Storage medium having game program stored therein, information processing system, information processing apparatus, and game processing method

A virtual camera system in games enlarges distant objects using vertex shaders, addressing visibility issues by enhancing object recognition and realism in racing games.

JP2026028337APending Publication Date: 2026-02-20NINTENDO CO LTD
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Patent Information

Application Number
JP2024130661
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-07
Publication Date
2026-02-20

AI Technical Summary

Technical Problem

Existing games struggle with visibility of objects in virtual spaces, particularly in racing games where objects far from the player object are displayed too small, reducing the player's ability to identify and react to them effectively.

Method used

Implementing a virtual camera system that follows the player object and enlarges objects in a virtual space using vertex shaders, with magnification increasing as distance from the camera increases, and varying magnification based on object type and distance to enhance visibility.

Benefits of technology

Improves visibility of distant objects by maintaining a natural appearance and enhancing the player's ability to recognize and respond to objects in the game environment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve visibility of an object arranged in a virtual space.SOLUTION: A racing game is performed in which a player object controlled based on an operation input and a plurality of other running objects are caused to run on a field in a virtual space. In the racing game, the information processing system sets the virtual camera in the virtual space to follow the travel of the player object such that the player object is at least included in the field of view of the virtual camera at a position behind the player object. An information processing system performs drawing of an object in a virtual space on the basis of a virtual camera, and in the drawing, enlarges and draws at least another running object among the objects in the virtual space by a vertex shader at least at a magnification that increases as a distance from the virtual camera increases within a first range.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a game program, an information processing system, an information processing device, and a game processing method for generating a game image showing a virtual space in which an object is placed. [Background technology]

[0002] Conventionally, in games such as racing games, a game image of a field of view including a player object controlled by a player is generated, and the state of the game field in a predetermined direction (e.g., forward) from the player object is displayed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-148100 A Summary of the Invention [Problem to be solved by the invention]

[0004] In games, it is desirable to improve the visibility of objects placed in a virtual space.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing device, and a game processing method that can improve the visibility of objects placed in a virtual space. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (7).

[0007] (1) An example of the present invention is a game program that causes a computer of an information processing device to execute the following processes. A process for playing a racing game in which a player object controlled based on operational inputs runs against a plurality of other running objects on a field in a virtual space. In the racing game, a process of setting a virtual camera in the virtual space to follow the running of a player object and to a position behind the player object so as to include the player object at least in its field of view. In the racing game, a process of drawing objects in a virtual space based on a virtual camera, and enlarging and drawing at least other moving objects among the objects in the virtual space by a vertex shader at a magnification that increases as the distance from the virtual camera increases within a first range.

[0008] According to the above configuration (1), in a racing game, it is possible to improve the visibility of other running objects ahead of the player object.

[0009] (2) In the above configuration (1), the magnification may be set to a first magnification at a first distance from the virtual camera, and a second magnification higher than the first magnification at a second distance farther than the first distance, and between the first distance and the second distance, the magnification may be set to a linear interpolation of the first magnification and the second magnification depending on the distance.

[0010] According to the above configuration (2), the magnification for enlarging the object can be calculated by a simple calculation according to the distance.

[0011] (3) In the above configuration (2), the magnification may further be set to a third magnification higher than the second magnification at a third distance from the virtual camera that is farther than the second distance, and to a magnification that is a linear interpolation of the second magnification and the third magnification depending on the distance between the second distance and the third distance.

[0012] According to the above configuration (3), the relationship between the magnification and the distance can be set in more detail.

[0013] (4) In any of the configurations (1) to (3) above, the game program may further cause the computer to, in drawing, enlarge and draw a predetermined type of object in the virtual space other than the player object and other moving objects using a vertex shader at a magnification that increases as the distance from the virtual camera increases, at least within a second range, and that is different from that of the other moving objects.

[0014] According to the above configuration (4), the magnification can be varied depending on the type of object. For example, the magnification can be varied between objects of a type for which visibility is desired to be increased and other types of objects.

[0015] (5) In any of the configurations (1) to (4) above, the game program may cause the computer to enlarge at least another moving object by a magnification factor using a vertex shader, and to draw the moving object at a position where the height of the lower surface of the moving object remains the same as before the enlargement.

[0016] According to the above configuration (5), it is possible to reduce the possibility that the running object will be displayed unnaturally due to enlargement.

[0017] (6) In the above configuration (5), the other running object may be a vehicle object on which a character object is riding at a reference position on the vehicle object. The game program may cause the computer to enlarge at least the other running object by a magnification factor using a vertex shader, and to draw the character object so that the height of the lower surface of the vehicle object is the same as before the enlargement, at the reference position after the enlargement of the vehicle object.

[0018] According to the above configuration (6), it is possible to reduce the possibility that the vehicle object and the character object will be displayed unnaturally due to enlargement.

[0019] (7) In any of the above configurations (1) to (6), the distance from the virtual camera may be a distance within the virtual space or a distance related to a depth direction component of the virtual camera.

[0020] According to the above configuration (7), the magnification can be changed according to the three-dimensional distance or the distance in the depth direction from the virtual camera.

[0021] Another example of the present invention may be an information processing device (e.g., a game device) or an information processing system (e.g., a game system) that executes the processes in (1) to (7) above. Also, another example of the present invention may be a game processing method for executing the processes in (1) to (7) above. [Effects of the Invention]

[0022] According to the above game program, information processing system, information processing device, or game processing method, it is possible to improve the visibility of objects placed in a virtual space. [Brief explanation of the drawings]

[0023] [Figure 1] FIG. 1 illustrates an example of a game system. [Figure 2] A block diagram showing an example of the internal configuration of a main unit. [Figure 3] FIG. 10 is a diagram showing an example of a game image according to the present embodiment. [Figure 4] 10A and 10B are diagrams showing examples of game images when objects are enlarged and when they are not. [Figure 5] Graph showing an example of the relationship between magnification and distance when enlarging a traveling object. [Figure 6]Graph showing an example of the relationship between magnification and distance when enlarging an object other than a running object. [Figure 7] An example of two objects placed on the field being enlarged at different magnifications. [Figure 8] A diagram showing an example of how to enlarge an object [Figure 9] FIG. 10 is a diagram showing an example of enlarging a traveling object. [Figure 10] FIG. 10 is a diagram showing an example of a storage area for storing various data used in information processing in a game system. [Figure 11] A flowchart showing an example of the flow of game processing executed by the game system. [Figure 12] 12 is a sub-flowchart showing an example of a detailed flow of the magnification setting process in step S5 shown in FIG. 11. [Figure 13] 12 is a sub-flowchart showing an example of the detailed flow of the drawing process in step S6 shown in FIG. 11. DETAILED DESCRIPTION OF THE INVENTION

[0024] [1. Game system configuration] A game system according to an example of this embodiment will be described below. FIG. 1 is a diagram showing an example of a game system. An example of a game system 1 according to this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The left controller 3 and right controller 4 include a plurality of buttons and an analog stick as an example of an operation unit that allows the user to perform inputs.

