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

By setting a virtual gaze point ahead of the character's movement and adjusting the virtual camera's position, the camera effectively follows and remains behind the character, addressing the challenge of maintaining visibility and reducing camera sickness in games.

JP2025187903APending Publication Date: 2025-12-25KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2024097016
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-14
Publication Date
2025-12-25

AI Technical Summary

Technical Problem

Conventional games often fail to allow a virtual camera to follow a character's movement and get behind the character, especially when the character's movement is significant.

Method used

The virtual camera is controlled to follow the character by setting a virtual gaze point ahead of the character's movement and adjusting its position based on this point, ensuring it remains at a predetermined distance and angle to maintain visibility behind the character.

Benefits of technology

This approach enables the virtual camera to consistently follow and remain behind the character, reducing the likelihood of camera sickness in players, particularly when the character's movement exceeds a threshold.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing program, an information processing method, and an information processing device capable of causing a virtual camera to follow the travel of a character so as to move around to the back of the character.SOLUTION: With a position separated from the position of a character after its travel as a virtual gazing point, on the basis of a virtual position of the virtual camera in a case of gazing the virtual gazing point, the information processing program causes a computer to execute processing of causing a virtual camera to follow the travel of the character.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art Games are known that allow a player to view images captured by a virtual camera placed in a virtual space within the game.

[0003] As an example of such a game, Patent Document 1 discloses a technology for rendering characters placed on a field and other objects placed on the field from the viewpoint of a virtual camera placed in a virtual space within the game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2020-110459 Summary of the Invention [Problem to be solved by the invention]

[0005] In conventional games, when a virtual camera set up in the virtual space within the game is moved to follow the movement of a character controlled by the player, the virtual camera is sometimes unable to follow the character's movement and is unable to get behind the character.

[0006] The present disclosure aims to provide an information processing program, an information processing method, and an information processing device that can cause a virtual camera to follow the movement of a character so as to go around behind the character. [Means for solving the problem]

[0007] The information processing program of the first aspect causes a computer to execute a process in which, when a character that a virtual camera is gazing at moves, a position away from the position of the character after the character moves is set as a virtual gaze point, and the virtual camera follows the movement of the character based on the virtual position of the virtual camera when gazing at the virtual gaze point.

[0008] An information processing program of a second aspect is an information processing program of any one of the first to sixth aspects, wherein, when the amount of movement of the character is equal to or less than a second threshold, the virtual camera is made to follow the movement of the character based on a first virtual position of the virtual camera when gazing at the virtual gaze point, and when the amount of movement of the character exceeds the second threshold, the virtual camera is made to follow the movement of the character based on a second virtual position of the virtual camera when gazing at a reference position that is based on the position of the character after movement and is a position whose distance from the position of the character after movement is shorter than the virtual position.

[0009] An information processing program of a third aspect is the information processing program of the second aspect, wherein the second virtual position is the intersection of a line connecting the reference position and the current position of the virtual camera and a circumference centered on the position of the character after movement, and the virtual camera is moved to the second virtual position.

[0010] An information processing program of a fourth aspect is an information processing program of any one of the first to third aspects, wherein the virtual gaze point is located ahead of the character's post-movement position in the direction of movement of the character, the virtual position of the virtual camera is on a line connecting the virtual gaze point and the virtual camera's current position, and the angle formed by the line connecting the character's post-movement position to the character's pre-movement position and the line connecting the character's post-movement position to the virtual camera's post-movement position is an angle formed by the line connecting the virtual gaze point to the character's pre-movement position and the line connecting the virtual gaze point to the virtual camera's current position.

[0011] The information processing program of a fifth aspect is the information processing program of the fourth aspect, wherein a distance between the virtual camera and the character is determined in advance.

[0012] An information processing program of a sixth aspect is an information processing program of any one of the first to fifth aspects, wherein the virtual gaze point is located behind the position of the character after the character has moved in the direction of movement of the character, and the virtual position is on a line connecting the virtual gaze point and the current position of the virtual camera.

[0013] An information processing program of a seventh aspect is the information processing program of the sixth aspect, in which the virtual camera is moved to a position at the intersection of a line connecting the virtual gaze point and the current position of the virtual camera and a circumference centered on the position of the character after movement.

