. Also, the position of the object is basically determined to be the position after moving at the speed calculated in step S2 above. However, when it is determined by the collision determination in step S11 that the object contacts another object and the movement is obstructed by the contacted other object, the position of the object may be determined not to change. Then, in step S43 above, the processor 81 updates the object data stored in the memory to be the content indicating the object after the control in step S43 above.
[0236] Next, the processor 81 determines whether the object currently selected as the target of the operation control process is the player character (step S44). If the object currently selected as the target of the operation control process is the player character, the processor 81 proceeds to step S45. On the other hand, if the object currently selected as the target of the operation control process is not the player character, the processor 81 returns to step S41 and repeats the process.
[0237] In step S45, the processor 81 determines whether the player character is destroying a terrain object underground. For example, if the elapsed time since the player character performed the operation of destroying a terrain object underground in step S43 is within a predetermined time, the processor 81 makes an affirmative determination in step S45. The determination of whether the player character is underground is made according to the method described in the second example in [2-7. Player Character Movement Control Process Based on Cliff Determination]. If the player character is destroying a terrain object underground, the processor 81 proceeds to step S46. On the other hand, if the player character is not destroying a terrain object underground, the processor 81 proceeds to step S61 (see FIG. 33).
[0238] In step S46, the processor 81 performs a ground raycast process and proceeds to the next step. The ground raycast process in step S46 is performed according to the method described in the second example in [2-7. Player Character Movement Control Process Based on Cliff Determination].
[0239] Next, based on the result of the above ground raycasting process, the processor 81 determines whether there is a cliff with a depth equal to or greater than a predetermined depth within a predetermined range in the advancing direction of the player character (step S47). Note that the cliff determination process is performed according to the method described in the second example in the above [2-7. Player Character Movement Control Process Based on Cliff Determination]. And when there is a cliff with a depth equal to or greater than the predetermined depth, the processor 81 proceeds to step S48. On the other hand, when there is no cliff with a depth equal to or greater than the predetermined depth, the processor 81 proceeds to step S68 (see FIG. 33).
[0240] In step S48, the processor 81 performs a raycasting process in the direction of the front wall surface and proceeds to the next step. Note that the raycasting process in the direction of the front wall surface in step S48 is performed according to the method described in the second example in the above [2-7. Player Character Movement Control Process Based on Cliff Determination].
[0241] Next, based on the result of the above raycasting process in the direction of the front wall surface, the processor 81 determines whether there is a cliff wall surface (side surface) within a predetermined distance (step S49). Note that the determination process of the cliff wall surface (side surface) is performed according to the method described in the second example in the above [2-7. Player Character Movement Control Process Based on Cliff Determination]. And when there is a cliff wall surface within the predetermined distance, the processor 81 proceeds to step S50. On the other hand, when there is no cliff wall surface (side surface) within the predetermined distance, the processor 81 proceeds to step S52.
[0242] In step S50, the processor 81 performs a normal check process on the cliff wall surface (side surface) and proceeds to the next step. Note that the normal check process in step S50 is performed according to the method described in the second example in the above [2-7. Player Character Movement Control Process Based on Cliff Determination].
[0243] Next, based on the result of the normal line check process for the wall surface (side surface) of the cliff, the processor 81 determines whether the wall surface (side surface) of the cliff is valid (step S50). Note that the process of determining that the wall surface (side surface) of the cliff is valid is performed according to the method described in the second example in the above [2-7. Player character movement control process based on cliff determination]. Then, when the wall surface (side surface) of the cliff is valid, the processor 81 proceeds to step S68 (see FIG. 33). On the other hand, when the wall surface (side surface) of the cliff is not valid, the processor 81 proceeds to step S52.
[0244] In step S52, the processor 81 performs a process of stopping the movement of the player character at that position and proceeds to step S68 (see FIG. 33). Note that the process of stopping the player character is performed according to the process of adding the movement control restrictions described in the second example in the above [2-7. Player character movement control process based on cliff determination]. Then, in step S52, the processor 81 updates the object data stored in the memory so that it shows the content of the player character after the control in step S52.
[0245] Proceeding to FIG. 33, in step S61, the processor 81 performs a ground raycast process and proceeds to the next step. Note that the ground raycast process in step S61 is performed according to the method described in the first example in the above [2-7. Player character movement control process based on cliff determination].
