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

The game program enhances gameplay by dynamically updating voxel meshes and densities in response to player actions, creating immersive and strategic experiences with efficient processing.

JP7791372B2Pending Publication Date: 2025-12-23NINTENDO CO LTD
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Patent Information

Application Number
JP2025031364
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-02-28
Publication Date
2025-12-23
Estimated Expiration
2045-02-28

AI Technical Summary

Technical Problem

Existing games do not effectively utilize voxel data to create dynamic and strategic gameplay experiences.

Method used

A game program that updates voxel data based on player interactions, dynamically transforming voxel meshes and adjusting voxel densities to enhance gameplay dynamics, including material changes and collision detection, to create immersive and strategic racing experiences.

Benefits of technology

Enables dynamic gameplay transformations and strategic depth through voxel mesh updates, improving player interaction and game progression, while maintaining low processing load.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a novel game using voxel data.SOLUTION: An information processing system performs movement control for a player object in a virtual space on the basis of an operation input at a position on a voxel mesh when the player object is on the voxel mesh. The information processing system generates a first voxel update range before the player object, and reduces the density of a voxel corresponding to the first voxel update range. The information processing system causes the player object to take a first action according to a first instruction based on an operation input. The information processing system continuously generates a second voxel update range at a position where the player object has passed by the first action, and increases the density of a voxel corresponding to the second voxel update range.SELECTED DRAWING: Figure 35
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Description

[Technical Field]

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

[0002] Conventionally, objects are managed using voxel data, and meshes of the objects are generated in a virtual space based on the voxel data (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] “Marchingcubes: A highresolution 3D surface construction algorithm”, Computer Graphics, Volume 21, Number 4, WE Lorensen, HE Cline, 1987 Summary of the Invention [Problem to be solved by the invention]

[0004] It is desirable to provide new games using voxel data.

[0005] Therefore, the present invention provides a game program, an information processing system, an information processing device, and a game processing method for executing a novel game using voxel data. [Means for solving the problem]

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

[0007] (1) An example of the present invention is a game program that causes a computer to execute the following process. A process of updating voxel data defined in a virtual space, in which, for each of a plurality of voxels, at least a density indicating the degree to which the space defined by the voxel is virtually occupied by the contents is set, based on game processing. A process of updating a voxel mesh corresponding to voxel data, the vertex coordinates of which are determined based on at least the density included in the voxel data. In game processing, a process for controlling the movement of a player object in a virtual space based on operational input at a position on a voxel mesh when the player object is on the voxel mesh. In game processing, a process of generating a first voxel update range in front of a player object and reducing the density of voxels corresponding to the first voxel update range. In game processing, a process of making a player object perform a first action in response to a first instruction based on an operation input. In the game processing, a process of continuously generating a second voxel update range at a position where the player object has passed by a first action and increasing the density of voxels corresponding to the second voxel update range.

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

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

[0010] According to the above configuration (2), the player object can move on the voxel mesh updated in response to the first action of the player object, thereby improving the strategic nature of the racing game.

[0011] (3) In the above configuration (2), the field course may include a ground object having a mesh other than a voxel mesh. The voxel data may be defined at least in an area above the ground object in the virtual space. The game program may cause the computer to control the movement of the player object in the virtual space at a position above the ground object based on an operation input when the player object is riding on the ground object.

[0012] According to the above configuration (3), the ground object can provide a field suitable for a racing game.

[0013] (4) In any of the above configurations (1) to (3), the voxel data may further include a material indicating a type of content for each of the plurality of voxels. The game program may further cause the computer to execute the following process. A process of generating or updating materials for a voxel mesh by determining the materials based at least on the materials contained in the voxel data. The process of updating the material of voxels that increase density based on the second voxel update range to the first material. -Processing to accelerate the player object when the player object is placed on a voxel mesh whose material is the first material

[0014] According to the above configuration (4), the player object can move on the voxel mesh generated by the first action, which makes it easier to progress in the game with an advantage, thereby further improving the strategic nature of the game.

[0015] (5) In any of the above configurations (1) to (4), the voxel data may further include a material indicating a type of content for each of the plurality of voxels. The game program may further cause the computer to execute the following process. A process of generating or updating materials for a voxel mesh by determining the materials based at least on the materials contained in the voxel data. If the material of the voxel mesh in the player object's direction of movement is the second material, the movement speed of the player object is reduced compared to when the material is the third material.

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

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

[0018] According to the above configuration (6), the strategic nature of the game can be further improved, and the process of replacing the material of the voxel mesh can be executed with a small processing load.

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

[0020] According to the above configuration (7), it is possible to reduce the possibility that the player object will come into contact with the updated voxel mesh.

[0021] (8) In any of the above configurations (1) to (7), the first action may be an action that includes at least a jump in the forward direction. The game program may cause the computer to execute the following process. During a first period after the start of the first action, a process of setting, as a second voxel update range, a range that excludes a range above a plane obtained by tilting a plane from the start position of the first action to the current position of the player object at a predetermined angle out of a third voxel update range that is set at a position through which the player object has passed. After the first period has elapsed, the third voxel update range is set as the second voxel update range.

[0022] According to the above configuration (8), it is possible to make it easier for the player object to enter the voxel mesh updated in accordance with the setting of the second voxel update range.

[0023] (9) In any of the configurations (1) to (8) above, the game program may further 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 above configuration (9), the position of the voxel mesh updated in accordance with the setting of the second voxel update range can be made easier for the player to understand, and the player object can more easily enter the voxel mesh.

[0025] (10) In any of the above configurations (1) to (9), the voxel mesh may include a collision mesh used for collision determination with the player object and a display mesh drawn based on the virtual camera, or may be both the collision mesh and the display mesh. The voxel data may further include a material indicating the type of content for each of the multiple voxels. The game program may further cause the computer to execute the following processes. - Processing to determine the collision mesh material based at least on the material contained in the voxel data A process that uses a collision mesh as a display mesh and draws a virtual space including the display mesh based on the texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.

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

[0027] (11) In any of the above configurations (1) to (9), the voxel mesh may be a collision mesh used for collision determination with a player object. The voxel data may further include a material indicating the type of content for each of the multiple voxels. The game program may further cause the computer to execute the following process. A process of generating or updating 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 at least on the density included in the voxel data and determining the material of the mesh based at least on the material included in the voxel data. A process for drawing a virtual space including a display mesh based on the texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.

[0028] According to the above configuration (11), collision determination can be performed using the voxel mesh updated by setting the voxel update range.

[0029] Another example of the present invention may be an information processing device or an information processing system that executes the processes in (1) to (11) above. Also, another example of the present invention may be a game processing method that causes an information processing system to execute the processes 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, a new game using voxel data can be provided. [Brief explanation of the drawings]

[0031] [Figure 1] A diagram showing an example of the left and right controllers attached to the main unit. [Figure 2] A diagram showing an example of the state when the left controller and right controller are detached from the main unit. [Figure 3] Six-sided views showing an example of the main unit [Figure 4] Six-sided diagram showing an example of the left controller [Figure 5] Six-sided diagram showing an example of the right controller [Figure 6] A block diagram showing an example of the internal configuration of a main unit. [Figure 7] A block diagram showing an example of the internal configuration of the main unit, left controller, and right controller. [Figure 8] FIG. 1 is a diagram showing an example of a terrain object that is a voxel object. [Figure 9] 9A and 9B are diagrams showing an example of the state before and after a part of the terrain object shown in FIG. 8 is deleted. [Figure 10] 9A and 9B are diagrams showing an example of the state before and after a part of the terrain object shown in FIG. 8 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 an update range [Figure 15] A diagram showing an example of how to set vertices [Figure 16] A diagram showing one example of how vertex materials are determined [Figure 17] A diagram showing an example of vertex simplification [Figure 18] An example of material conditions [Figure 19] FIG. 10 is a diagram showing an example of a mesh generated based on each vertex. [Figure 20] An example of how a mesh quadrilateral is divided into two triangles. [Figure 21] A diagram showing an example of how to determine the material of polygons that make up the display mesh [Figure 22] An example of materials set at each vertex of two adjacent polygons [Figure 23] An example of applying a texture to a polygon [Figure 24] A diagram showing an example of a method for determining the material of polygons that make up the judgment mesh [Figure 25] FIG. 10 is a diagram showing an example of a game image showing a player character moving on a terrain object. [Figure 26] FIG. 10 is a diagram showing an example of a game image showing a player character pulling out a fragment object from a terrain object. [Figure 27] FIG. 10 is a diagram showing an example of a game image illustrating how a fragment object is generated when a player character destroys a terrain object; [Figure 28] FIG. 10 is a diagram showing an example of a game image in a state where a throwing action by a player character is possible; [Figure 29]FIG. 29 shows an example of a game image after a change has been made to the terrain object shown in FIG. 28 due to a debris object coming into contact with the terrain object. [Figure 30] FIG. 10 is a diagram showing an example of a game image displayed in the game system; [Figure 31] FIG. 10 is a diagram showing an example of a game image showing a player object performing a generating action. [Figure 32] FIG. 10 is a diagram showing an example of a voxel update range that is set when one frame has elapsed since the start of a generation action. [Figure 33] A diagram showing an example of a voxel update range that is set two frames after the start of a generation action. [Figure 34] FIG. 10 is a diagram showing an example of a voxel update range that is set after a certain amount of time has elapsed since the start of a generation action. [Figure 35] FIG. 10 is a diagram showing an example of a game image after a running path object has been generated. [Figure 36] FIG. 10 is a diagram showing an example of a game image in which a player object moves on a running path object; [Figure 37] A diagram showing an example of game images before and after the soil object and the mud object are swapped. [Figure 38] FIG. 10 is a diagram showing an example of various data used in information processing in the game system 1. [Figure 39] A flowchart showing an example of the flow of game processing executed by the game system 1. [Figure 40] 40 is a sub-flowchart showing an example of a detailed flow of the velocity calculation process in step S2 shown in FIG. 39. [Figure 41] 39. A sub-flowchart showing an example of a detailed flow of the voxel update process in step S3 shown in FIG. [Figure 42] 39. A sub-flowchart showing an example of a detailed flow of the voxel update process in step S3 shown in FIG. [Figure 43]A sub-flowchart showing an example of the detailed flow of the player object control process in step S10 shown in FIG. 39. DETAILED DESCRIPTION OF THE INVENTION

[0032] [1. Game system configuration] A game system according to an example of this embodiment will be described below. An example of the game system 1 according to this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each 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. The game system 1 can also be used by separating the main unit 2 from the left controller 3 and the right controller 4 (see FIG. 2). Below, the hardware configuration of the game system 1 according to this embodiment will be described, followed by a description of the control of the game system 1 according to this embodiment.

