Game program, information processing system, information processing device, and game processing method

JP2026144969APending Publication Date: 2026-09-09NINTENDO CO LTD
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Patent Information

Application Number
JP2025245444
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-12-11
Publication Date
2026-09-09

AI Technical Summary

Benefits of technology

【0030】 上記ゲームプログラム、情報処理システム、情報処理装置、または、ゲーム処理方法によれば、ボクセルデータを用いた新規なゲームを提供することができる。

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Abstract

We will provide a novel game using voxel data. [Solution] The information processing system controls the movement of a player object in a virtual space based on an operation input, at a position on the voxel mesh if the player object is on the voxel mesh. The information processing system generates a first voxel update range in front of the player object and reduces the density of voxels corresponding to the first voxel update range. The information processing system causes the player object to perform a first action in response to a first instruction based on the operation input. The information processing system continuously generates a second voxel update range at the position through which the player object has passed as a result of the first action and increases the density of voxels corresponding to the second voxel update range.
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Description

Technical Field

[0001] The present invention relates to a game program, an information processing system, an information processing apparatus, and a game processing method for generating an object in a virtual space using voxel data.

Background Art

[0002] Conventionally, managing objects using voxel data and generating a mesh of the object in a virtual space based on the voxel data has been performed (see, for example, Non-Patent Document 1).

Prior Art Literature

Non-Patent Literature

[0003]

Non-Patent Document 1

Summary of the Invention

Problem to be Solved by the Invention

[0004] It is desired to provide a novel game using voxel data.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing apparatus, and a game processing method that execute a novel game using voxel data.

Means for Solving the Problem

[0006] In order to solve the above problem, the present invention adopts the following configurations (1) to (11).

[0007] (1) One example of the present invention is a game program that causes a computer to perform the following processes. - A process to update voxel data defined in a virtual space, where each of multiple voxels has a density set to indicate the degree to which the space defined by that voxel is virtually occupied by its contents, based on game processing. • A process of updating a voxel mesh that corresponds to voxel data, where the vertex coordinates are determined based on the density contained in at least one voxel in the data. • In game processing, a process that controls the movement of a player object in a virtual space based on input, at a position on a voxel mesh if the player object is located on a voxel mesh. • In game processing, a process is performed to generate a first voxel update range in front of the player object and to reduce the density of voxels corresponding to the first voxel update range. In game processing, the process of causing a player object to perform a first action in response to a first instruction based on the input of controls. • In game processing, a second voxel update range is continuously generated at the location where the player object passed through by the first action, and the density of voxels corresponding to the second voxel update range is increased.

[0008] According to the configuration described in (1) above, it is possible to provide a novel game in which the voxel mesh dynamically deforms in response to the movement of the player object.

[0009] (2) In the configuration described in (1) above, the game processing may be the game processing of a racing game in which the player completes a predetermined number of laps around a circular course on a field that constitutes a circular course in a virtual space.

[0010] According to the configuration described in (2) above, the player object can move on a voxel mesh that has been updated in response to its first action. This can improve the strategic depth of racing games.

[0011] (3) In the configuration described in (2) above, the field course may include ground objects having meshes other than voxel meshes. Voxel data may be defined at least over the ground objects in the virtual space. The game program may cause the computer to control the movement of player objects in the virtual space based on input, at their position on the ground objects if they are standing on them.

[0012] According to the configuration described in (3) above, ground objects can be used to provide a field suitable for racing games.

[0013] (4) In any of the configurations (1) to (3) above, the voxel data may further have a material set for each of the multiple voxels that indicates the type of content. The game program may also cause the computer to perform the following processes. • A process that generates or updates the material of a voxel mesh by determining it based on the material contained in at least the voxel data. • A process to update the material of voxels that increase in density based on the second voxel update range to the first material. • When a player object is placed on the voxel mesh of the first material, the process accelerates the player object.

[0014] According to the configuration described in (4) above, the player object can gain an advantage in the game by moving across the voxel mesh created by the first action. This can further enhance the strategic depth of the game.

[0015] (5) In the configuration according to any one of (1) to (4) above, for each of the plurality of voxels, a material indicating the type of content may be further set for voxel data. The game program may cause a computer to further execute the following processing. ·Processing of generating or updating a voxel mesh by determining the material of the voxel mesh based at least on materials included in the voxel data ·Processing of reducing the moving speed in movement control of a player object when the material of the voxel mesh in the traveling direction of the player object is a second material, compared to when the material is a third material

[0016] According to the configuration of (5) above, the strategic nature of the game can be further improved.

[0017] (6) In the configuration of (5) above, the game program may further cause a computer to swap the type of content indicated by the second material and the type of content indicated by the third material when a first event occurs in game processing.

[0018] According to the configuration of (6) above, the strategic nature of the game can be further improved. In addition, the processing of swapping materials of the voxel mesh can be executed with low processing load.

[0019] (7) In the configuration according to any one of (1) to (6) above, the game program may cause a computer to generate a second voxel update range after a predetermined period of time has elapsed since the player object passed through the second voxel update range.

[0020] According to the configuration of (7) above, the possibility that the player object comes into contact with the updated voxel mesh can be reduced.

[0021] (8) In any of the configurations (1) through (7) above, the first action may include at least a jump in the direction of movement. The game program may cause the computer to perform the following processes. During the first period following the start of the first action, the process sets the second voxel update range as the range obtained by excluding the area above the plane tilted at a predetermined angle from the start position of the first action to the current position of the player object, out of the third voxel update range set at the positions the player object has passed through. • After the first period has elapsed, the process of setting the third voxel update range as the second voxel update range is performed.

[0022] According to the configuration described in (8) above, player objects can be easily moved onto the updated voxel mesh according to the setting of the second voxel update range.

[0023] (9) In any of the configurations described in (1) to (8) above, the game program may also cause the computer to generate a fourth voxel update range outside the second voxel update range at the start of the first action, and increase the density of voxels corresponding to the fourth voxel update range.

[0024] According to the configuration described in (9) above, the position of the updated voxel mesh, according to the setting of the second voxel update range, can be made easily understandable to the player. In addition, it becomes easier for player objects to enter the voxel mesh.

[0025] (10) In any of the configurations (1) to (9) above, the voxel mesh includes a collision mesh used for collision detection with player objects and a display mesh drawn based on a virtual camera, or it may be both the collision mesh and the display mesh. The voxel data may further have a material set for each of the multiple voxels indicating the type of content. The game program may cause the computer to perform the following processes: • A process to determine the material of a collision mesh based on the material contained in at least the voxel data. - A process that renders a virtual space containing a collision mesh, based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh, using the collision mesh as the display mesh.

[0026] According to the configuration described in (10) above, collision detection and rendering can be performed using the voxel mesh that is updated by the voxel update range setting described above.

[0027] (11) In any of the configurations (1) to (9) above, the voxel mesh may be a collision mesh used for collision detection with the player object. The voxel data may also have a material set for each of the multiple voxels to indicate the type of content. The game program may also cause the computer to perform the following processes. - A process that generates or updates a display mesh that corresponds to voxel data and is drawn based on a virtual camera, by determining the vertex coordinates of the mesh based on the density contained in at least the voxel data, and determining the material of the mesh based on the material contained in at least the voxel data. - A process that renders a virtual space containing a display mesh based on the vertex coordinates of the display mesh and the texture corresponding to the material of the display mesh.

[0028] According to the configuration described in (11) above, collision detection can be performed using the voxel mesh that is updated by the setting of the voxel update range described above.

[0029] Another example of the present invention is an information processing device or information processing system that performs the processes described in (1) to (11) above. Another example of the present invention is a game processing method that causes an information processing system to perform the processes described in (1) to (11) above. [Effects of the Invention]

[0030] According to the above game program, information processing system, information processing device, or game processing method, it is possible to provide a novel game using voxel data. [Brief explanation of the drawing]

[0031] [Figure 1] This diagram shows an example of the main unit with the left and right controllers attached. [Figure 2] This diagram shows an example of the left and right controllers being removed from the main unit. [Figure 3] A six-view drawing showing an example of the main unit. [Figure 4] A six-view drawing showing an example of a left controller. [Figure 5] A six-view drawing showing an example of a right controller. [Figure 6] Block diagram showing an example of the internal configuration of the main unit. [Figure 7] Block diagram showing an example of the internal configuration of the main unit, left controller, and right controller. [Figure 8] This diagram shows an example of a terrain object that is a voxel object. [Figure 9] Figure 8 shows an example of what the terrain object looks like before and after a portion of it is deleted. [Figure 10] Figure 8 shows an example of what the terrain object looks like before and after a portion of it is deleted. [Figure 11]A diagram showing an example of voxel data. [Figure 12] A diagram showing an example of material data. [Figure 13] A diagram showing an example of the game space when an update event occurs. [Figure 14] A diagram showing an example of the update scope. [Figure 15] A diagram showing an example of how to set vertices. [Figure 16] A diagram illustrating an example of how to determine the material of a vertex. [Figure 17] A diagram showing an example of vertex simplification. [Figure 18] A diagram showing an example of material-related conditions. [Figure 19] This diagram shows an example of a mesh generated based on vertices. [Figure 20] This diagram shows an example where the quadrilaterals that make up the mesh are divided into two triangles. [Figure 21] This diagram shows an example of a method for determining the material of the polygons that make up the display mesh. [Figure 22] This diagram shows an example of a material applied to each vertex of two adjacent polygons. [Figure 23] This diagram shows an example of applying a texture to a polygon. [Figure 24] This diagram shows an example of a method for determining the material of the polygons that make up the mesh used for judgment. [Figure 25] This is an example of a game image showing a player character moving over terrain objects. [Figure 26] This diagram shows an example of a game image illustrating a player character pulling a fragment object from a terrain object. [Figure 27] This is an example of a game image showing how fragment objects are generated when a player character destroys terrain objects. [Figure 28] This diagram shows an example of a game image where the player character is capable of performing a throwing action. [Figure 29]Figure 28 shows an example of a game image after a terrain object has been altered due to contact with a fragment object. [Figure 30] This diagram shows an example of a game image displayed in the game system. [Figure 31] This diagram shows an example of a game image illustrating a player object performing a creation action. [Figure 32] This diagram shows an example of the voxel update range that is set one frame after the generation action has started. [Figure 33] This diagram shows an example of the voxel update range that is set two frames after the generation action has started. [Figure 34] This diagram shows an example of the voxel update range that is set after a certain amount of time has elapsed since the generation action started. [Figure 35] This diagram shows an example of a game image after the road surface object has been generated. [Figure 36] This diagram shows an example of a game image where a player object moves along a road object. [Figure 37] This diagram shows an example of game images before and after the soil object and mud object are swapped. [Figure 38] This diagram shows an example of various types of data used in information processing in Game System 1. [Figure 39] A flowchart illustrating an example of the game processing flow executed by Game System 1. [Figure 40] Figure 39 shows a subflowchart illustrating an example of a detailed flow of the speed calculation process in step S2. [Figure 41] Figure 39 shows a subflowchart illustrating an example of the detailed flow of the voxel update process in step S3. [Figure 42] Figure 39 shows a subflowchart illustrating an example of the detailed flow of the voxel update process in step S3. [Figure 43]Figure 39 shows a subflowchart illustrating an example of the detailed flow of the player object control process in step S10. [Modes for carrying out the invention]

[0032] [1. Game System Configuration] The following describes a game system according to an example of this embodiment. An example of the game system 1 in this embodiment includes a main unit (information processing device; functioning as the game device main unit in this embodiment) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are detachable from the main unit 2. 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. Alternatively, the game system 1 can be used with the main unit 2 and the left controller 3 and right controller 4 as separate components (see Figure 2). The hardware configuration of the game system 1 in this embodiment will be described below, followed by a description of the control of the game system 1 in this embodiment.

[0033] Figure 1 shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. As shown in Figure 1, the left controller 3 and right controller 4 are attached to the main unit 2 and integrated together. The main unit 2 is a device that performs various processes (e.g., game processing) in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and right controller 4 are devices equipped with operation parts for user input.

[0034] Figure 2 shows an example of the left controller 3 and right controller 4 being removed from the main unit 2. As shown in Figures 1 and 2, the left controller 3 and right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and right controller 4 will be collectively referred to as "controllers".

[0035] Figure 3 is a six-view drawing showing an example of the main unit 2. As shown in Figure 3, the main unit 2 includes a roughly plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is roughly rectangular in shape.

[0036] The shape and size of the housing 11 are arbitrary. For example, the housing 11 may be portable. The main unit 2 alone, or the integrated unit in which the left controller 3 and right controller 4 are attached to the main unit 2, may be a portable device. The main unit 2 or the integrated unit may be a handheld device. The main unit 2 or the integrated unit may also be a portable device.

[0037] As shown in Figure 3, the main unit 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0038] Furthermore, the main unit 2 is equipped with a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (for example, a capacitive touch panel). However, the touch panel 13 may be of any type, for example, a type that allows single-touch input (for example, a resistive touch panel).

[0039] The main unit 2 is equipped with a speaker (i.e., speaker 88 shown in Figure 6) inside the housing 11. As shown in Figure 3, speaker holes 11a and 11b are formed on the main surface of the housing 11. The sound output from speaker 88 is emitted from these speaker holes 11a and 11b, respectively.

[0040] Furthermore, the main unit 2 is equipped with a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via wired connection, and a right terminal 21, which is for the main unit 2 to communicate with the right controller 4 via wired connection.

[0041] As shown in Figure 3, the main unit 2 is equipped with a slot 23. The slot 23 is located on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be inserted. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) specifically for the game system 1 and similar information processing devices. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 is also equipped with a power button 28.

[0042] The main unit 2 is equipped with a lower terminal 27. The lower terminal 27 is a terminal for the main unit 2 to communicate with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main unit 2 alone is placed on the cradle, the game system 1 can display the images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has the function of charging the integrated device or the main unit 2 alone that is placed on it. The cradle also has the function of a hub device (specifically, a USB hub).

[0043] Figure 4 is a six-view drawing showing an example of the left controller 3. As shown in Figure 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically elongated shape, that is, it is long in the vertical direction (i.e., in the y-axis direction as shown in Figures 1 and 4). The left controller 3 can also be held in a vertically elongated orientation when detached from the main device 2. The housing 31 is shaped and sized to be held with one hand, especially the left hand, when held in a vertically elongated orientation. The left controller 3 can also be held in a horizontally elongated orientation. When the left controller 3 is held in a horizontally elongated orientation, it may be held with both hands.

[0044] The left controller 3 is equipped with an analog stick 32. As shown in Figure 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a directional input unit that can input direction. The user can input direction (and magnitude according to the angle of tilt) by tilting the analog stick 32. In addition, the left controller 3 may be equipped with a directional pad or a slide stick that allows slide input instead of the analog stick as the directional input unit. Furthermore, in this embodiment, input by pressing the analog stick 32 is also possible.

[0045] The left controller 3 is equipped with various operation buttons. The left controller 3 has four operation buttons 33-36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. In addition, the left controller 3 is equipped with a record button 37 and a minus button 47. The left controller 3 has a first L button 38 and a ZL button 39 on the upper left side of the side of the housing 31. Furthermore, the left controller 3 has a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when mounted to the main unit 2. These operation buttons are used to give instructions according to various programs (e.g., OS programs and application programs) executed on the main unit 2.

[0046] Furthermore, the left controller 3 is equipped with a terminal 42 for wired communication between the left controller 3 and the main unit 2.

[0047] Figure 5 is a six-view drawing showing an example of the right controller 4. As shown in Figure 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically elongated shape, that is, a shape that is long in the vertical direction. When the right controller 4 is detached from the main unit 2, it can also be held in a vertically elongated orientation. The housing 51 is shaped and sized to be held with one hand, especially the right hand, when held in a vertically elongated orientation. The right controller 4 can also be held in a horizontally elongated orientation. When the right controller 4 is held in a horizontally elongated orientation, it may be held with both hands.

[0048] The right controller 4, like the left controller 3, is equipped with an analog stick 52 as a directional input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. Alternatively, the right controller 4 may be equipped with a directional pad or a slide stick capable of slide input instead of the analog stick. The right controller 4, like the left controller 3, is equipped with four operation buttons 53-56 (specifically, A button 53, B button 54, X button 55, and Y button 56) on the main surface of the housing 51. Furthermore, the right controller 4 is equipped with a + (plus) button 57 and a home button 58. The right controller 4 is also equipped with a first R button 60 and a ZR button 61 on the upper right side of the housing 51. The right controller 4, like the left controller 3, is also equipped with a second L button 65 and a second R button 66.

[0049] Furthermore, the right controller 4 is equipped with a terminal 64 for wired communication between the right controller 4 and the main unit 2.

[0050] Figure 6 is a block diagram showing an example of the internal configuration of the main unit 2. In addition to the configuration shown in Figure 3, the main unit 2 includes the components 81-91, 97, and 98 shown in Figure 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed within the housing 11.

[0051] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing operations performed in the main unit 2, and may consist of, for example, only a CPU (Central Processing Unit), or it may consist of an SoC (System-on-a-chip) that includes multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 81 performs various information processing operations by executing information processing programs (for example, game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium installed in slot 23).

[0052] The main unit 2 includes, as an example of an internal storage medium built into itself, a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used to store various types of data (which may be programs) stored in the main unit 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.

[0053] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to slot 23 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 23, according to instructions from the processor 81.

[0054] The processor 81 performs the above-mentioned information processing by appropriately reading and writing data to and from the flash memory 84 and DRAM 85, as well as to each of the above-mentioned storage media.

[0055] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wirelessly). In this embodiment, the network communication unit 82 communicates with external devices by connecting to a wireless LAN using a method compliant with the Wi-Fi® standard as a first communication mode. The network communication unit 82 also communicates wirelessly with other main unit 2 of the same type using a predetermined communication method (for example, communication using a proprietary protocol or infrared communication) as a second communication mode. The wireless communication using the second communication mode is possible with other main unit 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 by communicating directly between multiple main unit 2.

[0056] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 communicates wirelessly with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 83 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.