[0014] An information processing program of an eighth aspect is an information processing program of any one of the first to seventh aspects, in which, when the amount of movement of the character is equal to or less than a first threshold, the virtual gaze point is set to a position that is approximately a first distance away from the position of the character after movement, and when the amount of movement of the character exceeds the first threshold, the virtual gaze point is set to a position that is approximately a second distance away from the position of the character after movement, the second distance being shorter than the first distance.

[0015] In a ninth aspect of the information processing method, when a character that a virtual camera is gazing at moves, a position away from the position of the character after the character moves is set as a virtual gaze point, and a process is executed by a computer to make the virtual camera follow the movement of the character based on the virtual position of the virtual camera when gazing at the virtual gaze point.

[0016] An information processing device of the tenth aspect includes a processor, and when a character that a virtual camera is gazing at moves, the processor sets a position away from the position of the character after the movement as a virtual gaze point, and causes the virtual camera to follow the movement of the character based on the virtual position of the virtual camera when gazing at the virtual gaze point. [Effects of the Invention]

[0017] According to the present disclosure, it is possible to provide an information processing program, an information processing method, and an information processing device that can cause a virtual camera to follow the movement of a character so as to get behind the character. [Brief explanation of the drawings]

[0018] [Figure 1] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. [Figure 2A] FIG. 10 is a diagram illustrating an example in which an image from a virtual camera is displayed. [Figure 2B] FIG. 2B is a diagram for explaining an example of the arrangement of virtual cameras corresponding to FIG. 2A. [Figure 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Figure 4] FIG. 10 is a diagram illustrating an example of the relationship between the movement of a character and the position of a virtual camera. [Figure 5] FIG. 10 is a diagram illustrating an example of conventional movement of a virtual camera that follows the movement of a character. [Figure 6A] FIG. 10 is a diagram illustrating an example of setting a virtual point of interest. [Figure 6B] 10A and 10B are diagrams for explaining an example of movement of a virtual camera in this embodiment. [Figure 7] 10 is a flowchart illustrating an example of a tracking process. [Figure 8A] FIG. 10 is a diagram illustrating an example of setting a virtual point of interest in a modified example. [Figure 8B]FIG. 10 is a diagram illustrating an example of movement of the virtual camera in the present embodiment according to a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0019] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.

[0020] First, the hardware configuration of an information processing device 10 according to this embodiment will be described with reference to Fig. 1. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, as an example, a home game console will be described as the information processing device 10. The information processing device 10 is an example of a computer.

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

[0022] The CPU 11 is a central processing unit that executes various programs and controls each part. The CPU 11 is an example of a processor. The ROM 12 stores various programs and various data. The RAM 13 temporarily stores programs or data as a working area. The storage 14 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and various data.

[0023] The external I / F 15 is an interface for connecting various external devices to the information processing device 10. In this embodiment, a recording medium 22, a speaker 23, and a display 24 are connected to the external I / F 15.

[0024] The recording medium 22 may be a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), a USB (Universal Serial Bus) memory, an SD memory card, or the like. The recording medium 22 stores an information processing program 30 for executing a predetermined game on the information processing device 10. The CPU 11 reads the information processing program 30 from the recording medium 22 via the external I / F 15 and executes the information processing program 30 using the RAM 13 as a working area. Note that the information processing program 30 is not limited to being stored on the recording medium 22, and may be stored in advance in the storage 14 or may be downloadable to the information processing device 10 via the communication I / F 16.

[0025] The speaker 23 outputs various sounds. The speaker 23 may be integrated with the information processing device 10, or may be integrated with the display 24. The display 24 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various information. The display 24 may have an integrated touch panel. Furthermore, the display 24 may be integrated with the information processing device 10.

[0026] The communication I / F 16 is an interface for connecting the information processing device 10 to a network. The communication I / F 16 uses, for example, a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).

[0027] The input I / F 17 is an interface for connecting the input device 25 to the information processing device 10. The input device 25 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used for various inputs. A user operates the game using the input device 25. Operation information indicating the content of the input operation performed by the user using the input device 25 is stored in the RAM 13. The input device 25 may be integrated with the information processing device 10. Alternatively, the input device 25 may be detachable from the information processing device 10. The number of input devices 25 may be one or more. Alternatively, the input device 25 may be a touch panel integrated with the display 24.

