PROGRAM, INFORMATION PROCESSING METHOD AND INFORMATION PROCESSING APPARATUS

The system addresses the inefficiencies and inflexibilities of existing methods by managing unit areas and limiting object movement based on topographical information, resulting in cost-effective and flexible character control in virtual spaces.

JP7681229B1Active Publication Date: 2025-05-22CAPCOM CO LTD
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Patent Information

Application Number
JP2023192873
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-13
Publication Date
2025-05-22
Estimated Expiration
2043-11-13

AI Technical Summary

Technical Problem

Existing methods for controlling character movement in virtual spaces, such as using invisible walls, result in increased work costs and inflexibility in game production, as they uniformly restrict character intrusion without allowing for conditional changes.

Method used

A system that manages predetermined unit areas in a virtual space, acquires topographical information regarding distances and directions to terrain features, and limits object movement based on this information, allowing for flexible control of character behavior.

Benefits of technology

The system enables more efficient and flexible control of object movement in virtual spaces, reducing production costs and allowing for conditional changes in character intrusion rules.

✦ Generated by Eureka AI based on patent content.

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Abstract

A system is provided that can more simply and flexibly control the behavior or movement of objects in a virtual space. [Solution] Cliff information acquisition means 66 acquires cliff information on whether or not there is a terrain (drop or step) determined to be a cliff in each of the eight directions around the XZ plane of each voxel managed by the virtual space management means 64, for example. Direction calculation means 80 calculates a movement restriction direction of the playable character in each voxel based on the cliff information acquired by the cliff information acquisition means 66. When a movement instruction is given to the playable character, vector processing means 82 overwrites the movement vector of the direction calculated as the movement restriction direction by the direction calculation means 80, among the movement vectors in the eight directions around the playable character, to 0, and executes movement processing of the playable character.
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, in games using virtual space, there exist areas, such as cliffs and waterside areas, into which it is undesirable for game characters to enter due to the specifications of the game. In such cases, for example, a method has been proposed in which invisible walls are used to prevent the character from entering a specific area (see Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] "[Unity] A simple way to place invisible walls", [online], [searched October 5, 2023], Internet<https: / / theo-game.com / unity-invisible-wall / > Summary of the Invention [Problem to be solved by the invention]

[0004] However, the method of placing such invisible walls has the problem that the virtual space area to be constructed becomes larger by placing them, which results in an increase in the work costs involved in game production. Also, with such a method, for example, the invisible walls usually uniformly prohibit the intrusion of all characters, making it difficult to change the conditions for intrusion, etc.

[0005] The present disclosure has been made in consideration of the above circumstances, and aims to provide a system that can more simply and flexibly control the behavior or movement of objects in a virtual space.

[0006] In order to achieve the above object, a first aspect of the present disclosure provides: Computer, a management means for managing each of predetermined unit areas in the virtual space; an acquisition means for acquiring information regarding a distance and a direction between the unit area and a predetermined topography in the virtual space as topography information; a limiting means for executing a process of limiting movement of an object in the virtual space based on the topographical information; It is a program that functions as a

[0007] In addition, in the first aspect, the management means may manage each of the unit areas and the topographical information in each of the unit areas in association with each other.

[0008] In addition, in the first aspect, the acquisition means may acquire the terrain information including information regarding whether or not the terrain exists in each of the directions into which each of the unit areas is divided into N (N is a natural number greater than or equal to 2).

[0009] In addition, in the first aspect, the restriction means may restrict movement of the object based on a direction vector of a direction in which the terrain exists in each of the unit areas.

[0010] In addition, in the first aspect, the restriction means may not execute the process of restricting movement of the object when a predetermined condition is satisfied.

[0011] In addition, in the first aspect, when, as a result of a specified control process, the position coordinates of the object have changed in a direction in which movement of the object is to be restricted, the restriction means may correct the position coordinates of the object to their position coordinates prior to the control process.

[0012] The second aspect of the present disclosure is 1. A computer-implemented information processing method, comprising: a management step of managing each of predetermined unit areas in the virtual space; an acquisition step of acquiring information regarding a distance and a direction between the unit area and a predetermined topography in the virtual space as topography information; a limiting step of executing a process of limiting movement of an object in the virtual space based on the topographical information; The present invention relates to an information processing method.