[0025] The main unit 2 is configured so that the left controller 3 and the right controller 4 can be attached and detached. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2, or the main unit 2 can be used as a separate device from the left controller 3 and the right controller 4. Note that, below, the left controller 3 and the right controller 4 may be collectively referred to as the "controller."

[0026] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. As shown in FIG. 2, the main unit 2 includes a processor 21. The processor 21 is an information processing unit that executes various types of information processing (e.g., game processing) executed in the main unit 2, and includes, for example, a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit). The processor 21 may be composed of only a CPU, or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU function. The processor 21 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as flash memory 26, or an external storage medium inserted into slot 29, etc.).

[0027] The main device 2 also includes a display 12. The display 12 displays images generated by the main device 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device. The display 12 is connected to a processor 21. The processor 21 displays images generated (for example, by executing the above-described information processing) and / or images acquired from the outside on the display 12.

[0028] The main unit 2 also has a left terminal 23, which is a terminal for the main unit 2 to communicate with the left controller 3 via a wired connection, and a right terminal 22, which is a terminal for the main unit 2 to communicate with the right controller 4 via a wired connection.

[0029] The main device 2 also includes flash memory 26 and DRAM (Dynamic Random Access Memory) 27 as examples of internal storage media built into the main device 2. The flash memory 26 and DRAM 27 are connected to the processor 21. The flash memory 26 is a memory used primarily to store various types of data (which may be programs) saved in the main device 2. The DRAM 27 is a memory used to temporarily store various types of data used in information processing.

[0030] The main unit 2 includes a slot 29. The slot 29 has a shape that allows a predetermined type of storage medium to be inserted therein. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., save data for a game application, etc.) and / or programs executed by the main unit 2 (e.g., a game program, etc.).

[0031] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 28. The slot I / F 28 is connected to the processor 21. The slot I / F 28 is connected to a slot 29, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted into the slot 29 in accordance with instructions from the processor 21.

[0032] The processor 21 reads and writes data from and to the flash memory 26, the DRAM 27, and the above-mentioned storage media as appropriate, to execute the above-mentioned information processing.

[0033] The main unit 2 also includes a network communication unit 24. The network communication unit 24 is connected to the processor 21. The network communication unit 24 communicates with external devices via a network, either wirelessly or via a wired connection. In this embodiment, the network communication unit 24 connects to a wireless LAN and communicates with external devices using a method conforming to the Wi-Fi (registered trademark) standard as a first communication mode. The network communication unit 24 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (e.g., communication using a proprietary protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication," in which data is transmitted and received between multiple main units 2 by communicating directly or indirectly via an access point.

[0034] The main unit 2 includes a controller communication unit 25. The controller communication unit 25 is connected to the processor 21. The controller communication unit 25 performs wireless communication with the left controller 3 and / or right controller 4 when the controller is detached from the main unit 2. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 25 performs communication with the left controller 3 and right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0035] The processor 21 is connected to the above-mentioned left terminal 23 and right terminal 22. When the processor 21 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 23 and receives operation data from the left controller 3 via the left terminal 23. When the processor 21 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 22 and receives operation data from the right controller 4 via the right terminal 22. In this way, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively.

[0036] In addition to the elements shown in FIG. 2, the main unit 2 also includes a battery for supplying power, and an output terminal for outputting images and sounds to a display device other than the display 12 (for example, a television).

[0037] [2. Game examples in the game system] Next, a description will be given of an example of a game executed in the game system 1. The game of this embodiment is a game in which a running object runs on a field in a virtual space (also called a game space). In this embodiment, a player plays the game by operating the running object as a player object.

[0038] A running object is an object that runs on a field. For example, a car, a motorcycle, a bicycle, a horse, a runner, or other object that moves on a field may be used as the running object. Furthermore, a character that resembles a person or an animal may be used as the running object, and a game may be played in which the character itself runs.

[0039] In this embodiment, the running objects include vehicle objects and character objects that ride on the vehicle objects (see FIG. 8). In the following description, a game is played using a running object, which is a vehicle object that moves on the ground, such as a car, on which a character rides. However, in other embodiments, the running objects may be only vehicle objects or only character objects. Furthermore, in this embodiment, the running objects run on a field, but do not necessarily need to be in constant contact with the ground, and may be able to leave the ground, fly in the air, or move on or through water.

[0040] In this embodiment, there are a plurality of types of running objects that differ in shape, size, power, etc., and the player selects the type of running object to use as the player object and plays the game.

[0041] FIG. 3 is a diagram showing an example of a game image in this embodiment. As shown in FIG. 3, in this embodiment, a racing game is executed in which a player object 101 races against another running object 102. In this embodiment, in addition to the running objects that run on the race course, other types of objects are placed on the field, such as obstacle objects 103 that obstruct the running objects' movement and spectator objects 104 that are placed around the race course. In the game, any type of object may be placed on the field, and other types of objects different from the above-mentioned objects 101 to 104 may be placed. In this embodiment, in addition to the objects 101 to 104, item objects and box objects, which will be described later, are placed on the field.

[0042] As shown in FIG. 3, the game system 1 controls the movement of a virtual camera in a virtual space to generate a game image including the player object 101. In this embodiment, the virtual camera follows the running of the player object 101 and is set at a position behind the player object 101 in a direction that includes at least the player object 101 in its field of view. As a result, a game image showing the field as viewed from behind the player object 101 is generated and displayed (see FIG. 3). For example, the position of the virtual camera is controlled to be a predetermined reference position based on the position and orientation of the player object 101. Note that the reference position may be, for example, a position that is a predetermined distance behind the position of the player object 101 and a predetermined height above the position of the player object 101 in the height direction. Furthermore, the orientation of the virtual camera set at the reference position is set so that it faces the player object 101 from the position of the virtual camera.