[0057] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27 described above. When the processor 81 communicates with the left controller 3 via a wired connection, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 communicates with the right controller 4 via a wired connection, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, 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. Furthermore, when the left controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit, or when the main unit 2 alone is mounted on the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0058] Here, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple left controllers 3. Furthermore, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple right controllers 4. Therefore, multiple users can simultaneously input to the main unit 2 using their respective sets of left controllers 3 and right controllers 4. For example, while the first user inputs to the main unit 2 using the first set of left controllers 3 and right controllers 4, the second user can input to the main unit 2 using the second set of left controllers 3 and right controllers 4.

[0059] The display 12 is also connected to the processor 81. The processor 81 displays images generated (for example, by performing the above information processing) and / or images acquired from an external source on the display 12.

[0060] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminals 25, as well as to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to the speakers 88 and the audio input / output terminals 25.

[0061] The main unit 2 comprises a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown in the figures, the power control unit 97 is also connected to various parts of the main unit 2 (specifically, the parts that receive power from the battery 98, the left terminal 17, and the right terminal 21). Based on commands from the processor 81, the power control unit 97 controls the power supply from the battery 98 to the aforementioned parts.

[0062] The battery 98 is also connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main unit 2 via the lower terminal 27, the supplied power charges the battery 98.

[0063] Figure 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration of the main unit 2 are shown in Figure 6 and are therefore omitted in Figure 7.

[0064] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in Figure 7, the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication that the left controller 3 performs with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth® standard.

[0065] The left controller 3 also includes a memory 102, such as flash memory. The communication control unit 101 is composed of, for example, a microcontroller (also called a microprocessor) and performs various processes by executing firmware stored in the memory 102.

[0066] The left controller 3 is equipped with buttons 103 (specifically, buttons 33-39, 43, 44, and 47). The left controller 3 is also equipped with an analog stick (referred to as "stick" in Figure 7) 32. Each button 103 and the analog stick 32 repeatedly output information about the operations performed on them to the communication control unit 101 at appropriate intervals.

[0067] The communication control unit 101 acquires information about the input (specifically, information about the operation or detection results from the sensor) from each input unit (specifically, each button 103 and the analog stick 32). The communication control unit 101 transmits operation data, including the acquired information (or information that has been processed in a predetermined manner), to the main unit 2. The operation data is transmitted repeatedly at a rate of once at predetermined intervals. The interval at which information about the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0068] When the above operation data is transmitted to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. In other words, the main unit 2 can determine the operation of each button 103 and the analog stick 32 based on the operation data.

[0069] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 108 includes a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0070] As shown in Figure 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both by wired communication via the terminal 64 and by wireless communication without the terminal 64 (specifically, communication according to the Bluetooth® standard), and controls the method of communication that the right controller 4 performs with the main unit 2.

[0071] The right controller 4 is equipped with the same inputs as the left controller 3. Specifically, it is equipped with buttons 113 and an analog stick 52. These inputs have the same functions and operate in the same way as the inputs of the left controller 3.

[0072] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions and operates in the same manner as the power supply unit 108 of the left controller 3.

[0073] [2. Overview of processing in the game system] Next, an overview of the processes performed in the game system 1 will be described with reference to Figures 8 to 29. In this embodiment, the game system 1 generates a game image in which terrain objects and characters (for example, player characters controlled by the player) are placed in a game space, which is a three-dimensional virtual space, and displays it on a display device. In this embodiment, the display device on which the game image is displayed may be the display 12 described above, or it may be a stationary monitor.

[0074] [2-1. Voxel] In this embodiment, the shape of some objects in the game space is defined by voxel data. Here, a voxel is a rectangular (more specifically, cubic) region arranged in a grid in the game space, and voxel data is data that indicates information about each voxel. Hereafter, objects whose shape is defined by voxel data will be called "voxel objects". In this embodiment, the game system 1 stores voxel data for a plurality of voxels set in the game space as data for generating voxel objects in the game space.

[0075] Figure 8 shows an example of a terrain object that is a voxel object. As shown in Figure 8, in this embodiment, terrain objects representing the ground and other terrain are defined by voxel data (i.e., they are voxel objects). Each cube shown in Figure 8 represents a terrain object. Note that in Figure 8, the edges of the terrain objects are shown with thick lines, but these thick lines are added for the purpose of making the drawing easier to read, and in reality, the edges of the terrain objects do not need to be displayed with thick lines.

[0076] The terrain object shown in Figure 8 was generated using a rule such as, "If the parameter included in the voxel data set for a voxel is greater than a predetermined value, a cube is placed at the voxel's location; if it is less than or equal to the predetermined value, nothing is placed at the voxel's location." The terrain object shown in Figure 8 is provided to illustrate the relationship between voxels and voxel objects in an easy-to-understand manner. In this embodiment, voxel objects are actually generated using rules (based on voxel data) that result in complex shapes, such as the terrain object shown in Figure 13, which will be described later. The rules for determining the shape of voxel objects based on voxel data are arbitrary. In other embodiments, the game system 1 may generate voxel objects as shown in Figure 8 or as shown in Figure 13 based on object data.

[0077] For voxel objects, the shape can be changed by modifying the voxel data of each voxel. Figures 9 and 10 show examples of what the terrain object shown in Figure 8 looks like before and after a portion of it is deleted. That is, when the shaded portion of the terrain object shown in Figure 9 is destroyed, the terrain object changes to the shape shown in Figure 10. At this time, the game system 1 can easily delete the terrain object by rewriting the voxel data of the shaded portion voxel to indicate that the terrain object does not exist. Furthermore, when adding a terrain object, the game system 1 can easily change the shape of the terrain object by modifying the voxel data of each voxel, just as when deleting a terrain object.

[0078] In this way, Game System 1 can freely change the shape of voxel objects by rewriting the voxel data. For example, if a terrain object is destroyed in a game for some reason (for example, when a player character hits the terrain object) and the shape of that terrain object changes as a result, Game System 1 can freely change the shape of the terrain object by changing the voxel data used to generate the terrain object, rather than directly changing the data that represents the external shape of the terrain object (i.e., the mesh described later).

[0079] In this embodiment, voxels are defined throughout the entire game space (i.e., the voxel space in which voxels are defined corresponds to the entire game space). However, the voxel space does not need to be defined throughout the entire game space; it may be defined in a part of the game space. When the voxel space is defined in a part of the game space, the shape of the voxel object is defined by the voxel data relating to the voxels in that voxel space, and the position of the voxel object in the game space is defined by the position of that voxel space in the game space. Furthermore, the game space may have a main voxel space defined throughout the entire game space and a sub-voxel space defined in a part of the game space. In this case, the game system 1 stores voxel data for each voxel space.

[0080] Figure 11 shows an example of voxel data. For each voxel defined in the game space, the voxel data includes density data, a first material ID, a second material ID, material mixing ratio data, and state data. In this embodiment, this data is set for each individual voxel.

[0081] The density data indicates the density, which is an index used to define the shape of the voxel object based on the voxel in question (specifically, the shape defined by the mesh described later). As will be explained in detail later, the position and shape of the surface of the voxel object (i.e., the mesh described later) are determined based on the density described above.

[0082] In this embodiment, density can take the range of an integer value from a lower limit (e.g., 0) to an upper limit (e.g., 255). In this embodiment, the game system 1 determines the surface shape of a voxel object based on density, such that a higher density value for a voxel tends to result in a larger proportion of the volume occupied by the area within the voxel object within that voxel, and a lower density value tends to result in a smaller proportion. Thus, density is an indicator that affects the proportion of the volume occupied by the area within the voxel object within that voxel. Density can also be said to be an indicator that shows the degree to which the space of the voxel is virtually occupied by its contents (i.e., the virtual contents of the voxel object). For example, if the density is 0, the inside of the voxel is empty; if the density is 255, the entire inside of the voxel is the contents of the voxel object; and if the density is a value between 0 and 255, the contents of the voxel object can occupy the inside of the voxel in proportion to the value. Based on the above density, the shape of the mesh, i.e., the surface shape of the voxel object, can be determined. A mesh can be described as the surface of the portion of a voxel that contains content, or as the boundary between the portion of a voxel that contains content and the portion that does not. Furthermore, the volume occupied by a region within a voxel object generated based on the above density does not need to be exactly equal to the volume indicated by the density. For example, the volume of a voxel object generated using a method like that shown in Figure 8 may differ from that generated using a method like that shown in Figure 13, even if both methods are based on the same density.

[0083] In other embodiments, density may represent either a state where the entire region within the voxel is occupied by the volume of the region within the voxel object, or a state where the region within the voxel does not include the volume occupied by the region within the voxel object. For example, density data may only take the values ​​of 0 or 1.

[0084] The first material ID and the second material ID are information indicating the material (in other words, substance) of the voxel. In this embodiment, a voxel may be assigned a material such as sand, rock, or soil. In the game system 1, multiple types of materials are available that can be assigned to a voxel (see the material data shown in Figure 12). In this embodiment, up to two materials from the multiple types of materials available can be assigned to a single voxel. The first material ID is an ID indicating the first material assigned to the voxel, and the second material ID is an ID indicating the second material assigned to the voxel. As will be described in detail later, the material of a voxel object (i.e., the material assigned to the polygon of a voxel object) is determined based on the material assigned to the voxel.

[0085] As described above, in this embodiment, the voxel data includes an ID indicating the material, but in other embodiments, the voxel data may be a data structure that directly includes data indicating the content of the material (i.e., information such as the name, properties, and drawing settings, which will be described later).

[0086] The material mixing ratio data is an example of data that shows the ratio of each material in a given voxel. In this embodiment, since up to two material IDs can be set for one voxel, the material mixing ratio data that shows the ratio of one of the materials, the material indicated by the first material ID and the material indicated by the second material ID, can also represent the ratio of the other material. In this embodiment, the material mixing ratio is a value between 0 and 1 that indicates the proportion of the second material to the whole consisting of the first and second materials. For example, if the material mixing ratio set for a voxel is 0.4, it means that in that voxel, the first material and the second material are composed in a ratio of 0.6:0.4. As will be described in detail later, the appearance and properties of a voxel object are determined based on the material. The material mixing ratio is used to determine the appearance and properties of a voxel object. In other embodiments, the material mixing ratio may be a value that indicates the proportion of the first material. Also, the ratio of materials within a voxel may be represented by separate values ​​that indicate the proportion of each material. In particular, in other embodiments where it is possible to set not just two types of materials but three or more, the ratio within the material voxels will be represented as multiple values ​​that indicate the proportion of each material.

[0087] In this embodiment, it is not necessary for a voxel to have two types of materials assigned to it; it may have only one type of material assigned. For example, if a voxel has only one type of material assigned to it, the first material ID will indicate that material, and the material mixing ratio will be set to 0.

[0088] The status data indicates the state set for the voxel. The specific content and number of types of status data are arbitrary. In this embodiment, the status data includes data indicating the amount of damage set for the voxel. In other embodiments, the status data may include, for example, data indicating whether (and to what extent) the voxel is wet.

[0089] As described above, in this embodiment, the voxel data includes a material ID, so the game system 1 stores material data that defines the content of the material indicated by the material ID. Figure 12 is a diagram showing an example of material data. As shown in Figure 12, in the material data of this embodiment, each material is associated with a material ID and information on the name, properties, and rendering settings set for that material.

[0090] The names included in the material data are the names assigned to the material in question (e.g., soil, sand, grass, etc.). As will be explained in more detail later, the material names of voxel objects may be displayed during gameplay (see Figure 28). To enable this display, the material data includes information about the material's name.

[0091] The properties included in material data are the properties set for that material. Material properties are the properties that the voxel object to which the material is applied possesses in the game. The specific content and number of types of material properties are arbitrary. For example, at least one of the following pieces of information may be set as material properties. Hardness • weight • Slippery • Damage settings when player characters come into contact ·temperature • Can other objects be attached to a voxel object? • The amount of health restored to the player character when the player character destroys or acquires a voxel object. • The amount of in-game currency a player character acquires when they destroy or acquire a voxel object. In other embodiments, information different from that described above may be set as information indicating the properties of the material.

[0092] In this embodiment, the material data includes an ID indicating the properties of the material as information that identifies those properties (see Figure 12). Although not shown, the game system 1 stores property information for each available property, where the content of that property (for example, the weight and slipperiness values ​​mentioned above) is associated with the property ID. By referring to the above property information, the game system 1 can identify the specific content of the properties set for the material.

[0093] The rendering settings included in the material data are information indicating rendering-related settings, such as the texture used to render the voxel object to which the material is set. In this embodiment, the material data includes the ID of the texture used to render the voxel object to which the material is set as rendering setting information (see Figure 12). Although not shown, the game system 1 stores texture information for each prepared texture, associating the texture ID with the texture indicated by that texture ID. By referring to the above texture information, the game system 1 can identify the specific content of the texture set for the material. In other embodiments, in addition to texture information, arbitrary information related to shading settings may be set as rendering setting information. For example, reflectivity and information related to normals may be set.

[0094] Furthermore, the material data may include other data besides the data shown in Figure 13. For example, the material data may include data related to sound settings. For example, the data related to sound settings may be data that defines the footsteps that are output when the player character walks on the voxel object based on the voxel.

[0095] The material data may be in any format that can identify the properties and / or rendering settings of the material. For example, in other embodiments, the material data may have a data structure that directly indicates the properties and / or rendering settings of the material, instead of a data structure that includes a material ID and a texture ID.

[0096] [2-2. Updating Voxel Data] During gameplay, voxel objects are deformed when the aforementioned voxel data is updated. In this embodiment, when a game event that updates a voxel object (hereinafter referred to as an "update event") occurs, the game system 1 updates the voxel data. The specific content of the update event is arbitrary. An update event may be, for example, a character appearing in the game performing an action that deforms a voxel object (for example, a player character punching a voxel object), or an event that deforms a voxel object may occur (for example, an object thrown by a character making contact with a voxel object, or a bomb exploding).

[0097] Figure 13 shows an example of the game space when an update event occurs. The situation shown in Figure 13 is when a player character 201 performs a punch action on a terrain object 202, which is a voxel object. As will be explained in detail later, in the example shown in Figure 13, the voxel data is updated so that the terrain object 202 around the location where the player character 201's punch action hits is erased. This represents the destruction of the terrain object 202 by the player character 201's punch action.

[0098] In this embodiment, when an update event occurs, the game system 1 sets an update range (update range 203 in the example shown in Figure 13) in the game space for updating the voxel object. The position, shape, and size of the update range are arbitrary. The position of the update range may be determined, for example, based on the position where the object related to the update event that occurred (e.g., the player character that made the punch) and the voxel object came into contact. In the example shown in Figure 13, the position of the update range 203 may be determined based on the position where the punch by the player character 201 hit. For example, the center position of the update range 203 may be the position where it hit, or a predetermined distance forward from the position where it hit. The shape and size of the update range may be predetermined to be a shape corresponding to the type of update event. For example, when an update event occurs due to a punch by the player character 201, the shape and size of the update range may be determined as a sphere of a predetermined size, as shown in Figure 13. The size of the update range may also be determined according to a value indicating the degree of influence of the update event that occurred (e.g., the strength of the punch or the size of the explosion).

[0099] Game system 1 changes the density of voxels corresponding to the set update range. Voxels corresponding to the update range are, for example, voxels within the update range or voxels that overlap with the update range. As a result of the density change, the mesh of the voxel object is changed by the process described later, thereby changing the shape of the voxel object (visual shape and shape used for contact detection). In other embodiments, in addition to changing the density of voxels included in the update range, game system 1 may also change the material of the voxel (i.e., the first material, the second material, and the material mixing ratio) or change the state of the voxel.

[0100] In this embodiment, the game system 1 determines whether a voxel is included in the update range using an SDF (Signed Distance Field). The game system 1 sets an SDF that indicates the update range set in the game space and makes the above determination based on the value of the SDF. The SDF represents the distance from a defined shape to any given position with a sign. Figure 14 shows an example of an update range. In the example shown in Figure 14, a spherical update range is set in the game space. For example, in the example shown in Figure 14, the SDF is set such that for positions inside the shape represented by the SDF in the game space, the SDF value is negative, and for positions outside the shape represented by the SDF, the SDF value is positive. In this example, it is possible to determine whether or not a voxel is included in the update range based on whether the SDF value is positive or negative. Furthermore, by using the signed distance value, it is possible to perform not only simple inside / outside determination but also processing such as correction and interpolation.

[0101] The above example describes a change applied to a voxel object where the voxel object within the update range is deformed to appear as if it were deleted. However, the changes that can be applied to a voxel object using the update range are not limited to this. For example, a change may be applied to a voxel object where a new voxel object is added within the update range (i.e., the volume occupied by the area within the voxel object increases by the amount of the update range) (see Figure 29 below). Alternatively, a change may be applied to a voxel object where only the material of the voxels within the update range changes, without changing the voxel density. Furthermore, a combination of changes to voxel density and material may be applied.

[0102] [2-3. Calculation of Vertices] When the voxel density is updated as described above, the game system 1 sets vertices based on the updated voxel data. These vertices are those that can become the vertices of the mesh of the voxel object. As will be described in detail later, in this embodiment, the above vertices are simplified, and the simplified vertices become the vertices of the mesh of the voxel object.

[0103] Figure 15 shows an example of how vertices are set. In Figures 15 to 24 described below, voxels, vertices, meshes, etc. are represented in 2D for the purpose of making the diagrams easier to see and the explanations easier to understand. However, in reality, vertices and meshes are set in 3D space based on voxels in 3D space. In this embodiment, the game system 1 uses a method to set vertices at coordinates based on the positions and densities of multiple surrounding voxels in areas where voxels with a set density indicating existence (i.e., a density greater than or equal to the reference value described later) and voxels with a set density indicating non-existence (i.e., a density less than the reference value described later) are adjacent. The details of this method will be described below.