[0013] Moreover, a third aspect of the present disclosure is a management means for managing each of predetermined unit areas in the virtual space; an acquisition means for acquiring information regarding a distance and a direction between the unit area and a predetermined terrain in the virtual space as terrain information; a limiting means for executing a process of limiting movement of an object in the virtual space based on the topographical information; The information processing device includes:

[0014] An information processing method and an information processing device according to an embodiment of the present disclosure are also provided as an information processing method or an information processing device corresponding to a program according to an embodiment of the present disclosure. Effect of the Invention

[0015] According to the present disclosure, a system can be provided that can more simply and flexibly control the behavior or movement of objects in a virtual space. [Brief description of the drawings]

[0016] [Figure 1] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Diagram 3] FIG. 2 is a diagram illustrating an example of the functional configuration of a game device and a server constituting an information processing system according to an embodiment of the present disclosure. [Figure 4] 1 is an image diagram for explaining an example of basic functions of a game to which an information processing system according to an embodiment of the present disclosure is applied. FIG. [Diagram 5] FIG. 5 is an image for explaining an example of a basic function of a game to which an information processing system according to an embodiment of the present disclosure is applied, and is a diagram showing an example different from the example of FIG. 4. [Figure 6] FIG. 2 is a diagram showing an example of a flow of processing executed by a game device constituting an information processing system according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] [Embodiment] First, prior to explaining an embodiment of the present disclosure, a brief overview of an information processing system according to one embodiment of the present disclosure (hereinafter referred to as "the system") and a game to which the system is applicable (hereinafter referred to as "the game") will be provided. This game is, for example, a type of game called an action RPG (Role Playing Game). The player freely controls a character (hereinafter referred to as the "operable character") that can move in response to the player's operation in the virtual space of the game, and aims to clear the game while participating in events set in the game and fighting enemy NPCs (Non Player Characters). In this game, the playable character can move through the virtual space while riding on a specific object (such as a vehicle or monster) set in the game. In the following description, the playable character may include the object the playable character is riding on.

[0018] <Summary> FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure.

[0019] As shown in FIG. 1, the system includes a game device 1 and a server 2. The game device 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not a required component, and for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used. Note that hereinafter, when simply referring to "images", this includes images of any format such as "moving images" and "still images".

[0020] The game device 1 is used by a player who wishes to play the game. The game device 1 is composed of a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, etc. The game device 1 executes various processes required for the progress of the game.

[0021] The server 2 is managed by an administrator of the system, etc. The server 2 is composed of a general-purpose PC, etc. While communicating with the game device 1, etc., the server 2 stores and manages various information required for the progress of the game.

[0022] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of a game device constituting an information processing system according to an embodiment of the present disclosure.

[0023] As shown in FIG. 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.

[0024] The control unit 11 is configured with a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as appropriate.

[0025] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0026] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information and audio information output by the output unit 16 are output from the display, the speaker, etc. in a state that can be recognized by a person as an image or audio.

[0027] The input unit 17 is, for example, a game controller equipped with a sensor function and the like, and inputs various information in response to input operations by the player.

[0028] The storage unit 18 is composed of a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., that are necessary for the progress of the game.

[0029] The communication unit 19 controls communications between the device and other hardware devices via a network N including the Internet.

[0030] The drive 20 is provided as necessary. Removable media 31, which may be a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is appropriately attached to the drive 20. Various programs for executing a game are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as necessary. In addition, the removable medium 31 can also store various information stored in the storage unit 18, just like the storage unit 18.

[0031] Here, since the hardware configuration of the server 2 can be basically the same as that of the game device 1, the description thereof is omitted. By the cooperation of such various hardware and various software, various processes in the game device 1 and the server 2 can be executed.

[0032] FIG. 3 is a diagram showing an example of the functional configuration of a game device and a server constituting an information processing system according to an embodiment of the present disclosure.

[0033] As shown in FIG. 3, the control unit 11 of the game device 1 functions as a game process execution means 60, an input operation reception means 62, a virtual space management means 64, a cliff information acquisition means 66, a movement restriction means 68, and an output control means 70 by executing various programs and the like. In addition, a cliff information DB 300 is provided in an area of the storage unit 18 of the game device 1. In the cliff information DB 300, each of the predetermined unit areas (voxels, to be described later) in the virtual space is associated with information regarding the direction in which a cliff exists in each unit area and stored.

[0034] The game process execution means 60 executes various processes related to the game. Specifically, the game process execution means 60 reads out virtual game space objects, textures, etc. included in game information from a storage unit (not shown) according to various input operations such as those of a player, and while executing the game program, generates two-dimensional or three-dimensional images, sounds, etc. related to the game. That is, the game process execution means 60 controls the progress of the game by generating and managing the results of operation instructions by the player. In addition, the game process execution means 60 appropriately transmits various information related to the game to the server 2.

[0035] The input operation reception means 62 receives input operations related to the game. The input operations received by the input operation receiving means 62 include, for example, the type of button or analog stick on which the input operation was performed, the number of times various input operations were performed, and information regarding the time when various input operations were performed.