[0033] FIG. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and the right controller 4 are devices that have operation units that allow the user to perform inputs.

[0034] Fig. 2 is a diagram showing an example of the state in which the left controller 3 and the right controller 4 are detached from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. Note that, below, the left controller 3 and the right controller 4 may be collectively referred to as "controllers."

[0035] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially 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 generally rectangular.

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

[0037] 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] The main device 2 also includes 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 capacitance type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (for example, a resistive type).

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

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

[0041] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided 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 therein. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0042] The main unit 2 has a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display 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 all-in-one 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] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIGS. 1 and 4). The left controller 3 can also be held in a vertically long orientation when detached from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0044] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit that can input directions. By tilting the analog stick 32, the user can input a direction corresponding to the tilt direction (and input a magnitude corresponding to the tilt angle). Note that instead of an analog stick, the left controller 3 may be equipped with a cross key or a slide stick that can perform slide inputs as a direction input unit. In this embodiment, input can be made by pressing the analog stick 32.

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

[0046] The left controller 3 also includes a terminal 42 for wired communication between the left controller 3 and the main unit 2.

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

[0048] Like the left controller 3, the right controller 4 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. The right controller 4 may also be equipped with a cross key or a slide stick that allows slide input, instead of an analog stick. Like the left controller 3, the right controller 4 is equipped with four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 is also 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. Like the left controller 3, the right controller 4 is also equipped with a second L button 65 and a second R button 66.

[0049] The right controller 4 also includes a terminal 64 for wired communication between the right controller 4 and the main unit 2.

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

[0051] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium inserted into slot 23, etc.).

[0052] The main device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85 as examples of internal storage media built into the main device 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used primarily to store various types of data (which may be programs) saved in the main device 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.

[0053] The main device 2 includes 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 the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted into the slot 23 in accordance with instructions from the processor 81.

[0054] The processor 81 executes the above information processing by appropriately reading and writing data from and to the flash memory 84, the DRAM 85, and the above 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, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with external devices using a method conforming to the Wi-Fi (registered trademark) standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (e.g., communication using a proprietary protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication," in which data is transmitted and received by direct communication between multiple main units 2.

[0056] The main unit 2 is equipped with a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0057] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27. When performing wired communication with the left controller 3, the processor 81 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 performing wired communication with the right controller 4, the processor 81 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 performing wired communication with the right controller 4, the processor 81 transmits data to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4. When an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 or the main unit 2 alone is attached to 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. The main unit 2 can also 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 own sets of left controllers 3 and right controllers 4. For example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can simultaneously input to the main unit 2 using a 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 on the display 12 an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside.

[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 terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speakers 88 and the audio input / output terminal 25.

[0061] The main device 2 includes 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, the power control unit 97 is also connected to each part of the main device 2 (specifically, each part that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on instructions from the processor 81.

[0062] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main device 2 via lower terminal 27, battery 98 is charged with the supplied power.

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

[0064] The left controller 3 is equipped with a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 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 via wired communication via the terminal 42 and via wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication between the left controller 3 and 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 communicates wirelessly with the main unit 2 (specifically, with the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.

[0065] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured, for example, by a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0066] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information related to operations performed on the button 103 and analog stick 32 to the communication control unit 101 at appropriate timing.

[0067] The communication control unit 101 acquires information about the input (specifically, information about the operation or the detection results from the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a predetermined process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every predetermined time. The interval at which the information about the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0068] By transmitting the above operation data 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 analog stick 32 based on the operation data.

[0069] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has 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 FIG. 7, the right controller 4 is equipped with a communication control unit 111 that communicates with the main unit 2. The right controller 4 also has a memory 112 that is 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 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 via wired communication via the terminal 64 and via wireless communication that does not use the terminal 64 (specifically, communication in accordance with the Bluetooth (registered trademark) standard), and controls the method of communication between the right controller 4 and the main unit 2.

[0071] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3 and operate in the same manner.

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

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

[0074] [2-1. Voxel] In this embodiment, the shapes of some objects in the game space are defined by voxel data. Here, a voxel is a rectangular parallelepiped (more specifically, cubic) region arranged in a grid pattern in the game space, and voxel data is data that indicates information about each voxel. Hereinafter, an object whose shape is defined by voxel data will be referred to as a "voxel object." 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] Fig. 8 is a diagram showing an example of a terrain object that is a voxel object. As shown in Fig. 8, in this embodiment, the shape of a terrain object that represents terrain such as the ground is defined by voxel data (i.e., it is a voxel object). Each cube shown in Fig. 8 represents a terrain object. Note that in Fig. 8, the edges of the terrain object are shown with thick lines, but these thick lines are added to make the drawing easier to read, and in reality, the edges of the terrain object do not need to be displayed thick.

[0076] The terrain object shown in FIG. 8 is generated according to a rule such that, for example, "if a parameter included in the voxel data set for a voxel is greater than a predetermined value, a cube is placed at the position of the voxel, and if the parameter is equal to or less than the predetermined value, nothing is placed at the position of the voxel." The terrain object shown in FIG. 8 is shown for the purpose of clearly illustrating the relationship between voxels and voxel objects. In this embodiment, a voxel object is actually generated (based on voxel data) according to a rule that results in a complex shape, such as the terrain object shown in FIG. 13 (described later). Note that the rule for determining the shape of the voxel object based on the voxel data is arbitrary. In other embodiments, the game system 1 may generate a voxel object such as that shown in FIG. 8 or that shown in FIG. 13 based on object data.

[0077] The shape of a voxel object can be changed by changing the voxel data of each voxel. FIGS. 9 and 10 are diagrams showing an example of the state before and after a portion of the terrain object shown in FIG. 8 is deleted. That is, when the hatched portion of the terrain object shown in FIG. 9 is destroyed, the terrain object changes to a shape as shown in FIG. 10. At this time, the game system 1 can easily erase the terrain object by rewriting the voxel data (described later) for the voxels in the hatched portion so that they indicate that the terrain object does not exist. Note that when adding a terrain object, the game system 1 can easily change the shape of the terrain object by changing the voxel data of each voxel, just as when erasing a terrain object.

[0078] In this way, the game system 1 can freely change the shape of a voxel object by rewriting the voxel data. For example, when a terrain object is destroyed in a game for some reason (for example, when a player character hits the terrain object), resulting in a change in the shape of the terrain object, the 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 indicating the outer shape of the terrain object (i.e., a mesh, which will be described later).

[0079] In this embodiment, voxels are defined throughout the entire game space (i.e., the voxel space in which voxels are set corresponds to the entire game space). However, the voxel space does not need to be set throughout the entire game space, and may be set in a partial area of ​​the game space. When the voxel space is set in a partial area of ​​the game space, the shape of the voxel object is defined by voxel data related to the voxels in the voxel space, and the position of the voxel object in the game space is defined by the position of the voxel space in the game space. Furthermore, the game space may be set with a main voxel space set over the entire game space and a sub-voxel space set in a partial area of ​​the game space. In this case, the game system 1 stores voxel data for each voxel space.

[0080] 11 is a diagram showing an example of voxel data. The voxel data includes density data, a first material ID, a second material ID, material mixing ratio data, and state data for each voxel defined in the game space. In the voxel data of this embodiment, these data are set for each voxel.

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

[0082] In this embodiment, density can take an integer value ranging 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 high density value set for a voxel tends to increase the volume ratio of the area inside the voxel object within that voxel, and a low density value tends to decrease that ratio. In this way, density is an index that affects the volume ratio of the area inside the voxel object within that voxel. Density can also be considered an index that indicates the degree to which the space of that voxel is occupied by virtual contents (i.e., the virtual contents of the voxel object). For example, a density of 0 means that the voxel is empty; a density of 255 means that the entire voxel is occupied by the contents of the voxel object; and a density value between 0 and 255 means that the contents of the voxel object occupy the voxel at a ratio according to the value. Then, the shape of the mesh, i.e., the surface shape of the voxel object, can be determined based on the density. The mesh can be described as the surface of the portion of the voxel where content exists, or as the boundary between the portion of the voxel where content exists and the portion of the voxel where content does not exist. Note that the volume occupied by the region within the voxel object generated based on the density does not need to be a volume that strictly matches the proportion indicated by the density. For example, the volume of the voxel object generated by a method such as that shown in Figure 8 and a method such as that shown in Figure 13 may differ even if they are based on the same density.