[0043] It should be noted that the virtual camera does not need to be always located at the reference position. For example, the virtual camera may be controlled to rotate and move while maintaining its line of sight facing the player object 101 in response to a predetermined operation input by the player (for example, an input specifying a direction). Furthermore, the virtual camera may be controlled to a position and orientation that allows the player object 101 to be viewed from the front in response to a predetermined operation input by the player so that the player can check what is behind the player object 101. After the operation input for moving the virtual camera from the reference position is completed, the virtual camera is controlled to move so that the player object is included in its field of view and follows the running of the player object, thereby gradually moving to the reference position. It should be noted that in this embodiment, an enlarged display of an object, which will be described later, is performed regardless of the position and orientation of the virtual camera.

[0044] In other embodiments, the virtual camera may be controlled to have a so-called first-person perspective, and a game image that does not include the player character may be generated.

[0045] Here, an object located far from the virtual camera (for example, another running object running ahead of the player object) is displayed smaller than when the object is located near the virtual camera. Therefore, in this embodiment, the game system 1 enlarges and displays the object located far from the virtual camera to increase the visibility of the object.

[0046] Fig. 4 shows examples of game images when objects are enlarged and when they are not. Fig. 4(a) shows an example of a game image when objects are not enlarged, and Fig. 4(b) shows an example of a game image when objects are enlarged. In the example shown in Fig. 4, the running object 102, the obstacle object 103, and the spectator object 104 are all at a distance from the virtual camera equal to or greater than a certain value, so they are enlarged.

[0047] As shown in FIG. 4, each of the objects 102 to 104 that are a certain distance or more from the virtual camera is displayed enlarged compared to when their size in the three-dimensional virtual space is directly reflected. This can improve the visibility of objects that are located farther from the virtual camera. For example, since the player can more easily see objects located ahead of the player object 101, it becomes easier to identify other running objects 102 that are ahead in the race, and the player can more quickly notice obstacle objects 103 that are located further ahead on the racecourse. For example, in a racing game, there may be a situation where multiple other running objects are ahead of the player object 101. In such a situation, by displaying each running object enlarged, the player can more easily grasp the situation ahead of the player object 101.

[0048] In the racing game of this embodiment, the angle of view (also referred to as the viewing angle) of the virtual camera is set wide in order to increase the sense of speed felt by the player when the viewpoint of the virtual camera moves in accordance with the movement of the player object 101, thereby improving the sense of realism of the game. For example, in this embodiment, the vertical angle of view of the virtual camera is set to 65°. When the angle of view of the virtual camera is set wide in this way, objects tend to appear small, which may reduce visibility. In contrast, according to this embodiment, even when the angle of view of the virtual camera is set wide, the above-mentioned enlargement can be performed to suppress a reduction in the visibility of objects. The value of the angle of view of the virtual camera is arbitrary and does not need to be set wide.

[0049] Next, an example of a method for enlarging an object will be described. In this embodiment, the game system 1 sets a magnification factor for enlarging the object based on the distance from the virtual camera to the object. The magnification factor for the object is set to be higher as the distance from the virtual camera to the object increases within a predetermined range. In this embodiment, the distance used is the three-dimensional distance from the virtual camera to the object in the three-dimensional virtual space. However, in other embodiments, the distance may be the distance in the depth direction of the line of sight of the virtual camera, i.e., the distance of the depth direction component of the three-dimensional distance.

[0050] Fig. 5 is a graph showing an example of the relationship between magnification and distance when enlarging a moving object. The horizontal axis of the graph shown in Fig. 5 represents the distance from the virtual camera to the moving object, and the vertical axis of the graph represents the magnification applied to the moving object.

[0051] As shown in Fig. 5, the magnification factor for a moving object is set to increase as the distance from the virtual camera to the moving object increases within a range of 20 m to 500 m. Specifically, the magnification factor for a moving object is set to 1 when the distance is up to 20 m (i.e., no magnification is performed in this case), to 1.5 when the distance is 150 m, and to 2 when the distance is 500 m. Furthermore, when the distance is between 20 m and 150 m, the magnification factor for a moving object is set to a magnification obtained by linearly interpolating the magnification factor for 20 m (here, 1) and the magnification factor for 150 m (here, 1.5). When the distance is between 150 [m] and 500 [m], the magnification factor for the running object is set to a magnification factor obtained by linearly interpolating the magnification factor for 150 [m] (here, 1.5 times) and the magnification factor for 500 [m] (here, 2 times). By using the relationship between the magnification factor and distance shown in Fig. 5, the game system 1 can calculate the magnification factor of the object by simple calculation based on the distance from the virtual camera.

[0052] Note that any interpolation method can be used to determine the magnification ratio between the first distance (20 [m] or 150 [m] in the example shown in FIG. 5 ) and the second distance (150 [m] or 500 [m] in the example shown in FIG. 5 ). For example, in this embodiment, linear interpolation is used, so the graph showing the relationship between the magnification ratio and the distance (see FIG. 5 ) is a straight line. However, in other embodiments, an interpolation method that produces a curved graph may be used. In the case of a curved graph, the curve may be convex upward or convex downward. Furthermore, by setting the relationship so that the graph is formed by a continuous straight line or curve, as in this embodiment, it is possible to prevent a sudden change in the magnified size of the object when the distance changes. However, in other embodiments, the graph may be formed by a discontinuous straight line or curve.

[0053] Furthermore, when the above graph becomes a straight line through linear interpolation, the point at which the slope of the graph changes in the range where the magnification increases as the distance increases (hereinafter referred to as the "increasing range") is one point in this embodiment (at a distance of 150 m in the example shown in FIG. 5), but there may be two or more such points. By setting the above points, the slope of the graph in the increasing range can be changed midway, allowing the relationship between distance and magnification in the increasing range to be set in more detail. Note that in other embodiments, the slope of the graph in the increasing range may be constant. Furthermore, the positions of the lower and upper limits of the increasing range are arbitrary and are not limited to those shown in FIG. 5.

[0054] In this embodiment, within the increasing range, the degree of increase in the magnification in a first range of distance (a range from 20 [m] to 150 [m] in the example shown in FIG. 5) is higher than the degree of increase in the magnification in a second range (a range from 150 [m] to 500 [m] in the example shown in FIG. 5) which is farther away than the first range (see FIG. 5). This makes it possible to prevent objects located farther from the virtual camera from appearing too large. Note that in other embodiments, the degree of increase in the magnification in the first range may be the same as or lower than the degree of increase in the magnification in the second range.

[0055] In this embodiment, the magnification is doubled when the distance is farther than the increase range (see FIG. 5). As such, in this embodiment, an upper limit is set on the magnification of the moving object. This prevents objects that are farther from the virtual camera from being displayed too large. Note that in other embodiments, an upper limit may not be set on the magnification. In other words, the increase range may be infinite in the direction in which the distance increases.