[0028] In the game provided by the information processing device 10 of this embodiment, as illustrated in FIG. 2A , an image of a character C, operated by a player (user) of the information processing device 10 within a virtual space in the game, captured by a virtual camera existing within the virtual space can be displayed on the display 24. In other words, in the game provided by the information processing device 10, an image captured by the virtual camera can be used as the game image viewed by the player. FIG. 2B also illustrates an example of the arrangement of a virtual camera 50, character C, and door D when the image shown in FIG. 2A is captured. Note that the "virtual camera" does not actually exist within the virtual space in the game, and no actual "capture" is performed. Although the virtual camera 50 exists virtually and captures images virtually, for convenience of explanation in this embodiment, the virtual camera is illustrated as a "virtual camera 50." Note that a "character" may be a human, animal, robot, machine, fictional creature, or the like that appears in the game, and the type is not limited.

[0029] In the example shown in Fig. 2B, virtual camera 50 is placed behind character C, who is facing door D that exists in the virtual space. Therefore, as shown in Fig. 2A, door D and the back of character C standing in front of it are displayed on display 24.

[0030] It should be noted that the virtual camera 50 is not necessarily located behind the character C. Furthermore, the virtual camera 50 may not capture an image that includes the character C. In other words, an image captured by the virtual camera 50 that does not include the character C may be displayed on the display 24.

[0031] Furthermore, when character C, which virtual camera 50 is gazing at, moves, information processing device 10 of this embodiment causes virtual camera 50 to track the movement of character C. In detail, when character C, which virtual camera 50 is gazing at, moves, information processing device 10 of this embodiment sets a position separated from the position of character C after the movement as a virtual gaze point, and causes virtual camera 50 to track the movement of character C based on the virtual position of virtual camera 50 when gazing at the virtual gaze point. By causing virtual camera 50 to track in this way, information processing device 10 of this embodiment can cause virtual camera 50 to follow the movement of character C so as to get behind character C.

[0032] Next, the functional configuration of the information processing device 10 will be described with reference to Fig. 3. As shown in Fig. 3, the information processing device 10 includes a setting unit 40 and a movement unit 42. The CPU 11 executes the information processing program 30, thereby functioning as the setting unit 40 and the movement unit 42.

[0033] The setting unit 40 sets a position separated from the position of the character C after the movement as a virtual gaze point of the virtual camera 50. The moving unit 42 causes the virtual camera 50 to follow the movement of the character C based on a virtual position that is the position of the virtual camera 50 when gazing at the virtual gaze point.

[0034] Here, the movement of the virtual camera 50 following the movement of the character C in this embodiment will be described. As shown in Fig. 4, a case will be described in which the character C moves in the direction indicated by the arrow G from a position before the movement (i.e., a current position) P. The virtual camera 50, which is at a current position (i.e., a position before the movement) Q, watches the character C, who is at the position P before the movement, from the side. An angle θ is formed between a line H connecting the virtual camera 50 and the character C and the line segment representing the arrow G (hereinafter simply referred to as "arrow G").

[0035] The virtual camera 50 moves while maintaining a predetermined distance L between the character C and the virtual camera 50. When the character C is at its current position, which is a position P before the movement, the distance between the position P of the character C before the movement and the current position Q of the virtual camera 50 is the predetermined distance L. The virtual camera 50 follows the movement of the character C as if being pulled by a string.

[0036] First, with reference to Fig. 5, a description will be given of the conventional movement of the virtual camera 50 following the movement of the character C. The virtual camera 50 attempts to move to the shortest position while maintaining a predetermined distance L from the character C.

[0037] When character C moves to post-movement position P1, which is a relatively small amount of movement, position Q1 of virtual camera 50 is the intersection of line J1 connecting post-movement position P1 of character C to current position Q of virtual camera 50 and the circumference of circle S1 of radius L centered at post-movement position P1 of character C. The angle formed by line J1 connecting post-movement position P1 of character C to current position Q of virtual camera 50 and arrow G, which is a line connecting post-movement position P1 of character C to pre-movement position P of character C, is angle α1, and the angle at which virtual camera 50 turns around is angle β1. In this case, β1+α1=180°-θ.

[0038] Furthermore, when character C moves to post-movement position P2, which is a relatively large amount of movement, position Q2 of virtual camera 50 is the intersection of line J1 connecting post-movement position P2 of character C to current position Q of virtual camera 50 and the circumference of circle S2 of radius L centered at post-movement position P2 of character C. The angle formed by line J2 connecting post-movement position P2 of character C to current position Q of virtual camera 50 and arrow G, which is a line connecting post-movement position P2 of character C to pre-movement position P of character C, is angle α2, and the angle at which virtual camera 50 turns around is angle β2. In this case, β2 + α2 = 180° - θ.