[0246] Next, based on the result of the above ground raycast process, the processor 81 determines whether there is a cliff with a depth of a predetermined value or more within a predetermined range in the advancing direction of the player character (step S62). Note that the cliff determination process is performed according to the method described in the first example in the above [2-7. Player character movement control process based on cliff determination]. Then, when there is a cliff with a depth of a predetermined value or more, the processor 81 proceeds to step S63. On the other hand, when there is no cliff with a depth of a predetermined value or more, the processor 81 proceeds to step S68.
[0247] In step S63, the processor 81 performs ray casting processing in the direction of the front wall surface and proceeds to the next step. Note that the ray casting processing in the direction of the front wall surface in step S63 is performed according to the method described in the first example in the above [2-7. Player character movement control processing based on cliff determination].
[0248] Next, the processor 81 determines whether there is a cliff wall surface (side surface) within a predetermined distance based on the result of the ray casting processing in the direction of the front wall surface (step S64). Note that the determination processing of the cliff wall surface (side surface) is performed according to the method described in the first example in the above [2-7. Player character movement control processing based on cliff determination]. And when there is a cliff wall surface within the predetermined distance, the processor 81 proceeds to step S65. On the other hand, when there is no cliff wall surface (side surface) within the predetermined distance, the processor 81 proceeds to step S67.
[0249] In step S65, the processor 81 performs normal check processing and material check processing on the cliff wall surface (side surface) and proceeds to the next step. Note that the normal check processing and the material check processing in step S65 are respectively performed according to the method described in the first example in the above [2-7. Player character movement control processing based on cliff determination].
[0250] Next, the processor 81 determines whether the cliff wall surface (side surface) is valid based on the result of the normal check processing of the cliff wall surface (side surface) (step S66). Note that the processing for determining that the cliff wall surface (side surface) is valid is performed according to the method described in the first example in the above [2-7. Player character movement control processing based on cliff determination]. And when the cliff wall surface (side surface) is valid, the processor 81 proceeds to step S68. On the other hand, when the cliff wall surface (side surface) is not valid, the processor 81 proceeds to step S67.
[0251] In step S67, the processor 81 performs a process of stopping the movement of the player character at its position and proceeds to step S68. The process of stopping the player character is performed according to the process of adding the restrictions on the movement control described in the first example in the above [2-7. Player character movement control process based on cliff determination]. And in step S67, the processor 81 updates the object data stored in the memory so as to show the content of the player character after the control in step S67.
[0252] In step S68, the processor 81 determines whether the player character is placed on the ground. For example, when there is no contact with the ground such as a terrain object at the feet of the player character (for example, the player character is placed in the air jumping out of a cliff), the processor 81 makes a negative determination in step S68. And when the player character is not placed on the ground, the processor 81 proceeds to step S69. On the other hand, when the player character is placed on the ground, the processor 81 returns to step S41 (see FIG. 32) and repeats the process.
[0253] In step S69, the processor 81 performs a foot raycast process and proceeds to the next step. The foot raycast process is performed according to the method described in the third example in the above [2-7. Player character movement control process based on cliff determination].
[0254] Next, the processor 81 determines whether the player character has jumped out of a cliff by determining whether there is a cliff with a depth of a predetermined distance or more in the downward direction of the player character based on the result of the above-mentioned foot raycast process (step S70). Note that the process of determining whether the player character has jumped out of a cliff with a depth of a predetermined distance or more is performed according to the method described in the third example in the above [2-7. Player character movement control process based on cliff determination]. Then, when the player character has jumped out of the cliff, the processor 81 proceeds to step S71. On the other hand, when the player character has not jumped out of the cliff (for example, when the player character has jumped out of a cliff or a step with a depth less than the predetermined distance or is jumping), the processor 81 returns to step S41 (see FIG. 32) and repeats the process.
[0255] In step S71, the processor 81 performs a shape cast process in the wall surface direction and proceeds to the next step. Note that the shape cast process is performed according to the method described in the third example in the above [2-7. Player character movement control process based on cliff determination].