[0056] In this embodiment, the game system 1 targets to be rendered objects whose distance from the virtual camera is within a predetermined value. In this embodiment, the predetermined value is set to be greater than the distance when the enlargement factor reaches its upper limit (500 [m] in the example shown in FIG. 5). In other embodiments, the predetermined value is arbitrary and may be the same as the distance when the enlargement factor reaches its upper limit, for example.

[0057] In this embodiment, moving objects closer than the increased range are not enlarged. This is because there is little need to enlarge such moving objects. Furthermore, according to the above, when an object close to the virtual camera is enlarged and displayed, it is possible to prevent other objects located behind the object from being obscured by the object, thereby reducing the visibility of the other objects. Furthermore, in this embodiment, the distance from the virtual camera to the player object when the virtual camera is in the reference position is set to a distance shorter than the above-mentioned 20 [m] (for example, 4 [m]). Therefore, in this embodiment, the player object is not enlarged in the above case. However, the virtual camera does not need to be always positioned close to the player object. For example, the virtual camera may be positioned far from the player object under certain conditions during the game. In this case, the player object may be enlarged. Furthermore, in another embodiment, the player object may not be enlarged regardless of the distance from the virtual camera.

[0058] Fig. 6 is a graph showing an example of the relationship between magnification and distance when enlarging a type of object other than a moving object. The horizontal axis of the graph shown in Fig. 6 represents the distance from the virtual camera to the object, and the vertical axis of the graph represents the magnification applied to the object. In Fig. 6, the relationship between magnification and distance for the other type of object is shown by a solid line, and for comparison, the relationship between magnification and distance for the moving object shown in Fig. 5 is shown by a dashed line.

[0059] As shown in Fig. 6, the magnification factor for other types of objects is set to increase as the distance from the virtual camera to the object increases within a range of 100 m to 500 m. Specifically, the magnification factor for the object is set to 1 when the distance is up to 100 m, 1.5 when the distance is 250 m, and 2 when the distance is 500 m. Furthermore, when the distance is between 100 m and 250 m, the magnification factor for the object is set to a magnification obtained by linearly interpolating the magnification factor for 100 m (here, 1) and the magnification factor for 250 m (here, 1.5). When the distance is between 250 [m] and 500 [m], the magnification factor for the object is set to a factor obtained by linearly interpolating the factor for 250 [m] (here, 1.5 times) and the factor for 500 [m] (here, 2 times). Note that, like the graph for the moving object, the specific shape of the graph for other types of objects is also arbitrary.

[0060] As described above, in this embodiment, the other types of objects are enlarged at a different magnification factor than the running objects. In this embodiment, the relationship between the distance from the virtual camera and the magnification factor for the other types of objects is different from that for the running objects. For example, in this embodiment, if the distance from the virtual camera for the running object and the other types of objects is the same within the increase range, the magnification factor for the running object is set higher than the magnification factor for the other types of objects (see FIG. 6 ). This allows for increased visibility of running objects that are likely to be focused on by players in a racing game compared to the other types of objects. Note that the method for setting the magnification factor for the other types of objects is arbitrary, and the magnification factor may be the same as the magnification factor for the running object when the distance from the virtual camera is the same, or may be higher than the magnification factor for the running object. As will be described in detail later, in this embodiment, the magnification factor for a predetermined type of object among the other types of objects is set based on a relationship different from that shown in FIG. 6 .

[0061] In this embodiment, the increase range for the other types of objects is set to be different from the increase range for the running object. In this embodiment, the increase range for the other types of objects is included in the increase range for the running object but is set to be narrower than the increase range (see FIG. 6). In this embodiment, the lower limit of the increase range for the running object (i.e., the distance at which expansion starts) is 20 [m], while the lower limit of the increase range for the other types of objects is 100 [m]. As described above, the range in which running objects that are likely to be focused on by players in a racing game are enlarged is wider than the range for other types of objects, thereby increasing opportunities to improve visibility. Note that in other embodiments, the increase range for the object may be set arbitrarily, and the increase range for the other types of objects may be the same as the increase range for the running object or may be set wider than the increase range for the running object.

[0062] Note that for the other types of objects, the enlargement factor does not need to be set based on the relationship between the enlargement factor and distance shown in Fig. 6, and the enlargement factor may be set based on a different relationship depending on the type of object. For example, for an object that is originally large (e.g., an object whose size before enlargement is several times or more that of the player object), visibility is unlikely to decrease even if the object is far away from the virtual camera. Therefore, the game system 1 may set the enlargement factor for such objects lower than the enlargement factor set based on the relationship shown in Fig. 6, or may not enlarge such objects.

[0063] Furthermore, in this embodiment, the running object can acquire an item object during the game, and at this time, the running object is in a state of holding the item object. In this state, if the enlargement factors of the running object and the item object were different, it could look unnatural. Therefore, the game system 1 may set the enlargement factor of the item object to the same enlargement factor as that of the running object.

[0064] Furthermore, in this embodiment, box objects are placed on the racecourse. For example, during the game, a running object can obtain an item object by coming into contact with the box object. In this embodiment, the box object is placed on the racecourse along which the running object runs. Therefore, if a difference in size occurs between the running object and the box object, which are both objects located on the racecourse, due to enlargement, the player may feel uncomfortable. Therefore, to avoid any difference between the two, the enlargement magnification of the box object may be set to the same enlargement magnification as that of the running object.

[0065] Furthermore, for objects of the above-mentioned other types of objects that should alert the player to their presence, the game system 1 may set an enlargement factor that is the same as or higher than that of the running objects. Such objects are, for example, objects that affect the progress of the player object in the race, such as the above-mentioned obstacle objects. For example, the upper limit of the enlargement factor for such objects may be set to a value (e.g., 2.5 times) higher than the upper limit of the enlargement factor for running objects. Also, for example, the increase range for such objects may be set to a wider range than the increase range for running objects.

[0066] In this embodiment, only certain types of objects, including running objects, are enlarged, and not all objects in the virtual space are subject to enlargement. For example, in this embodiment, terrain objects and building objects are not subject to enlargement, regardless of their distance from the virtual camera. In other embodiments, the game system 1 may enlarge objects placed on the race course.

[0067] In this embodiment, the enlargement factor for an object is set so that the enlarged size of the object is larger than the enlarged size of the object when it is located at a greater distance from the virtual camera. FIG. 7 is a diagram showing an example in which two objects placed on the field are not enlarged and are enlarged at different enlargement factors. FIG. 7(a) shows the positional relationship between the virtual camera 111 and each of the objects 112 and 113 when the field is viewed from above. As shown in FIG. 7(a), in this example, the distance from the virtual camera 111 to the object 112 is shorter than the distance from the virtual camera 111 to the object 113, and the sizes of the objects 112 and 113 in the virtual space are the same.