[0039] 5, β1<β2, so the smaller the amount of movement of character C, the smaller the angle by which virtual camera 50 rotates, and the greater the amount of movement of character C, the greater the angle by which virtual camera 50 rotates. Also, α1>α2, so the greater the amount of movement of character C, the closer virtual camera 50 moves behind character C.

[0040] Thus, in the conventional example, the smaller the amount of movement of the character C, the more difficult it becomes for the virtual camera 50 that follows the movement of the character C to get behind the character C.

[0041] 6A, the setting unit 40 sets a position away from the position P3 after the character C moves as the virtual gaze point M. The virtual gaze point M is a virtual gaze point of the virtual camera 50. Then, as described above, the movement unit 42 causes the virtual camera 50 to follow the movement of the character C based on the virtual position R, which is the position of the virtual camera 50 when gazing at the virtual gaze point M.

[0042] As shown in FIG. 6A, the setting unit 40 of this embodiment sets a virtual point of gaze M ahead of a position P3 after the character C moves in the moving direction of the character C (arrow G).

[0043] Virtual position R is the position of virtual camera 50 when gazing at virtual gaze point M, and is the position of virtual camera 50 when it is assumed that virtual camera 50 moves to follow character C when character C moves to virtual gaze point M. Virtual position R exists on line N connecting virtual gaze point M and current position Q of virtual camera 50. Specifically, virtual position R is the intersection of line N connecting virtual gaze point M and current position Q of virtual camera 50 with the circumference of circle S of radius L centered at virtual gaze point M.

[0044] Here, the angle formed by the arrow G, which is the line connecting the virtual gaze point M and the position P of the character C before the movement, and the line N, which connects the virtual gaze point M and the current position Q of the virtual camera 50, is defined as γ. Meanwhile, the angle formed by the line J0, which connects the position P3 of the character C after the movement and the current position Q of the virtual camera 50, and the arrow G, which is the line connecting the position P3 of the character C after the movement and the position P of the character C before the movement, is defined as α0. Because the virtual gaze point M is located further forward in the traveling direction of the character C than the position P3 of the character C after the movement, the angle γ is smaller than the angle α0 (γ<α0).

[0045] As shown in FIG. 6B , the movement unit 42 determines angle α3 as the angle formed between arrow G, which is a line connecting the position P3 after the character C moves to the position P before the character C moves, and line K, which connects the position P3 after the character C moves to the position Q3 after the virtual camera 50 moves. The movement unit 42 moves the virtual camera 50 to position Q3 where angle α3 becomes angle γ (α3 = γ). Position Q3 is the intersection of line K, which forms angle γ with arrow G, and the circumference of a circle S3 of radius L whose center is the position P3 after the character C moves. Position Q3 is also a position on line K that is a distance L away from the position P3 after the character C moves.

[0046] In the conventional example described above with reference to Fig. 5, when character C moves to position P3, virtual camera 50 moves to a position on line J0 shown in Fig. 6A. In contrast, in this embodiment, virtual camera 50 moves to position Q3 on line K shown in Fig. 6B. Because angle γ between line K and arrow G is smaller than angle α0 between line J0 and arrow G, virtual camera 50 moves to a position behind character C compared to the conventional example.

[0047] In this way, the setting unit 40 and the movement unit 42 of this embodiment can make the virtual camera 50 follow the movement of the character C so as to go around behind the character C.

[0048] Note that the setting unit 40 of this embodiment changes the position at which the virtual point of interest M is set depending on the amount of movement of the character C. The further the character C moves in the direction of the arrow G from the position P before the movement, the greater the amount of movement of the virtual camera 50. The greater the amount of movement, the faster the movement speed of the virtual camera 50. The faster the movement speed of the virtual camera 50, the more likely a player viewing an image captured by the virtual camera 50 is to experience so-called camera sickness.