[0104] As described above, in this embodiment, the density set for a voxel is set in the range of 0 to 255. A voxel with a density of 0 represents being completely in the air, and a voxel with a density of 255 represents being completely filled. Densities between 0 and 255 are treated interpolatively and used to determine vertices. In this embodiment, voxels with a density greater than or equal to a reference value are virtually treated as being inside the object, and voxels with a density less than the reference value are virtually treated as being outside the object. Alternatively, voxels with a density greater than or equal to a reference value are virtually treated as existing voxels, and voxels with a density less than the reference value are virtually treated as non-existent voxels. It is not necessary to define only voxels with a density of 0 as being outside the object (i.e., the reference value = 1); the reference value can be, for example, 128. In the example shown in Figure 15, the density of voxel 211 and the other outer voxels is set to 0, the density of voxel 212 is set to 100 (below the reference value), and the densities of voxels 213 and 214 are set to 150 and 210 (above the reference value). In this embodiment, the game system 1 generates vertices between voxels with a density above the reference value and voxels with a density below the reference value. Specifically, for each region spanning eight adjacent voxels (four in the diagram) (the region enclosed by dotted lines in the diagram), a decision is made as to whether or not to generate a vertex. In other words, vertices are generated in regions that span both voxels with a density above the reference value and voxels with a density below the reference value. The coordinates of the vertices are determined by comparing the densities of adjacent voxels along the XYZ axes and interpolating based on the density difference. Furthermore, by setting normal information that defines the position and orientation of the straight line connecting the vertices, the coordinates of the vertices can be calculated based on the normal information. Furthermore, normal information may be stored in advance for at least some of the voxels, or if it is not stored, the normal information may be calculated based on the density of adjacent voxels. In Figure 15, since the density of voxel 212 is below the standard value, voxel 212 is treated as outside the object when determining the presence or absence of a vertex, but the density value of voxel 212 itself is used in calculating the coordinates of the generated vertices.If the baseline value is set lower than the density of voxel 212, the result will be an increase in the number of vertices on the upper right and upper left sides of voxel 212 in Figure 15.

[0105] By setting vertices as described above, when generating a mesh connecting each set vertex (or each vertex after the simplification process described later has been applied to each set vertex), it is possible to generate a shape with a volume that reflects the density of each voxel to some extent. However, depending on the relationship with adjacent voxels, it is possible that voxels with a density of 0 may include some areas within the object, or voxels with a density of 255 may include some areas outside the object. Also, in this embodiment, voxels below a certain threshold are treated as being outside the object, so the volume is smaller because there are fewer vertices compared to when they are treated as being inside the object. Thus, it is not necessary to calculate the polygon mesh so that the volume strictly corresponds to the density value.

[0106] [2-4. Determining the material of the vertices] Game system 1 determines the material for each vertex set as described above. The material of a vertex is determined based on the material of the voxels surrounding that vertex. The voxels surrounding a vertex are, for example, the voxels used to determine whether or not to generate that vertex (i.e., voxels that overlap with the "region spanning voxels" described above). In other embodiments, the voxels used to determine the material of a vertex and the voxels used to determine whether or not to generate a vertex do not need to be the same and may be different.

[0107] Figure 16 shows an example of a method for determining the material of a vertex. In the example shown in Figure 16, vertex 219 is set with respect to four voxels 215-218, and these four voxels 215-218 are the "voxels surrounding the vertex" mentioned above. In actual 3D space, the number of voxels surrounding a vertex is eight. Also, in the example shown in Figure 16, voxel 215 is set to have a density of 255, a first material of "sand", and a material mixing ratio of 0 (i.e., first material:second material = 1:0, or the second material does not need to be set). Voxel 216 is set to have a density of 0 (the first and second materials do not need to be set). For voxel 217, the density is set to 204, the first material is "sand", the second material is "grass", and the material mixing ratio is 0.3 (i.e., first material:second material = 0.7:0.3). For voxel 218, the density is set to 153, the first material is "soil", the second material is "grass", and the material mixing ratio is 0.4 (i.e., first material:second material = 0.6:0.4). The coordinates indicating the position of vertex 219 are set to (X,Y)=(0.8,0.6). The coordinate system for these coordinates is one in which the left-right direction in Figure 16 is the X-coordinate and the up-down direction is the Y-coordinate, with the center position of voxel 217, the bottom left of the center positions of voxels 215-218 (positions of the white circles shown in Figure 13), being (0,0).

[0108] When determining the material of a vertex, the game system 1 calculates an evaluation value for each material in the surrounding voxels based on the density of that material and a weight value based on the distance from the voxel to the vertex. First, the weight value is calculated for each voxel, and is calculated so that it becomes larger the closer the distance from the center position of the voxel to the vertex. In this embodiment, when the center position of the voxel is (x1, y1) and the coordinates of the vertex are (x2, y2), the weight value for a given voxel is calculated according to the following equation (1). (Weight value) = |(1-x1)-x2|·|(1-y1)-y2|…(1) In the example shown in Figure 16, the weight values ​​for each voxel 215 to 218 calculated according to equation (1) above are as follows: (Weight value of voxel 215) = |(1-0)-0.8|·|(1-1)-0.6| = 0.12 (Weight value of voxel 216) = |(1-1)-0.8|·|(1-1)-0.6| = 0.48 (Weight value of voxel 217) = |(1-0)-0.8|·|(1-0)-0.6| = 0.08 (Weight value of voxel 218) = |(1-1)-0.8|·|(1-0)-0.6| = 0.32

[0109] Furthermore, game system 1 calculates the material density for each voxel. Here, material density is the value obtained by multiplying the density of the voxel by the proportion of the material set for that voxel that is occupied by that material. In this embodiment, the voxel density is the value normalized from the above values ​​of 0 to 255 to a value of 0 to 1. In the example shown in Figure 16, for voxel 215, the only material set is sand, so the proportion of sand material is 1, and the density of that voxel is 1, so the density of sand material is 1. For voxel 216, the density is 0 and no material is set, so the material density is not calculated. Alternatively, if any material is set, the density of that material is 0. For voxel 217, the set ratios of sand material and grass material are 0.7 and 0.3, respectively, and the density of the voxel is 204 / 255=0.8. Therefore, the density of the sand material is 0.7·0.8=0.56, and the density of the grass material is 0.3·0.8=0.24. For voxel 218, the set ratios of soil material and grass material are 0.6 and 0.4, respectively, and the density of the voxel is 153 / 255=0.6. Therefore, the density of the soil material is 0.6·0.6=0.36, and the density of the soil material is 0.4·0.6=0.24.

[0110] The game system 1 then calculates the above evaluation value for each material based on the weight value and the density of the material. In this embodiment, the evaluation value of a material is the sum of the density of the material calculated for each voxel, weighted according to the weight value for each voxel, for all surrounding voxels. In the example shown in Figure 16, the evaluation value of the sand material is 1·0.12+0.56·0.08=0.1648, since the material density for voxel 215 is 1 and the weight value is 0.12, and the material density for voxel 217 is 0.56 and the weight value is 0.08. Similarly, the evaluation value of the grass material is 0.24·0.08+0.24·0.32=0.096, since the material density for voxel 217 is 0.24 and the weight value is 0.08, and the material density for voxel 218 is 0.24 and the weight value is 0.32. Furthermore, the evaluation value of the soil material is calculated as follows: for 218 voxels, the material density is 0.36 and the weight value is 0.32, so 0.36 * 0.32 = 0.1152.

[0111] Game System 1 determines the vertex material based on the evaluation value of each material. Specifically, a predetermined number of materials are selected as vertex materials in order from those with the highest evaluation values. In this embodiment, the two materials with the highest evaluation values ​​are selected as vertex materials. In the example shown in Figure 16, the evaluation values ​​of the sand, grass, and soil materials are 0.1648, 0.096, and 0.1152, respectively, so the vertex materials are determined to be the sand material and the soil material. Game System 1 also calculates the ratio of the two selected materials based on the evaluation values. In this embodiment, the ratio of the two materials may be expressed as a second material ratio, which is the proportion of the second material to the whole, similar to the material mixing ratio described above. In the example shown in Figure 16, for example, if the first material is soil and the second material is sand, the second material ratio is shown as 0.1648 / (0.1648+0.1152)≈0.59. In other embodiments, the value representing the ratio of the two materials may be a value indicating the proportion of the first material. Alternatively, separate values ​​representing the proportion of each material may be used.

[0112] In this embodiment, the game system 1 generates and stores vertex data indicating the position of a vertex, the material IDs of the first and second materials set on the vertex, and the ratio of the materials. However, the method for managing the materials set on the vertices is arbitrary. In other embodiments, the vertex data may be a data structure that includes data that directly indicates the contents of the first and second materials.

[0113] As described above, in this embodiment, for each vertex, the game system 1 calculates a priority parameter (e.g., an evaluation value) for each material ID contained in the voxel data of the surrounding voxels, based on the voxel data. Then, based on the priority parameter, it selects up to a predetermined number (in this case, 2) of the highest priority material IDs and determines them as the material IDs for the vertex. Note that the specific parameters used as priority parameters are not limited to the evaluation value described above. For example, in other embodiments, an evaluation value calculated using the density of the material may be used as the priority parameter instead of using the weight value described above.

[0114] In this embodiment, the evaluation value, which is an example of a priority parameter, is calculated based on the density of multiple voxels surrounding the vertex, so that the priority of the material set on the denser voxels is increased (i.e., the evaluation value of the material increases, making it more likely to be selected). This allows the material of a vertex to be determined in accordance with the density set on the voxels.

[0115] Furthermore, in this embodiment, the evaluation value, which is an example of a priority parameter, is calculated based on the distance from the reference position (specifically, the center position) of multiple voxels surrounding the vertex to the vertex in question, so that the priority of the material set on the voxel closest to the vertex is increased. This makes it possible to determine the material of a vertex by reflecting the distance between the voxel and the vertex.

[0116] Furthermore, in this embodiment, the evaluation value, which is an example of a priority parameter, can be said to be calculated based on the material mixing ratio of multiple voxels surrounding the vertex, so that materials with a higher material mixing ratio have a higher priority. According to this, when multiple materials are set for a single voxel, the material of the vertex can be determined by reflecting the ratio of each material.

[0117] [2-5. Simplification of Vertices] In this embodiment, the game system 1 simplifies each vertex calculated as described above. Specifically, the game system 1 reduces the number of vertices by replacing some of the vertices calculated as described above with a single vertex. As will be described in detail later, the coordinates (i.e., position) and material of the replaced vertices are set based on the multiple vertices before replacement. This simplification reduces the number of vertices and polygons that make up the mesh of the voxel object, thereby reducing the amount of memory used for processing and reducing the processing load.

[0118] In this embodiment, the game system 1 simplifies by representing each vertex using SVO (Sparse Voxel Octree). Figure 17 shows an example of vertex simplification. In Figure 17, one square shown by a solid line in Figure 17(a) represents one vertex partitioned region. Here, a vertex partitioned region is a square region with the center position of the voxel as its vertex (in actual 3D space, a vertex partitioned region is a cube or cuboid), and is the region with the dotted lines as its edges in Figures 15 and 16 described above. Also, in Figure 17, a vertex partitioned region with the letter "v" inside indicates a vertex partitioned region where a vertex is set.

[0119] In this embodiment, the game system 1 determines whether simplification is possible for vertices within a predetermined number of adjacent vertex division regions (four in Figure 17, eight in actual 3D space). If it is determined that simplification is possible, simplification is performed for the vertices within that predetermined number of vertex division regions.

[0120] Figure 17(a) shows the state before simplification. In the example shown in Figure 17, it is assumed that the vertex division regions within the area enclosed by the dotted line are determined to be simplifiable. At this time, the game system 1 performs simplification so that the vertices in each of the predetermined number of vertex division regions determined to be simplifiable are replaced with a single vertex (see Figure 17(b)). As a result, the vertices in the predetermined number of vertex division regions are simplified to a single vertex.

[0121] In this embodiment, the game system 1 performs simplification in multiple stages. The number of stages is arbitrary, but Figure 17 illustrates and explains up to the second stage. Figure 17(b) shows the state after the first stage of simplification, and Figure 17(c) shows the state after the second stage of simplification. In the second stage of simplification, it is determined whether or not simplification is possible for the vertices that were created by the first stage of simplification. In the example shown in Figure 17, it is determined that simplification is possible for the vertex division region enclosed by the dotted line in Figure 17(b), and as a result, the vertices in that vertex division region are simplified, resulting in the state shown in Figure 17(c). Note that the criteria for determining whether or not simplification is possible in the first stage and the criteria for determining whether or not simplification is possible in the second stage may be the same or different.

[0122] The specific method for determining whether simplification is possible is arbitrary. In this embodiment, the conditions used for the above determination are a condition relating to the shape of the voxel object and a condition relating to the material. In this embodiment, if both the condition relating to the shape of the voxel object and the condition relating to the material are satisfied, it is determined that simplification is possible, and if at least one of the conditions relating to the shape of the voxel object and the condition relating to the material is not satisfied, it is determined that simplification is not possible.

[0123] The shape-related condition is, for example, that the shape of each vertex before simplification does not change significantly from the shape of each vertex after simplification. For example, whether or not the shape of each vertex changes significantly before and after simplification can be determined by calculating an index that shows the error between the mesh before simplification and the mesh after simplification, and determining whether or not this index is below a predetermined tolerance value. Also, for example, if the shape of each vertex before simplification is hollow, but the shape of each vertex after simplification is not hollow (i.e., the information that it is hollow is lost due to simplification), the shape-related condition is determined not to be met. Whether or not the above case occurs can be determined, for example, based on the density of each voxel corresponding to the vertex division region to be judged. Also, for example, if the shape of each vertex before simplification is a shape that can only be represented by two or more vertices and cannot be represented by one vertex, the shape-related condition is determined not to be met. The same conditions as in conventional methods using SVO may be used for the shape-related conditions of the voxel object.

[0124] Furthermore, as a condition regarding materials, in this embodiment, the condition used is the number of material types set for each vertex within the predetermined number of vertex division areas that are subject to simplification. Figure 18 is a diagram showing an example of a material condition. Figure 18(a) shows the case where the materials of vertices 221 to 224 are (grass), (grass), (grass and soil), and (grass and soil), respectively, and Figure 18(b) shows the case where the materials of vertices 221 to 224 are (grass and sand), (grass), (grass and soil), and (grass and soil), respectively. In this embodiment, the material condition is that the total number of material types set for each of the above vertices subject to simplification is less than or equal to a predetermined number. For example, the material condition is that it is less than or equal to the number of materials that can be set for one vertex. In this embodiment, the predetermined number is 2. For example, in the case of Figure 18(a), the total number of material types set for each of the vertices 221 to 224 subject to simplification is 2 types, grass and soil, so the material condition is satisfied. In this case, provided that the above-mentioned conditions regarding the shape of the object are met, each vertex 221-224 is determined to be simplifiable. On the other hand, in the case of Figure 18(b), the total number of material types that can be set for each vertex 221-224 that are subject to simplification is three types: grass, soil, and sand, so the material conditions are not met. In this case, regardless of whether the above-mentioned conditions regarding the shape of the object are met or not, each vertex 221-224 is determined to be non-simplifiable.

[0125] In addition, in Game System 1, even if materials are strictly classified as different types, multiple types of materials may be provided that have the same set properties but different appearances. Some of these multiple types of materials may be treated as the same type when determining the conditions related to materials. For example, regarding soil materials, there may be multiple types of soil materials that have the same properties but similar appearances (e.g., texture color and pattern). In such cases, Game System 1 may treat these multiple types of soil materials as the same type when determining the conditions related to materials.

[0126] In this embodiment, similar to voxels, up to two types of materials can be set for vertices. However, in this embodiment, if the total number of material types set for each vertex subject to simplification is three or more, simplification will not be performed. That is, if the total number of material types exceeds the number of materials that can be set for a single vertex, simplification will not be performed. Therefore, even if the number of vertices is reduced through simplification, the material information set for the vertices will not be lost due to the simplification, and the material information can be maintained.

[0127] In this embodiment, the material of the simplified vertex is determined based on the material of each vertex before simplification. Specifically, the game system 1 sets one or two types of materials set for the vertex before simplification as the first material and second material of the simplified vertex. This allows the material information to be maintained. The ratio of the simplified materials is determined based on the ratio of the materials of each vertex before simplification. In this embodiment, the ratio of the simplified materials is calculated in the same way as the method for calculating the ratio of each vertex's material using the evaluation value described above. That is, the game system 1 calculates a weight value based on the distance between the simplified vertex and the vertex before simplification, and calculates an evaluation value for each material based on this weight value and the density of the material at the vertex before simplification (the evaluation value of the material described in [2-4. Determination of Vertex Materials] above can be used as the density of the material here). Then, the ratio of the materials is calculated based on the calculated evaluation value of each material.

[0128] [2-6. Mesh Generation] In this embodiment, a mesh of a voxel object is generated based on each vertex that has been simplified as described above. Figure 19 shows an example of a mesh generated based on each vertex. The squares shown in Figure 19 represent the vertex division regions described above, or vertex division regions that have been combined into one through simplification. As shown in Figure 19, the game system 1 generates a mesh in which the vertex division regions are polygons whose sides are straight lines connecting adjacent vertices. Each polygon that makes up the mesh is either a triangle or a quadrilateral.

[0129] In this embodiment, the game system 1 generates two types of meshes: a display mesh and a collision detection mesh. The display mesh is used for displaying voxel objects. The collision detection mesh is used for collision detection of voxel objects. As will be described in detail later, by using the above two types of meshes, the game system 1 can process using meshes suitable for displaying voxel objects and collision detection, respectively.

[0130] In this embodiment, the game system 1 generates the display mesh and the judgment mesh based on the SVO data described above (i.e., based on each simplified vertex). This allows for improved processing efficiency by sharing the vertex data used to generate the two types of meshes. In other embodiments, the game system 1 may not need to simplify the vertices and may generate the display mesh and / or judgment mesh based on the unsimplified vertices.