[0068] Fig. 7(b) is a diagram showing an example of a game image when no enlargement is performed on the objects 112 and 113. As shown in Fig. 7(b), when no enlargement is performed, object 112, which is closer to the virtual camera, is displayed larger than object 113, which is farther from the camera.

[0069] FIG. 7(c) is a diagram showing an example of a game image in which each of objects 112 and 113 is enlarged. FIG. 7(c) shows an example in which the rate of increase in the enlargement factor within the above-mentioned increase range is too high (i.e., the slope of the graph is too steep). If the enlargement factor when the virtual camera is farther away is too high compared to the enlargement factor when the virtual camera is closer, as shown in FIG. 7(c), a reversal occurs in which the displayed size of object 113, which is farther away from the virtual camera, becomes larger than the displayed size of object 112, which is closer to the virtual camera. In this case, object 113 appears to the player as if it were closer than object 112, which may cause the player to feel uncomfortable. Furthermore, in the example shown in FIG. 7(c), even though one object is gradually moving farther away from the virtual camera in the virtual space, the object appears to gradually become larger on the display. Therefore, the object appears to the player as if it is gradually getting closer to the virtual camera, which may cause the player to feel uncomfortable.

[0070] To reduce the possibility of this, in this embodiment, the enlargement factor in the increase range is set so that the enlarged size of an object at a first distance is larger than the enlarged size of the object at a second distance that is farther than the first distance. Fig. 7(d) is a diagram showing an example of a game image in which each of the objects 112 and 113 is enlarged at an appropriate increase rate. In the example of Fig. 7(d), each of the objects 112 and 113 is enlarged and displayed, and the object 112 is displayed larger than the object 113. This makes it possible to improve the visibility of each of the objects 112 and 113 without causing the player to feel uncomfortable as described above.

[0071] As described above, in this embodiment, an upper limit is set for the enlargement factor. Specifically, the upper limit for the enlargement factor is set to 2x (or 2.5x for a predetermined type of object) when the distance from the virtual camera is 500 m or more. This also reduces the possibility of a reversal occurring as shown in the example of FIG. 7(c), and reduces the possibility that the player will feel uncomfortable.

[0072] Next, a method for enlarging and displaying an object will be described. In this embodiment, the game system 1 enlarges an object in a drawing process for generating a game image showing a game space. In this embodiment, the game system 1 has a vertex shader function, and in the process of drawing an object, the vertex shader enlarges and draws the object at the enlargement factor set by the above-mentioned method.

[0073] Fig. 8 is a diagram showing an example of a method for enlarging and drawing an object. Fig. 8 shows an example in which an object 124 is enlarged, with the object 124 before enlargement indicated by a dotted line. In this embodiment, a vertex shader performs coordinate transformation on each vertex so that the object 124 is enlarged, and perspective projection onto a screen coordinate system is performed to perform drawing processing, thereby obtaining an enlarged image of the object 124.

[0074] In this embodiment, the object is enlarged in the rendering process as described above, but this enlargement is performed only in this rendering process and does not affect other processes such as collision determination. The size of the object in virtual space is not changed by this enlargement, and the determination area used for collision determination of the object is also not changed by this enlargement. As described above, according to this embodiment, the object enlargement process does not affect collision determination for the object in virtual space, so collision determination can be performed correctly.

[0075] In this embodiment, a running object can perform an action of throwing a predetermined item object that it has acquired at another running object. If the item object hits the other running object, the other running object will spin and temporarily stop, thereby impeding the running of the other running object. In this embodiment, as described above, even if a running object is enlarged and displayed, the enlargement of the running object does not affect collision detection, so it is possible to prevent inconveniences such as the running object becoming more likely to be hit by an item object due to the enlargement.

[0076] When an object is enlarged and displayed as described above, the enlargement of the object may cause the object to interfere with other surrounding objects, resulting in an unnatural display. For example, the object may appear to be buried in the ground (i.e., a terrain object). Therefore, in this embodiment, the game system 1 enlarges the object to reduce the possibility of such an unnatural display. Specifically, in this embodiment, the game system 1 sets an enlargement base point on the bottom surface of the object and performs the coordinate transformation described above to enlarge the object based on the enlargement base point (i.e., so that the position of the enlargement base point does not change before and after enlargement). The bottom surface of the object is, for example, a surface that includes the bottom end of the object and is parallel to the horizontal direction in the virtual space (see FIG. 8 ). The bottom surface of the object does not need to be the surface of the object, but may be, for example, a surface that includes a portion that would contact the ground if the object were placed on the ground. By performing the coordinate transformation based on the enlargement base point set on the bottom surface of the object, it is possible to reduce the possibility that an object placed on the ground, for example, appears to be buried in the ground due to enlargement. In other embodiments, the specific enlargement process may be any process, and for example, the enlargement base point may be set at any position.

[0077] 9 is a diagram showing an example of enlarging a running object. As shown in FIG. 9, the running object 131 in this embodiment is made up of a vehicle object 132 and a character object 133 that rides on the vehicle object 132. In this embodiment, the running object 131 is enlarged by individually enlarging the vehicle object 132 and the character object 133. In this embodiment, an enlargement magnification is set for the running object 131, so the vehicle object 132 and the character object 133 included in the running object 131 are enlarged at the same enlargement magnification. Note that in other embodiments, the game system 1 may perform enlargement processing on the running object 131 made up of the vehicle object 132 and the character object 133 as a single object.

[0078] 8, the game system 1 performs enlargement of the vehicle object 132 based on an enlargement base point set on the bottom surface of the vehicle object 132. This keeps the height of the bottom surface of the vehicle object 132 unchanged from before enlargement, thereby reducing the possibility of the vehicle object 132 appearing unnaturally, as if buried in the ground, for example.

[0079] As shown in Fig. 9, the character object 133 is placed so as to ride on the vehicle object 132. Specifically, the character object 133 is placed so that the bottom surface of the character object 133 is located at a reference position on the vehicle object 132 (see Fig. 9). The reference position is set to, for example, the position of the seat of the vehicle object 132. Here, the reference position is assumed to be a position different from the enlargement base point of the vehicle object 132. However, the reference position and the enlargement base point may be set at the same position.