[0256] Next, the processor 81 determines whether there is a valid cliff wall surface (side surface) based on the result of the above-mentioned shape cast process in the wall surface direction (step S72). Note that the process of determining whether the cliff wall surface (side surface) is valid is performed according to the method described in the third example in the above [2-7. Player character movement control process based on cliff determination]. For example, when there is a cliff wall surface (side surface) composed of a material that cannot be grasped by the player character within a predetermined distance, a negative determination is made in step S72. Then, when there is a valid cliff wall surface (side surface), the processor 81 proceeds to step S73. On the other hand, when there is no valid cliff wall surface (side surface), the processor 81 proceeds to step S74.
[0257] In step S73, the processor 81 performs a process of causing the player character to grab onto the wall surface of the cliff determined to be valid (see FIG. 29), returns to step S41 (see FIG. 32), and repeats the process. Then, in step S73, the processor 81 updates the object data stored in the memory so that it shows the content of the player character after the control in step S73.
[0258] On the other hand, in step S74, the processor 81 performs a process of dropping the player character from the protruding cliff, returns to step S41 (see FIG. 32), and repeats the process. As an example, the processor 81 sets an operation for the player character that has jumped out of the cliff to simply fall down the cliff or into the abyss, or sets an operation to slide down along the wall surface (side surface) of the cliff. Then, in step S74, the processor 81 updates the object data stored in the memory so that it shows the content of the player character after the control in step S74.
[0259] Returning to FIG. 31, after the process of controlling the operations of each object in step S12, the processor 81 generates a game image (step S13) and proceeds to the next step. For example, the processor 81 generates a game image by performing drawing on each polygon of the display mesh of the voxel object and the polygons of each object other than the voxel object based on a virtual camera. Each polygon of the display mesh is drawn using drawing settings such as a texture corresponding to the material set for the polygon according to the method described in [2-6-1. Determination of the material of the display mesh]. The game image generated in step S13 is output to the display device and displayed once per cycle per frame.
[0260] Next, the processor 81 determines whether to end the game (step S14). For example, the processor 81 makes an affirmative determination in step S14 when a predetermined operation input for ending the game is performed by the user or when the condition for ending the game is satisfied. Then, when the processor 81 ends the game, it ends the processing according to the flowchart. On the other hand, when the processor 81 does not end the game, it returns to step S1 above and repeats the processing. Thereafter, the series of processes of steps S1 to S14 are repeatedly executed until it is determined in step S14 that the game is ended.
[0261] As described above, in this embodiment, for the determination mesh corresponding to the voxel data, it is also possible to determine the shape of a cliff or the like in the advancing direction of the player character, and control the movement of the player character based on the result of the determination.
[0262] In the above description, an example in which a voxel object is defined by generating a three-dimensional mesh based on voxel data set in voxels in a three-dimensional space is used, but a voxel object may be defined based on voxel data set in two-dimensional voxels.
[0263] Also, the game system 1 may be any device, such as a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, smartphone, personal computer, camera, tablet, etc.). In this case, the input device for performing a user operation for operating the player character or the like does not have to be the left controller 3, the right controller 4, or the touch panel 13, etc., and may be another controller, mouse, touch pad, touch panel, trackball, keyboard, cross key, slide pad, etc.
[0264] 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 configured to be communicable with other devices (for example, another server, another information processing device, another game device, another mobile terminal, etc.), 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.
[0265] Here, according to the above-described modification example, it is possible to implement the present invention also 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.
[0266] Further, the processing order, setting values, conditions used for determination, etc. used in the above-described information processing are merely examples, and it goes without saying that the present embodiment can be realized even with other orders, values, and conditions.
[0267] 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 a non-volatile memory, a CD-ROM, a 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. Further, as the information storage medium for storing the above program, a volatile memory for storing the above program may also 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 programs of these recording media, various functions described above can be provided.
[0268] As described above, the present invention has been described in detail. However, the foregoing description is merely an exemplification 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. Further, 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 terms and specialized terms used in this specification have the same meaning as generally understood by those skilled in the art to which the present invention pertains. In case of contradiction, this specification (including the definitions) shall prevail.
Industrial Applicability
[0269] As described above, the present invention can be used as a game program, a game system, a game processing method, a game device, etc. that can determine a shape such as a cliff in the traveling direction of a player character and control the movement of the player character even for a mesh corresponding to voxel data.
