Game program, information processing system, information processing device, and game processing method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NINTENDO CO LTD
- Filing Date
- 2026-01-23
- Publication Date
- 2026-06-16
Smart Images

Figure 2026097798000001_ABST
Abstract
Claims
1. On the computer, Voxel data defined within a virtual space, wherein for each of multiple voxels, a density is set to indicate the degree to which the space defined by that voxel is virtually occupied by its contents, and this voxel data is updated based on game processing. The display mesh, corresponding to the voxel data and drawn based on a virtual camera, is generated and updated by setting vertices in the portion where voxels having the density in a first range and voxels having the density in a second range lower than the first range are adjacent, and determining the vertex coordinates based on at least the density included in the voxel data. The virtual space including the display mesh is rendered, During a first period in which a first event occurs based on the aforementioned game processing, multiple first voxel update ranges are continuously generated in the virtual space. A game program that, with respect to each voxel in the virtual space corresponding to the first voxel update range, performs a first update on the voxel in which the density decreases if the density of either the voxel or the voxels surrounding it falls within the second range.
2. The aforementioned computer further: Based on the input, the player character is controlled within the virtual space. Based on a first instruction derived from the operation input, the player character is made to perform a first action as the first event. The game program according to claim 1, wherein during the first period, a plurality of determination shapes are continuously generated at a plurality of positions based on the position of the player character, and when the determination shape comes into contact with a determination mesh that corresponds to the voxel data and is used for collision detection in the virtual space, the first voxel update range is generated at the contact position.
3. The aforementioned computer further: The game program according to claim 2, which continues the first action while the first instruction based on the operation input is in effect.
4. The aforementioned computer further: Based on the degree of the decrease in density due to the first update, the number of times the player character can perform the second action is increased. The game program according to claim 2, wherein, if there are remaining execution counts, the second event involves consuming the execution counts to cause the player character to perform the second action.
5. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The aforementioned computer further: The material of the display mesh is determined based on the material included in the voxel data, Based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh, the virtual space including the display mesh is rendered. As the number of available executions increases, the material corresponding to the second action for the increased number of executions is set based on the material of the voxel that has changed due to the first update. The game program according to claim 4, wherein the player character is instructed to perform an action of releasing an object to which a material corresponding to the second action has been set.
6. The aforementioned voxel data further includes a damage value or durability value set for each of the multiple voxels. To the aforementioned computer, A game program according to any one of claims 1 to 5, wherein, as the first update, the damage value is increased or the durability value is decreased for the voxel that is the target of the first update, and the density is reduced for voxels whose damage value is above a predetermined value or whose durability value is below a predetermined value.
7. The aforementioned voxel data further includes a hardness setting for each of the multiple voxels. To the aforementioned computer, As the first update described above, for the voxels subject to the first update, If the hardness is above a predetermined value, the damage value is increased or the durability value is decreased, and for voxels where the damage value is above a predetermined value or the durability value is below a predetermined value, the density is reduced. The game program according to claim 6, wherein the density is reduced if the hardness is below a predetermined value.
8. Voxel data defined within a virtual space, wherein for each of multiple voxels, a density is set to indicate the degree to which the space defined by that voxel is virtually occupied by its contents, and this voxel data is updated based on game processing. A display mesh corresponding to the voxel data and drawn based on a virtual camera is generated and updated by setting vertices in the portion where voxels having the density in a first range and voxels having the density in a second range lower than the first range are adjacent, and determining the vertex coordinates based on at least the density included in the voxel data. The virtual space including the display mesh is rendered, During a first period in which a first event occurs based on the aforementioned game processing, a plurality of first voxel update ranges are continuously generated in the virtual space. An information processing system that, with respect to each voxel in the virtual space corresponding to the first voxel update range, performs a first update on the voxel in which the density of either the voxel or the voxels surrounding it decreases if the density of the voxel is included in the second range.