[0083] In other embodiments, the density may indicate either the entire area of ​​the voxel being occupied by the volume of the area in the voxel object, or the area in the voxel not including the volume of the area in the voxel object. For example, the density data may be data that can only take on the values ​​0 or 1.

[0084] The first material ID and the second material ID are information indicating the material (in other words, the substance) of the voxel. In this embodiment, a material such as sand, rock, or soil is set to the voxel. Note that the game system 1 provides a plurality of types of materials that can be set to the voxel (see the material data shown in FIG. 12). In this embodiment, up to two materials from the plurality of types of materials provided can be set to one voxel. The first material ID is an ID indicating the first material set to the voxel, and the second material ID is an ID indicating the second material set to the voxel. As will be described in detail later, the material of a voxel object (i.e., the material set to the polygons of the voxel object) is determined based on the material set 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 have a data structure that includes data that directly indicates the content of the material (i.e., the name, properties, and drawing setting information described below).

[0086] The material mixing ratio data is an example of data indicating the ratio of each material in a voxel. In this embodiment, since up to two material IDs can be set for one voxel, the material mixing ratio data indicating the ratio of one of the materials indicated by the first material ID and the second material ID can also indicate the ratio of the other material. In this embodiment, the material mixing ratio is a value between 0 and 1 indicating the ratio of the second material to the entire first and second materials. For example, if the material mixing ratio set for a certain voxel is 0.4, this indicates that the first material and the second material are composed in a ratio of 0.6:0.4 in that voxel. As will be described in detail later, the appearance and properties of a voxel object are determined based on the materials. 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 indicating the ratio of the first material. Furthermore, the ratio of materials in a voxel may be represented by individual values ​​indicating the ratio of each material. In particular, in other embodiments, when three or more types of materials can be set instead of two, the ratio of the materials within the voxel is expressed as a plurality of values ​​indicating the proportion of each material.

[0087] In this embodiment, two types of materials do not necessarily have to be set for a voxel, and one type of material may be set. For example, if one type of material is set for a certain voxel, the first material ID indicates that material, and the material mixing ratio is set to 0.

[0088] The state data indicates the state set for the voxel. The specific content and number of types of state data are arbitrary. In this embodiment, the state data includes data indicating the amount of damage set for the voxel. Note that in other embodiments, the state data may include, for example, data indicating whether or not the voxel is wet (and to what extent).

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

[0090] The name included in the material data is the name set for the material (for example, earth, sand, grass, etc.). As will be described in detail later, the name of the material of a voxel object may be displayed during the game (see Figure 28). To display it in this way, the material data includes information on the name of the material.

[0091] The properties included in the material data are properties that are set for the material. The material properties are properties that the voxel object to which the material is set has in the game. The specific content and number of types of material properties are arbitrary. For example, at least one of the following information may be set as the material properties: Hardness Weight Slipperiness Damage settings when the player character comes into contact ·temperature Whether other objects can be glued to the voxel object The amount of health recovered by the player character when the player character destroys or acquires a voxel object The amount of in-game currency the player character will acquire when they destroy or acquire a voxel object. In other embodiments, information other than the above may be set as information indicating the properties of the material.

[0092] In this embodiment, the material data includes an ID indicating the property as information specifying the property of the material (see FIG. 12). Although not shown, the game system 1 stores property information for each prepared property in which the content of the property (for example, values ​​indicating the weight and slipperiness described above) is associated with the property ID. The game system 1 can specify the specific content of the property set for the material by referring to the property information.

[0093] The rendering settings included in the material data are information indicating settings related to rendering, such as textures used to render the voxel object to which the material is set. In this embodiment, the material data includes, as information on the rendering settings, the IDs of the textures used to render the voxel object to which the material is set (see FIG. 12). Although not shown, the game system 1 stores texture information that associates a texture ID with the texture indicated by the texture ID for each texture provided. By referring to the texture information, the game system 1 can identify the specific content of the texture set for the material. Note that in other embodiments, in addition to texture information, any information related to shading settings may be set as information on the rendering settings. For example, information related to reflectance, normals, etc. may be set.

[0094] Furthermore, the material data may include data other than the data shown in Fig. 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 footsteps to be output when a player character walks on a voxel object based on the voxel.

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

[0096] [2-2. Updating Voxel Data] During the game, the voxel data is updated, thereby deforming the voxel object. In this embodiment, when a game event for updating the 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. The update event may be, for example, an action by a character appearing in the game that deforms the voxel object (e.g., a player character punching a voxel object), or the occurrence of an event that deforms the voxel object (e.g., an object thrown by a character coming into contact with a voxel object, or a bomb exploding).

[0097] Fig. 13 is a diagram showing an example of a game space when an update event has occurred. The situation shown in Fig. 13 is a situation in which a player character 201 has performed a punch action on a terrain object 202, which is a voxel object. Details will be described later, but in the example shown in Fig. 13, the voxel data is updated so that the terrain object 202 around the position where the punch action by the player character 201 has landed is erased. This expresses the situation in which the terrain object 202 is destroyed by the punch action by the player character 201.

[0098] In this embodiment, when an update event occurs, the game system 1 sets an update range in the game space (an update range 203 in the example shown in FIG. 13 ) in which the voxel object is updated. The position, shape, and size of the update range are arbitrary. The position of the update range may be determined based on, for example, the position of contact between an object related to the update event that has occurred (e.g., the player character that delivered the punch) and the voxel object. In the example shown in FIG. 13 , the position of the update range 203 may be determined based on the position where a punch from the player character 201 has landed. For example, the center position of the update range 203 may be the position of the hit or a position a predetermined distance forward from the position of the hit. The shape and size of the update range may be determined in advance to be a shape according to the type of update event. For example, when an update event occurs due to a punch from 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 FIG. 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 has occurred (e.g., the strength of the punch or the size of the explosion).

[0099] The game system 1 changes the density of voxels corresponding to the set update range. Note that 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 changing the density, the mesh of the voxel object is changed by processing described below, thereby changing the shape of the voxel object (the visible shape and the shape used for collision detection). Note that in other embodiments, in addition to changing the density of voxels included in the update range, the game system 1 may change the materials (i.e., the first material, the second material, and the material mixing ratio) of the voxels, or may change the state of the voxels.

[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 indicating the update range set in the game space and performs the above determination based on the value of the SDF. The SDF represents the distance from a specified shape to an arbitrary position using a signed value. FIG. 14 is a diagram illustrating an example of the update range. In the example shown in FIG. 14, a spherical update range is set in the game space. For example, in the example shown in FIG. 14, the SDF is set so that, among positions in the game space, positions inside the shape represented by the SDF have negative SDF values ​​and positions outside the shape represented by the SDF have positive SDF values. In this example, whether a voxel is included in the update range can be determined based on whether the SDF value is positive or negative. Furthermore, by using the signed distance value, not only simple inside / outside determination but also processes such as correction and interpolation can be performed.

[0101] In the above, an example has been described in which a change is made to a voxel object such that the voxel objects within the update range are transformed as if they were deleted, but the change made to a voxel object using the update range is not limited to this. For example, a change may be made to a voxel object such that 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 FIG. 29, described later). Also, a change may be made to a voxel object such that only the material of the voxels within the update range changes, without changing the density of the voxels. Also, a change in voxel density and a change in material may be made in combination.

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

[0103] FIG. 15 is a diagram showing an example of a method for setting vertices. In the following descriptions of FIGS. 15 to 24, voxels, vertices, meshes, etc. are depicted in two dimensions for the purpose of making the drawings easier to see and the explanation easier to understand. However, in reality, vertices and meshes are set in three-dimensional space based on voxels in the three-dimensional space. In this embodiment, the game system 1 uses a method for setting vertices at coordinates based on the positions and densities of multiple surrounding voxels in an area where voxels having a density set to indicate their presence (i.e., a density equal to or greater than a reference value, described later) are adjacent to voxels having a density set to indicate their absence (i.e., a density less than a reference value, described later). Details of this method are 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 a completely empty state, and a voxel with a density of 255 represents a completely filled state. Densities between 0 and 255 are treated as interpolation and used to determine vertices. In this embodiment, voxels with a density equal to or greater than a reference value are virtually considered to be inside the object, and voxels with a density less than the reference value are virtually considered to be outside the object. It is also possible to virtually consider voxels with a density equal to or greater than a reference value as voxels indicating presence, and voxels with a density less than the reference value as voxels indicating absence. It is not necessary to define only voxels with a density of 0 as outside the object (i.e., the reference value = 1); the reference value may be, for example, 128. In the example shown in FIG. 15, the density of voxel 211 and the other outer voxels is set to 0, the density of voxel 212 is set to 100, which is less than the reference value, and the densities of voxels 213 and 214 are set to 150 and 210, which are greater than or equal to the reference value. In this embodiment, the game system 1 generates vertices between voxels whose densities are greater than or equal to the reference value and voxels whose densities are less than the reference value. Specifically, for each region (region surrounded by dotted lines in the drawing) spanning eight adjacent voxels (four in the drawing), a determination is made as to whether or not to generate a vertex. In other words, a vertex is generated in a region spanning both voxels whose densities are greater than or equal to the reference value and voxels whose densities are less than the reference value. The coordinates of the vertex are determined by comparing the densities of adjacent voxels along each of the X, Y, and Z axes and interpolating based on the difference in density. Note that by setting normal information that defines the position and orientation of the line connecting the vertices, the coordinates of the vertices can be further calculated based on the normal information. Normal information may be stored in advance for at least some voxels, or if not stored, normal information may be calculated based on the densities of adjacent voxels. In Fig. 15, the density of voxel 212 is less than the reference value, so voxel 212 is treated as outside the object when determining whether or not a vertex exists, but the density value of voxel 212 itself is used to calculate the coordinates of the vertices to be generated.If the reference value were set to a value lower than the density of the voxel 212, the result would be that the number of vertices would increase further to the upper right and upper left of the voxel 212 in FIG.