Description of Symbols
[0270] 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
Claims
1. Cause a computer to update voxel data defined in a virtual space, the voxel data having at least a density indicating the degree to which the space defined by each of a plurality of voxels is virtually occupied by content, based on game processing; update a collision mesh that is a mesh corresponding to the voxel data, the vertex coordinates of which are determined based at least on the density included in the voxel data; In the game processing, further in a first case where a player character is at least on the collision mesh, control the movement of the player character based on an operation input at a position on the collision mesh; in a second case where the player character is not at least on the collision mesh, cause the player character to fall; When a first location that satisfies a first condition is determined, where within a predetermined range in the traveling direction from the player character, the collision mesh does not exist within a predetermined distance downward from a predetermined height based on the height of the player character, impose a first restriction on the movement control of the player character. A game program.
2. Cause the computer to in the game processing, further cause the player character to perform a first action based on an operation input; generate a first voxel update range in the virtual space based on the first action, and reduce the density of the voxels corresponding to the first voxel update range; As the first restriction, when it is within a predetermined period after the reduction of the density has occurred by at least the first action, stop the movement of the player character in the traveling direction. The game program according to claim 1.
3. Cause the computer to, as the first restriction, further stop the movement of the player character in the traveling direction when it is determined that the player character is surrounded by the collision mesh. The game program according to claim 2.
4. In addition to the first limitation, the computer is further configured such that, when there is a second location within a predetermined distance from a predetermined position further downward from the first location toward the player character side where the collision mesh exists, and when the normal line of the collision mesh at the second location is not within a predetermined range including the upward direction of the virtual space, the movement of the player character in the traveling direction is stopped. The game program according to claim 3.
5. For each of the plurality of voxels, the voxel data is further set with a material indicating the type of the content therein. The computer is further configured to determine the material of the collision mesh based at least on the material included in the voxel data. In addition to the first limitation, as the first limitation, when there is a third location within a predetermined distance from a predetermined position further downward from the first location toward the player character side where the collision mesh exists, and when the material of the collision mesh at the third location is the first material, the movement of the player character in the traveling direction is stopped. The game program according to claim 1.
6. In addition to the first limitation, the computer is further configured such that, when the normal line of the collision mesh at the third location is not within a predetermined range including the upward direction of the virtual space, the movement of the player character in the traveling direction is stopped. The game program according to claim 5.
7. The computer is further configured to in the game process when the player character contacts the collision mesh at least in the forward direction, and when the material at the contact position of the collision mesh is not the first material, the player character is controllably moved based on an operation input at the contact position with the collision mesh, when it is the first material, the player character is moved downward at the contact position with the collision mesh. The game program according to claim 5.
8. The computer is further configured to When there is no collision mesh within a predetermined distance below the player character, and there is a fourth location where the collision mesh exists within a predetermined distance from a predetermined position below the player character and toward the opposite side of the traveling direction of the player character, and when the normal line of the collision mesh at the fourth location is not within a predetermined range including the upward direction of the virtual space, the player character is arranged at a position in contact with the collision mesh at least in the forward direction, and is controllably moved based on an operation input within the range of contact with the collision mesh. The game program according to claim 3.
9. For each of the plurality of voxels, a material indicating the type of the content is further set in the voxel data. The computer further generates or updates a display mesh corresponding to the voxel data and drawn based on a virtual camera by determining vertex coordinates of the mesh based on at least the density included in the voxel data and determining a material of the mesh based on at least the material included in the voxel data. The game program according to any one of claims 1 to 8, wherein the virtual space including the display mesh is drawn based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.
10. For each of the plurality of voxels, a material indicating the type of the content is further set in the voxel data. The computer further determines a material of the collision mesh based on at least the material included in the voxel data. The game program according to any one of claims 1 to 8, wherein the collision mesh is used as a display mesh, and the virtual space including the display mesh is drawn based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.
11. Voxel data defined in a virtual space, wherein for each of a plurality of voxels, at least a density indicating the degree to which the space defined by the voxel is virtually occupied by the content is set, and the voxel data is updated based on game processing. Update a collision mesh that is a mesh corresponding to the voxel data and whose vertex coordinates are determined based on at least the density included in the voxel data. In the game process, further, In a first case where the player character is at least on the collision mesh, control the movement of the player character based on an operation input at a position on the collision mesh. In a second case where the player character is not at least on the collision mesh, drop the player character. When a first location that satisfies a first condition is determined, where within a predetermined range in the traveling direction from the player character, there is no collision mesh within a predetermined distance downward from a predetermined height based on the height of the player character, apply a first restriction to the movement control of the player character. A game system.