[0131] In this embodiment, the game system 1 generates a judgment mesh with a simpler shape than the display mesh. Specifically, the game system 1 ensures that the number of vertices in the judgment mesh is less than the number of vertices in the display mesh. In this embodiment, the SVO data is data that holds the data of the vertices before simplification and the data of the simplified vertices in an octree structure, but also includes data used to determine whether simplification is possible or not. This data includes, for example, data of vertices calculated as candidates for the simplified vertices (referred to as provisional vertices), and the above-mentioned index data that indicates the error between the vertices before simplification and the provisional vertices. For example, the game system 1 may use vertices from the provisional vertices whose index is less than or equal to a predetermined threshold (this threshold shall be greater than the above-mentioned tolerance value) for generating the judgment mesh. This makes it possible to reduce the number of vertices in the judgment mesh to less than the number of vertices in the display mesh. By reducing the number of vertices in the judgment mesh to less than the number of vertices in the display mesh, the processing load due to collision detection can be reduced. Furthermore, since the number of vertices in the display mesh is not excessively reduced, the appearance of voxel objects can be represented in detail.

[0132] In other embodiments, the display mesh and the judgment mesh may be generated based on the same data or on different data. Furthermore, the display mesh and the judgment mesh may have the same shape (however, even in this case, the materials set for them may be different). Also, the number of vertices in the judgment mesh may be the same as the number of vertices in the display mesh, or it may be greater than the number of vertices in the display mesh.

[0133] [2-6-1. Determining the material for the display mesh] Next, an example of a method for determining the material and appearance of the display mesh will be described. In this embodiment, the game system 1 determines a material for each polygon that makes up the display mesh. As will be described in detail later, in this embodiment, the polygons corresponding to the above polygons are drawn using up to two types of textures corresponding to up to two types of materials. Therefore, the game system 1 ensures that, for each polygon that makes up the mesh, the number of materials set for one polygon is ultimately two or less. In other embodiments, three or more types of materials may be set. For example, in embodiments where there are three or more types of materials for voxels and three or more types of materials for vertices, the same number of materials may be set for each polygon.

[0134] In this embodiment, quadrilaterals may be formed as polygons constituting the display mesh (see Figure 19). When determining the material of the display mesh, the game system 1 first divides the quadrilateral constituting the display mesh into two triangles under certain conditions. The process of dividing a quadrilateral into two triangles will be described below with reference to Figure 20.

[0135] Figure 20 shows an example of a quadrilateral that makes up a mesh being divided into two triangles. Figure 20(a) shows the quadrilateral before division, which is formed by vertices 231-234, which are part of the mesh vertices, and Figure 20(b) shows the two triangles obtained by dividing the quadrilateral. In the example shown in Figure 20, the materials set for vertices 231-234 are grass, soil, sand and grass, and grass, respectively.

[0136] In this embodiment, the game system 1 determines whether the division condition is met if the total number of material types set for each vertex of the quadrilateral is three or more. In this embodiment, the division condition is that by dividing the quadrilateral into two triangles, the total number of material types set for each vertex of the triangles can be reduced to two or less. If the division condition is met, the game system 1 divides the quadrilateral into two triangles, where the total number of material types set for each vertex is two or less. In the example shown in Figure 20, the materials set for each vertex 231-234 forming the quadrilateral are grass, soil, and sand. Furthermore, if the quadrilateral is divided into a triangle formed by vertices 231, 232, and 234, and a triangle formed by vertices 231, 233, and 234, the materials set for each vertex of the former triangle will be sand and grass, and the materials set for each vertex of the latter triangle will also be grass and soil (see Figure 20(b)). Therefore, since the division condition is met for the above quadrilateral, game system 1 divides the quadrilateral into two triangles.

[0137] Since there are two ways to divide a quadrilateral into two triangles, Game System 1 performs the above division using the method that satisfies the division condition if the division condition is satisfied for any triangle divided using at least one of the two methods. On the other hand, if the division condition is not satisfied for any triangle divided using either of the two methods, the division is performed using either method.

[0138] By performing the division as described above, game system 1 can generate two triangles, each with two or fewer materials assigned to each vertex, while minimizing the loss of information from the three or more materials assigned to each vertex of the quadrilateral. Here, as described above, each polygon constituting the mesh is rendered using up to two textures. Therefore, by performing the division described above, game system 1 can render polygons using two textures while minimizing the loss of information from the materials assigned to each vertex.

[0139] In this embodiment, the game system 1 sets polygons corresponding to the polygons after the above division has been performed. That is, the vertices of the polygons after the above division have been performed become the vertices of the polygons of the display mesh.

[0140] In this embodiment, the game system 1 determines the material of each polygon constituting the display mesh by selecting two materials if there are a total of three or more materials that can be set for each vertex of a single polygon. Figure 21 is a diagram showing an example of a method for determining the material of polygons constituting the display mesh. In the example shown in Figure 21, for vertex 241 of the triangular polygon constituting the display mesh, the first material is set to "grass", the second material to "soil", and the material ratio of the first material to the second material is set to 0.8:0.2. For vertex 242 of the same polygon, the first material is set to "grass", the second material to "sand", and the material ratio of the first material to the second material is set to 0.5:0.5. For vertex 243 of the same polygon, the first material is set to "sand", the second material to "soil", and the material ratio of the first material to the second material is set to 0.7:0.3.

[0141] If there are three or more different materials assigned to each vertex of a polygon, Game System 1 calculates a judgment value for each material. The judgment value is calculated as the sum of the ratios of each vertex to which that material is assigned. Then, Game System 1 selects the two materials with the largest judgment values ​​as the materials for that polygon. In the example shown in Figure 21, the judgment value for the grass material is 0.8 + 0.5 = 1.3, the judgment value for the sand material is 0.5 + 0.7 = 1.2, and the judgment value for the soil material is 0.2 + 0.3 = 0.5. Therefore, the materials selected for the polygon shown in Figure 21 are the grass and sand materials (see Figure 21(a)).

[0142] The specific method for selecting the material of the polygons in the display mesh is arbitrary. In other embodiments, the material of the polygons in the display mesh may be selected by any method based on the information set at the vertices of the polygons. For example, the material of a polygon in the display mesh may be selected by identifying the material with the largest ratio at each vertex, and then selecting the material with the largest number of identified materials for each vertex as the material of that polygon.

[0143] In this embodiment, the material of the selected polygon is indicated by the material set on each vertex of the polygon. That is, when a polygon material is selected, the game system 1 changes the material set on each vertex of the polygon (i.e., the material ID included in the vertex data) to the selected material. In the example shown in Figure 21, vertices 241 and 243 are set to grass and soil and sand and soil materials, respectively, before the polygon material is selected (see Figure 21(a)). When the grass and sand material is selected as the polygon material as described above, the materials set on each vertex 241 and 243 are changed to grass and sand (see Figure 21(b)). Note that for vertex 242, the material set before selection is the same as the material of the selected polygon, so the material is not changed. As described above, when two types of materials are selected as the polygon material, the information of the third and subsequent types of materials set on each vertex of the polygon is deleted.

[0144] Furthermore, Game System 1 changes the ratio of materials set on a vertex in response to changes in the materials set on that vertex. For example, for vertex 241, the content changes from having a first material of grass and a second material of soil to having a first material of grass and a second material of sand. Here, since the proportion of sand material is 0, the material ratio of first material:second material = 1:0. In this way, the above changes formally modify the material of each vertex in order to represent the material of the polygon by the material of each vertex of that polygon.

[0145] As described above, the only material assigned to each vertex of a single polygon will be the material corresponding to the texture used for rendering, as described later. This makes it easier to perform rendering processes using textures.

[0146] It should be noted that the above changes may result in all materials being changed for a given vertex (i.e., no materials before and after the change match). For example, this might occur if the material set for a vertex before the change was soil, and the materials selected for the polygon are grass and sand. In such cases, the material ratio for that vertex may be set based on the material ratios for the other vertices of the polygon. For example, in the above example, if the first material set for one of the other vertices of the triangle polygon is grass with a material ratio of grass:sand = 1:0, and the material set for the other vertex is sand with a material ratio of sand:grass = 1:0, then the material ratio for that vertex may be set to grass:sand = 0.5:0.5. Game system 1 may also determine the material ratio for that vertex by considering the distance between that vertex and the other vertices (for example, based on a weight value that increases as the distance decreases).

[0147] As described above, in this embodiment, the game system 1 selects up to a predetermined number (in this case, 2) of material IDs set on the vertices included in each polygon (i.e., material IDs set on the vertices of the polygon corresponding to the polygon) and determines them as the material IDs for that polygon. This allows the game system 1 to reflect the materials set on the vertices in the appearance of the polygon while reducing the number of textures used during rendering.

[0148] In this embodiment, the game system 1 determines the polygon's material if the number of materials for all vertices constituting the polygon is less than or equal to the predetermined number, and if the number of materials exceeds the predetermined number, it selects a predetermined number of materials with high priority based on the priority parameter of each vertex (specifically, based on the determination value calculated based on the evaluation value described above) and determines them to be the polygon's material. This ensures that even if the total number of materials set for each vertex exceeds the predetermined number, the polygon's material can be set to a predetermined number or less, taking priority into consideration.

[0149] As described above, in this embodiment, the first and second materials set for each vertex of a polygon are changed so that there are two types of materials set for that polygon. However, when such a change is made, there is a possibility that inconsistencies may occur in the first and second materials set for vertices shared by two adjacent polygons.

[0150] Figure 22 shows an example of the materials that can be set for each vertex of two adjacent polygons. Figure 22 shows the state in Figure 20(b) where two polygons are formed by the vertices 231-234 shown in Figure 20. In the example shown in Figure 22, the material of the first polygon formed by vertices 231, 233, and 234 is determined to be grass and sand, so the first and second materials of these vertices should be set to grass and sand, respectively. On the other hand, the material of the second polygon formed by vertices 231, 232, and 234 is determined to be grass and soil, so the first and second materials of these vertices should be set to grass and soil, respectively. Therefore, in the example shown in Figure 22, there is a discrepancy in the materials that should be set for vertices 231 and 234, which are shared by the two polygons.

[0151] Therefore, in this embodiment, if there is a discrepancy in the materials to be set for vertices shared by two polygons, the game system 1 adds another vertex at the same position with respect to that vertex. Figure 22(b) shows an example where vertex 231' is added for vertex 231 and vertex 234' is added for vertex 234. In the example in Figure 22, the game system 1 sets the first and second materials for vertices 231 and 234 as grass and sand, respectively, according to the material of the first polygon. Also, for vertices 231' and 234', the first and second materials are set as grass and soil, respectively, according to the material of the second polygon. In this way, by formally setting two vertices as vertices shared by two polygons (i.e., generating two vertex data with the same position but different materials), it is possible to suppress discrepancies in the materials set for vertices.

[0152] Game System 1 generates a display mesh consisting of polygons whose vertices and materials have been determined as described above. Game System 1 also renders voxel objects by drawing polygons based on the material information set for each vertex (i.e., the first material and the second material).

[0153] Figure 23 shows an example of applying a texture to a polygon. Figure 23 shows a triangular polygon formed by vertices 241-243, as shown in Figure 21. The material applied to vertices 241-243 is as shown in Figure 21(b).

[0154] The positions of polygon vertices are rendered by mapping, which blends the textures of the first and second materials set for each vertex using the ratio of the materials set for that vertex (i.e., this ratio as the blending ratio). The textures of the first and second materials used for rendering are the textures indicated by the rendering settings information associated with each material ID associated with the data of the vertex in the material data described above (see Figure 12). In the example shown in Figure 23, the position of vertex 241 has a material ratio of grass:sand = 1:0, so rendering is performed using only the grass texture. Similarly, the position of vertex 243 has a material ratio of sand:grass = 1:0 for the first material, so rendering is performed using only the sand texture. Furthermore, the position of vertex 242 has a material ratio of grass:sand = 0.5:0.5 for the first material and sand for the second material, so rendering is performed by blending the grass texture and the sand texture with a blending ratio of 0.5:0.5.

[0155] Furthermore, for positions other than polygon vertices, Game System 1 determines the blend ratio by interpolating the blend ratio at each vertex. Then, rendering is performed by mapping, which blends the textures of the two materials set for each vertex based on the interpolated blend ratio. Note that the specific interpolation method is arbitrary. As an example, the blend ratio between vertices is linearly interpolated. In Figure 23, positions where the grass material texture is applied at a high ratio are shown in white, and positions where the sand material texture is applied at a high ratio are shown in black. In the example shown in Figure 23, the grass texture is applied at vertex 241, the blend ratio of the sand texture increases as you move towards vertex 243, the blend ratio of grass and sand becomes 1:1 at vertex 242, and only the sand texture is applied at vertex 243. In this way, by blending the two textures set for a polygon (i.e., set for each vertex of the polygon) at a blend ratio corresponding to the ratio of materials and rendering them, the appearance at the boundary between different materials in the display mesh can be made natural. This makes the appearance of a display mesh with multiple types of materials set to it look natural.

[0156] [2-6-2. Determining the material of the mesh used for judgment] Next, an example of a method for determining the material of the detection mesh will be described. As will be explained in detail later, in this embodiment, collision detection of voxel objects is performed using the detection mesh, and processing may be performed according to the material of the voxel object that has been detected as having a collision. Therefore, in this embodiment, the material of the detection mesh is also determined.

[0157] In this embodiment, the game system 1 ensures that for each polygon constituting the judgment mesh, only one type of material is assigned to each polygon. Specifically, the game system 1 determines the material assigned to a polygon of the judgment mesh based on the material information assigned to the vertices of that polygon (i.e., the first and second materials and the material ratio information).

[0158] Figure 24 shows an example of a method for determining the material of the polygons that make up the judgment mesh. Figure 24 shows an example of determining the material for the triangular polygon formed by each vertex 241-243 shown in Figure 21. The material set for each vertex 241-243 is as shown in Figure 21(a).

[0159] When determining the material of a polygon, the game system 1 calculates a determination value for each material set for each vertex of the polygon. In this embodiment, the method for calculating the determination value is the same as the method for calculating the determination value used to select the material set for the polygons of the display mesh. The specific method for calculating the determination value is arbitrary. In other embodiments, the determination value may be calculated by any method based on the information set for the vertices of the polygons of the determination mesh.

[0160] In the example shown in Figure 24, the judgment values ​​for each material are the same as in Figure 21 above: the judgment value for grass material is 1.3, the judgment value for sand material is 1.2, and the judgment value for soil material is 0.5. Therefore, the grass material is selected as the material for the polygon shown in Figure 24.

[0161] As described above, in this embodiment, the game system 1, for each polygon, selects up to a predetermined number (here, 1) of material IDs from the material IDs set at the vertices included in the polygon (i.e., material IDs set at the vertices of the polygon corresponding to the polygon) and determines them as the material IDs for that polygon. This allows the game system 1 to keep the number of materials set on the judgment mesh below a predetermined number. This makes it possible to suppress the complexity of processing according to the type of material, which is performed according to the result of collision judgment using the judgment mesh. Note that the method for determining the material of the polygons of the judgment mesh is arbitrary and is not limited to the above. In other embodiments, the material of the polygons of the judgment mesh may be determined by any method based on the information set at the vertices of the polygon.

[0162] Furthermore, in this embodiment, up to two types of materials can be set for the polygons of the display mesh, while only one type of material can be set for the polygons of the detection mesh. This allows for a natural appearance using two types of textures for the polygons of the display mesh, and reduces the complexity of the processing performed on the detection mesh in response to the collision detection results. In other embodiments, the types of materials that can be set for the polygons of the display mesh and the detection mesh are arbitrary. The number of materials that can be set for the polygons of the display mesh and the number of materials that can be set for the polygons of the detection mesh may both be multiple, the same, or different.

[0163] In this embodiment, the number of material types set for a single voxel is limited to two, and the number of material types set for a single polygon in the display mesh is also limited to two. This allows the material information set in the voxel data to be reflected in the material of the display mesh while keeping the amount of data in the voxel data down. Furthermore, in this embodiment, the number of material types set for vertices that are set based on the voxel data is also limited to two (see Figure 16). This allows two types of materials to be set for vertices generated during the process of obtaining the display mesh from the voxel data, so that the material information set in the voxel data is reflected in the display mesh without any loss of material information during the process.

[0164] In other embodiments, the game system 1 may set different materials for vertices used to generate the display mesh and vertices used to generate the judgment mesh, with respect to the vertices set based on the voxel data. For example, the game system 1 may set up to two types of materials for vertices used to generate the display mesh, as described above, and set one type of material for vertices used to generate the judgment mesh. Then, for the polygons of the display mesh, two types of materials may be set in the same way as described above, and for the polygons of the judgment mesh, one type of material may be set based on one type of material set for each vertex of the polygon. When one type of material is set for vertices used to generate the judgment mesh, the material with the largest judgment value calculated for each material may be set as the material for that vertex. In the above, as in this embodiment, the number of types of materials set for one polygon in the display mesh can be limited to two, and the number of types of materials set for one polygon in the judgment mesh can be limited to one. Therefore, the material information set in the voxel data can be reflected in the display mesh, and the complexity of the processing performed according to the result of collision judgment using the judgment mesh can be suppressed.

[0165] As described above, in this embodiment, a display mesh and a detection mesh may be set for a single voxel object. However, depending on the game situation, it is not necessary for both a display mesh and a detection mesh to be set for a single voxel object simultaneously (for example, it is not necessary for both to be set in the processing of one frame). For example, the detection mesh may be generated in the range where collision detection is performed within the game space, and not generated in the range where collision detection is not performed. As an example, the game system 1 may generate a detection mesh for voxel objects within a predetermined range centered on the player character, and not generate a detection mesh for voxel objects outside that predetermined range, but only generate a display mesh.

[0166] Furthermore, the game system 1 may store data related to the generated mesh in memory for display meshes, and in frames after the mesh has been generated, use this data without re-executing the mesh generation process, except for the updated range. This reduces the processing load required to generate display meshes. Also, for collision detection meshes, the data related to the generated mesh may not be stored in memory, and meshes may be generated sequentially as needed (for example, whenever collision detection is required). This saves memory space used for mesh generation.