[0105] By setting vertices as described above, when generating a mesh connecting the set vertices (or the vertices after performing the simplification process described below on the set vertices), it is possible to generate a shape having a volume that reflects the density of each voxel to some extent. However, depending on the relationship with adjacent voxels, it is possible that a voxel with a density of 0 may include a part of an area inside the object, or that a voxel with a density of 255 may include a part of an area outside the object. Furthermore, in this embodiment, voxels with a density less than the reference value are processed as outside the object, so that the number of vertices is reduced compared to when voxels are processed as inside the object, and therefore the volume is also reduced accordingly. In this way, it is not necessary to calculate a polygon mesh so that the volume strictly corresponds to the density value.

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

[0107] FIG. 16 is a diagram showing an example of a method for determining the material of a vertex. In the example shown in FIG. 16, a vertex 219 is set for four voxels 215 to 218, and these four voxels 215 to 218 are the "voxels surrounding the vertex" described above. In an actual three-dimensional space, the number of voxels surrounding a vertex is eight. In the example shown in FIG. 16, the density of voxel 215 is set to 255, the first material is set to "sand," and the material mixture ratio is set to 0 (i.e., first material:second material = 1:0, or the second material may not be set). The density of voxel 216 is set to 0 (the first and second materials may not 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 set to 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 "earth," the second material is "grass," and the material mixing ratio is set to 0.4 (i.e., first material:second material = 0.6:0.4). Furthermore, the coordinates indicating the position of vertex 219 are set to (X,Y) = (0.8,0.6). Note that in this coordinate system, the left-right direction in FIG. 16 is the X coordinate, the up-down direction is the Y coordinate, and the center position of voxel 217, the bottom-left one of voxels 215 to 218 (the positions of the white circles in FIG. 13), is set to (0,0).

[0108] When determining the material of a vertex, the game system 1 calculates an evaluation value for each material in surrounding voxels based on the density of the material and a weight value based on the distance from the voxel to the vertex. First, a weight value is calculated for each voxel, and the closer the distance from the center position of the voxel to the vertex, the larger the weight value is calculated. 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 certain voxel is calculated according to the following formula (1): (weight value) = |(1-x1)-x2|·|(1-y1)-y2|…(1) In the example shown in FIG. 16, the weight values ​​of the voxels 215 to 218 calculated according to the above formula (1) 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] The game system 1 also calculates the density of the material for each voxel. Here, the density of a material is a value obtained by multiplying the proportion of the material in the materials set for that voxel by the density of that voxel. In this embodiment, the density of the voxel is calculated by normalizing the values ​​from 0 to 255 to values ​​from 0 to 1. In the example shown in FIG. 16, the only material set for voxel 215 is sand, so the proportion of the sand material is 1 and the density of that voxel is 1, so the density of the sand material is 1. For voxel 216, the density is 0 and no material is set, so the density of the material is not calculated. Alternatively, if some material is set, the density of that material is 0. For voxel 217, the ratios of the sand and grass materials are 0.7 and 0.3, respectively, and the density of the voxel is 204 / 255 = 0.8, so 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 ratios of the dirt and grass materials are 0.6 and 0.4, respectively, and the density of the voxel is 153 / 255 = 0.6, so the density of the dirt material is 0.6 · 0.6 = 0.36, and the density of the dirt material is 0.4 · 0.6 = 0.24.

[0110] The game system 1 then calculates the evaluation value for each material based on the weight value and the material density. In this embodiment, the evaluation value for a material is the sum of the material densities calculated for each voxel, weighted according to the weight value for each voxel, for each surrounding voxel. In the example shown in FIG. 16 , the evaluation value for the sand material is 1·0.12+0.56·0.08=0.1648 because 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. The evaluation value for the grass material is 0.24·0.08+0.24·0.32=0.096 because 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 for voxel 218 is 0.36·0.32=0.1152 because the material density is 0.36 and the weighting value is 0.32.

[0111] The game system 1 determines the material of the vertex based on the evaluation value of each material. Specifically, a predetermined number of materials are determined as the materials of the vertex in descending order of evaluation value. In this embodiment, the two materials with the highest evaluation values ​​are determined as the materials of the vertex. In the example shown in FIG. 16, the evaluation values ​​of the sand, grass, and soil materials are 0.1648, 0.096, and 0.1152, respectively. Therefore, the sand material and the soil material are determined as the materials of the vertex. The game system 1 also calculates the ratio of the two determined 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 mixture ratio. In the example shown in FIG. 16, for example, if the first material is soil and the second material is sand, the second material ratio is expressed 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 representing the proportion of the first material, or a value 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 at the vertex, and the ratio of the materials. However, any method may be used to manage the materials set at the vertices. In other embodiments, the vertex data may have 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 included in the voxel data of multiple surrounding voxels based on the voxel data. Then, based on the priority parameters, up to a predetermined number (here, two) of material IDs with high priorities are selected and determined as the material ID for the vertex. Note that the specific parameter used as the priority parameter is not limited to the evaluation value. For example, in other embodiments, an evaluation value calculated using the density of the material without using the weight value may be used as the priority parameter.

[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 material set in a voxel with a higher density has a higher priority (i.e., the evaluation value of the material is larger, making it more likely to be selected). This allows the material of the vertex to be determined by reflecting the magnitude of the density set in the voxels.

[0115] In this embodiment, an 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 so that the priority of a material set to a voxel close to the vertex is higher. This allows the material of the vertex to be determined by reflecting the distance between the voxel and the vertex.

[0116] In addition, in this embodiment, the evaluation value, which is an example of a priority parameter, can be said to be calculated based on the material mixture ratios of multiple voxels surrounding the vertex, so that a material with a higher material mixture ratio has a higher priority. This makes it possible to determine the material of the vertex by reflecting the ratio of each material when multiple materials are set for one voxel.

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

[0118] In this embodiment, the game system 1 performs simplification by representing each vertex using SVO (Sparse Voxel Octree). FIG. 17 is a diagram showing an example of vertex simplification. In FIG. 17, one square indicated by a solid line in FIG. 17(a) represents one vertex segment. Here, a vertex segment is a square region with the center position of a voxel as its vertex (in an actual three-dimensional space, a vertex segment is a cube or rectangular parallelepiped), and is a region with the dotted lines in FIG. 15 and FIG. 16 as its edges. In FIG. 17, a vertex segment with the letter "v" inside it indicates a vertex segment in which a vertex is set.

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

[0120] (a) of Figure 17 shows the state before simplification is performed. In the example shown in Figure 17, it is assumed that the vertex division areas within the range surrounded 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 areas determined to be simplifiable are replaced with a single vertex (see (b) of Figure 17). As a result, the vertices in the predetermined number of vertex division areas 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 FIG. 17 illustrates and explains up to the second stage. FIG. 17(b) shows the state after the first stage of simplification has been performed, and FIG. 17(c) shows the state after the second stage of simplification has been performed. In the second stage of simplification, a determination is made as to whether simplification is possible for the vertices resulting from the first stage of simplification. In the example shown in FIG. 17, if it is determined that simplification is possible for the vertex segment area within the range surrounded by the dotted line in FIG. 17(b), the vertices of that vertex segment area are simplified, resulting in the state shown in FIG. 17(c). Note that the conditions for determining whether the first stage of simplification is possible and the conditions for determining whether the second stage of simplification is possible 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 determination are a condition related to the shape of the voxel object and a condition related to the material. In this embodiment, if both the condition related to the shape of the voxel object and the condition related to the material are satisfied, it is determined that simplification is possible, and if at least one of the condition related to the shape of the voxel object and the condition related to the material is not satisfied, it is determined that simplification is not possible.

[0123] The shape condition may be, 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 the shape of each vertex does not change significantly before and after simplification can be determined by calculating an index indicating the error between the mesh before simplification and the mesh after simplification and determining whether the index is equal to or less than a predetermined tolerance. For example, if the shape of each vertex before simplification is hollow, but the shape of each vertex after simplification becomes solid (i.e., the hollow information is lost due to simplification), it is determined that the shape condition is not satisfied. Whether or not the above case occurs can be determined based on, for example, the density of each voxel corresponding to the vertex segment area being determined. For example, if the shape of each vertex before simplification can be expressed only by two or more vertices, but cannot be expressed by a single vertex, it is determined that the shape condition is not satisfied. The shape condition of a voxel object may be the same as that of a conventional method using SVO.