[0049] Therefore, when the amount of movement of character C is equal to or less than a predetermined first threshold, the setting unit 40 sets the virtual gaze point M to a position that is approximately a first distance away from the position P3 after the movement of character C. Furthermore, when the amount of movement of character C exceeds the predetermined first threshold, the setting unit 40 sets the virtual gaze point M to a position that is approximately a second distance, which is shorter than the first distance, away from the position P3 after the movement of character C, so as to prevent the amount of movement of the virtual camera 50 from becoming too large, in other words, so as to prevent the movement speed of the virtual camera 50 from becoming too fast. Note that the specific value of the first threshold may be determined based on, for example, the distance between the virtual camera 50 and character C, the amount of movement of character C, the behavior of character C, etc., or may be a fixed value that is independent of these factors. Furthermore, the specific value of the first distance may be determined based on, for example, the distance between the virtual camera 50 and character C, the angle of view of the virtual camera 50, etc., or may be a fixed value that is independent of these factors. As a result, in this embodiment, it is possible to make it less likely for the player to experience so-called camera sickness.

[0050] Next, the operation of the information processing device 10 will be described with reference to Fig. 7. The CPU 11 executes the information processing program 30, thereby executing the tracking process shown in Fig. 7. The tracking process is a process of moving the virtual camera 50 so as to follow the movement of the character C. As an example,

[0051] The tracking process of this embodiment is executed at predetermined intervals, such as every few frames, when character C appears in the game.

[0052] 7, the setting unit 40 determines whether or not the character C has moved during a predetermined period. If the character C has not moved, the determination in step S100 is negative, and the process proceeds to step S112. On the other hand, if the character C has moved, the determination in step S100 is positive, and the process proceeds to step S102.

[0053] In step S102, the setting unit 40 determines whether or not the amount of movement of the character C exceeds the first threshold value described above.

[0054] If the amount of movement of character C does not exceed the first threshold, in other words, if the amount of movement of character C is equal to or less than the first threshold, the determination in step S102 is negative, and the process proceeds to step S104. In step S104, the setting unit 40 sets a virtual gaze point M a first distance forward from the position of character C after movement.

[0055] On the other hand, if the amount of movement of character C exceeds the first threshold, the determination in step S102 is affirmative, and the process proceeds to step S106. In step S106, the setting unit 40 sets the virtual gaze point M at a second distance forward from the position of character C after movement, the second distance being shorter than the first distance.

[0056] When the processes in steps S104 and S106 are completed, the process proceeds to step S108.

[0057] In step S108, the movement unit 42 derives a post-movement position Q3 of the virtual camera 50. As described above, the movement unit 42 derives the angle γ between the arrow G and a line N connecting the virtual position R, the virtual gaze point M, and the current position of the virtual camera 50. The movement unit 42 also specifies a line K that has the post-movement position P3 of the character C as its start point and forms an angle γ with respect to the arrow G. The movement unit 42 then derives the post-movement position Q3 of the virtual camera 50 as the intersection point between the line K and the circumference of a circle S3 of radius L that has the post-movement position P3 of the character C as its center.

[0058] In the next step S110, the movement unit 42 moves the virtual camera 50 from the current position Q to the position Q3 derived in step S108.

[0059] When the process of step S110 ends, the tracking process shown in FIG. 7 ends.

[0060] (Variation) The position where the virtual gaze point M is set and the position to which the virtual camera 50 is moved based on the virtual gaze point M are not limited to those in the above embodiment, and may be, for example, as in this modified example.

[0061] 8A and 8B, a virtual gaze point M may be set at a position behind the position P3 to which the character C has moved. In this case, a virtual position R of the virtual camera 50 exists on a line N connecting the virtual gaze point M and the current position Q of the virtual camera 50. The virtual position R is the position when the virtual camera 50 moves to gaze at the virtual gaze point M.

[0062] 8B , the intersection of line N, on which virtual position R is provided, and a circumference of a circle of radius L centered at position P3 after the movement of character C, is position Q3 after the movement of virtual camera 50. The angle δ formed by line N and arrow G is larger than the angle α4 formed by line J0, which connects position P3 after the movement of character C and the current position Q of virtual camera 50, and arrow G, but line N passes through a position closer to arrow G than line J0. Therefore, in this modified example as well, it is possible to make virtual camera 50 follow the movement of character C by going around behind character C.

[0063] As described above, in each of the above forms of information processing device 10, when character C that virtual camera 50 is gazing at moves, a position separated from the position of character C after the movement is set as virtual gaze point M, and virtual camera 50 is made to follow the movement of character C based on virtual position R of virtual camera 50 when gazing at virtual gaze point M.

[0064] According to this aspect, the information processing device 10 of each of the above aspects can set the virtual gaze point M, thereby making it possible to make the virtual camera 50 follow the movement of the character C so as to get behind the character C.