[0080] Here, when the vehicle object 132 is enlarged, the reference position of the vehicle object 132 changes (specifically, moves upward). Therefore, if the character object 133 is placed so that its bottom face is located at the reference position before enlargement, the character object 133 may be displayed unnaturally as if it were buried in the vehicle object 132. Therefore, in this embodiment, the game system 1 enlarges and draws the character object 133 so that the bottom face of the enlarged character object 133 is located at the reference position of the enlarged vehicle object (see FIG. 9 ). Specifically, the game system 1 sets an offset corresponding to the change in the reference position due to the enlargement of the vehicle object 132, and in the drawing process, enlarges and draws the character object 133 while moving the character object 133 upward in accordance with the offset. Note that the amount of change in the reference position due to the enlargement of the vehicle object 132 (i.e., the amount of the offset) can be calculated based on the enlargement magnification of the traveling object 131 and the length from the enlargement base point of the vehicle object 132 to the reference position. As a result, the enlarged traveling object 131 in which the character object 133 rides on the vehicle object 132 can be displayed naturally.

[0081] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to Figures 10 to 13. Figure 10 is a diagram showing an example of a storage area that stores various data used in information processing in the game system 1. Each piece of data shown in Figure 10 is stored, for example, in a storage medium accessible by the main unit 2 (for example, flash memory 26, DRAM 27, and / or a memory card inserted in slot 29, etc.).

[0082] 10, the game system 1 stores a game program. The game program is a program for executing game processes (each process shown in FIGS. 11 to 13) executed by the main unit 2. When the processor 21 of the main unit 2 executes the game program, each process described below is executed in the game system 1.

[0083] 10, the game system 1 stores object data and camera data. At the start of the game, each of the above data is set to a content indicating an initial state.

[0084] Object data indicates information about an object. The term "object" here refers to a running object that is a player object, a running object other than a player object, an obstacle object, a spectator object, an item object, and a box object. The game system 1 stores object data for each object. In this embodiment, the object data includes position data, distance data, and magnification data. The position data indicates the position of the object on the field. The distance data indicates the distance from the virtual camera to the object. The magnification data indicates the magnification of the object. In addition to the position data and magnification data, the object data may include other data depending on the type of object. For example, object data related to a running object may include data indicating the direction and speed of the running object, data indicating the state of the running object, and the like. Furthermore, object data related to a type of object that is not subject to magnification may not include the distance data and magnification data.

[0085] The camera data indicates information related to the virtual camera, including, for example, data indicating the position, orientation, and angle of view of the virtual camera.

[0086] 11 is a flowchart showing an example of the flow of game processing executed by the game system 1. The execution of the game processing is started in response to an instruction to start the game by a player, for example, during execution of the game program.

[0087] In the present embodiment, the processor 21 of the main unit 2 executes the game program stored in the game system 1, thereby performing the processing of each step shown in FIGS. 11 to 13. If the game system 1 is capable of communicating with another information processing device (e.g., a server), some of the processing of each step shown in FIGS. 11 to 13 may be performed in the other information processing device. The processing of each step shown in FIGS. 11 to 13 is merely an example, and the order of the processing of each step may be reversed, or another process may be performed in addition to (or instead of) the processing of each step, as long as the same results are obtained.

[0088] 11 to 13, using a memory (for example, the DRAM 27 or a memory provided in the SoC). The processor 21 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in a subsequent processing step, reads the information from the memory and uses it.

[0089] 11, processor 21 acquires the operation data indicating an operation input by the player. Specifically, processor 21 acquires the operation data received from each controller via controller communication unit 25 and / or each of terminals 22 and 23. Following step S1, the process of step S2 is executed.

[0090] In step S2, processor 21 controls the movement of the player object based on the operation data acquired in step S1. For example, processor 21 determines the position and orientation of the player object in the current frame by determining the speed and direction of travel of the player object based on the operation data. Processor 21 also performs collision determination for the player object, and when it is determined that the player object has come into contact with another object (e.g., another running object or an item object), it determines the position and orientation of the player object taking the contact into consideration. Processor 21 updates the object data stored in memory to indicate the new position and orientation of the player object. Following step S2, the process of step S3 is executed.

[0091] In step S3, processor 21 controls the actions of other objects other than the player object that are placed in the virtual space. The actions of the other objects are controlled, for example, based on rules predetermined in the game program. If the racing game is played in a multiplayer format, the actions of other running objects other than the player object may be controlled based on operation inputs from other players other than the player of game system 1. Operation data indicating the operation inputs from the other players is transmitted from other information processing devices corresponding to the other players and is received, for example, by network communication unit 24. For the running objects, processor 21 performs collision determination. If it is determined that the running object has come into contact with another object (e.g., another running object or an item object), it determines the position and orientation of the running object taking the contact into consideration. In one execution of step S3, the action of the object in one frame is determined, and the position, orientation, etc. of the object in the current frame are calculated. Processor 21 updates the object data stored in memory to indicate the new position, orientation, etc. of the object. Following step S3, step S4 is executed.

[0092] The operations of the running objects participating in the racing game are controlled by the processes in steps S2 and S3, and the racing game progresses.

[0093] In step S4, processor 21 sets the virtual camera. As described above, when no operation input is performed for the virtual camera, the position and orientation of the virtual camera are calculated so that the virtual camera follows the player object from behind. When an operation input is performed for the virtual camera, the virtual camera is set so that its position and orientation change in accordance with the operation input. Processor 21 updates the camera data stored in memory to indicate the settings made as described above. Following step S4, the process of step S5 is executed.

[0094] In step S5, processor 21 executes a magnification setting process. In the magnification setting process, a magnification factor and the like are set for an object to be enlarged during drawing processing. Hereinafter, the magnification setting process in step S5 will be described in detail with reference to FIG.

[0095] FIG. 12 is a sub-flowchart showing an example of the detailed flow of the magnification setting process in step S5 shown in FIG. 11. In the magnification setting process, first in step S11, processor 21 specifies one object for which the magnification is to be set. The object for which the magnification is to be set is an object to be drawn and is an object of a type that is subject to enlargement processing. The object to be drawn is, for example, an object whose distance from the virtual camera is within a predetermined distance. In this embodiment, the above-mentioned running objects and obstacle objects are subject to enlargement processing, while terrain objects and building objects are not subject to enlargement processing. In step S11, an object that has not yet been subject to processing in the current processing loop of steps S11 to S16 is specified. Following step S11, the processing of step S12 is executed.

[0096] In step S12, processor 21 calculates the distance from the virtual camera to the object specified in step S11. This distance is calculated based on the position indicated by the object data stored in memory and the position indicated by the camera data. Processor 21 updates the distance data in the object data stored in memory to indicate the calculated distance value. Following step S12, the process of step S13 is executed.