[0036] The virtual space management means 64 manages each of the predetermined unit areas in the virtual space. Specifically, the virtual space management means 64 manages the virtual space of the game as, for example, two-dimensional or three-dimensional units of a predetermined size (hereinafter, referred to as "voxels"). The virtual space management means 64 can manage each voxel in the virtual space in association with cliff information for each voxel.

[0037] The cliff information acquisition means 66 acquires information on the distance and direction (or angle) of each of the unit areas to a predetermined topographical area in the virtual space as topographical information for each of the unit areas. Specifically, the cliff information acquisition means 66 acquires information (hereinafter referred to as "cliff information") on whether or not there is a topography (a drop or a step) determined to be a cliff in each of the eight directions around each voxel in the XZ plane, for example, using a voxel managed by the virtual space management means 64 as a unit. Note that the cliff information for each voxel is stored in advance in the cliff information DB 300 and is managed by the virtual space management means 64.

[0038] The movement restriction means 68 executes a process for restricting a part of the movement of the object in the virtual space based on the topographical information. Here, the movement restriction means 68 is provided with a direction calculation means 80, a vector processing means 82, and a position correction means 84. The direction calculation means 80 calculates the movement restriction direction of the playable character in each voxel based on the cliff information acquired by the cliff information acquisition means 66. In this embodiment, the direction calculation means 80 calculates, for example, all of the eight surrounding directions in which walls exist as the movement restriction directions of the playable character. When a movement instruction is given to the playable character, the vector processing means 82 overwrites the movement vector in the direction calculated as the movement restriction direction by the direction calculation means 80, among the movement vectors in eight directions around the playable character, with 0, and executes the movement processing of the playable character. When, as a result of a specified control process, the position coordinates of the object have changed in a direction in which the movement of the object is to be restricted, the position correction means 84 corrects the position coordinates of the object to their position coordinates prior to the control process. Specifically, the position correction means 84 checks the position coordinates of the operated character when a predetermined in-game process is executed, and determines whether or not the position coordinates of the operated character are in the direction calculated as the movement restriction direction by the direction calculation means 80. Then, when the position coordinates of the operated character are in the movement restriction direction as a result of the in-game process, the position correction means 84 executes processing to correct the position coordinates of the operated character to position coordinates that are not subject to the movement restriction direction.

[0039] The output control means 70 executes control for outputting various images (game images, etc.), sounds, etc. to the output unit 16, etc.

[0040] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like, thereby causing a game information management means 120 to function.

[0041] The game information management means 120 of the server 2 manages various information required for the progress of the game by the game device 1, and executes various processes. Specifically, for example, the game information management means 120 executes authentication of the account information transmitted from the game device 1, delivery of game information in response to a download request of various game information from the game device 1, and the like.

[0042] Details of the cliff information and the process using the cliff information will be described with reference to Figures 4 and 5. Figures 4 and 5 are image diagrams for explaining an example of a basic function of a game to which the information processing system according to an embodiment of the present disclosure is applied. First, in the example of FIG. 4, characters C1 and M1 moving around on the cliff, and area B1 which is one of the voxels constituting the cliff are displayed. Here, in the situation of FIG. 4, characters C1 and M1, which are the operation characters, can basically move freely according to the player's input operation. However, since the outside of the cliff is a prohibited entry area in this game, characters C1 and M1 generally cannot move outside the cliff. As a method for this, FIG. 5 shows the details of the cliff information in area B1 of FIG. 4. FIG. 5 is an example when the virtual space of FIG. 4 is viewed in the planar direction. Therefore, as shown in FIG. 5, cliffs exist at the left end and the lower end of FIG. 5. Specifically, in the case of area B1, there are no cliffs in the three directions of BB1, BB2, and BB3, and there are cliffs in the five directions of BB4, BB5, BB6, BB7, and BB8. Such cliff information is held in association with each voxel constituting the virtual space (especially terrain such as cliffs), and based on the cliff information of each voxel, the above-mentioned various vector processes are performed. By providing such a function, this system can restrict the intrusion of characters into a specific area.

[0043] FIG. 6 is a diagram showing an example of the flow of processing executed by a game device constituting an information processing system according to an embodiment of the present disclosure.

[0044] In step S1, the input operation reception means 62 receives an input operation regarding the movement of the operation character.

[0045] In step S2, the cliff information acquisition means 66 acquires the cliff information of the voxel where the operation character exists.

[0046] In step S3, the direction calculation means 80 calculates the movement restriction direction of the operation character in each voxel based on the cliff information acquired by the cliff information acquisition means 66.