[0124] In this embodiment, the material condition is a condition regarding the number of material types set for each vertex within the predetermined number of vertex segment regions to be simplified. FIG. 18 is a diagram illustrating an example of the material condition. FIG. 18(a) illustrates a case where the materials of vertices 221 to 224 are (grass), (grass), (grass and earth), and (grass and earth), respectively. FIG. 18(b) illustrates a case where the materials of vertices 221 to 224 are (grass and sand), (grass), (grass and earth), and (grass and earth), respectively. In this embodiment, the material condition is that the total number of material types set for each vertex to be simplified is equal to or less than a predetermined number. For example, the material condition is that the total number of material types set for each vertex to be simplified is equal to or less than 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 FIG. 18(a), the total number of material types set for vertices 221 to 224 to be simplified is two, grass and earth, so the material condition is satisfied. At this time, provided that the above-mentioned conditions regarding the shape of the object are satisfied, each of the vertices 221 to 224 is determined to be simplifiable. On the other hand, in the case of Figure 18(b), the total number of material types set for each of the vertices 221 to 224 to be simplified is three: grass, earth, and sand, so the material conditions are not satisfied. At this time, regardless of whether the above-mentioned conditions regarding the shape of the object are satisfied, each of the vertices 221 to 224 is determined to be unsimplifiable.

[0125] Note that in the game system 1, multiple types of materials may be prepared that have the same set properties but different appearances, even if they are strictly classified as different types. Some of these multiple types of materials may be considered to be the same type when determining whether or not a material satisfies a condition related to the material. For example, with regard to soil materials, multiple types of soil materials may be prepared that have the same properties but similar appearances (e.g., texture color or pattern). In such a case, the game system 1 may consider these multiple types of soil materials to be the same type when determining whether or not a material satisfies a condition related to the material.

[0126] In this embodiment, up to two types of material can be set for a vertex, just as with voxels. In contrast, in this embodiment, if the total number of material types set for each vertex to be simplified is three or more, simplification is not performed. In other words, if the total number of material types exceeds the number of materials that can be set for one vertex, simplification is not performed. Therefore, even if the number of vertices is reduced by simplification, the information about the materials set for the vertices is not lost as a result of the simplification, and the material information can be maintained.

[0127] In this embodiment, the material of a vertex after simplification is determined based on the material of each vertex before simplification. Specifically, the game system 1 sets one or two types of material set at the vertex before simplification as the first material and the second material at the vertex after simplification. This allows the material information to be maintained. The ratio of the material after simplification is determined based on the ratio of the material at each vertex before simplification. In this embodiment, the ratio of the material after simplification is calculated in the same manner as the method for calculating the ratio of the material at each vertex using the evaluation value described above. That is, the game system 1 calculates a weight value based on the distance between the vertex after simplification and the vertex before simplification, and calculates an evaluation value for each material based on the weight value and the density of the material at the vertex before simplification (note that the evaluation value of the material described above in [2-4. Determining the Material at a Vertex] can be used as the material density here). Then, the ratio of the material 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 the vertices simplified as described above. FIG. 19 is a diagram showing an example of a mesh generated based on the vertices. Note that the squares shown in FIG. 19 represent the vertex division regions described above, or vertex division regions formed by combining multiple vertex division regions into one vertex division region through simplification. As shown in FIG. 19, the game system 1 generates a mesh composed of polygons whose sides are straight lines connecting adjacent vertices of the vertex division regions. Each polygon that makes up the mesh is a triangle or a quadrangle.

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

[0130] In this embodiment, the game system 1 generates the display mesh and the determination mesh based on the above-mentioned SVO data (i.e., based on the simplified vertices). This allows the vertex data used to generate the two types of meshes to be shared, thereby improving processing efficiency. Note that in other embodiments, the game system 1 may not simplify the vertices, and may generate the display mesh and / or the determination mesh based on the unsimplified vertices.

[0131] In this embodiment, the game system 1 generates a determination mesh with a simpler shape than the display mesh. Specifically, the game system 1 sets the number of vertices of the determination mesh to be fewer than the number of vertices of the display mesh. In this embodiment, the SVO data is data that stores data on vertices before simplification and data on simplified vertices in an octree structure, but also includes data used to determine whether simplification is possible. This data includes, for example, data on vertices (referred to as provisional vertices) calculated as candidates for vertices after simplification, and data on the aforementioned indicators indicating the errors between the pre-simplification vertices and the provisional vertices. For example, the game system 1 may use, among the provisional vertices, vertices whose indicators are equal to or smaller than a predetermined threshold (this threshold is assumed to be greater than the aforementioned allowable value) to generate the determination mesh. This allows the number of vertices of the determination mesh to be fewer than the number of vertices of the display mesh. By setting the number of vertices of the determination mesh to be fewer than the number of vertices of the display mesh, the processing load due to collision determination can be reduced. In addition, since the number of vertices in the display mesh is not excessively reduced, the appearance of the voxel object can be expressed in detail.

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

[0133] [2-6-1.Determining the material of the display mesh] Next, an example of a method for determining the material and appearance of a display mesh will be described. In this embodiment, the game system 1 determines a material for each polygon that constitutes the display mesh. As will be described in detail later, in this embodiment, the polygons corresponding to the 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 no more than two types of material are ultimately set for each polygon that constitutes the mesh. In other embodiments, three or more types of material may be set. For example, in an embodiment in which there are three or more types of voxel materials and three or more types of vertex materials, the same number of materials may be set for the polygons.

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

[0135] Fig. 20 is a diagram showing an example in which a quadrangle constituting a mesh is divided into two triangles. Fig. 20(a) shows the quadrangle formed by vertices 231 to 234, which are part of the vertices of the mesh, before division, and Fig. 20(b) shows the two triangles into which the quadrangle is divided. In the example shown in Fig. 20, the materials set for each of vertices 231 to 234 are grass, dirt, sand and grass, and grass, respectively.

[0136] In this embodiment, the game system 1 determines whether a division condition is satisfied when a total of three or more types of materials are set at the vertices of a quadrangle. In this embodiment, the division condition is that by dividing the quadrangle into two triangles, a total of two or fewer types of materials can be set at the vertices of the triangles. If the division condition is satisfied, the game system 1 divides the quadrangle into two triangles such that a total of two or fewer types of materials are set at the vertices. In the example shown in FIG. 20, the materials set at the vertices 231 to 234 forming the quadrangle are three types: grass, earth, and sand. Furthermore, if the quadrangle 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 at the vertices of the former triangle are two types: sand and grass, and the materials set at the vertices of the latter triangle are two types: grass and earth (see (b) of FIG. 20). Therefore, the division condition is satisfied for the quadrangle, and the game system 1 divides the quadrangle into two triangles.

[0137] Since there are two ways to divide a quadrangle into two triangles, if the division condition is satisfied for a triangle divided by at least one of the two methods, the game system 1 performs the division by the method that satisfies the division condition. On the other hand, if the division condition is not satisfied for a triangle divided by either of the two methods, the game system 1 performs the division by one of the two methods.

[0138] By dividing the polygon as described above, the game system 1 can generate two triangles in which two or fewer types of material are set at each vertex of the quadrangle, minimizing loss of information about three or more types of material that are set at each vertex of the quadrangle. As described above, each polygon that makes up a mesh is rendered using up to two types of texture. Therefore, by dividing the polygon as described above, the game system 1 can render the polygon using two types of texture, minimizing loss of information about the material that is set at each vertex.

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

[0140] In this embodiment, when a total of three or more types of materials are set for each vertex of a polygon constituting a display mesh, the game system 1 determines the material of the polygon by selecting two types of materials. FIG. 21 is a diagram illustrating an example of a method for determining the material of a polygon constituting a display mesh. In the example shown in FIG. 21, for vertex 241 of a triangular polygon constituting the display mesh, the first material is set to "grass," the second material is set to "earth," and the material ratio of the first material to the second material is set to 0.8:0.2. For vertex 242 of the polygon, the first material is set to "grass," the second material is set 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 polygon, the first material is set to "sand," the second material is set to "earth," and the material ratio of the first material to the second material is set to 0.7:0.3.

[0141] When a total of three or more types of materials are set for each vertex of a polygon, the game system 1 calculates a judgment value for each material. The judgment value is calculated as the sum of the ratios of the materials set for each vertex. The game system 1 then selects the two materials with the largest judgment values ​​as the material for the polygon. In the example shown in FIG. 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 earth material is 0.2+0.3=0.5. Therefore, the grass and sand materials are selected as the materials for the polygon shown in FIG. 21 (see (a) of FIG. 21).

[0142] Note that the specific method for selecting the material of a polygon of a display mesh is arbitrary. In other embodiments, the material of a polygon of a display mesh may be selected by any method based on information set at the vertices of the polygon. For example, the material of a polygon of a display mesh may be selected for each vertex by identifying the material with the largest proportion at that vertex, and the material identified most frequently for each vertex may be selected as the material of that polygon.

[0143] In this embodiment, the material of the polygon selected as described above is indicated by the material set at each vertex of the polygon. That is, when a material for a polygon is selected, the game system 1 changes the material set at each vertex of the polygon (i.e., the material ID included in the vertex data) to the selected material. In the example shown in FIG. 21, before the selection of the polygon material, grass and earth and sand and earth materials were set for vertices 241 and 243, respectively (see FIG. 21(a)). When grass and sand materials are selected as the polygon material as described above, the materials set at vertices 241 and 243 are changed to grass and sand (see FIG. 21(b)). Note that the material set at vertex 242 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 on the third and subsequent materials set at each vertex of the polygon is erased.