[0097] In step S13, processor 21 sets the enlargement factor for the object specified in step S11. The enlargement factor is set based on the distance calculated in step S12, in accordance with the method described above in [2. Example of a Game in the Game System] (see FIGS. 5 to 7). Processor 21 updates the magnification data in the object data stored in memory to indicate the set enlargement factor. Following step S13, the process of step S14 is executed.

[0098] In step S14, processor 21 determines whether the object specified in step S11 is a character object included in the running object. If the determination result in step S14 is positive, the process proceeds to step S15. On the other hand, if the determination result in step S14 is negative, the process proceeds to step S16.

[0099] In step S15, processor 21 sets an offset to be used when enlarging the object (specifically, the character object) designated in step S11. The offset is calculated based on the enlargement factor set in step S13 and the height from the enlargement base point to the reference position of the vehicle object corresponding to the character object. After step S15, the process of step S16 is executed.

[0100] In step S16, processor 21 determines whether or not the setting of the enlargement magnification factor for each target object has been completed. That is, processor 21 determines whether or not all objects for which the enlargement magnification factor is to be set have been designated in step S11. If the determination result in step S16 is positive, processor 21 ends the magnification factor setting process. On the other hand, if the determination result in step S16 is negative, the process of step S11 is executed again.

[0101] 11, in step S6 after step S5, processor 21 executes a drawing process. In the drawing process, a game image showing the game space as seen from the position of the virtual camera set in step S4 is generated. Hereinafter, the drawing process in step S6 will be described in detail with reference to FIG.

[0102] Fig. 13 is a sub-flowchart showing an example of the detailed flow of the drawing process in step S6 shown in Fig. 11. In the drawing process, first in step S21, processor 21 specifies one object to be drawn. The object to be drawn is, for example, an object whose distance from the virtual camera is within a predetermined distance. In step S21, an object that has not yet been the subject of processing in the current processing loop of steps S21 to S23 is specified. Following step S21, the processing of step S22 is executed.

[0103] In step S22, processor 21 enlarges and draws the object specified in step S21 at the enlargement magnification set in the magnification setting process of step S5. Specifically, processor 21 writes the enlarged image of the object to the frame buffer according to the method described in [2. Example of a Game in a Game System] above (see FIGS. 8 and 9). If an offset is set in the process of step S15 above, enlargement is performed with an upward movement according to the offset. If the enlargement magnification is set to 1x in step S13 above, the object is drawn without being enlarged. If an object does not have a set enlargement magnification, that is, if it is an object of a type that is not subject to enlargement processing, it is drawn without being enlarged. Following step S22, the process of step S23 is executed.

[0104] In step S23, processor 21 determines whether or not the drawing process has been completed for each object to be drawn. That is, processor 21 determines whether or not all objects to be drawn have been designated in step S21. If the determination result in step S23 is positive, processor 21 ends the drawing process. On the other hand, if the determination result in step S23 is negative, the process of step S21 is executed again.

[0105] Note that, in the drawing process shown in FIG. 13, the drawing of objects has been described, but in addition to drawing objects, the drawing process may also include drawing of backgrounds, UI images to be displayed superimposed on the image of the game space, and the like.

[0106] Returning to the explanation of FIG. 11, in step S7 following step S6, processor 21 outputs the game image generated by the drawing process of step S6 to the display device. Specifically, the game image drawn in the frame buffer is output to the display device, whereby the game image is displayed on the display device. Note that the display device to which the game image is output may be display 12 of main unit 2, or may be a monitor connected to main unit 2 and separate from display 12. In this embodiment, a processing loop of steps S1 to S8, including step S7, is repeatedly executed in a cycle once every predetermined time. As a result, the displayed game image is updated once per frame time.

[0107] In step S8, processor 81 determines whether or not to end the game processing. For example, processor 81 determines to end the game when a predetermined operation input for ending the game is performed by the player, or when a condition for ending the game (for example, each traveling object participating in a racing game has reached the finish line) is satisfied. If the determination result in step S8 is negative, the processing of step S1 is executed again. Thereafter, the series of processing steps S1 to S8 is repeatedly executed until it is determined in step S8 that the game should be ended. On the other hand, if the determination result in step S8 is positive, processor 81 ends the game processing shown in FIG. 11.

[0108] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, by enlarging and rendering an object that is far from the virtual camera, the visibility of the object can be improved. Also, in this embodiment, by setting the enlargement factor so that it increases as the distance increases within a predetermined distance range, the visibility of objects that are farther from the virtual camera can be further improved. Also, in this embodiment, by enlarging the object using a vertex shader, the object can be enlarged on the display without affecting processing such as collision determination.

[0109] In the above embodiment, a racing game in which a player object races against other moving objects is described as an example, but the content of the game to be executed is not limited to racing games. In games other than racing games, the visibility of an object can also be improved by enlarging the object using the method in the above embodiment.

[0110] In other embodiments, the game system 1 may enlarge the object using the method in the above embodiment even when a player object controlled by a player does not appear. For example, the game system 1 may have a function of running a race in which the player object of the player of the game system 1 does not participate. Note that the race may be, for example, a race in which only automatically controlled running objects participate, or a race in which player objects of players other than the player of the game system 1 participate. Even when such a race is displayed, the game system 1 may enlarge the object using the method in the above embodiment. This also improves the visibility of the object, as in the above embodiment.

[0111] In the above embodiment, when a process is executed using data (which means including a program) in an information processing device, part of the data required for the process may be transmitted from another information processing device different from the information processing device. In this case, the information processing device may execute the process using the data received from the other information processing device and the data stored in the information processing device itself.

[0112] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, or may not execute some of the processes executed in the above embodiments. For example, in order to achieve some specific effects in the above embodiments, the information processing system may have the configurations for achieving those effects and execute the processes for achieving those effects, but may not have other configurations or may not execute other processes. [Explanation of symbols]

[0113] 1. Game System 21 processors 101 Player Object 102,131 moving objects 111 Virtual Camera 132 Vehicle Objects 133 Character Objects

Claims

1. The computer of the information processing device a racing game is carried out by running a player object controlled based on an operation input and a plurality of other running objects on a field in a virtual space; In the racing game, setting a virtual camera in the virtual space to follow the running of the player object and to a position behind the player object so as to have the player object at least in its field of view; A game program that draws objects in the virtual space based on the virtual camera, and in the drawing, enlarges and draws at least the other moving objects among the objects in the virtual space by a vertex shader at a magnification that increases as the distance from the virtual camera increases, at least within a first range.