[0047] In step S4, when a movement instruction is given to the playable character, the vector processing means 82 overwrites the movement vector in the direction calculated as the movement restriction direction by the direction calculation means 80, among the movement vectors in eight directions around the playable character, with 0, and executes the movement processing of the playable character.

[0048] In step S5, the position correction means 84 checks the position coordinates of the playable character when a specified in-game process is executed, and determines whether the position coordinates of the playable character are in the direction calculated by the direction calculation means 80 as the movement restriction direction. If the position coordinates of the operated character are in the movement restriction direction, step S5 is determined as YES, and the process proceeds to step S6. On the other hand, if the position coordinates of the operated character are not in the movement restriction direction, step S5 is determined as NO, and the process ends directly.

[0049] In step S6, if the position coordinates of the operated character are in the movement restriction direction as a result of the in-game processing, the position correction means 84 executes processing to correct the position coordinates of the operated character to position coordinates that are not subject to the movement restriction direction. This ends the movement restriction processing.

[0050] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the above-described embodiment, and modifications and improvements within the scope that can achieve the object of the present disclosure are included in the present disclosure.

[0051] [Other embodiments] In the above embodiment, the present system has been described as managing the virtual space based on a unit called a voxel, but this is not limited thereto. The present system may manage the virtual space based on any other unit, such as a two-dimensional pixel unit.

[0052] In the above embodiment, the system has been described using a cliff as an example of the predetermined terrain, but the present invention is not limited to this. The system can be applied to any terrain, such as a simple step, a pond, the sea, the sky, a staircase, or a wall, in addition to cliffs.

[0053] In the above embodiment, the system is described as acquiring information on cliffs in eight directions around each voxel, but this is not limited thereto. For example, the system may acquire information on the presence of cliffs in directions obtained by dividing the periphery of each voxel into N (N is a natural number equal to or greater than 2).

[0054] In the above embodiment, the method in which the system (particularly the function of the movement restriction means 68) restricts the movement of the playable character is illustrated, but the illustrated method is merely an example and is not limiting. For example, the system may generate a composite vector for the movement restriction direction based on the calculated movement restriction direction, and restrict the movement of the playable character based on the composite vector. Furthermore, these methods are merely one method for restricting the movement of the playable character, and the system may freely adopt any calculation method for restricting the movement of the playable character, so long as the movement of the playable character is restricted based on cliff information in each voxel.

[0055] Although not described in the above embodiment, the system may have a function of permitting a character to enter under a cliff (e.g., to climb down from a cliff) only in a specific situation. For example, the system may permit a character to enter when a specific action is performed (e.g., when a jumping motion of the character is instructed), in a specific game situation (e.g., when pushed by another character, during a specific event, etc.). The system may also permit a character to enter under a cliff only in the case of, for example, a specific character (e.g., some NPCs in the game). Moreover, the system can easily change the character's intrusion conditions by enabling or disabling the above-mentioned vector processing depending on specific movements or conditions. In this way, this system can easily realize a highly flexible design even when conditions are set for character intrusion, etc. However, if one were to try to realize such a function using only conventional technology, a lot of complicated pre-processing would be required, such as separately placing multiple types of special objects (such as invisible walls).

[0056] Although only a simple explanation has been given in the above embodiment, the position correction means 84 of the present system will be supplemented. In many games, including this game, many complex processes are performed, and therefore the position coordinates of characters, etc. may be corrected or amended after the fact. In this game, as a result of such game processes, the position coordinates of the character may move to an area subject to movement restrictions. In such a case, the basic role of the position correction means 84 of this system is to correct the position coordinates of the character, etc. to outside the area subject to movement restrictions. Any method can be considered for the position correction by the position correction means 84, but the following is a representative method. However, these methods are merely examples and are not limited. (1) When in-game processing for correction or modification of position correction is performed, the system compares the position coordinates of the character before the processing with the position coordinates of the character after the processing. Then, when the position coordinates of the character after the processing have moved to an area subject to movement restriction, the system executes processing to simply return the position coordinates of the character to the position coordinates before the in-game processing. (2) When in-game processing for correction or modification of position correction is performed, the system compares the character's position coordinates before the processing with the character's position coordinates after the processing. If the character's position coordinates after the processing have moved into an area subject to movement restriction, the system calculates a unit vector from the character's position coordinates before the processing to the character's position coordinates after the processing, and corrects the character's position coordinates using the unit vector and a unit vector related to the movement restriction direction.

[0057] Also, although not described in the above embodiment, the game may be executed by any hardware, such as a home gaming console such as a PlayStation (registered trademark), a portable gaming console such as a Nintendo Switch (registered trademark), various gaming consoles designed for commercial use, or electronic devices such as a personal computer, a smartphone, or a tablet.