[0144] Furthermore, the game system 1 changes the ratio of materials set for a vertex in accordance with a change in the material set for that vertex. For example, for vertex 241, the first material is grass and the second material is earth, and the first material is grass and the second material is sand. Here, the proportion of sand material is 0, so the material ratio is set to first material:second material = 1:0. In this way, the above change formally changes the material of each vertex in order to represent the material of the polygon by the material of each vertex of the polygon.

[0145] According to the above, the material set for each vertex of one polygon is only the material corresponding to the texture used for rendering, which will be described later, making it easier to execute rendering processing using texture.

[0146] Note that the above change may result in all materials being changed for a certain vertex (i.e., none of the materials before and after the change match). Such a case may occur, for example, when the material set for the vertex before the change is earth and the materials selected for the polygon are grass and sand. In such a case, the material ratio for the vertex may be set based on the material ratio 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 triangular polygon is grass and has a material ratio of grass:sand = 1:0, and the material set for the other vertex is sand and has a material ratio of sand:grass = 1:0, the material ratio for the vertex may be set to grass:sand = 0.5:0.5. The game system 1 may also determine the material ratio for the vertex taking into account the distance between the vertex and the other vertices (e.g., based on a weight value that increases as the distance decreases).

[0147] As described above, in this embodiment, for each polygon, the game system 1 selects up to a predetermined number (here, two) of material IDs from among the material IDs set to the vertices included in the polygon (i.e., material IDs set to the vertices of the polygon corresponding to the polygon), and determines them as the material ID for the polygon. This allows the game system 1 to perform rendering processing while reducing the number of textures used, while reflecting the materials set to the vertices in the appearance of the polygon.

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

[0149] As described above, in this embodiment, the first and second materials set for each vertex of a polygon are changed to two types of materials set for that polygon. When such a change is made, there is a possibility that a discrepancy will occur between the first and second materials set for a vertex shared by two adjacent polygons.

[0150] FIG. 22 is a diagram showing an example of materials set at the vertices of two adjacent polygons. FIG. 22 shows a state ((b) of FIG. 20) in which two polygons are formed by the vertices 231 to 234 shown in FIG. 20. In the example shown in FIG. 22, the materials of the first polygon formed by the vertices 231, 233, and 234 are determined to be grass and sand, and therefore the first and second materials of these vertices should be set to grass and sand, respectively. On the other hand, the materials of the second polygon formed by the vertices 231, 232, and 234 are determined to be grass and earth, and therefore the first and second materials of these vertices should be set to grass and earth, respectively. Therefore, in the example shown in FIG. 22, a discrepancy occurs in the materials to be set for the vertices 231 and 234 shared by the two polygons.

[0151] Therefore, in this embodiment, if a discrepancy occurs in the materials to be set for a vertex shared by two polygons, the game system 1 adds another vertex at the same position as the vertex. FIG. 22(b) is a diagram showing an example of a state in which a vertex 231' is added for the vertex 231 and a vertex 234' is added for the vertex 234. In the example of FIG. 22, the game system 1 sets the first and second materials for the vertices 231 and 234 to grass and sand in accordance with the material of the first polygon. Also, the game system 1 sets the first and second materials for the vertices 231' and 234' to grass and earth in accordance with 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 sets having the same position but different materials), it is possible to prevent discrepancies in the materials set for the vertices.

[0152] The game system 1 generates a display mesh made up of polygons whose vertices and materials have been determined as described above. The game system 1 also draws the voxel object by drawing the polygons based on the material information (i.e., the first material and the second material) set for each vertex.

[0153] Fig. 23 is a diagram showing an example of applying a texture to a polygon. Fig. 23 shows a triangular polygon formed by the vertices 241 to 243 shown in Fig. 21. The materials set for the vertices 241 to 243 are those shown in Fig. 21(b).

[0154] The vertices of a polygon are drawn by mapping that blends the texture of the first material and the texture of the second material set for that vertex at the ratio of the materials set for that vertex (i.e., that ratio is used as the blend ratio). The textures of the first and second materials used for drawing are the textures indicated by the drawing setting information associated with each material ID associated with the vertex data in the material data (see FIG. 12) described above. In the example shown in FIG. 23, the material ratio for the vertex 241 is grass:sand = 1:0, so drawing is performed using only the grass texture. The first material for the vertex 243 is sand, so the material ratio for the sand:grass is 1:0, so drawing is performed using only the sand texture. The first material for the vertex 242 is grass, the second material for the vertex 242 is sand, so the material ratio for the grass:sand is 0.5:0.5, so drawing is performed by blending the grass texture and the sand texture at a blend ratio of 0.5:0.5.

[0155] Furthermore, for positions other than the vertices of a polygon, the game system 1 determines the blend ratio by interpolating the blend ratio at each vertex. Then, rendering is performed by mapping, blending the textures of the two materials set at each vertex based on the interpolated blend ratio. Note that any specific interpolation method may be used. One example is linear interpolation of the blend ratio between vertices. In FIG. 23, positions where a high proportion of grass material texture is applied are indicated in white, and positions where a high proportion of sand material texture is applied are indicated in black. In the example shown in FIG. 23, a grass texture is applied to vertex 241, and the blend ratio of the sand texture increases toward vertex 243. At vertex 242, the grass-to-sand blend ratio is 1:1, and at vertex 243, only the sand texture is applied. In this way, by blending and rendering the two textures set at the polygon (i.e., set at each vertex of the polygon) at a blend ratio according to the material ratio, the boundary between different materials in the display mesh can appear natural. This allows the display mesh to have a plurality of types of materials set thereto to appear natural.

[0156] [2-6-2.Determining the material of the judgment mesh] Next, an example of a method for determining the material of a determination mesh will be described. Details will be given later, but in this embodiment, a collision determination for a voxel object is performed using the determination mesh, and processing may be performed according to the material of the voxel object for which a collision has been determined. Therefore, in this embodiment, the material is also determined for the determination mesh.

[0157] In this embodiment, the game system 1 sets one type of material for each polygon that constitutes the determination mesh. Specifically, the game system 1 determines the material to be set for a polygon of the determination mesh based on information about the material set at the vertices of the polygon (i.e., information about the first and second materials and the ratio of the materials).

[0158] Fig. 24 is a diagram showing an example of a method for determining the material of polygons that make up a determination mesh. Fig. 24 shows an example of determining the material for a triangular polygon formed by each of the vertices 241 to 243 shown in Fig. 21. The materials set for each of the vertices 241 to 243 are those shown in Fig. 21(a).

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

[0160] In the example shown in Fig. 24, the judgment values ​​for each material are the same as in the case shown in Fig. 21, with the grass material judgment value being 1.3, the sand material judgment value being 1.2, and the earth material judgment value being 0.5. Therefore, the grass material is selected as the material for the polygon shown in Fig. 24.

[0161] As described above, in this embodiment, for each polygon, the game system 1 selects up to a predetermined number (here, one) of material IDs from among the material IDs set at the vertices of the polygon (i.e., material IDs set at the vertices of the polygon corresponding to the polygon) and determines the material ID for the polygon. This allows the game system 1 to keep the number of materials set in the determination mesh below a predetermined number. This prevents the processing according to the type of material, which is performed according to the results of collision determination using the determination mesh, from becoming complicated. Note that the method for determining the material of the polygon of the determination mesh is arbitrary and is not limited to the above. In other embodiments, the material of the polygon of the determination 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 material are set for the polygons of the display mesh, while one type of material is set for the polygons of the determination mesh. This allows the polygons of the display mesh to have a natural appearance using two types of texture, and prevents the processing of the determination mesh performed based on the results of collision determination using the determination mesh from becoming complicated. Note that, in other embodiments, any type of material can be set for the polygons of the display mesh and the determination mesh. The number of materials that can be set for the polygons of the display mesh and the determination mesh may both be multiple, may be the same, or may be different.

[0163] In this embodiment, up to two types of materials can be set for one voxel, and up to two types of materials can be set for one polygon in a display mesh. This makes it possible to reduce the amount of voxel data while reflecting material information set in the voxel data on the materials of the display mesh. Furthermore, in this embodiment, up to two types of materials can also be set for vertices set based on the voxel data (see FIG. 16). This allows two types of materials to be set for vertices generated during the process of obtaining a display mesh from voxel data, so that the material information set in the voxel data is not lost during the process, and the material information set in the voxel data can be reflected on the display mesh.

[0164] In another embodiment, the game system 1 may set different materials for vertices used to generate a display mesh and for vertices used to generate a determination mesh, with respect to vertices set based on voxel data. For example, the game system 1 may set up to two types of materials for vertices used to generate a display mesh, as described above, and set one type of material for vertices used to generate a determination mesh. Similarly, two types of materials may be set for polygons of the display mesh, and one type of material may be set for polygons of the determination mesh 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 a determination mesh, the material with the largest judgment value calculated for each material may be set as the material for that vertex. As in the present embodiment, this allows up to two types of materials to be set for each polygon in the display mesh, and only one type of material to be set for each polygon in the determination mesh. Therefore, the information about the material set in the voxel data can be reflected in the display mesh, and the processing performed according to the results of collision judgment using the judgment mesh can be prevented from becoming complicated.