2. 2. The game program of claim 1, wherein the multiplier is set to a first multiplier at a first distance from the virtual camera, a second multiplier higher than the first multiplier at a second distance farther than the first distance, and a multiplier obtained by linearly interpolating the first multiplier and the second multiplier depending on the distance between the first distance and the second distance.

3. The game program of claim 2, wherein the multiplier is further set to a third multiplier higher than the second multiplier at a third distance from the virtual camera that is farther than the second distance, and to a multiplier obtained by linearly interpolating the second multiplier and the third multiplier depending on the distance between the second distance and the third distance.

4. The computer further comprises: In the drawing, 4. The game program according to claim 1, wherein, among objects in the virtual space, objects of a predetermined type other than the player object and the other moving objects are enlarged and drawn by a vertex shader at a magnification that increases as the distance from the virtual camera increases within a second range, and that is different from that of the other moving objects.

5. The computer, 2. The game program according to claim 1, wherein, in the drawing, at least the other running objects are enlarged by a vertex shader at the magnification, and the running objects are drawn at a position where the height of their lower surfaces remains unchanged from before the enlargement.

6. the other running object is a vehicle object on which a character object is riding at a reference position on the vehicle object, The computer, 6. A game program as described in claim 5, wherein, in the drawing, at least the other moving objects are enlarged by a vertex shader at the magnification, and the height of the lower surface of the character object is drawn on a reference position after enlargement of the vehicle object, at a position where the height of the lower surface of the vehicle object remains the same as before enlargement.

7. 7. The game program according to claim 1, wherein the distance from the virtual camera is a distance within the virtual space or a distance related to a depth component of the virtual camera.

8. a racing game is played on a field in a virtual space, in which a player object controlled based on an operation input and a plurality of other running objects are caused to run together; In the racing game, a virtual camera in the virtual space is set to follow the running of the player object and is oriented in a direction that includes at least the player object in its field of view at a position behind the player object; An information processing system that draws objects in the virtual space based on the virtual camera, and in the drawing, enlarges and draws at least the other moving objects among the objects in the virtual space using a vertex shader at a magnification that increases as the distance from the virtual camera increases, at least within a first range.

9. 9. The information processing system of claim 8, wherein the magnification is set to a first magnification at a first distance from the virtual camera, a second magnification higher than the first magnification at a second distance farther than the first distance, and a magnification obtained by linearly interpolating the first magnification and the second magnification depending on the distance between the first distance and the second distance.

10. The information processing system of claim 9, wherein the magnification is further set to a third magnification higher than the second magnification at a third distance from the virtual camera that is farther than the second distance, and to a magnification obtained by linearly interpolating the second magnification and the third magnification depending on the distance between the second distance and the third distance.

11. In the drawing, further 11. The information processing system according to claim 8, wherein, of the objects in the virtual space, a predetermined type of object other than the player object and the other running object is enlarged and drawn by a vertex shader at a magnification that increases as the distance from the virtual camera increases within a second range, and that is different from that of the other running objects.

12. 9. The information processing system according to claim 8, wherein in the drawing, at least the other running objects are enlarged by the magnification factor using a vertex shader, and the running objects are drawn at a position where the height of their lower surfaces remains unchanged from before the enlargement.

13. the other running object is a vehicle object on which a character object is riding at a reference position on the vehicle object, 13. The information processing system of claim 12, wherein in the drawing, at least the other moving objects are enlarged by a vertex shader at the magnification, and the height of the lower surface of the character object is drawn on a reference position after enlargement of the vehicle object, at a position where the height of the lower surface of the vehicle object remains the same as before enlargement.

14. 14. The information processing system according to claim 8, wherein the distance from the virtual camera is a distance within the virtual space or a distance related to a depth direction component of the virtual camera.

15. An information processing device including a processor, The processor: a racing game is played on a field in a virtual space, in which a player object controlled based on an operation input and a plurality of other running objects are caused to run together; In the racing game, a virtual camera in the virtual space is set to follow the running of the player object and is oriented in a direction that includes at least the player object in its field of view at a position behind the player object; An information processing device that draws objects in the virtual space based on the virtual camera, and in the drawing, enlarges and draws at least the other moving objects among the objects in the virtual space by a vertex shader at a magnification that increases as the distance from the virtual camera increases, at least within a first range.

16. Information processing systems, a racing game is carried out by running a player object controlled based on an operation input and a plurality of other running objects on a field in a virtual space; In the racing game, setting a virtual camera in the virtual space to follow the running of the player object and to a position behind the player object so as to have the player object at least in its field of view; A game processing method comprising: drawing objects in the virtual space based on the virtual camera; and, in the drawing, enlarging and drawing at least the other moving objects among the objects in the virtual space by a vertex shader at a magnification that increases as the distance from the virtual camera increases, at least within a first range.

17. 17. A game processing method according to claim 16, wherein the multiplier is set to a first multiplier at a first distance from the virtual camera, a second multiplier higher than the first multiplier at a second distance farther than the first distance, and a multiplier obtained by linearly interpolating the first multiplier and the second multiplier depending on the distance between the first distance and the second distance.

18. 18. A game processing method according to claim 17, wherein the multiplier is further set to a third multiplier higher than the second multiplier at a third distance from the virtual camera that is farther than the second distance, and to a multiplier obtained by linearly interpolating the second multiplier and the third multiplier depending on the distance between the second distance and the third distance.

19. In the information processing system, the drawing further comprises:

19. A game processing method according to claim 16, wherein, of the objects in the virtual space, a predetermined type of object other than the player object and the other running object is enlarged and drawn by a vertex shader at a magnification that increases as the distance from the virtual camera increases within at least a second range, and that is different from that of the other running objects.

20. The information processing system, 17. A game processing method according to claim 16, wherein, in said drawing, at least said other running objects are enlarged by a vertex shader at said magnification, and are drawn at a position where the height of the lower surface of said running object remains unchanged from before enlargement.

21. the other running object is a vehicle object on which a character object is riding at a reference position on the vehicle object, The information processing system, 21. A game processing method according to claim 20, wherein in said drawing, at least the other moving objects are enlarged by a vertex shader at said magnification, and the height of the lower surface of the character object is drawn on a reference position after enlargement of the vehicle object, at a position where the height of the lower surface of the vehicle object remains the same as before enlargement.

22. 22. A game processing method according to claim 16, wherein the distance from the virtual camera is a distance within the virtual space or a distance related to a depth direction component of the virtual camera.

Citation Information

Patent Citations

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

    JP2017148100A