12. The game system is, In the game process, further, Based on an operation input, cause the player character to perform a first action. Based on the first action, generate a first voxel update range in the virtual space and decrease the density of the voxels corresponding to the first voxel update range. As the first restriction, when it is within a predetermined period after the decrease in density occurs at least by the first action, stop the movement of the player character in the traveling direction. The game system according to claim 11.
13. The game system, as the first restriction, further stops the movement of the player character in the traveling direction when it is determined that the player character is surrounded by the collision mesh. The game system according to claim 12.
14. The game system, as the first restriction, further has a second location where the collision mesh exists within a predetermined distance from a predetermined position further downward of the first location toward the player character side, and when the normal of the collision mesh at the second location is not within a predetermined range including the upward direction of the virtual space, stop the movement of the player character in the traveling direction. The game system according to claim 13.
15. For each of the plurality of voxels in the voxel data, a material indicating the type of the content is further set. The game system further determines the material of the collision mesh based on at least the material included in the voxel data, As the first limitation, when there is a third location within a predetermined distance from a predetermined position further downward of the first location, toward the player character side, where the collision mesh exists and the material of the third location of the collision mesh is the first material, the game system according to claim 11 stops the movement of the player character in the traveling direction.
16. As the first limitation, the game system according to claim 15 further stops the movement of the player character in the traveling direction when the normal line of the collision mesh at the third location is not within a predetermined range including the upward direction of the virtual space.
17. The game system further in the game process, when the player character is in contact with the collision mesh at least in the forward direction for a third time, and further when the material at the contact position of the collision mesh is not the first material, controls the player character to be movable based on an operation input at the position where it contacts the collision mesh, and when it is the first material, moves the player character downward at the position where it contacts the collision mesh. The game system according to claim 15.
18. The game system further when there is no collision mesh within a predetermined distance below the player character and there is a fourth location within a predetermined distance from a predetermined position below the player character, toward the reverse side of the traveling direction of the player character, where the collision mesh exists, and when the normal line of the collision mesh at the fourth location is not within a predetermined range including the upward direction of the virtual space, arranges the player character at least at the position where it contacts the collision mesh in the forward direction and controls it to be movable based on an operation input within the range where it contacts the collision mesh. The game system according to claim 13.
19. For each of the plurality of voxels, the voxel data is further set with a material indicating the type of the content, The game system further A display mesh corresponding to the voxel data and drawn based on a virtual camera is generated or updated by determining vertex coordinates of the mesh based on at least the density included in the voxel data and determining a material of the mesh based on at least the material included in the voxel data. The game system according to any one of claims 11 to 18, wherein drawing of the virtual space including the display mesh is performed based on a texture corresponding to vertex coordinates of the display mesh and a material of the display mesh.
20. For each of the plurality of voxels in the voxel data, a material indicating the type of the content is further set. The game system further includes determining a material of the collision mesh based on at least the material included in the voxel data. The game system according to any one of claims 11 to 18, wherein the collision mesh is used as a display mesh, and drawing of the virtual space including the display mesh is performed based on a texture corresponding to vertex coordinates of the display mesh and a material of the display mesh.
21. In an information processing system voxel data defined in a virtual space, for each of a plurality of voxels, voxel data in which at least a density indicating a degree to which a space defined by the voxel is virtually occupied by content is set is updated based on game processing. A collision mesh corresponding to the voxel data, the vertex coordinates of which are determined based on at least the density included in the voxel data, is updated. In the game processing, further in a first case where the player character is at least on the collision mesh, the player character is moved and controlled based on an operation input at a position where the player character is on the collision mesh. in a second case where the player character is not at least on the collision mesh, the player character is dropped. When a first location that satisfies a first condition where the collision mesh does not exist within a predetermined distance downward from a predetermined height based on the height of the player character is determined within a predetermined range in the traveling direction from the player character, a first restriction is imposed on the movement control of the player character. A game processing method.
22. In the information processing system, In the game processing, further, Based on an operation input, cause the player character to perform a first action, Based on the first action, generate a first voxel update range in the virtual space, and decrease the density of the voxels corresponding to the first voxel update range. As the first restriction, when it is within a predetermined period after the decrease in density occurs at least by the first action, stop the movement of the player character in the traveling direction. The game processing method according to claim 21.