[0167] The above describes a method for generating each mesh (i.e., the display mesh and the judgment mesh) based on the modified voxel data when the voxel data is changed from its initial state. This method can also be used, for example, at the start of a game when generating each mesh based on the initial voxel data. However, the meshes based on the initial voxel data do not necessarily need to be generated based on the initial voxel data at the start of the game; they may be prepared in advance before the game starts.

[0168] [2-7. Processing using meshes] Next, we will explain an example of processing using a mesh generated as described above for voxel objects. In the following, we will assume that terrain objects such as the ground and walls are voxel objects, and we will explain an example where an action occurs in the game as a result of collision detection when the player character performs an action.

[0169] Figure 25 shows an example of a game image representing a player character moving over a terrain object. In the example shown in Figure 25, the material of polygons in a certain area 251 of the terrain object's detection mesh is set to "lava". The material of polygons in the terrain object's detection mesh other than area 251 is set to "rock". In the example shown in Figure 25, the game system 1 performs collision detection between the terrain object and the player character 201 using the detection mesh. That is, it performs collision detection to determine whether the terrain object's detection mesh and the detection area set for the player character (for example, an area of ​​a predetermined shape set based on the player character's position) come into contact. If a collision is detected between a polygon with the material "lava" and the player character 201, the system performs a process to reduce the player character 201's health as a game action. In the above case, the system also performs a process to make the player character 201 perform a predetermined reaction.

[0170] In this embodiment, the lava material is assumed to have a property that reduces the health of the player character it comes into contact with (for example, a property that its temperature is above a predetermined value) as part of the property information included in the material data described above. The game system 1 generates an in-game action (in the above example, a reduction in the player character's health) based on the property information corresponding to the material set on the polygon in the collision mesh where collision has been detected by collision detection.

[0171] Furthermore, if a collision is detected between a polygon whose material is rock and the player character 201, the process of reducing the player character's health will not be executed. Also, based on the collision, the player character 201 is controlled so that it cannot enter the inside of the polygon. Therefore, the player character can stand on or walk on the polygon. In this embodiment, by setting a material for each polygon, the game system 1 can execute different processes depending on which part of the voxel object other objects come into contact with. Furthermore, the content of the executed process can be made according to the type of material. In addition, in this embodiment, the player character can change the terrain object (for example, by deforming it or changing its material), so for example, the player can erase the lava part of the terrain object or change the lava to another material. Therefore, by changing the terrain object, the player can avoid the reduction of the player character's health due to contact with lava.

[0172] The content of the processing performed when a collision between a voxel object and another object is detected is arbitrary. For example, if the other object is a moving object such as a player character or an enemy character, the processing may include outputting the sound of the object's footsteps or displaying an effect (for example, an effect representing dust or splashes of water) at the point of contact. In this case, the game system 1 can make the footsteps sound different or the effects different depending on the type of material set on the polygon of the part of the voxel object that made contact.

[0173] Figure 26 is an example of a game image showing a player character pulling a fragment object from a terrain object. As shown in Figure 26, in this embodiment, the player can have the player character 201 perform an action (referred to as a "pulling action") in which the player grasps the terrain object 202 and pulls out a part of it as a fragment object 252 by a predetermined input. The game system 1 erases a part of the terrain object 202 and generates a fragment object 252 as an in-game effect resulting from the pulling action.

[0174] When a pull-out action is performed, the game system 1 specifically executes the following processes. That is, when the player inputs an operation to have the player character perform a pull-out action, the game system 1 has the player character perform an action such as digging forward and grabbing, and performs a collision check. If a collision is detected between the player character performing the pull-out action and the terrain object, an update range 253 is generated based on the position and orientation of the player character. For example, the update range 253 is generated in a predetermined direction (e.g., forward) relative to the player character. The shape and size of the update range may be predetermined according to the type of action performed by the player character. The game system 1 also reduces the density of voxels corresponding to the update range 253. Then, by updating the mesh in accordance with the reduction in voxel density, the terrain object 202 is deformed so that the portion within the update range 253 is erased (see Figure 26(b)). In this embodiment, the density is reduced for each voxel corresponding to the update range 253, but the voxels whose density is reduced may be at least a portion of the voxels corresponding to the update range 253.

[0175] Furthermore, while the above assumes that the voxel object corresponding to the update range 253 is unconditionally deformed by the pull action, in other embodiments, the deformation of the voxel object corresponding to the update range 253 may be conditional on the amount of damage set on the voxel. For example, instead of unconditionally deforming the voxel object corresponding to the update range 253, the game system 1 may increase the amount of damage set on the voxel corresponding to the update range 253 and decrease the density of the voxel when the amount of damage exceeds a predetermined value. In this case, the amount of increase in damage may be determined according to the action performed on the voxel object.

[0176] Furthermore, the game system 1 generates a fragment object 252 representing the erased portion of the terrain object 202. That is, based on the above-mentioned pull-out action, the game system 1 generates the fragment object 252 in a state where it is held by the player character. The fragment object 252 may be generated to have a shape corresponding to the erased portion of the terrain object 202, or it may have a predetermined shape. The fragment object 252 may or may not be a voxel object. If the fragment object is a voxel object, a voxel space different from the voxel space of the voxel corresponding to the terrain object 202, etc., is defined for the fragment object 252.

[0177] Game system 1 determines the material of the fragment object 252. The material of the fragment object 252 is determined based on the material set for the polygons in the detection mesh of the terrain object 202 that come into contact with the update range 253. The material of the fragment object 252 is determined to be the same as one of the materials set for the polygons in the detection mesh that come into contact with the update range 253. This makes it possible to make the material of the fragment object 252 the same as the material of the erased part of the terrain object. As is clear from the above explanation, the fragment object 252 is not actually part of the terrain object. However, because it is generated along with the erasure of a part of the terrain object, and the material of the erased part of the terrain object is inherited by the fragment object 252, it is possible to give the player the impression that the player character 201 has extracted a part of the terrain object 202 through a pull action.

[0178] In this embodiment, each type of material provided is assigned a priority, and the game system 1 determines that the material with the highest priority among the materials assigned to each polygon of the judgment mesh within the update range 253 will be the material for the fragment object 252. Here, for example, consider the case where the judgment mesh within the update range 253 includes polygons with the material rock and polygons with the material lava. In such a case, if the material of the fragment object 252 is set to lava, the player character's health may decrease when the player character grasps the fragment object 252 through a pull-out action (as explained in Figure 25, the lava material is assumed to have the property of reducing the player character's health upon contact). Furthermore, as described above, if the judgment mesh within the update range 253 includes polygons with different types of materials, it may be difficult for the player to predict what the material of the fragment object 252 will be, and the above-mentioned inconvenience may occur against the player's will. In contrast, in this embodiment, the possibility of the above-mentioned inconvenience occurring can be reduced by setting a priority for the material that is set as the material for the fragment object.

[0179] Figure 27 is an example of a game image showing how fragment objects are generated when a player character destroys a terrain object. As shown in Figure 27, in this embodiment, the player can cause the player character 201 to perform a punch action by inputting a predetermined command. The game system 1, as an in-game effect resulting from the punch action, erases a portion of the terrain object 202 and generates fragment objects 255, similar to the punch action described above. Specifically, it deforms the terrain object 202 so that a portion of it is erased. In the case of a punch action, unlike the pull-out action described above, after the punch action, the fragment objects 255 are not grasped by the player character 201 but are placed around the location where the punch action was performed (see Figure 27(b)). It should be noted that fragments corresponding to the destruction of the terrain object 202 may not be generated.

[0180] When a punch action is performed, the game system 1 specifically executes the following processes. That is, when the player inputs an operation to make the player character perform a punch action, the game system 1 makes the player character perform a punching action toward the front and performs a collision check. If a collision is detected between the player character performing the punch action and the terrain object, an update range 254 is generated based on the position and orientation of the player character. For example, the update range 254 is generated in a predetermined direction (for example, forward) relative to the player character. The position, shape, and size of the update range 254 due to the punch action may be the same as or different from the update range 253 due to the pull-out action. The game system 1 then reduces the density of voxels corresponding to the update range 254. As a result, similar to the pull-out action, the terrain object 202 is deformed by the punch action so that the portion within the update range 254 is erased (see Figure 27(b)). Furthermore, similar to the pull-out action, the game system 1 may, instead of unconditionally deforming the voxel objects corresponding to the update range 254, increase the amount of damage set for voxels within the update range 254 in accordance with the punch action, and decrease the density of the voxel in question when the amount of damage exceeds a predetermined value. In addition, the voxels whose density is reduced by the punch action may be at least a portion of the voxels corresponding to the update range 254.

[0181] Furthermore, game system 1 generates fragment objects 255 corresponding to the erased portion of terrain object 202. That is, based on the punch action, game system 1 generates the fragment objects 255 without the player character holding them (for example, by placing them around the location where the punch action occurred). The fragment objects 255 may be generated to have a shape corresponding to the erased portion of terrain object 202, or they may have a predetermined shape. The fragment objects 255 may or may not be voxel objects.

[0182] Game system 1 determines the material of the fragment object 255. The material of the fragment object 255 is determined based on the material set for the polygons in the detection mesh of the terrain object 202 that come into contact with the update range 254. The material of the fragment object 255 is determined to be the same as one of the materials set for the polygons in the detection mesh that come into contact with the update range 254. This makes it possible to make the material of the fragment object 255 the same as the material of the erased part of the terrain object. Furthermore, by generating the fragment object 255 along with the erasure of a part of the terrain object, and inheriting the material of the erased part of the terrain object to the fragment object 255, it is possible to give the player the impression that a part of the terrain object destroyed by the player character's punch action was generated as a fragment object.

[0183] In this embodiment, the material of the fragment object 255 is determined to be the material that has the greatest decrease in voxel density among the materials set for polygons in the determination mesh that come into contact with the update range 254. This makes it possible to generate fragment objects that more accurately reflect the material configuration of the parts of the terrain object that have been erased by the punch action.

[0184] The method for determining the material of the fragment object generated by the above-described pull-out or punch action is arbitrary. For example, the method for determining the material of the fragment object may be the same for both the pull-out and punch actions. Alternatively, for example, the material set on the most polygons among the materials set on each polygon of the judgment mesh within the update range may be determined as the material of the fragment object. Alternatively, for example, the material set on polygons that satisfy a predetermined condition (for example, polygons at the position that come into contact with the hand of the player character performing the pull-out or punch action) among the polygons of the judgment mesh within the update range may be determined as the material of the fragment object. Furthermore, in other embodiments, multiple types of materials may be set on the fragment object.

[0185] In this embodiment, the player can have the player character perform an action to throw the fragment object 252 or 255 generated as described above (hereinafter referred to as the "throwing action"). The player can also have the player character perform an action to hold the fragment object that is generated in response to the punching action and placed on the ground, by a predetermined input. As a result of the above-mentioned pull-out action, or as a result of the action to hold the fragment object after the punching action, the player character will be in a state of holding the fragment object. In this state, the game system 1 will have the player character perform an action to release the fragment object in a predetermined direction as a throwing action in response to the player's input.

[0186] Figure 28 shows an example of a game image in a state where the player character is capable of performing a throwing action and is in a throwing stance, and is deciding on the throwing direction. As shown in Figure 28, when the player character 201 is holding the fragment object 261, the player character 201 can perform a throwing action. In this state, as shown in Figure 28, the game system 1 displays a targeting image 262 and an object information image 263 superimposed on an image representing the game space as a process to generate an action within the game.

[0187] The aiming image 262 indicates the direction in which the fragment object is released by the throwing action (also called the aiming direction). That is, in response to the player's input for performing the throwing action, the game system 1 moves the fragment object 261 from the player character 201's position toward the position in the virtual space indicated by the aiming image 262. The aiming direction is controlled based on the player's input. For example, the game system 1 may change the aiming direction in response to an input that changes the orientation of the virtual camera. Specifically, the game system 1 may control the virtual camera in response to the input so as to rotate around the player character while maintaining the player character within its field of view, and control the aiming direction so as to correspond to the virtual camera's line of sight. At this time, the aiming image 262 is displayed, indicating the position where a straight line extending from the player character's position in the aiming direction intersects with the terrain object 202. Specifically, game system 1 performs collision detection between the aiming direction (i.e., the straight line extending in the aiming direction) and the detection mesh of terrain object 202. If a collision is detected, it displays the aiming image 262. The aiming image 262 is positioned to indicate the location of the polygon in the detection mesh that intersects the straight line extending in the aiming direction.

[0188] The aiming image 262 described above allows the player to see the position where the fragment object will contact the voxel object when the player character performs a throwing action. This makes it easier for the player to perform the throwing action. The specific control method for the aiming direction and the aiming image 262 is arbitrary, and conventional methods may be used. For example, in another embodiment, the aiming image 262 may be displayed in a first-person view game image where the player character is not displayed.

[0189] When the player character is in a position to throw a shard object, a throwing action is performed in the direction of the aim, in response to a predetermined input from the player.

[0190] Object information image 263 shows information about the terrain object 202 at the position indicated by the aiming image 262. In this embodiment, object information image 263 shows the name of the material set on the polygon of the judgment mesh at the position indicated by the aiming image 262 (in the example shown in Figure 28, it is "rock"). This allows the player to be shown the material of the voxel object that the fragment object released by the throwing action comes into contact with. Object information image 263 also shows information about the properties of the material (in this case, hardness). This allows the player to be shown the properties of the voxel object that the fragment object released by the throwing action comes into contact with. Note that the content shown in object information image 263 is arbitrary. For example, in other embodiments, object information image 263 may show any property of the material set on the polygon at the position indicated by the aiming image 262, or it may show the state of the polygon (for example, the amount of damage as described above). In this embodiment, since the polygon material of the judgment mesh is of only one type, the material corresponding to the aiming position is uniquely identified. Therefore, it is suitable for displaying information related to the material.

[0191] In this embodiment, when a fragment object released by a throwing action is determined to have come into contact with a voxel object as a result of collision detection, the game system 1 modifies the voxel object as an action within the game. Figure 29 shows an example of a game image after the terrain object 202 shown in Figure 28 has been modified due to contact between the fragment object 261 and the terrain object 202. In the example shown in Figure 29, the terrain object 202 is deformed so that it appears as if the fragment object is attached to the contact point between the fragment object and the terrain object 202. Specifically, the game system 1 generates an update range that includes the contact point and deforms the terrain object 202 to achieve the above shape by increasing the density of voxels in the update range. For example, the update range may be set to a shape corresponding to the shape of the fragment object, and the terrain object 202 may be deformed so that the update range is within the terrain object 202. As a result, in the example shown in Figure 29, the terrain object has an added portion 265 added to it. In the example shown in Figure 29, the fragment object is removed when it comes into contact with the terrain object 202.

[0192] Furthermore, the polygon material in the added portion 265 is determined based on the material of the fragment object that came into contact with the terrain object 202. Specifically, the game system 1 sets the material of each voxel within the update range to be the same as the material of the fragment object. Then, the materials of the display mesh and the detection mesh are determined based on the material of the voxel. This makes it possible to make the appearance of the added portion 265 the same as the appearance of the fragment object (although in reality, the terrain object 202 has been deformed as described above), making it easier to give the player the impression that the fragment object is attached to the terrain object 202.

[0193] In the example shown in Figure 29, the change made to the voxel object in response to the fragment object coming into contact with it was a deformation that added an additional part to the voxel object, but the changes made to the voxel object are not limited to this. The above changes may change the density of the voxels or change the material. For example, if the fragment object has explosive properties, the fragment object may explode in response to contact with the voxel object, and in this case, the voxel object may be deformed so that a part of the voxel object is erased. Specifically, game system 1 sets an update range that includes the contact location and reduces the density of voxels within the update range. Also, for example, if the material of the voxel object is lava and the material of the fragment object is ice, the material of the voxel object may be changed in response to the contact of the fragment object. Specifically, game system 1 sets an update range that includes the contact location and may change the material of the voxels within the update range that is lava to obsidian or rock. According to this, it is possible to represent a situation where a lava object is cooled by an ice object and turns into obsidian or rock.

[0194] The content of the above changes may be determined based on the material of the voxel object, based on the material of the fragment object, or based on a combination of the materials of the voxel object and the fragment object. This allows for various changes to be made to the voxel object.

[0195] Furthermore, game system 1 may decide whether or not to make the above changes based on the material of the voxel object, based on the material of the fragment object, or based on a combination of the materials of the voxel object and the fragment object. For example, if a fragment object whose material is rock comes into contact with a voxel object whose material is rock, game system 1 may make the changes shown in Figure 29, but may not make the changes shown in Figure 29 if a fragment object whose material is rock comes into contact with a voxel object whose material is iron.

[0196] In this embodiment, as described above, one type of material is set for the polygons of the detection mesh and the fragment objects. If multiple types of materials were set for at least one of the polygons of the detection mesh and the fragment objects, it would become difficult to determine the changes applied to the voxel object according to the types of materials used when the detection mesh and the fragment objects come into contact. In contrast, in this embodiment, since the detection mesh and the fragment objects that are determined to be in contact by collision detection each have only one type of material, it becomes easy to determine the changes applied to the voxel object.

[0197] [2-8. Game Examples] Next, we will describe an example of a game played in a virtual space where voxel objects are placed. The game described below is a racing game in which multiple racing objects, including a player object controlled by a player, compete in a race. The racing game described above may be a single-player game with one player object participating, or a multiplayer game with multiple player objects participating.

[0198] Figure 30 shows an example of a game image displayed in game system 1. In the racing game described above, a game image is displayed showing multiple racing objects, including player object 301, driving on a race course. In this embodiment, player object 301 is an object that includes a player character and a vehicle object. The vehicle object on which the player character rides may be any object, such as a car, airplane, animal, or other character. Furthermore, the player object may consist of a single object.

