Game program, game system, game processing method, and game device
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NINTENDO CO LTD
- Filing Date
- 2026-02-27
- Publication Date
- 2026-06-23
AI Technical Summary
【0028】 本発明によれば、ボクセルデータに対応するメッシュに対しても、プレイヤキャラクタの進行方向の崖のような形状を判定して当該プレイヤキャラクタの移動を制御することができる。
Smart Images

Figure 2026102646000001_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. A mesh corresponding to the voxel data, wherein the collision mesh is updated, the vertex coordinates of which are determined based on the density included in at least the voxel data. In the aforementioned game processing, further, In the first case where the player character is at least on the collision mesh, the player character is moved based on the input at the position on the collision mesh. In the second case where the player character is not at least on the collision mesh, the player character is made to fall. A game program that, when a first location is determined that satisfies the first condition that the collision mesh does not exist within a predetermined range in the direction of movement from the player character, and within a predetermined distance downward from a predetermined height based on the player character's height, a first restriction is placed on the movement control of the player character.
2. To the aforementioned computer, In the aforementioned game processing, further, Based on the input, the player character is made to perform a first action. Based on the first action, a first voxel update range is generated in the virtual space, and the density of voxels corresponding to the first voxel update range is reduced. The game program according to claim 1, wherein, as the first restriction, the movement of the player character in the direction of travel is stopped if a predetermined period of time has elapsed since the decrease in density occurred due to at least the first action.
3. The game program according to claim 2, wherein the computer further determines, as the first restriction, that the player character is surrounded by the collision mesh, and stops the player character from moving in the direction of travel.
4. The game program according to claim 3, wherein the computer further has a second location where the collision mesh exists within a predetermined distance toward the player character from a predetermined position further below the first location, and the normal of the collision mesh at the second location is not within a predetermined range including the upward direction of the virtual space, the computer stops the movement of the player character in the direction of travel.
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 collision mesh is determined based on the material included in the voxel data, The game program according to claim 1, wherein, as the first restriction, if there is a third location where the collision mesh exists within a predetermined distance toward the player character from a predetermined position further below the first location, and the material of the third location of the collision mesh is the first material, the movement of the player character in the direction of travel is stopped.
6. The game program according to claim 5, further comprising the first restriction, which causes the computer to stop the player character from moving in the direction of travel if the normal of the collision mesh at the third location is not within a predetermined range including the upward direction in the virtual space.
7. The aforementioned computer further, In the aforementioned game processing, In the third case where the player character is in contact with the collision mesh at least in the forward direction, the material at the contact point of the collision mesh is, If it is not the first material, the player character is controlled to be movable based on the input at a position in contact with the collision mesh. The game program according to claim 5, wherein, in the case of the first material, the player character is moved downward at a position in contact with the collision mesh.
8. The aforementioned computer further, The game program according to claim 3, wherein the collision mesh does not exist within a predetermined distance below the player character, and there exists a fourth location where the collision mesh exists within a predetermined distance from a predetermined position below the player character toward the opposite direction of the player character's movement, and the normal of the collision mesh at the fourth location is not within a predetermined range including the upward direction of the virtual space, the program positions the player character in contact with the collision mesh at least in the forward direction, and controls it to move based on an operation input within the range in contact with the collision mesh.
9. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The aforementioned computer further, A display mesh corresponding to the voxel data and drawn based on a virtual camera is generated or updated by determining the vertex coordinates of the mesh based on the density included in at least the voxel data, and determining the material of the mesh based on the material included in at least the voxel data. A game program according to any one of claims 1 to 8, which causes the program to draw the virtual space including the display mesh based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh.
10. 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 collision mesh is determined based on the material included in the voxel data, A game program according to any one of claims 1 to 8, wherein the collision mesh is used as a display mesh, and the program renders the virtual space including the display mesh based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh.
11. 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 mesh corresponding to the voxel data is updated, and the collision mesh is determined based on the density included in at least the voxel data, In the aforementioned game processing, further, In the first case where the player character is at least on the collision mesh, the player character is moved based on the input at the position on the collision mesh. In the second case where the player character is not at least on the collision mesh, the player character is made to fall. A game system that, when a first location is determined that satisfies the first condition that the collision mesh does not exist within a predetermined range in the direction of movement from the player character, and within a predetermined distance downward from a predetermined height based on the player character's height, a first restriction is applied to the movement control of the player character.
12. The aforementioned game system is In the aforementioned game processing, further, Based on the input, the player character is made to perform a first action. Based on the first action, a first voxel update range is generated in the virtual space, and the density of voxels corresponding to the first voxel update range is reduced. As a first limitation, the game system according to claim 11, wherein the player character stops moving in the direction of travel if a predetermined period of time has elapsed since the decrease in density occurred due to at least the first action.
13. The game system according to claim 12, wherein, as the first limitation, if it is determined that the player character is surrounded by the collision mesh, the movement of the player character in the direction of travel is stopped.
14. The game system according to claim 13, wherein, as a first limitation, there exists a second location where the collision mesh exists within a predetermined distance toward the player character from a predetermined position further below the first location, and if the normal of the collision mesh at the second location is not within a predetermined range including the upward direction of the virtual space, the movement of the player character in the direction of travel is stopped.
15. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The aforementioned game system further, The material of the collision mesh is determined based on the material included in the voxel data, The game system according to claim 11, wherein, as the first restriction, if there is a third location on the collision mesh within a predetermined distance toward the player character from a predetermined position further below the first location, and the material of the third location on the collision mesh is the first material, the movement of the player character in the direction of travel is stopped.