[0165] As described above, in this embodiment, a display mesh and a judgment mesh may be set for one voxel object. However, depending on the game situation, it is not necessary to simultaneously set both a display mesh and a judgment mesh for one voxel object (for example, it is not necessary to set both in processing for one frame). For example, a judgment mesh may be generated in a range within the game space where collision determination is performed, but not in a range where collision determination is not performed. As an example, the game system 1 may generate judgment meshes for voxel objects within a predetermined range centered on the player character, and may generate only display meshes for voxel objects outside the predetermined range without generating judgment meshes.

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

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

[0168] [2-7. Processing using meshes] Next, an example of processing using the mesh generated for a voxel object as described above will be described. In the following, we will explain an example in which terrain objects such as the ground and walls are assumed to be voxel objects, and an action occurs in the game as a result of a player character taking an action and a collision determination being performed.

[0169] FIG. 25 is a diagram showing an example of a game image showing a player character moving on a terrain object. In the example shown in FIG. 25, the material of the polygons in a part of an area 251 of the determination mesh of the terrain object, which is the ground, is set to "lava." Note that the material of the polygons in the determination mesh of the terrain object other than the area 251 is set to "rock." In the example shown in FIG. 25, the game system 1 performs a collision determination between the terrain object and the player character 201 using the determination mesh. That is, the game system 1 performs a collision determination as to whether or not the determination mesh of the terrain object comes into contact with a determination area set for the player character (for example, an area of ​​a predetermined shape set based on the position of the player character). Then, when a collision between the polygon made of lava and the player character 201 is determined, a process of reducing the stamina of the player character 201 is performed as a process of generating an in-game action. In the above case, a process of causing the player character 201 to perform a predetermined reaction is also performed.

[0170] In this embodiment, the property information included in the material data is set to a property of lava material that reduces the stamina of the player character that comes into contact with it (for example, the property that the temperature is equal to or higher than a predetermined value). The game system 1 generates an in-game action (in the above example, a reduction in the stamina of the player character) based on the property information corresponding to the material set for the polygon in the determination mesh for which a collision has been determined by collision determination.

[0171] Note that, when a collision between the player character 201 and a polygon made of rock is determined, a process for reducing the player character's vitality is not executed. Furthermore, based on the collision, the player character 201 is controlled so as not to enter the interior of the polygon. Therefore, the player character can stand on or walk on the polygon. In this manner, 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 another object has come into contact with. Furthermore, the content of the executed process can be set according to the type of material. Note that in this embodiment, the player character can change the terrain object (for example, by deforming it or changing its material). For example, the player character can erase the lava portion of the terrain object or change the lava to another material. Therefore, by changing the terrain object, the player can avoid the player character's vitality from being reduced due to contact with lava.

[0172] The content of the processing executed when a collision between a voxel object and another object is determined is arbitrary. For example, if the other object is a moving object such as a player character or an enemy character, the processing may be processing to output the sound of footsteps of the object or to display an effect (e.g., an effect representing dust or water splashes) at the location of contact. In this case, the game system 1 can vary the sound of footsteps or the effect depending on the type of material set for the polygon of the contacting portion of the voxel object.

[0173] 26 is a diagram showing an example of a game image depicting a player character pulling out a fragment object from a land object. As shown in Fig. 26, in this embodiment, the player can, by inputting a predetermined operation, cause the player character 201 to perform an action (referred to as a "pull-out action") of grabbing the land object 202 and pulling out and holding a part of it as a fragment object 252. As an in-game effect caused by the pull-out action, the game system 1 erases a part of the land object 202 and generates a fragment object 252.

[0174] When a pull-out action is performed, the game system 1 specifically executes the following process. That is, when the player performs an operation input to cause the player character to perform a pull-out action, the game system 1 causes the player character to perform an action such as digging forward and grabbing, and performs a collision determination. Then, when a collision between the player character performing the pull-out action and the terrain object is determined, 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 (for example, forward) based on the player character. Note that the shape and size of the update range may be determined in advance so as to correspond to the type of action of the player character. Furthermore, the game system 1 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 (b) of FIG. 26 ). In this embodiment, the density of each voxel corresponding to the update range 253 is reduced, but the voxels whose density is to be reduced may be at least a portion of the voxels corresponding to the update range 253.

[0175] Furthermore, in the above description, the voxel object corresponding to the update range 253 is unconditionally deformed by the pull-out action. However, in other embodiments, the voxel object corresponding to the update range 253 may be deformed with the amount of damage set to the voxel as a condition. 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 to 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] The game system 1 also generates fragment objects 252 representing the erased portions of the terrain object 202. That is, the game system 1 generates the fragment objects 252 in a state in which the player character holds them, based on the above-mentioned pull-out action. The fragment objects 252 may be generated to have a shape corresponding to the erased portions of the terrain object 202, or may have a predetermined shape. The fragment objects 252 may or may not be voxel objects. If the fragment objects are voxel objects, a voxel space different from the voxel space of voxels corresponding to the terrain object 202, etc., is defined for the fragment objects 252.

[0177] The 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 polygons in the determination 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 any one of the materials set for polygons in the determination 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 portion of the terrain object. As is clear from the above explanation, the fragment object 252 is not actually part of the terrain object. However, since the fragment object 252 is generated when a portion of the terrain object is erased and the material of the erased portion of the terrain object is inherited by the fragment object 252, the player can be given the impression that the player character 201 has removed a portion of the terrain object 202 by a pull-out action.

[0178] In this embodiment, a priority order is assigned to each type of material provided, and the game system 1 determines the material with the highest priority order among the materials assigned to each polygon of the determination mesh within the update range 253 as the material of the fragment object 252. Consider, for example, a case where the determination mesh within the update range 253 includes a polygon whose material is rock and a polygon whose material is lava. In such a case, if the material of the fragment object 252 is set to lava, an inconvenience may occur, such as the player character's stamina decreasing when the player character grasps the fragment object 252 through a pull-out action (note that, as described in FIG. 25 , the lava material is set to decrease the player character's stamina upon contact). Furthermore, as described above, if the determination mesh within the update range 253 includes polygons assigned different types of materials, it may be difficult for the player to predict what material the fragment object 252 will be made of, and the above-mentioned inconvenience may occur contrary to the player's intention. In contrast to this, in this embodiment, by setting priorities for materials set as materials for fragment objects, it is possible to reduce the possibility of the above inconvenience occurring.

[0179] FIG. 27 is a diagram showing an example of a game image illustrating the generation of fragment objects as a result of the player character destroying a terrain object. As shown in FIG. 27, in this embodiment, the player can cause the player character 201 to perform a punch action by inputting a predetermined operation. As in the case of the punch action described above, the game system 1 erases a portion of the terrain object 202 and generates a fragment object 255 as an in-game effect caused by the punch action. Specifically, the terrain object 202 is deformed so as to appear as if a portion of it has been erased. Note that, unlike the pull-out action described above, when a punch action is performed, the fragment object 255 is not grasped by the player character 201 after the punch action, but is instead placed around the position where the punch action was performed (see (b) of FIG. 27). Note that there may be cases in which the fragments corresponding to the destruction of the terrain object 202 are not generated.

[0180] When a punch action is performed, the game system 1 specifically executes the following process. That is, when a player performs an operation input to have the player character perform a punch action, the game system 1 causes the player character to perform a punch action forward and performs a collision determination. Then, when a collision between the player character performing the punch action and the terrain object is determined, 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 (e.g., forward) based on the player character. Note that 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. Then, the game system 1 reduces the density of voxels corresponding to the update range 254. As a result, the terrain object 202 is deformed by the punch action as well, so that the portion within the update range 254 is erased (see (b) of FIG. 27 ). As with the pull-out action, with respect to the punch action, instead of unconditionally deforming the voxel object corresponding to the update range 254, the game system 1 may increase the amount of damage set for the voxels within the update range 254 in response to the punch action, and decrease the density of the voxels when the amount of damage exceeds a predetermined value. Furthermore, the voxels whose density is decreased by the punch action may be at least a portion of the voxels corresponding to the update range 254.

[0181] Furthermore, the game system 1 generates fragment objects 255 corresponding to the erased portions of the terrain object 202. That is, the game system 1 generates the fragment objects 255 based on the punch action in a state where the fragment objects 255 are not held by the player character (for example, in a state where the fragment objects 255 are placed around the position where the punch action was performed). The fragment objects 255 may be generated to have a shape corresponding to the erased portions of the terrain object 202, or may have a predetermined shape. The fragment objects 255 may or may not be voxel objects.

[0182] The 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 polygons in the determination mesh that comes into contact with the update range 254, among the determination meshes of the landform object 202. The material of the fragment object 255 is determined to be the same as any one of the materials set for polygons in the determination mesh that comes 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 portion of the landform object. Furthermore, by generating the fragment object 255 together with the erasure of a portion of the landform object and inheriting the material of the erased portion of the landform object, the player can be given the impression that a portion of the landform object that has been destroyed by a punch action performed by the player character has been generated as a fragment object.

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

[0184] Note that any method can be used to determine the material of the fragment objects generated by the above-described pull-out action or punch action. For example, the method for determining the material of the fragment objects may be the same for pull-out actions and punch actions. Alternatively, for example, the material set for the largest number of polygons in the determination mesh within the update range may be determined as the material of the fragment objects. Alternatively, for example, the material set for polygons in the determination mesh within the update range that satisfy a predetermined condition (for example, polygons that come into contact with the hand of the player character performing the pull-out action or punch action) may be determined as the material of the fragment objects. In other embodiments, multiple types of materials may be set for the fragment objects.