[0199] In this embodiment, the virtual space contains a ground object 303, a soil object 304, and a mud object 305 as objects that constitute the terrain. In this embodiment, the soil object 304 is a voxel object with a soil material set. The mud object 305 is a voxel object with a mud material set. As will be described in detail later, the soil object 304 and the mud object 305 undergo deformation during the game, such as partial deletion, when the voxel update range is set and the density is updated. In this embodiment, the ground object 303 is an object that does not deform even when the above voxel update range is set. For example, the ground object 303 is an object that is not a voxel object, or a voxel object with a material that does not deform. In this embodiment, voxel objects such as soil objects, mud objects, and road objects (described later) can be placed within the range on the ground object 303. Specifically, the voxel space for these voxel objects is set to include the range on the ground object 303.

[0200] During a race, each race object, such as player object 301 and race object 302, is controlled to move through the virtual space. Player object 301 is controlled based on input from the player. In this embodiment, the movement speed of player object 301 is determined based on control rules defined in the game program, and the direction of travel is determined based on input from the player. The control method for player object 301 is arbitrary, and the movement speed and direction of travel may be determined based on input from the player. Furthermore, for race objects not controlled by the player, the movement speed and direction of travel are determined based on control rules defined in the game program.

[0201] In this embodiment, the race object can be deformed so that the soil object 304 and mud object 305 are erased when it moves. Specifically, the game system 1 sets a voxel update range in front of the race object and updates the voxels corresponding to the voxel update range to decrease their density (for example, to set the density to 0). As a result, the meshes of the soil object 304 and mud object 305 are deformed so that the parts within the voxel update range are erased. This makes it possible to represent the race object moving forward while destroying or absorbing the soil object 304 or mud object 305. The specific position, size, and shape of the voxel update range are arbitrary. For example, the voxel update range may be a spherical shape centered at a predetermined distance in front of the race object.

[0202] In this embodiment, a race object can perform a generation action that generates voxel objects. In this embodiment, when a race object performs a generation action, after the race object moves, voxel objects are placed along the trajectory that the race object traveled during the generation action. As will be described in detail later, the race object can travel on the placed voxel objects. Hereinafter, the voxel objects generated by the generation action will be referred to as track objects. In this embodiment, because track objects are generated during the race game, the routes that the race object can travel on change dynamically during the game, thereby improving the strategic and exciting aspects of the race game.

[0203] Figure 31 is a diagram showing an example of a game image representing a player object performing a generation action. In this embodiment, the player object 301 performs a generation action in response to a predetermined input from the player (for example, input to the ZR button 61). In this embodiment, the player object 301 performing the generation action moves forward or diagonally upward in front. The direction of movement during the generation action is arbitrary; the race object during the generation action may move along the ground object or jump into the air. Furthermore, the direction of movement during the generation action may be determined based on the player's input. For example, the angle of the direction of movement with respect to the pitch direction (specifically, the angle of the direction of movement relative to the horizontal direction) may be determined within a predetermined angle range according to the input during the generation action. Specifically, the direction of movement with respect to the pitch direction during the generation action may be determined within a range from the horizontal to a predetermined angle upward relative to the horizontal direction, in response to the input during the generation action (for example, input to tilt the analog stick 32). In other embodiments, there may be no change in the movement pattern of the race object when the generation action is initiated. In other words, the game system 1 may determine the movement speed and direction of the race object in the same way whether the race object performs a generation action or not.

[0204] Furthermore, in this embodiment, the movement speed of the race object during the generation action is set to a speed faster than the movement speed when the generation action is not being performed. Note that the movement speed during the generation action is arbitrary. In other embodiments, the movement speed during the generation action may be the same as the movement speed when the generation action is not being performed, or it may be slower than that movement speed.

[0205] In this embodiment, the race object is assigned an action parameter whose value corresponds to the amount of time available for the generation action. The game system 1 increases the value of the action parameter when the race object satisfies predetermined conditions. In this embodiment, the game system 1 increases the value of the action parameter when the race object deforms a dirt object or mud object so that it is erased. The game system 1 also gradually decreases the value of the action parameter during the period in which the race object is performing the generation action. The game system 1 causes the race object to perform the generation action on the condition that the value of the action parameter is not zero. If the value of the action parameter becomes zero, the game system 1 causes the race object to terminate the generation action, even if, for example, an operation input for the generation action has been made for the player object. As described above, in this embodiment, the player can increase the value of the action parameter by manipulating the player object 301 to deform a dirt object or mud object, thereby causing the player object 301 to perform the generation action.

[0206] Furthermore, as shown in Figures 30 and 31, the game system 1 may display a gauge image 306 that shows the current value and upper limit of the action parameter. In addition, the game system 1 may display an effect image for the race object during the generation action to notify the player that a generation action is in progress. For example, in the example shown in Figure 31, an effect image 307 representing smoke is displayed behind the player object 301.

[0207] Next, the process of generating a road object in response to a generation action will be described with reference to Figures 32 and 33. Figure 32 is a diagram showing an example of the voxel update range set when one frame has elapsed since the generation action started. In the example shown in Figure 32, the starting position 311 is the position of the player object 301 when the generation action starts. The current position 312 is the current position of the player object 301 (here, one frame after the start of the generation action). In this embodiment, the position of the player object 301 is set to a predetermined position on a horizontal plane that includes the lower end of the player object 301 (see Figure 32).

[0208] In this embodiment, the game system 1 sets a passage area 313 along the path that the player object 301, which performs the generation action, will pass through. In the situation shown in Figure 32, the passage area 313 is set to extend from the starting position 311 to the current position 312. For example, the passage area 313 has four sides parallel to the direction from the starting position 311 to the current position 312, and is shaped like a rectangular parallelepiped with one of the two sides (hereinafter referred to as the bottom face) containing the starting position 311 and the other face containing the current position 312. In addition, one side of the bottom face of the passage area 313 passes through the starting position 311 and is set to be parallel to the ground at the starting position 311. The passage area may be any shape extending from the starting position to the current position, for example, it may be a capsule shape, or it may be a rectangular parallelepiped with rounded vertices and edges. The passage area may also be shaped such that the upper part of the cross section perpendicular to the direction extending from the starting position to the current position is a straight line. According to this, a top surface is formed on the track object, making it possible to shape the track object in a way that makes it easier for the race object to travel on.

[0209] As described above, the passage region 313 is set to include the position through which the player object 301 that performs the generation action passes. However, the passage region 313 does not need to be set to include all the areas through which the player object 301 passes, and it may also be set to include areas through which the player object 301 does not pass. In this embodiment, the game system 1 represents the passage region 313 using the SDF described above.

[0210] Next, the game system 1 sets a slope 314 within the passage area 313. As shown in Figure 32, the slope 314 is a surface obtained by rotating the lower side of the passage area 313 (specifically, the side including the starting position 311 and the current position 312) upward by a predetermined angle around the edge passing through the starting position 311 as the axis of rotation. The predetermined angle is greater than 0° and less than 90°. As will be described in detail later, the top surface of the track object is generated to follow the slope 314. Here, if the top surface of the track object and the ground are connected so that there is no large angle difference at the starting position 311, the race object will be able to move more easily on the track object. For this reason, the predetermined angle may be set to an angle of 45° or less (for example, 10°). In this embodiment, the position of the race object is used as the position of the race object as it is on the horizontal plane including the lower end of the race object, so the predetermined angle is set to a value greater than 0°. However, the position of the race object may be a position other than the horizontal plane including the lower end of the race object, in which case the predetermined angle may be set to 0°.

[0211] Game system 1 defines the area of ​​the passage region 313 excluding the area above the slope 314 as the voxel update range 315 (see the shaded area shown in Figure 32). Specifically, game system 1 modifies the SDF data representing the passage region 313 to represent the area excluding the area above the slope 314. Game system 1 updates (specifically increases) the density of voxels corresponding to the voxel update range 315 so that a voxel mesh is placed on the surface of the voxel update range 315 obtained as described above. For example, the density of voxels corresponding to the voxel update range 315 is updated to the upper limit (specifically, 255). Game system 1 generates a voxel mesh for the road object based on the updated voxel data according to the method described in [2-6. Mesh Generation] above. This generates a road object with a shape corresponding to the voxel update range 315.

[0212] Figure 33 shows an example of the voxel update range set two frames after the generation action has started. In this embodiment, the race object moves in a straight line in the direction determined at the start of the action during the generation action. Therefore, in Figure 33, the current position 316 lies on a straight line passing through the starting position 311 and the position 312 one frame prior.

[0213] Even after the second frame following the start of the generation action, the game system 1 sets the pass-through area, just as it did in the first frame. From the second frame onward, the pass-through area is set to extend from the position of the player object 301 in the previous frame to its current position. In the second frame, a pass-through area 317 is set extending from the position 312 one frame prior to the current position 316 (see Figure 33). As described above, in this embodiment, the race object performing the generation action moves in a straight line, so the upper side of the pass-through area 313 from the previous frame and the upper side of the pass-through area 317 set in the current frame are continuous. The race object performing the generation action may be controlled not to move in a straight line (for example, to move along a parabolic trajectory), in which case the game system 1 may adjust and set the position of the pass-through area 317 so that the upper side of the pass-through area 313 from the previous frame and the upper side of the pass-through area 317 set in the current frame are continuous.

[0214] Next, the game system 1 sets a slope 318 within the passage area 317. In the second frame and beyond, as in the first frame, the slope 318 is a surface obtained by rotating the lower side of the passage area 317 upward by a predetermined angle around the edge passing through the starting position 311 as the axis of rotation. In this embodiment, since the race object performing the generation action moves in a straight line, each slope set in each frame will be located on the same plane. If the race object performing the generation action is controlled not to move in a straight line, the game system 1 may adjust the position of the slopes so that the slope from the previous frame and the slope set in the current frame are continuous.

[0215] In the second frame and beyond, as in the first frame, the game system 1 defines the area of ​​the passage region 317 excluding the area above the slope 318 as the voxel update range 319 (see the shaded area shown in Figure 33). The density of voxels corresponding to the voxel update range 319 is updated so that a voxel mesh is placed on the surface of this voxel update range 319, and the voxel mesh of the road object is set based on the voxel data after the density has been updated. As a result, in the second frame and beyond, the road object is deformed to take on a shape corresponding to the previously set voxel update range (in the example in Figure 33, voxel update ranges 315 and 319). Thus, in this embodiment, the road object is deformed to extend along the direction of travel of the player object 301.

[0216] Figure 34 shows an example of a voxel update range that is set after a certain amount of time has elapsed since the start of the generation action. In Figure 34, region 321 is the sum of all the passing regions set from the start of the generation action to the present time. Here, as shown in Figure 34, the slope 322 is located above the upper side of region 321 at a certain distance from the starting position 311. In other words, in a frame after a certain amount of time has elapsed since the start of the generation action, the slope 322 is located above the upper side of the passing region in that frame. At this time, the passing region is set as the voxel update range. From the above, in this embodiment, the voxel update range 323 has a shape in which a part of the upper region of region 321 on the side closer to the starting position 311 is excluded (see Figure 34).

[0217] Specifically, in frames from the start of the generation action until a predetermined exclusion processing period has elapsed, the game system 1 executes a process to exclude the area above the slope within the passage region, and in frames after the exclusion processing period has elapsed, it sets the passage region as the voxel update range without executing the said process. The exclusion processing period is the period before the frame in which the slope is located above the upper side of the passage region in that frame. As a result, the track object generated from the start of the generation action until the exclusion processing period has an upper surface that follows the slope. This makes it possible to reduce (or eliminate) the height difference between the ground and the track object, making it easier for the race object to enter the track object from the ground. In other embodiments, the voxel update range may be set without using a slope. Specifically, the game system 1 may set the passage region before it is excluded by the slope as the voxel update range.

[0218] Furthermore, in this embodiment, the upper side surfaces of each passage area set for each frame, and each slope surface for each frame, are set to be continuous. Therefore, the voxel mesh of the track object is generated such that the upper surface created by the deformation in each frame is continuous with the upper surface that has been created up to that point. This makes it possible to generate a track object that has a shape that makes it easy for the race object to travel on the track object.

[0219] In this embodiment, the game system 1 sets a voxel update range every frame and sets the voxel mesh of the track object every frame so that it takes on a shape corresponding to the voxel update range. Therefore, the voxel update range is continuously set to the positions that the race object has passed through by the generation action, and the track object is deformed to gradually extend along the path that the race object has traveled. This makes it easy to represent how the track object is generated by the generation action to follow the race object.

[0220] Furthermore, the method for continuously setting the voxel update range is not limited to setting the voxel update range every frame. For example, in another embodiment, the game system 1 may perform the process of setting the passage area and the process of setting the voxel update range based on the distance between the current position of the race object and its position one frame ago, provided that the distance between the current position of the race object and its position two frames ago is greater than or equal to a predetermined distance. If these setting processes were not performed one frame ago, these setting processes will be performed based on the distance between the current position of the race object and its position two frames ago, provided that the distance between the current position of the race object and its position two frames ago is greater than or equal to a predetermined distance. In this way as well, the voxel update range will be continuously set and the track object will deform continuously in response to generation actions being performed over multiple frames.

[0221] Furthermore, the game system 1 does not need to perform the voxel update range setting process and the track object voxel mesh setting process based on the current position of the race object in a frame in which a generation action is being performed, in that frame, but may perform them in a later frame. In this embodiment, when the race object in the generation action reaches a certain position in a certain frame, the game system 1 performs the voxel update range setting process calculated with that certain position as the current position, and the track object voxel mesh setting process based on that voxel update range, in a frame after the waiting period from that frame. Therefore, the voxel mesh of the track object set at a certain position in response to the race object passing through that position will be set after the waiting period has elapsed since the race object passed through that position. This reduces the possibility of the race object and the track object coming into contact. For example, it reduces the possibility of problems such as the race object moving unnaturally due to contact. The waiting period may be fixed in advance, or it may be set variably based on the movement speed of the race object, etc. For example, the waiting period may be set to a shorter time if the race object is moving quickly, and a longer time if it is moving slowly.

[0222] In other embodiments, the game system 1 may perform the voxel mesh setting process for the track object after the generation action by the race object has finished. In this case, the game system 1 can set a track object that extends along the movement path of the race object during the period in which the generation action was performed. For example, similar to this embodiment, the game system 1 can deform the track object so that it gradually extends by continuously performing the process of setting the passage area and the process of setting the voxel update range according to the position of the race object in each frame. Note that the track object only needs to be deformed to extend along the movement path of the race object, and it is not necessary for the direction in which the track object extends and the movement path of the race object to perfectly coincide when viewed in part. For example, the track object may be deformed to extend from the start position of the generation action to the end position of the generation action in a meandering manner. Also, for example, the track object may be formed such that the slope of the upper surface near the start and end positions of the generation action is gentler than the slope of the upper surface in the intermediate part between the start and end positions.

[0223] The voxel space for the road object may be the same as the voxel space for other voxel objects (e.g., soil objects and mud objects), or it may be a different voxel space. For example, if the voxel space for the road object is separate from the voxel space for other voxel objects, the entire road object can be easily erased by, for example, setting the density of each voxel in that voxel space to 0.

[0224] Figure 35 shows an example of a game image after a track object has been generated. In the situation shown in Figure 35, a track object 325 is placed on a ground object 303. In this embodiment, the race object can move on the ground object and can also travel on the track object placed on the ground object. As shown in Figure 35, the track object 325 can be positioned to extend diagonally upward from the ground object 303, so it can take a different route from, for example, the route on the ground object 303. This means that the location where the track object is generated affects the outcome of the race game, thus improving the strategic aspect of the race game.

[0225] In this embodiment, the race course is circular, and the racing game is governed by rules that involve completing multiple laps around the circular race course. Therefore, the player object 301 can, for example, place track objects through its own generation action and then drive on those track objects in subsequent laps. This can further enhance the strategic aspect of the racing game. A circular course is any shape of course that can be completed in a loop, such as a course that includes a closed path. A circular course can also be described as a course that constitutes a track. In other embodiments, the shape of the race course is arbitrary and does not have to be circular. Furthermore, the racing game may be governed by rules that involve driving only one lap around the circular course.

[0226] In this embodiment, the track object 325 has a track surface portion 326 based on a voxel update range set according to the method shown in Figures 32 to 34, as well as a guide portion 327 outside of that portion (specifically, outside in the left-right direction when the direction in which the player object moves by the generation action is considered forward). Specifically, in a frame in which the generation action is performed by the race object, the game system 1 sets a voxel update range based on the aforementioned passage area (for example, the voxel update range 315 shown in Figure 32), and further sets a voxel update range for the guide portion outside of that voxel update range. The game system 1 updates the voxels corresponding to these voxel update ranges to increase their density. The shape of the guide portion and the corresponding voxel update range are arbitrary. For example, the voxel update range for the guide portion may be set not only in the area outside the track surface portion, but also in the area overlapping with the track surface portion. Also, the shape of the guide portion and the corresponding voxel update range may be predetermined. For example, these shapes may extend to the upper side of the passage area or to a position above the aforementioned slope (see Figure 35). In this embodiment, the guide portion 327 is generated within a range from the start position of the generation action to a predetermined distance with respect to the direction in which the running surface portion extends. For example, the game system 1 may perform a process to set the voxel update range for the guide portion during a period from the start of the generation action until a predetermined number of frames have elapsed, and may not perform this process after the elapsed period. In other embodiments, the guide portion 327 may be generated outside the running surface portion 326 within a range from the start position to the end position of the generation action.

[0227] The guide section 327 makes it easier for the race object to enter the track object 325. Additionally, the guide section 327 makes the starting positions of the track object and 325 easier for the player to understand.

[0228] Figure 36 shows an example of a game image when a player object moves on a track object. In this embodiment, when moving on the track object 325, the player object 301 is controlled to accelerate. Specifically, when the game system 1 updates the density of the voxel update range corresponding to the track object, it sets the material of the voxels corresponding to the voxel update range to a predetermined material (referred to as the "track material") that has the property of accelerating objects moving on the object of that material. As a result, the voxel mesh of the track object is set to the track material. Furthermore, when controlling the movement of a race object during a race game, the game system 1 identifies which object the race object is located on, and if it is located on an object of the track material, it controls the race object to accelerate. Note that the specific control method for accelerating the race object is arbitrary. For example, the game system 1 may gradually increase the movement speed of the race object from its current speed during the acceleration period, or it may change the movement speed during the acceleration period to a constant speed that is faster than the normal speed. As described above, players can gain an advantage in racing games by having the player object 301 drive along the track objects. This can further enhance the strategic depth of racing games where track objects are placed.