23. In the information processing system, as the first restriction, when it is determined that the player character is surrounded by the collision mesh, stop the movement of the player character in the traveling direction. The game processing method according to claim 22.
24. In the information processing system, as the first restriction, there is a second location where the collision mesh exists within a predetermined distance from a predetermined position further downward of the first location toward the player character side, and when the normal line of the collision mesh at the second location is not within a predetermined range including the upward direction of the virtual space, stop the movement of the player character in the traveling direction. The game processing method according to claim 23.
25. For each of the plurality of voxels in the voxel data, a material indicating the type of the content is further set. In the information processing system, further, Determine the material of the collision mesh based at least on the material included in the voxel data. As the first restriction, there is a third location where the collision mesh exists within a predetermined distance from a predetermined position further downward of the first location toward the player character side, and when the material of the collision mesh at the third location is a first material, stop the movement of the player character in the traveling direction. The game processing method according to claim 21.
26. In the information processing system, as the first limitation, when the normal line of the collision mesh at the third location is not within a predetermined range including the upward direction of the virtual space, the movement of the player character in the advancing direction is stopped. The game processing method according to claim 25.
27. In the information processing system, further, In the game processing, In a third case where the player character contacts the collision mesh at least in the forward direction, when the material at the contact position of the collision mesh is Not the first material, the player character is controllably moved based on an operation input at the position where it contacts the collision mesh. In the case of the first material, the player character is moved downward at the position where it contacts the collision mesh. The game processing method according to claim 25.
28. In the information processing system, further, When there is no collision mesh within a predetermined distance below the player character and there is a fourth location where a collision mesh exists within a predetermined distance from a predetermined position below the player character toward the opposite side of the advancing direction of the player character, and the normal line of the collision mesh at the fourth location is not within a predetermined range including the upward direction of the virtual space, the player character is arranged at least at a position where it contacts the collision mesh in the forward direction, and is controllably moved based on an operation input within the range where it contacts the collision mesh. The game processing method according to claim 23.
29. For each of the plurality of voxels in the voxel data, a material indicating the type of the content is further set. In the information processing system, further, A display mesh corresponding to the voxel data and drawn based on a virtual camera is generated or updated by determining the vertex coordinates of the mesh based at least on the density included in the voxel data and determining the material of the mesh based at least on the material included in the voxel data. The game processing method according to any one of claims 21 to 28, which causes the virtual space including the display mesh to be drawn based on the vertex coordinates of the display mesh and a texture corresponding to the material of the display mesh.
30. For each of the plurality of voxels in the voxel data, a material indicating the type of the content is further set. The information processing system further causes the material of the collision mesh to be determined based at least on the material included in the voxel data. The game processing method according to any one of claims 21 to 28, which causes the virtual space including the display mesh to be drawn based on the vertex coordinates of the display mesh and a texture corresponding to the material of the display mesh, with the collision mesh as the display mesh.
31. A game device including a processor, wherein the processor updates voxel data defined in a virtual space, the voxel data having at least a density set for each of a plurality of voxels, the density indicating the degree to which the space defined by the voxel is virtually occupied by the content, based on game processing. updates a collision mesh that is a mesh corresponding to the voxel data and whose vertex coordinates are determined based at least on the density included in the voxel data. In the game processing, further in a first case where the player character is at least on the collision mesh, controls the movement of the player character based on an operation input at a position on the collision mesh. in a second case where the player character is not at least on the collision mesh, drops the player character. A game device that adds a first restriction to the movement control of the player character when a first location satisfying a first condition is determined, the first condition being that the collision mesh does not exist within a predetermined distance downward from a predetermined height based on the height of the player character within a predetermined range in the traveling direction from the player character.
Citation Information
Patent Citations
Program, recording medium, game character drawing method and game machine
JP2004062666A
Program, memory medium and computer
JP2009095437A
Program and image generation system
JP2017099744A
Systems, methods, and devices for 3D voxel-based modeling
JP2018514885A
Generation of an areal mesh from a voxel model of a three-dimensional environment
WO2022243626A1
Cited By
Image forming apparatus having a toner replenishment operation
US12411446B2