[0058] Although the description has been omitted in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action game (including so-called open world), simulation game, sports game, card game, battle royale (symmetric type, asymmetric type), MOBA (Multiplayer online battle arena), music game, fighting game, quiz game, etc.

[0059] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 3, etc. Furthermore, the location of the functional block is not limited to the example in Fig. 3, etc., and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, may be configured as a single piece of software, or may be configured as a combination of both.

[0060] Furthermore, the number of different hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0061] Furthermore, when the series of processes is executed by software, the program constituting the software is installed into a computer or the like from a network or a recording medium.

[0062] The computer may be a computer built into dedicated hardware, or a computer capable of executing various functions by installing various programs. That is, for example, the various hardware in the above-described embodiment may be freely adopted as any computer, any mobile terminal such as a smartphone, any game machine, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0063] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to a player, etc., but may also be constituted by a recording medium provided to the player in a state in which it is pre-installed in the device main body.

[0064] Furthermore, in this specification, each step in a program stored in a storage medium does not necessarily have to be processed chronologically in the order described in the above embodiment, but may be processed in a different order, or only some of the processing may be executed in parallel or individually. Specifically, in the above-described embodiment (particularly the embodiment of FIG. 6), the system may not perform some of the steps (e.g., steps S5 and 6) among the steps shown in FIG. 6. Similarly, the system may perform some of the steps (e.g., steps S5 and 6) among the steps shown in FIG. 6 individually as independent processes separate from the movement restriction process.

[0065] In addition, in this specification, the term "system" refers to an overall device that is composed of a plurality of devices or a plurality of means.

[0066] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other.

[0067] To summarize the above, the information processing system to which the present disclosure is applied can take various embodiments having the following configurations. Computer, A management means (e.g., a virtual space management means 64) for managing each of predetermined unit areas in the virtual space; An acquisition means (e.g., cliff information acquisition means 66) for acquiring information regarding a distance and a direction between the unit area and a predetermined terrain in the virtual space as terrain information; A limiting means (e.g., a movement limiting means 68) that executes a process of limiting the movement of an object in the virtual space based on the terrain information; Any program that functions as such will suffice.

[0068] That is, the virtual space management means 64 functions as a management means. The cliff information acquisition means 66 functions as an acquisition means. The movement limiting means 68 functions as a limiting means.

[0069] <Effects> This allows game creators and the like to more easily and flexibly realize the actions and movements of objects within a game, enabling them to design games with greater ease and freedom. [Explanation of symbols]

[0070] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Virtual space management means 66 Cliff information acquisition means 68 Movement Control Measures 80 Direction calculation means 82 Vector Processing Means 84 Position correction means 70 Output control means 300 Wall Information DB 2 Server 100 Control section 120 Game information management means

Claims

1. Computer, A first management means for managing the virtual space for each unit area; a second management means for managing topographical information relating to a distance and a direction between each of the unit areas and a predetermined topography in each of the unit areas in association with each other; a limiting means for executing a process of limiting movement of an object that can move in the virtual space based on the topographical information of the unit area in which the object exists; A program that functions as a

2. the second management means manages the topography information including information regarding whether the topography exists in each of N directions into which each of the unit areas is divided (N is a natural number equal to or greater than 2); The program according to claim 1.

3. the limiting means limits the movement of the object based on a directional vector in a direction in which the terrain exists in each of the unit areas. The program according to claim 2.

4. the restriction means does not execute the process of restricting the movement of the object when a predetermined condition is satisfied. The program according to claim 1.

5. The limiting means does not execute the process of limiting the movement of the object when a specific action is performed by an operation of a player. The program according to claim 4.

6. the restriction means, when the position coordinates of the object have changed in a direction in which movement of the object is to be restricted as a result of a predetermined control process, corrects the position coordinates of the object to the position coordinates prior to the control process; The program according to claim 1.

7. 1. A computer-implemented information processing method, comprising: a first management step of managing the virtual space for each unit area; a second management step of associating and managing topographical information relating to a distance and a direction between each of the unit areas and a predetermined topography in each of the unit areas; a limiting step of executing a process of limiting movement of an object that can move in the virtual space based on the topographical information of the unit area in which the object exists; An information processing method comprising:

8. A first management means for managing the virtual space for each unit area; a second management means for managing topographical information relating to a distance and a direction between each of the unit areas and a predetermined topography in each of the unit areas in association with each other; a limiting means for executing a process of limiting movement of an object that can move in the virtual space based on the topographical information of the unit area in which the object exists; An information processing device comprising:

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