[0229] As described above, in this embodiment, soil objects and mud objects are placed on the ground object, and the race object moves while deforming these objects so that the parts in its direction of travel are erased. Here, in this embodiment, the game system 1 sets the movement speed of the race object when the mud object is deformed by the race object's movement to be slower than the movement speed when the soil object is deformed by the race object's movement. This allows the player to consider avoiding the mud object or going over the mud object using generation actions or track objects, thereby improving the strategic aspect of the race game. In other embodiments, the number of types of voxel objects that are deformed by the race object's movement is arbitrary and may be three or more types, or it may be just one type. Also, in other embodiments, the types of voxel objects that are deformed by the race object's movement do not have to be placed on the ground object.

[0230] In this embodiment, the placement of soil objects and mud objects may be swapped during gameplay. Figure 37 shows an example of game images before and after the swapping of soil objects and mud objects. Figure 37(a) shows the situation before the swap, where soil objects 331 are placed on the race course and mud objects 332 are placed outside the race course. The placement of soil objects 331 and mud objects 332 is arbitrary; some or all of the mud objects may be placed on the race course, or some or all of the soil objects may be placed outside the race course.

[0231] In this embodiment, when a swap event occurs in the racing game, the positions of the dirt object 331 and the mud object 332 are swapped. In this embodiment, a swap object 333 is placed in the virtual space, and the swap event is an event in which the race object passes through the swap object 333. The specific content of the swap event is arbitrary. For example, in other embodiments, the swap event may be when the race object uses a predetermined item, or when a certain amount of time has elapsed since the start of the race. The swap event may be an event caused by the race object, as in this embodiment, or it may be an event caused only by the player object, or it may be an event that occurs regardless of the behavior of the race object.

[0232] Figure 37(b) shows the situation after the swap event described above has occurred. In this situation, the soil object 331 that existed before the swap event has become the mud object 334, and the mud object 332 that existed before the swap event has become the soil object 335. In the example shown in Figure 37, before the swap, the race object had an advantage because soil objects were placed on the race course compared to the area outside the race course where mud objects were placed. After the swap, however, the race object is at a disadvantage because mud objects are placed on the race course compared to the area outside the race course where soil objects are placed. In this way, by swapping the material of objects during the game, it is possible to change the game situation and improve the strategic aspect of the game.

[0233] In this embodiment, the game system 1 performs the object swapping described above by updating the material data (Figure 12) described above. Specifically, when a swap event occurs, the game system 1 swaps the ID of the soil material with the ID of the mud material in the material data. For example, if the ID of the soil material was "001" and the ID of the mud material was "005" before the swap, the game system 1 changes the ID of the soil material to "005" and the ID of the mud material to "001". This makes it possible to change the material set for each voxel without changing the material ID set for each voxel, which is indicated by the voxel data. This makes it possible to swap the materials of voxel objects with less processing load.

[0234] As described above, in this embodiment, the material of a voxel object is replaced not by changing the material data set on the voxel, but by changing the type indicated by the material (specifically, the type indicated by the material ID). In other embodiments, the method for replacing the material of a voxel object is arbitrary. For example, the game system 1 may include flag data in the voxel data and switch the on / off state indicated by the flag data in response to the occurrence of a replacement event. In this case, the game system 1 switches the material set on the voxel depending on whether the flag data indicates on or off. Alternatively, for example, the game system 1 may switch the material set on the voxel by updating the material ID data included in the voxel data.

[0235] [3. Specific examples of processing in game systems] Next, we will explain specific examples of information processing in game system 1 with reference to Figures 38 to 43.

[0236] Figure 38 shows an example of various data used for information processing in the game system 1. Each piece of data shown in Figure 38 is stored in a memory accessible by the main unit 2 (for example, flash memory 84, DRAM 85, and / or a memory card installed in slot 23). As shown in Figure 38, the game system 1 stores a game program. The game program is for executing the game processing in this embodiment (specifically, the game processing shown in Figure 39). The game program includes the material data mentioned above (see Figure 12). The memory also stores the voxel data mentioned above (see Figure 11), the material data mentioned above (see Figure 12), position history data, update range data, mesh data, object data, and action parameter data (see Figure 38).

[0237] Location history data is data that shows the history of the race object's position. Specifically, the location history data includes data that shows the current position of the race object at the time the generation action is performed, and data that can identify the elapsed time from the start of the generation action to that point in time. The data that can identify the elapsed time may, for example, be data that shows the time since the start of the generation action, or data that shows the number of frames since the start of the generation action.

[0238] Mesh data includes various data related to the mesh of a voxel object. As shown in Figure 38, in this embodiment, mesh data includes SVO data, display mesh data, and determination mesh data. SVO data is data that holds each vertex calculated from the voxel data in the SVO structure described above. In this embodiment, in addition to data indicating the position of each vertex, SVO data includes data indicating the material set for each vertex (for example, data indicating the material ID). Display mesh data includes various data related to the display mesh. Specifically, display mesh data includes data indicating each vertex of the display mesh and data indicating the material set for each vertex (for example, data indicating the material ID). Determination mesh data includes various data related to the determination mesh. Specifically, determination mesh data includes data indicating each vertex of the determination mesh and data indicating the material set for each vertex (for example, data indicating the material ID).

[0239] Object data includes various data about objects other than voxel objects (e.g., race objects). Object data is stored for each object that appears in the game space. Object data includes, for example, data indicating the object's position, movement speed, and state.

[0240] Action parameter data indicates the values ​​of the action parameters mentioned above. Action parameter data is stored for each race object. At the start of the game, action parameter data showing a predetermined value (for example, 0) is stored.

[0241] Figure 39 is a flowchart showing an example of the game processing flow executed by game system 1. The game processing shown in Figure 39 is the game processing for advancing the racing game described in [2-8. Game Example] above. The execution of the game processing starts, for example, when the game is started in response to player instructions while the game program is running. The processing loop consisting of the series of processes from steps S1 to S13 is executed in a cycle of once per frame.

[0242] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1, thereby executing the processing of each step shown in Figure 39. However, in other embodiments, some of the processing of each step may be executed by a processor other than the processor 81 (for example, a dedicated circuit). Also, if the game system 1 can communicate with other information processing devices (for example, a server), some of the processing of each step shown in Figure 39 may be executed by the other information processing device. Furthermore, the processing of each step shown in Figure 39 is merely an example, and the processing order of each step may be changed, or other processing may be performed in addition to (or instead of) the processing of each step, as long as similar results can be obtained.

[0243] Furthermore, the processor 81 executes the processing of each step shown in Figure 39 using memory (for example, DRAM 85). That is, the processor 81 stores the information (in other words, data) obtained by each processing step in memory, and when it is necessary to use that information in subsequent processing steps, it reads the information from memory and uses it.

[0244] In step S1 shown in Figure 39, the processor 81 acquires the operation data indicating the operation input from the player. That is, the processor 81 acquires the operation data received from each controller via the controller communication unit 83 and / or terminals 17 and 21. The processing in step S2 is executed after step S1.

[0245] In step S2, the processor 81 specifies, among objects in the game space that require processing (here, race objects), any object for which processing has not been completed as a processing target, and executes speed calculation processing for calculating a movement speed for the specified object. Hereinafter, the details of the speed calculation processing in step S2 will be described with reference to FIG. 40.

[0246] FIG. 40 is a sub-flowchart showing an example of the detailed flow of the speed calculation processing of step S2 shown in FIG. 39. In the speed calculation processing, first, in step S21, the processor 81 determines whether or not the race object is capable of a generation action. Specifically, the processor 81 refers to the action parameter data stored in the memory, and determines whether or not the action parameter of the race object specified as the processing target is not 0. If the determination result in step S21 is affirmative, the processing of step S22 is executed. On the other hand, if the determination result in step S21 is negative, the processing of step S25 is executed.

[0247] In step S22, the processor 81 determines whether or not to perform a generation action for the race object. When the race object is a player object, the processor 81 determines whether or not an operation input for the generation action has been performed based on the operation data acquired in step S1. Further, when the race object is other than a player object, the processor 81 determines whether or not to perform the generation action based on the control rules for the race object. If the determination result in step S22 is affirmative, the processing of step S23 is executed. On the other hand, if the determination result in step S22 is negative, the processing of step S25 is executed.

[0248] In step S23, the processor 81 sets the movement speed of the race object to the speed at which the generation action is performed. In this embodiment, the movement speed at which the generation action is performed is faster than the normal speed (described later in step S29). The processor 81 updates the object data stored in memory for the race object to reflect the set speed. The processing in step S24 is executed after step S23.

[0249] In step S24, the processor 81 subtracts the action parameters of the race object. Specifically, the processor 81 updates the action parameter data stored in memory for the race object so that the value obtained by subtracting a predetermined amount from the value before the update. After step S24, the processor 81 terminates the speed calculation process.

[0250] In step S25, the processor 81 determines whether the race object is located on the track object. If the result of the determination in step S25 is positive, the process in step S26 is executed. On the other hand, if the result of the determination in step S25 is negative, the process in step S27 is executed.

[0251] In step S26, the processor 81 sets the movement speed of the race object to the speed at which it would travel on the track object. In this embodiment, the speed at which it travels on the track object is faster than the normal speed (described later in step S29). The processor 81 updates the object data stored in memory for the race object to reflect the set speed. After step S26, the processor 81 terminates the speed calculation process.

[0252] In step S27, the processor 81 determines whether the mud object was deformed by the race object during processing in the previous frame (specifically, during processing in the processing loop of steps S1 to S13 of the previous step). The determination process in step S27 determines whether the density of the voxels of the mud object was updated during processing in the previous frame by the processing in step S32, which will be described later, with respect to the race object. If the determination result in step S27 is positive, the processing in step S28 is executed. On the other hand, if the determination result in step S27 is negative, the processing in step S27 is executed.

[0253] In step S28, the processor 81 sets the movement speed of the race object to the speed at which the mud object is deformed. In this embodiment, the speed at which the mud object is deformed is slower than the normal speed (described later in step S29). The processor 81 updates the object data stored in memory for the race object to reflect the set speed. After step S28, the processor 81 terminates the speed calculation process.

[0254] In step S29, the processor 81 sets the movement speed of the race object to a predetermined normal speed. The processor 81 updates the object data stored in memory for the race object to reflect the set speed. After step S29, the processor 81 terminates the speed calculation process.

[0255] Following the speed calculation process in step S2 shown in Figure 39, the process in step S3 is executed. In step S3, the processor 81 performs a voxel update process to update the voxel data. The details of the voxel update process in step S3 will be described below with reference to Figures 41 and 42.

[0256] Figures 41 and 42 are subflowcharts showing an example of a detailed flow of the voxel update process in step S3 shown in Figure 39. In the voxel update process, first in step S31, the processor 81 sets a voxel update range in front of the race object specified in step S2. For example, the processor 81 updates the voxel update range data stored in memory to include data indicating a spherical region centered at a predetermined distance in front of the race object. The process in step S32 is executed after step S31.

[0257] In step S32, the processor 81 updates the density of voxels corresponding to the voxel update range set in step S31. Specifically, the processor 81 updates the voxel data stored in memory to decrease the density of the voxel (for example, to 0). As a result, if a voxel mesh is located within the voxel update range, the voxel mesh is deformed in the processes of steps S5 to S8 described later so that the portion of the voxel object within the voxel update range is erased. In this embodiment, the voxel objects deformed by the process in step S32 are soil objects and mud objects, while the road object is not deformed by the process in step S32. For example, the processor 81 may update the density if the material set for the voxel corresponding to the voxel update range is soil or mud material, but not if it is road material. Also, for example, the voxel space for road objects may be set separately from the voxel space for soil objects and mud objects. The process in step S33 is executed after step S32.

[0258] In step S33, the processor 81 determines whether or not the race object has performed a creation action. If the result of the determination in step S33 is affirmative, the process in step S34 is executed. On the other hand, if the result of the determination in step S33 is negative, the process in step S35 shown in Figure 42 is executed.

[0259] In step S34, the processor 81 stores the current position of the race object in association with the current time. In this embodiment, the current position is the position calculated in the processing of the previous frame, moved by a distance corresponding to the movement speed set in step S2, in the direction corresponding to the player's input. However, in other embodiments, the position calculated in the processing of the previous frame may be used as the current position. The processor 81 updates the position history data stored in memory to include data indicating the current position and data that can identify the elapsed time since the start of the generation action. Following step S34, the processing of step S35 shown in Figure 42 is executed.

[0260] In step S35, the processor 81 determines whether any of the race object locations indicated by the location history data stored in memory have exceeded the aforementioned waiting period. For example, the determination in step S35 is made by determining whether the location history data includes data indicating a location associated with an elapsed time that is equal to or greater than the waiting time. If the determination result in step S35 is positive, the process in step S36 is executed. On the other hand, if the determination result in step S35 is negative, the process in step S43 is executed.

[0261] In step S36, the processor 81 sets a pass region extending from the position one frame prior to the current position to the current position, based on the position of the race object for which the waiting period has elapsed in step S35. The processing in step S37 is executed after step S36.

[0262] In step S37, the processor 81 determines whether the elapsed time associated with the position of the race object, for which the waiting period was determined to have elapsed in step S35, falls within the exclusion processing period from the start of the generation action. If the determination result in step S37 is positive, the processing in step S36 is executed. On the other hand, if the determination result in step S37 is negative, the processing in step S39 is executed.

[0263] In step S38, the processor 81 modifies the pass region set in step S36 so that the region above the slope set for that pass region is excluded. The slope is set in the manner described in [2-8. Game Example] above. The processing in step S39 is executed after step S38.

[0264] In step S39, the processor 81 sets the voxel update range based on the traversal region. Here, the traversal region used to set the voxel update range is the traversal region set in step S36 if the process in step S38 has not been executed, and the traversal region after the modification in step S38 if the process in step S38 has been executed. Specifically, the processor 81 updates the voxel update range data stored in memory to include data indicating the traversal region. This sets the voxel update range corresponding to the traversal surface portion of the track object. In step S39, the processor 81 also deletes the data indicating the position of the race object used to set the voxel update range from the position history data stored in memory. The process in step S40 is executed after step S39.

[0265] In step S40, the processor 81 determines whether or not to add a guide portion to the track object. The determination in step S40 is made, for example, by whether or not a predetermined time has elapsed since the start of the generation action, or whether or not the current position of the race object is within a predetermined distance from the start position of the generation action. If the determination result in step S40 is positive, the processing in step S41 is executed. On the other hand, if the determination result in step S40 is negative, the processing in step S42 is executed.

[0266] In step S41, the processor 81 sets a voxel update range corresponding to the guide portion. The voxel update range set in step S41 may be a predetermined shape determined, for example, based on the distance from the start position of the generation action to the current position of the race object. The processor 81 updates the voxel update range data stored in memory to include data indicating the set voxel update range. The processing in step S42 is executed after step S41.

[0267] In step S42, the processor 81 updates the voxels corresponding to the voxel update range set in steps S39 and S41. Specifically, the processor 81 updates the voxels to increase their density and updates their material to match the material of the road. The processor 81 updates the voxel data stored in memory to reflect the updated density and material of the voxels. As a result, the mesh of the road object is deformed by the processing in steps S5 to S8 described later so that the road object takes on a shape that includes the voxel update range inside. The processing in step S43 is executed after step S42.

[0268] In the processing examples shown in FIGS. 41 and 42, the current position of the race object at the time point is stored in the frame in which the generation action is performed (step S34), and in the frame after the standby period has elapsed, the passing area is set (steps S36, S38), the voxel update range is set (step S39), and the voxel is updated (step S42) based on the stored position. Here, the processing for updating the road object after the standby period has elapsed is not limited to the above. For example, in other embodiments, the processor 81 may set and store a passing area based on the position of the race object at that time point in the frame in which the generation action is performed, and set the voxel update range and update the voxel based on the stored passing area in the frame after the standby period has elapsed. Further, for example, the processor 81 may set the passing area and the voxel update range based on the position of the race object at that time point in the frame in which the generation action is performed, store the voxel update range, and update the voxel based on the stored voxel update range in the frame after the standby period has elapsed.

[0269] In step S43, the processor 81 determines whether or not a replacement event has occurred. In the present embodiment, the determination in step S43 is performed by determining whether or not the race object has passed the replacement object. If the determination result in step S43 is affirmative, the processing of step S44 is executed. On the other hand, if the determination result in step S43 is negative, the processor 81 ends the voxel update processing.

[0270] In step S44, the processor 81 swaps the materials of the soil objects and the mud objects. Specifically, it updates the material data stored in memory so that the ID of the soil material and the ID of the mud material are swapped. As a result, in the processes of steps S5 to S8 described later, the mud material will be set for voxel objects that previously had the soil material, and the soil material will be set for voxel objects that previously had the mud material. After step S44, the processor 81 terminates the voxel update process.

[0271] Following the voxel update process in step S3 shown in Figure 38, the process in step S4 is executed. In step S4, the processor 81 determines whether the processes in steps S2 to S3 have been completed for all objects that require processing. If the result of the determination in step S4 is positive, the process in step S5 is executed. On the other hand, if the result of the determination in step S4 is negative, the process in step S2 is executed again.

[0272] In the flowchart shown in Figure 38, the processes in steps S2 and S3 are performed on the race object, but processes for calculating movement speed and voxel update processes may also be performed on other objects. In other embodiments, the processor 81 may perform a process that reflects the result of contact between objects in the previous frame for the objects that are the target of the processes in steps S2 and S3. This process includes processing that affects the objects if it is determined that objects have come into contact in the collision detection (step S9 described later) in the previous frame. This process includes, for example, the following: - When it is determined that another object has come into contact with the player object, the player object's health is reduced. • If it is determined that the race object came into contact with a dirt or mud object in the previous frame, the process of generating a fragment object is performed. • If it was determined that the fragment object had come into contact with another object in the previous frame, the process of destroying the fragment object is executed.