16. The game system according to claim 15, wherein, as the first limitation, the game system further stops the player character from moving in the direction of travel if the normal of the collision mesh at the third location is not within a predetermined range including the upward direction in the virtual space.
17. The aforementioned game system further, In the aforementioned game processing, In the third case where the player character is in contact with the collision mesh at least in the forward direction, the material at the contact point of the collision mesh is, If it is not the first material, the player character is controlled to be movable based on the input at a position in contact with the collision mesh. The game system according to claim 15, wherein, in the case of the first material, the player character is moved downward at a position in contact with the collision mesh.
18. The aforementioned game system further, The game system according to claim 13, wherein the collision mesh does not exist within a predetermined distance below the player character, and there exists a fourth location where the collision mesh exists within a predetermined distance from a predetermined position below the player character toward the opposite direction of the player character's movement, and the normal of the collision mesh at the fourth location is not within a predetermined range including the upward direction of the virtual space, the player character is positioned in contact with the collision mesh at least in the forward direction, and is controlled to be movable based on operation input within the range in contact with the collision mesh.
19. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The aforementioned game system further, A display mesh corresponding to the voxel data and drawn based on a virtual camera is generated or updated by determining the vertex coordinates of the mesh based on the density included in at least the voxel data, and determining the material of the mesh based on the material included in at least the voxel data. A game system according to any one of claims 11 to 18, wherein the virtual space including the display mesh is rendered based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh.
20. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The aforementioned game system further, The material of the collision mesh is determined based on the material included in the voxel data, A game system according to any one of claims 11 to 18, wherein the collision mesh is used as a display mesh, and the virtual space including the display mesh is rendered based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh.
21. 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. A mesh corresponding to the voxel data, wherein the collision mesh is updated, the vertex coordinates of which are determined based on the density included in at least the voxel data. In the aforementioned game processing, further, In the first case where the player character is at least on the collision mesh, the player character is moved based on the input at the position on the collision mesh. In the second case where the player character is not at least on the collision mesh, the player character is made to fall. A game processing method that, when a first location is determined that satisfies the first condition that the collision mesh does not exist within a predetermined range in the direction of movement from the player character, and within a predetermined distance downward from a predetermined height based on the height of the player character, a first restriction is applied to the movement control of the player character.
22. In the aforementioned information processing system, In the aforementioned game processing, further, Based on the input, the player character is made to perform a first action. Based on the first action, a first voxel update range is generated in the virtual space, and the density of voxels corresponding to the first voxel update range is reduced. As a first restriction, the game processing method according to claim 21, wherein the movement of the player character in the direction of travel is stopped if a predetermined period has elapsed since the decrease in density occurred due to at least the first action.
23. The game processing method according to claim 22, further comprising the information processing system, which, as the first limitation, determines that the player character is surrounded by the collision mesh, stops the movement of the player character in the direction of travel.
24. The game processing method according to claim 23, wherein, as a first restriction, there exists a second location where the collision mesh exists within a predetermined distance toward the player character from a predetermined position further below the first location, and the normal of the collision mesh at the second location is not within a predetermined range including the upward direction of the virtual space, the movement of the player character in the direction of travel is stopped.
25. 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 collision mesh is determined based on the material included in the voxel data, The game processing method according to claim 21, wherein, as the first restriction, if there is a third location where the collision mesh exists within a predetermined distance toward the player character from a predetermined position further below the first location, and the material of the third location of the collision mesh is the first material, the movement of the player character in the direction of movement is stopped.
26. The game processing method according to claim 25, further comprising the information processing system, as the first limitation, stopping the movement of the player character in the direction of travel if the normal of the collision mesh at the third location is not within a predetermined range including the upward direction in the virtual space.
27. The aforementioned information processing system further includes, In the aforementioned game processing, In the third case where the player character is in contact with the collision mesh at least in the forward direction, the material at the contact point of the collision mesh is, If it is not the first material, the player character is controlled to be movable based on the input at a position in contact with the collision mesh. The game processing method according to claim 25, wherein, in the case of the first material, the player character is moved downward at a position in contact with the collision mesh.
28. The aforementioned information processing system further includes, The game processing method according to claim 23, wherein the collision mesh does not exist within a predetermined distance below the player character, and there exists a fourth location where the collision mesh exists within a predetermined distance from a predetermined position below the player character toward the opposite direction of the player character's movement, and the normal of the collision mesh at the fourth location is not within a predetermined range including the upward direction of the virtual space, the player character is positioned in contact with the collision mesh at least in the forward direction, and the player character is controlled to move based on operation input within the range in contact with the collision mesh.
29. 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, A display mesh corresponding to the voxel data and drawn based on a virtual camera is generated or updated by determining the vertex coordinates of the mesh based on the density included in at least the voxel data, and determining the material of the mesh based on the material included in at least the voxel data. A game processing method according to any one of claims 21 to 28, wherein the virtual space including the display mesh is rendered based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh.
30. 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 collision mesh is determined based on the material included in the voxel data, A game processing method according to any one of claims 21 to 28, wherein the collision mesh is used as a display mesh, and the virtual space including the display mesh is rendered based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh.
31. A game device equipped with a processor, The aforementioned processor, 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 mesh corresponding to the voxel data is updated, and the collision mesh is determined based on the density included in at least the voxel data, In the aforementioned game processing, further, In the first case where the player character is at least on the collision mesh, the player character is moved based on the input at the position on the collision mesh. In the second case where the player character is not at least on the collision mesh, the player character is made to fall. A game device that, when a first location is determined that satisfies the first condition that the collision mesh does not exist within a predetermined range in the direction of movement from the player character, and within a predetermined distance downward from a predetermined height based on the height of the player character, a first restriction is applied to the movement control of the player character.