[0065] As described above, the greater the amount of movement of character C, the more likely it is that virtual camera 50 will get behind character C. Therefore, if the amount of movement of character C exceeds the second threshold, for example, as in the conventional example described above, virtual camera 50 may be made to follow character C without setting virtual gaze point M, and if the amount of movement is equal to or less than the second threshold, virtual gaze point M may be set and virtual camera 50 may be moved, as in each of the above embodiments.

[0066] Furthermore, in the above embodiment, the case where the virtual camera 50 follows the movement of the character C controlled by the player has been described, but the virtual camera 50 may also follow the movement of a character other than the character C controlled by the player. In this case, the character may be a so-called NPC (Non-Player Character) that is not controlled by the player, or may be a character controlled by a player other than the player controlling the character.

[0067] Furthermore, various processes executed by the CPU 11 after reading software (programs) in the above embodiment may be executed by various processors other than a CPU. Examples of such processors include programmable logic devices (PLDs) whose circuit configuration can be changed after fabrication, such as field-programmable gate arrays (FPGAs), and dedicated electrical circuits, such as application-specific integrated circuits (ASICs), which are processors with circuit configurations specifically designed to execute specific processes. Furthermore, various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (e.g., multiple FPGAs, or a combination of a CPU and an FPGA). Furthermore, the hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices. [Explanation of symbols]

[0068] 10. Information processing equipment 11 CPU 30 Information Processing Program 40 Setting section 42 Mobile Unit

Claims

1. If the character the virtual camera is looking at moves, The position of the character after the movement and the position away from the character are set as virtual gaze points, The virtual camera is caused to follow the movement of the character based on the virtual position of the virtual camera when the virtual gaze point is gazed upon. An information processing program that causes a computer to execute a process.

2. when the amount of movement of the character is equal to or less than a second threshold, causing the virtual camera to follow the movement of the character based on a first virtual position of the virtual camera when gazing at the virtual gaze point; If the amount of movement of the character exceeds the second threshold, The virtual camera is caused to follow the movement of the character based on a second virtual position of the virtual camera when the virtual camera is gazed at a reference position, the reference position being a position based on the position of the character after the movement, and the distance from the reference position to the position of the character after the movement is shorter than the virtual position. The information processing program according to claim 1 .

3. the second virtual position is a position of an intersection between a line connecting the reference position and the current position of the virtual camera and a circumference of a circle having a center at the position of the character after movement, Moving the virtual camera to the second virtual position The information processing program according to claim 2 .

4. the virtual point of gaze is located forward of the position of the character after the character has moved in the direction of the character's movement; the virtual position of the virtual camera is on a line connecting the virtual gaze point and the current position of the virtual camera; The angle formed by a line connecting the position of the character after the movement and the position of the character before the movement and a line connecting the position of the character after the movement and the position of the virtual camera after the movement is The virtual camera is moved to a position where an angle is formed between a line connecting the virtual gaze point and the position of the character before the movement and a line connecting the virtual gaze point and the current position of the virtual camera. The information processing program according to claim 1 .

5. The distance between the virtual camera and the character is determined in advance. The information processing program according to claim 4.

6. the virtual point of gaze is located behind the position of the character after the character has moved in the direction of the character's movement; The virtual position is on a line connecting the virtual gaze point and the current position of the virtual camera. The information processing program according to claim 1 .

7. The virtual camera is moved to a position where a line connecting the virtual gaze point and the current position of the virtual camera intersects with a circumference of a circle having a center at the position of the character after the movement. The information processing program according to claim 6.

8. When the amount of movement of the character is equal to or less than a first threshold, a position that is a first distance away from the position of the character after the movement is set as the virtual gaze point; When the amount of movement of the character exceeds the first threshold, a position that is a second distance that is shorter than the first distance from the position of the character after the movement is set as the virtual gaze point. The information processing program according to claim 1 .

9. If the character the virtual camera is looking at moves, The position of the character after movement and the position where it left are used as virtual gaze points. The virtual camera is caused to follow the movement of the character based on the virtual position of the virtual camera when the virtual gaze point is gazed upon. An information processing method in which processing is performed by a computer.

10. a processor, the processor comprising: If the character the virtual camera is looking at moves, The position of the character after movement and the position where it left are used as virtual gaze points. The virtual camera is caused to follow the movement of the character based on the virtual position of the virtual camera when the virtual gaze point is gazed upon. Information processing device.

Citation Information

Patent Citations

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