[0273] In step S5, the processor 81 updates the vertices of the voxel object in the game space. That is, if the voxel data was updated in the process of step S3, new vertices are calculated based on the updated voxel data. The positions of the new vertices are calculated according to the method described in [2-3. Vertex Calculation] above. The material of the new vertices is calculated according to the method described in [2-4. Vertex Material Determination] above. The process of step S6 is executed after step S5.

[0274] In step S6, the processor 81 simplifies the vertices. That is, for each vertex updated by the processing in step S5, the processor 81 simplifies it according to the method described in [2-5. Simplification of Vertices] above. The SVO data stored in memory is updated to show each vertex obtained by the processing in steps S5 and S6. Therefore, the SVO data is updated by the processing in steps S5 and S6. Note that the processing in steps S5 and S6 does not require recalculating the vertices for the entire voxel data, and may be performed only on the parts of the voxels whose contents were changed in the processing in step S3. The processing in step S7 is performed after step S6.

[0275] In step S7, the processor 81 updates the display mesh of the voxel object based on the SVO data stored in memory. The position of each vertex of the display mesh and the material of each polygon of the display mesh (i.e., the material set for each vertex of the polygon) are calculated according to the methods described in [2-6. Mesh Generation] and [2-6-1. Determination of Display Mesh Material] above. The processor 81 updates the display mesh data stored in memory to show the updated position and material of each vertex of the display mesh. The processing in step S8 is executed after step S7. The processor 81 may start the processing from step S8 onwards without waiting for the completion of step S7 and execute them in parallel. In that case, step S7 must be completed before the start of step S12.

[0276] In step S8, the processor 81 updates the determination mesh of the voxel object based on the SVO data stored in memory. The position of each vertex of the determination mesh and the material of each polygon of the determination mesh (i.e., the material set for each vertex of the polygon) are calculated according to the methods described in [2-6. Mesh Generation] and [2-6-2. Determination of the Determination Mesh Material] above. The processor 81 updates the determination mesh data stored in memory to show the updated position and material of each vertex of the determination mesh. The processing in step S9 is executed after step S8.

[0277] In the example shown in Figure 39, the process of generating the collision mesh (step S8) is performed every frame, but the process of generating the collision mesh does not have to be performed every frame. For example, if the collision detection process in step S9 is performed only on frames that satisfy predetermined conditions, the processor 81 may perform the process of generating the collision mesh on the frame in which the collision detection in step S9 is performed. The processor 81 may also perform the process of generating the collision mesh for voxels within the region in the game space in which the collision detection in step S9 is performed. For example, in a situation where there are no objects other than voxel objects that are subject to collision detection around the player character in the game space (i.e., a situation where only collision detection between the player character and the surrounding voxel objects needs to be performed), the processor 81 may perform the process of generating the collision mesh for voxels within a predetermined range relative to the player character.

[0278] In step S9, the processor 81 performs collision detection for each object in the game space based on the detection mesh data and object data stored in memory. Specifically, the processor 81 uses the detection mesh for voxel objects and a predetermined shape detection area set for non-voxel objects to perform collision detection. In this embodiment, the collision detection in step S9 is performed taking into account the movement speed calculated in step S2. In other words, the processor 81 uses the position of the object obtained by moving the object's position in the previous frame by a distance corresponding to the movement speed as the position of the object to perform collision detection. In this embodiment, the collision detection in step S9 determines, for example, whether or not race objects are in contact with each other, or whether or not a race object is in contact with a track object. If the collision detection in step S9 determines that objects are in contact with each other, the processing in step S2 of the next frame will reflect the result of the object contact. The processing in step S10 is executed after step S9.

[0279] In step S10, the processor 81 executes player object control processing. The details of the player object control processing in step S10 will be described below with reference to Figure 43.

[0280] Figure 43 is a subflowchart showing an example of a detailed flow of the player object control process in step S10 shown in Figure 39. In the player object control process, first in step S31, the processor 81 calculates the position and orientation of the player object. For example, the position of the player object is calculated by moving the position calculated in the processing of the previous frame by a distance corresponding to the movement speed set in step S2 in the direction of movement corresponding to the operation input by the player. The orientation of the player object is determined to be the orientation corresponding to the direction of movement. The processor 81 may also use the position calculated in step S34 as the position of the player object. The processor 81 updates the object data stored in memory for the player object to reflect the calculated position and orientation. The processing of step S52 is executed after step S51.

[0281] In step S52, the processor 81 controls the operation of the player object. The processor 81 causes the player object to perform actions according to its state, such as actions during a creation action or actions while moving on a road object. In one step S52, the processor 81 controls the player object so that actions that span multiple frames proceed at the rate of one frame. The object data stored in memory is updated to reflect the object after the control in step S52. The process in step S53 is executed after step S52.

[0282] In step S53, the processor 81 determines whether the player object has deformed the soil object or mud object. The determination in step S53 is made, for example, by determining whether the density of voxels within the voxel update range was changed in step S32 of the voxel update process (step S3) described above. If the determination result in step S53 is positive, the process in step S54 is executed. On the other hand, if the determination result in step S53 is negative, the processor 81 terminates the player object control process.

[0283] In step S54, the processor 81 adds to the action parameters of the player object. Specifically, the processor 81 updates the action parameter data stored in memory for the player object so that the value is the value obtained by adding a predetermined amount to the value before the update. After step S54, the processor 81 terminates the player object control process.

[0284] Following the player object control process in step S10 shown in Figure 43, the process in step S11 is executed. In step S11, the processor 81 controls the operation of objects other than the player object. For example, for race objects, the processor 81 performs the same process as the player object control process in step S10 for each race object. However, for race objects other than the player object, the direction of movement is determined based on control rules defined in the game program, instead of player input. Also, for objects other than race objects, the processor 81 controls the operation of the objects based on control rules defined in the game program. In one step S10 operation, the processor 81 controls the object so that the operation that takes place over multiple frames proceeds for one frame. The object data stored in memory is updated to reflect the object after the control in step S10. Following step S11, the process in step S12 is executed.

[0285] In step S12, the processor 81 generates a game image. Specifically, the processor 81 generates a game image by drawing each polygon of the display mesh for the voxel object, and the polygons of each object other than the voxel object, based on a virtual camera. Each polygon of the display mesh is drawn using drawing settings such as textures corresponding to the material set for the polygon, according to the method described in [2-6-1. Determination of the material of the display mesh] above. The processor 81 also draws the gauge image and effect image as needed. The game image generated in step S12 is output to the display device and displayed in a cycle of once per frame.

[0286] In step S13, the processor 81 determines whether or not to terminate the game. For example, the processor 81 determines to terminate the game if the player performs a predetermined input to terminate the game. If the result of the determination in step S13 is negative, the process in step S1 is executed again. Thereafter, the series of processes from steps S1 to S13 are repeatedly executed until it is determined in step S13 that the game should be terminated. On the other hand, if the result of the determination in step S13 is positive, the processor 81 terminates the game process shown in Figure 39.

[0287] [4. Effects and Modifications of This Embodiment] In the above embodiment, the game system 1 decreases the density of voxels corresponding to a first voxel update range set in front of the player object, and increases the density of voxels corresponding to a second voxel update range set at the position through which the player object performing a predetermined action has passed. This makes it possible to provide a novel game in which the voxel mesh deforms dynamically in response to the movement of the player object.

[0288] In the above embodiment, the game system 1 generates both the display mesh and the collision detection mesh, and deforms both the display mesh and the collision detection mesh using the first and second voxel update ranges. However, in other embodiments, a single type of mesh used for both display and collision detection may be generated, and the game system 1 may deform such a single type of mesh using the first and second voxel update ranges. Alternatively, for example, the game system 1 may deform the collision detection mesh using the first and second voxel update ranges, and deform the display mesh using any method.

[0289] In the above [2-8. Game Example], the example described was a racing game, but the process of deforming the voxel mesh using the first and second voxel update ranges may be performed in any other type of game other than a racing game.

[0290] In the above embodiment, when processing is performed using data (meaning including programs) in a certain information processing device, some of the data necessary for the processing may be transmitted from another information processing device different from the said information processing device. In this case, the said information processing device may perform the processing using the data received from the other information processing device and the data stored in itself.

[0291] In other embodiments, the information processing system may not have to include some of the configurations in the above embodiments, nor may it perform some of the processes executed in the above embodiments. For example, in order to obtain some specific results in the above embodiments, the information processing system may have to include the configurations for obtaining those results and perform the processes for obtaining those results, but it may not have to include other configurations or perform other processes. [Industrial applicability]

[0292] The above embodiment can be used, for example, as a game system or game program, with the aim of providing a novel game using voxel data. [Explanation of Symbols]

[0293] 1. Game System 2. Main unit 81 processors 301 Player Object 304 Soil Object 305 Mud Object 313,317,321 Passage area 314,318,322 slopes Voxel update range: 315, 319, 323 325 Track Objects

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 vertex coordinates are determined based on the density included in the voxel data, and the voxel mesh is updated. In the aforementioned game processing, If the player object in the virtual space is located on the voxel mesh, then the player object is moved based on the operation input at its position on the voxel mesh. A first voxel update range is generated in front of the player object, and the density of voxels corresponding to the first voxel update range is reduced. In response to a first instruction based on the operation input, the player object is made to perform a first action. A game program that continuously generates a second voxel update range at the position through which the player object has passed by the first action, and increases the density of voxels corresponding to the second voxel update range.

2. The game program according to claim 1, wherein the game processing is the game processing of a racing game in which the player completes a predetermined number of laps around a circular course on a field that constitutes a circular course in the virtual space.

3. The course of the field includes ground objects having meshes other than the voxel mesh, The voxel data is defined to be at least the extent over the ground object in the virtual space, To the aforementioned computer, The game program according to claim 2, which controls the movement of a player object in the virtual space based on an operation input, at a position on the ground object if the player object is standing on the ground object.

4. 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 voxel mesh is generated or updated by determining it based on at least the material contained in the voxel data. Based on the second voxel update range, the material of the voxels whose density is increased is updated to the first material. A game program according to any one of claims 1 to 3, wherein the player object is accelerated when the material is placed on the voxel mesh of the first material.

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 voxel mesh is generated or updated by determining it based on at least the material contained in the voxel data. The game program according to any one of claims 1 to 3, wherein if the material of the voxel mesh in the direction of movement of the player object is the second material, the movement speed of the player object in the movement control is reduced compared to when the material is the third material.

6. The aforementioned computer further: When the first event occurs in the aforementioned game processing, The game program according to claim 5, which swaps the type of contents indicated by the second material with the type of contents indicated by the third material.

7. To the aforementioned computer, The game program according to any one of claims 1 to 3, wherein the second voxel update range is generated after a predetermined period of time has passed through the player object.

8. The first action is an action that includes at least a jump in the direction of travel, To the aforementioned computer, During the first period following the commencement of the first action, Of the third voxel update range set at the position through which the player object has passed, the range above the plane tilted at a predetermined angle from the start position of the first action to the current position of the player object is excluded and set as the second voxel update range. The game program according to any one of claims 1 to 3, wherein after the first period has elapsed, the third voxel update range is set as the second voxel update range.

9. The aforementioned computer further: The game program according to claim 8, wherein at the start of the first action, a fourth voxel update range is generated outside the second voxel update range, and the density of voxels corresponding to the fourth voxel update range is increased.

10. The voxel mesh includes a collision mesh used for collision detection with the player object and a display mesh drawn based on a virtual camera, or is both the collision mesh and the display mesh. 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 3, 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. The voxel mesh is a collision mesh used for collision detection with the player object, 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 3, 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.

12. 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 voxel mesh corresponding to the voxel data, wherein the vertex coordinates are determined based on the density included in at least the voxel data, is updated. In the aforementioned game processing, The player object in the virtual space is moved based on the operation input, at a position on the voxel mesh if the player object is located on the voxel mesh. A first voxel update range is generated in front of the player object, and the density of voxels corresponding to the first voxel update range is reduced. In response to a first instruction based on the operation input, the player object is made to perform a first action. An information processing system that continuously generates a second voxel update range at the position through which the player object has passed by the first action, and increases the density of voxels corresponding to the second voxel update range.

13. The information processing system according to claim 12, wherein the game processing is the game processing of a racing game in which the player completes a predetermined number of laps around a circular course on a field that constitutes a circular course in the virtual space.

14. The course of the field includes ground objects having meshes other than the voxel mesh, The voxel data is defined to be at least the extent over the ground object in the virtual space, The information processing system according to claim 13, which controls the movement of a player object in the virtual space based on an operation input, at a position on the ground object if the player object is standing on the ground object.

15. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The material of the voxel mesh is generated or updated by determining it based on the material included in the voxel data, Based on the second voxel update range, the material of the voxels whose density is increased is updated to the first material. An information processing system according to any one of claims 12 to 14, wherein the player object is placed on the voxel mesh of the first material, and the player object is accelerated.

16. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The material of the voxel mesh is generated or updated by determining it based on the material included in the voxel data, The information processing system according to any one of claims 12 to 14, wherein if the material of the voxel mesh in the direction of movement of the player object is a second material, the movement speed of the player object in the movement control is reduced compared to when the material is a third material.

17. When the first event occurs in the aforementioned game processing, The information processing system according to claim 16, wherein the type of contents indicated by the second material and the type of contents indicated by the third material are swapped.

18. The information processing system according to any one of claims 12 to 14, wherein the second voxel update range is generated after a predetermined period of time has passed through the player object.

19. The first action is an action that includes at least a jump in the direction of travel, During the first period following the commencement of the first action, Of the third voxel update range set at the position through which the player object has passed, the range above the plane tilted at a predetermined angle from the start position of the first action to the current position of the player object is excluded and set as the second voxel update range. An information processing system according to any one of claims 12 to 14, wherein after the first period has elapsed, the third voxel update range is set as the second voxel update range.

20. The information processing system according to claim 19, wherein, at the start of the first action, a fourth voxel update range is generated outside the second voxel update range, and the density of voxels corresponding to the fourth voxel update range is increased.

21. The voxel mesh includes a collision mesh used for collision detection with the player object and a display mesh drawn based on a virtual camera, or is both the collision mesh and the display mesh. The voxel data further includes a material that indicates the type of content for each of the multiple voxels, The material of the collision mesh is determined based on the material included in the voxel data, An information processing system according to any one of claims 12 to 14, 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.

22. The voxel mesh is a collision mesh used for collision detection with the player object, The voxel data further includes a material that indicates the type of content for each of the multiple voxels, 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. An information processing system according to any one of claims 12 to 14, which draws 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.

23. 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 voxel mesh corresponding to the voxel data, wherein the vertex coordinates are determined based on the density included in at least the voxel data, is updated. In the aforementioned game processing, The player object in the virtual space is moved based on the operation input, at a position on the voxel mesh if the player object is located on the voxel mesh. A first voxel update range is generated in front of the player object, and the density of voxels corresponding to the first voxel update range is reduced. In response to a first instruction based on the operation input, the player object is made to perform a first action. An information processing device that continuously generates a second voxel update range at the position through which the player object has passed by the first action, and increases the density of voxels corresponding to the second voxel update range.

24. 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 vertex coordinates are determined based on the density included in the voxel data, and the voxel mesh is updated. In the aforementioned game processing, If the player object in the virtual space is located on the voxel mesh, then the player object is moved based on the operation input at its position on the voxel mesh. A first voxel update range is generated in front of the player object, and the density of voxels corresponding to the first voxel update range is reduced. In response to a first instruction based on the operation input, the player object is made to perform a first action. A game processing method comprising: continuously generating a second voxel update range at the position through which the player object has passed by the first action, and increasing the density of voxels corresponding to the second voxel update range.

25. The game processing method according to claim 24, wherein the game processing is the game processing of a racing game in which the player completes a predetermined number of laps around a circular course on a field that constitutes a circular course in the virtual space.

26. The course of the field includes ground objects having meshes other than the voxel mesh, The voxel data is defined to be at least the extent over the ground object in the virtual space, In the aforementioned information processing system, The game processing method according to claim 25, wherein the player object in the virtual space is moved based on an operation input at a position on the ground object if it is standing on the ground object.

27. 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 voxel mesh is generated or updated by determining it based on at least the material contained in the voxel data. Based on the second voxel update range, the material of the voxels whose density is increased is updated to the first material. A game processing method according to any one of claims 24 to 26, wherein the player object is accelerated when the material is placed on the voxel mesh of the first material.

28. 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 voxel mesh is generated or updated by determining it based on at least the material contained in the voxel data. The game program according to any one of claims 24 to 26, wherein if the material of the voxel mesh in the direction of movement of the player object is a second material, the movement speed of the player object in the movement control is reduced compared to when it is a third material.

29. The aforementioned information processing system further includes: When the first event occurs in the aforementioned game processing, The game processing method according to claim 28, wherein the type of contents indicated by the second material and the type of contents indicated by the third material are swapped.

30. In the aforementioned information processing system, The game processing method according to any one of claims 24 to 26, wherein the second voxel update range is generated after a predetermined period of time has passed through the player object.

31. The first action is an action that includes at least a jump in the direction of travel, In the aforementioned information processing system, During the first period following the commencement of the first action, Of the third voxel update range set at the position through which the player object has passed, the range above the plane tilted at a predetermined angle from the start position of the first action to the current position of the player object is excluded and set as the second voxel update range. The game processing method according to any one of claims 24 to 26, wherein after the first period has elapsed, the third voxel update range is set as the second voxel update range.

32. The aforementioned information processing system further includes: The game processing method according to claim 31, wherein at the start of the first action, a fourth voxel update range is generated outside the second voxel update range, and the density of voxels corresponding to the fourth voxel update range is increased.

33. The voxel mesh includes a collision mesh used for collision detection with the player object and a display mesh drawn based on a virtual camera, or is both the collision mesh and the display mesh. 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 24 to 26, 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.

34. The voxel mesh is a collision mesh used for collision detection with the player object, 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 24 to 26, 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.