9. The aforementioned information processing system further, Based on the input, the player character is controlled within the virtual space. Based on a first instruction derived from the operation input, the player character performs a first action as the first event. The information processing system according to claim 8, wherein during the first period, a plurality of determination shapes are continuously generated at a plurality of positions based on the position of the player character, and when the determination shape comes into contact with a determination mesh that corresponds to the voxel data and is used for collision determination in the virtual space, the first voxel update range is generated at the contact position.
10. The aforementioned information processing system further, The information processing system according to claim 9, which continues the first action while the first instruction based on the operation input is in effect.
11. The aforementioned information processing system further, Based on the degree of the decrease in density due to the first update, the number of times the player character can perform the second action is increased. The information processing system according to claim 9, wherein, if there are remaining execution counts, the system causes the player character to perform the second action as a second event by consuming the execution counts.
12. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The aforementioned information processing system further, The material of the display mesh is determined based on the material included in the voxel data, Based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh, the virtual space including the display mesh is rendered. As the number of available executions increases, the material corresponding to the second action for the increased number of executions is set based on the material of the voxel that has changed due to the first update. The information processing system according to claim 11, wherein the player character is instructed to perform an action of releasing an object to which a material corresponding to the second action has been set.
13. The aforementioned voxel data further includes a damage value or durability value set for each of the multiple voxels. The aforementioned information processing system further, An information processing system according to any one of claims 8 to 12, wherein, as the first update, the damage value is increased or the durability value is decreased for the voxels targeted for the first update, and the density is reduced for voxels whose damage value is above a predetermined value or whose durability value is below a predetermined value.
14. The aforementioned voxel data further includes a hardness setting for each of the multiple voxels. The aforementioned information processing system further, As the first update described above, for the voxels subject to the first update, If the hardness is above a predetermined value, the damage value is increased or the durability value is decreased, and for voxels where the damage value is above a predetermined value or the durability value is below a predetermined value, the density is reduced. The information processing system according to claim 13, wherein the density is reduced if the hardness is below a predetermined value.
15. Voxel data defined within a virtual space, wherein for each of multiple voxels, a density is set to indicate the degree to which the space defined by that voxel is virtually occupied by its contents, and this voxel data is updated based on game processing. A display mesh corresponding to the voxel data and drawn based on a virtual camera is generated and updated by setting vertices in the portion where voxels having the density in a first range and voxels having the density in a second range lower than the first range are adjacent, and determining the vertex coordinates based on at least the density included in the voxel data. The virtual space including the display mesh is rendered, During a first period in which a first event occurs based on the aforementioned game processing, a plurality of first voxel update ranges are continuously generated in the virtual space. An information processing device that, with respect to each voxel in the virtual space corresponding to the first voxel update range, performs a first update on the voxel in which the density of either the voxel or the voxels surrounding it decreases if the density of the voxel is included in the second range.
16. The aforementioned information processing device further, Based on the input, the player character is controlled within the virtual space. Based on a first instruction derived from the operation input, the player character performs a first action as the first event. The information processing device according to claim 15, wherein, during the first period, a plurality of determination shapes are continuously generated at a plurality of positions based on the position of the player character, and when the determination shape comes into contact with a determination mesh corresponding to the voxel data and used for collision determination in the virtual space, the first voxel update range is generated at the contact position.
17. The aforementioned information processing device further, The information processing device according to claim 16, which continues the first action while the first instruction based on the operation input is in effect.
18. The aforementioned information processing device further, Based on the degree of the decrease in density due to the first update, the number of times the player character can perform the second action is increased. The information processing device according to claim 16, wherein, if there are remaining execution counts, the second event involves consuming the execution counts and causing the player character to perform the second action.
19. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The aforementioned information processing device further, The material of the display mesh is determined based on the material included in the voxel data, Based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh, the virtual space including the display mesh is rendered. As the number of available executions increases, the material corresponding to the second action for the increased number of executions is set based on the material of the voxel that has changed due to the first update. The information processing device according to claim 18, wherein the player character is instructed to perform an action of releasing an object to which a material corresponding to the second action has been set.
20. The aforementioned voxel data further includes a damage value or durability value set for each of the multiple voxels. An information processing apparatus according to any one of claims 15 to 19, wherein, as the first update, the damage value is increased or the durability value is decreased for the voxels targeted for the first update, and the density is reduced for voxels whose damage value is above a predetermined value or whose durability value is below a predetermined value.
21. The aforementioned voxel data further includes a hardness setting for each of the multiple voxels. The aforementioned information processing device further, As the first update described above, for the voxels subject to the first update, If the hardness is above a predetermined value, the damage value is increased or the durability value is decreased, and for voxels where the damage value is above a predetermined value or the durability value is below a predetermined value, the density is reduced. The information processing system according to claim 20, wherein the density is reduced if the hardness is below a predetermined value.
22. In the information processing system, Voxel data defined within a virtual space, wherein for each of multiple voxels, a density is set to indicate the degree to which the space defined by that voxel is virtually occupied by its contents, and this voxel data is updated based on game processing. The display mesh, corresponding to the voxel data and drawn based on a virtual camera, is generated and updated by setting vertices in the portion where voxels having the density in a first range and voxels having the density in a second range lower than the first range are adjacent, and determining the vertex coordinates based on at least the density included in the voxel data. The virtual space including the display mesh is rendered, During a first period in which a first event occurs based on the aforementioned game processing, multiple first voxel update ranges are continuously generated in the virtual space. A game processing method that, with respect to each voxel in the virtual space corresponding to the first voxel update range, if the density of either the voxel or the voxels surrounding it falls within the second range, causes a first update to be performed on the voxel, which reduces the density.
23. The aforementioned information processing system further includes: Based on the input, the player character is controlled within the virtual space. Based on a first instruction derived from the operation input, the player character is made to perform a first action as the first event. The game processing method according to claim 22, wherein during the first period, a plurality of determination shapes are continuously generated at a plurality of positions based on the position of the player character, and when the determination shape comes into contact with a determination mesh that corresponds to the voxel data and is used for collision detection in the virtual space, the first voxel update range is generated at the contact position.
24. The aforementioned information processing system further includes: The game processing method according to claim 23, wherein the first action is continued while the first instruction based on the operation input is in effect.
25. The aforementioned information processing system further includes: Based on the degree of the decrease in density due to the first update, the number of times the player character can perform the second action is increased. The game processing method according to claim 23, wherein, if there are remaining execution counts, the second event involves consuming the execution counts to cause the player character to perform the second action.
26. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The aforementioned information processing system further includes: The material of the display mesh is determined based on the material included in the voxel data, Based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh, the virtual space including the display mesh is rendered. As the number of available executions increases, the material corresponding to the second action for the increased number of executions is set based on the material of the voxel that has changed due to the first update. The game processing method according to claim 25, wherein the player character is instructed to perform an action of releasing an object to which a material corresponding to the second action has been set.
27. The aforementioned voxel data further includes a damage value or durability value set for each of the multiple voxels. In the aforementioned information processing system, The game processing method according to any one of claims 22 to 26, wherein, as the first update, the damage value is increased or the durability value is decreased for the voxel that is the target of the first update, and the density is reduced for voxels whose damage value is above a predetermined value or whose durability value is below a predetermined value.
28. The aforementioned voxel data further includes a hardness setting for each of the multiple voxels. In the aforementioned information processing system, As the first update described above, for the voxels subject to the first update, If the hardness is above a predetermined value, the damage value is increased or the durability value is decreased, and for voxels where the damage value is above a predetermined value or the durability value is below a predetermined value, the density is reduced. The game processing method according to claim 27, wherein if the hardness is less than a predetermined value, the density is reduced.