[0185] In this embodiment, the player can cause the player character to perform an action of throwing the fragment object 252 or 255 generated as described above (hereinafter referred to as a "throw action"). The player can also cause the player character to perform an action of holding a fragment object that has been generated in response to a punch action and placed on the ground, by performing a predetermined operational input. The player character is now holding a fragment object by performing the above-described pull-out action or by performing an action of holding a fragment object after the above-described punch action. In this state, the game system 1 causes the player character to perform a throw action in response to the player's operational input, in which the player character releases the fragment object that it is holding in a predetermined direction.

[0186] 28 is a diagram showing an example of a game image in a scene where the player character 201 is ready to perform a throwing action and is deciding the throwing direction while in a throwing stance. As shown in Fig. 28, when the player character 201 is holding a fragment object 261, the player character 201 can perform a throwing action. In this state, as shown in Fig. 28, the game system 1 displays a aiming image 262 and an object information image 263 superimposed on an image showing the game space as a process for generating an action in the game.

[0187] The aiming image 262 indicates the direction (also referred to as the aim direction) in which the fragment object will be released by the throwing action. That is, in response to the player's operation input for performing the throwing action, the game system 1 moves the fragment object 261 from the position of the player character 201 toward the position in the virtual space indicated by the aiming image 262. The aim direction is controlled based on the operation input by the player. For example, the game system 1 may change the aim direction in response to an operation input for changing the orientation of the virtual camera. Specifically, the game system 1 may control the virtual camera in response to the operation input so as to rotate around the player character while maintaining the player character within its field of view, and control the aim direction to be in a direction corresponding to the line of sight of the virtual camera. At this time, the aiming image 262 is displayed, indicating the position where a straight line extending from the position of the player character in the aim direction intersects with the landform object 202. Specifically, the game system 1 performs a collision determination between the aim direction (i.e., the above-mentioned straight line extending in the aim direction) and the determination mesh of the land object 202, and if a collision is determined, displays the aim image 262. The aim image 262 is arranged so as to indicate the position of a polygon in the determination mesh that intersects with the above-mentioned straight line extending in the aim direction.

[0188] The aiming image 262 can indicate to the player the position where the fragment object will come into contact with the voxel object when the player character performs a throwing action. This makes it easier for the player to control the throwing action. Note that the specific method for controlling the aim direction and the aiming image 262 is arbitrary, and conventional methods may be used. For example, in another embodiment, when the aiming image 262 is displayed, the aiming image 262 may be displayed in a first-person perspective game image in which the player character is not displayed.

[0189] With the player character in a stance to throw the fragment object, a throwing action is performed in which the fragment object is thrown in the aimed direction in response to a predetermined operation input by the player.

[0190] The object information image 263 indicates information about the land object 202 at the position indicated by the aiming image 262. In this embodiment, the object information image 263 indicates the name of the material (rock in the example shown in FIG. 28 ) set for the polygon of the determination mesh at the position indicated by the aiming image 262. This makes it possible to present to the player the material of the voxel object that will come into contact with the fragment object thrown by the throwing action. The object information image 263 also indicates information about the properties of the material (hardness in this case). This makes it possible to present to the player the properties of the voxel object that will come into contact with the fragment object thrown by the throwing action. Note that the content indicated by the object information image 263 is arbitrary. For example, in other embodiments, the object information image 263 may indicate any property related to the material set for the polygon at the position indicated by the aiming image 262, or may indicate the state of the polygon (for example, the amount of damage described above). In this embodiment, the polygons of the determination mesh have only one type of material, so the material corresponding to the aiming position is specified as one, which is suitable for displaying information about the material.

[0191] In this embodiment, when a fragment object thrown by a throwing action is determined to have come into contact with a voxel object as a result of collision determination, the game system 1 modifies the voxel object as an in-game action. FIG. 29 is a diagram showing an example of a game image after a fragment object 261 has come into contact with the terrain object 202 shown in FIG. 28 and modified the terrain object 202. In the example shown in FIG. 29, the terrain object 202 is deformed so that the fragment object is attached to the contact position between the fragment object and the terrain object 202. Specifically, the game system 1 generates an update range to include the contact position, and increases the voxel density in the update range, thereby deforming the terrain object 202 to the above shape. 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 FIG. 29, the terrain object 202 has a shape in which an additional portion 265 has been added to the terrain object before deformation. In the example shown in FIG. 29, the fragment object is erased in response to contact with the land object 202.

[0192] Furthermore, the material of the polygons in the added portion 265 is determined based on the material of the fragment object that has come into contact with the landform object 202. Specifically, the game system 1 sets the material of a voxel within the update range to be the material of the fragment object. Then, the materials of the display mesh and the determination 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 that of the fragment object, thereby more easily giving the player the impression that the fragment object has been attached to the landform object 202 (although in reality, the landform object 202 has been deformed as described above).

[0193] In the example shown in FIG. 29 , the change made to the voxel object in response to the contact of the fragment object with the voxel object is a deformation that adds an additional portion to the voxel object. However, the change made to the voxel object is not limited to this. The change may be a change to the density of voxels or a change to the material. For example, if the fragment object has the property of exploding, the fragment object may explode in response to contact with the voxel object, and the voxel object may be deformed so that a portion of the voxel object is erased. Specifically, the game system 1 sets an update range to include the contact position and reduces the density of voxels within the update range. 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 contact with the fragment object. Specifically, the game system 1 may set an update range that includes the contact position and change the lava material of the voxels within the update range to obsidian or rock. This allows you to express 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 objects, or based on a combination of the material of the voxel object and the material of the fragment objects, thereby making it possible to bring about various changes to the voxel object.

[0195] The game system 1 may also determine whether to make the above-mentioned changes based on the material of the voxel object, the material of the fragment object, or a combination of the material of the voxel object and the material of the fragment object. For example, when a fragment object made of rock comes into contact with a voxel object made of rock, the game system 1 may make the changes shown in Fig. 29, but when a fragment object made of rock comes into contact with a voxel object made of iron, the game system 1 may not make the changes shown in Fig. 29.

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

[0197] [2-8. Game example] Next, an example of a game played using a virtual space in which voxel objects are placed will be described. The game described below is a racing game in which multiple racing objects, including player objects controlled by players, race. The racing game may be a single-player game in which one player object participates, or a multiplayer game in which multiple player objects participate.

[0198] FIG. 30 is a diagram showing an example of a game image displayed in the game system 1. In the racing game, a game image is displayed showing a plurality of racing objects, including a player object 301, running on a race course. In this embodiment, the player object 301 is an object including a player character and a vehicle object. The vehicle object that the player character rides may be any object, such as a car, an airplane, an animal, or another character. The player object may also be composed of a single object.

[0199] In this embodiment, a ground object 303, a soil object 304, and a mud object 305 are placed in the virtual space as objects that constitute the terrain. In this embodiment, the soil object 304 is a voxel object to which a soil material is assigned. The mud object 305 is a voxel object to which a mud material is assigned. As will be described in detail later, the soil object 304 and the mud object 305 are deformed, for example, by partially erasing them, by setting a voxel update range and updating their density during the game. In this embodiment, the ground object 303 is an object that is not deformed even when the voxel update range is set. For example, the ground object 303 is an object that is not a voxel object, or a voxel object to which a material that does not deform is assigned. In this embodiment, voxel objects such as the soil object, the mud object, and a road object (described later) can be placed within a range above the ground object 303. Specifically, the voxel space for these voxel objects is set to include the range above the ground object 303.

[0200] During a race, each race object, such as a player object 301 and a race object 302, is controlled to run in a virtual space. The player object 301 is controlled based on operation input by the player. In this embodiment, the movement speed of the player object 301 is determined based on control rules defined in a game program, and the traveling direction is determined based on operation input by the player. Note that the player object 301 may be controlled in any manner, and the movement speed and traveling direction may be determined based on operation input by the player. Furthermore, the movement speed and traveling direction of race objects that are not controlled by the player are determined based on control rules defined in the game program.

[0201] In this embodiment, the racing object can deform the earth object 304 and the mud object 305 as it moves, erasing them. Specifically, the game system 1 sets a voxel update range ahead of the racing object and updates the voxels corresponding to the voxel update range to decrease their density (for example, set the density to 0). This deforms the meshes of the earth object 304 and the mud object 305 so that the portions within the voxel update range appear to have been erased. This makes it possible to express the racing object moving forward while destroying or absorbing the earth object 304 or the mud object 305. The specific position, size, and shape of the voxel update range are arbitrary. For example, the voxel update range may be spherical, with its center located a predetermined distance ahead of the racing object.

[0202] In this embodiment, a race object can perform a generation action to generate a voxel object. In this embodiment, when a race object performs a generation action, after the race object moves, a voxel object is placed along the path traveled by the race object during the generation action. As will be described in detail later, the race object can run on the placed voxel object. Hereinafter, a voxel object generated by a generation action is referred to as a track object. In this embodiment, by generating a track object during a racing game, the route on which the race object can run changes dynamically during the game, thereby improving the strategic and entertaining aspects of the racing game.

[0203] FIG. 31 is a diagram showing an example of a game image depicting a state in which a player object is performing a generation action. In this embodiment, the player object 301 performs a generation action in response to a predetermined operation input by the player (e.g., an input to the ZR button 61). In this embodiment, the player object 301 performing the generation action moves forward or diagonally upward from the front. Note that the movement direction during the generation action is arbitrary, and the race object during the generation action may move along the ground object or may move by jumping into the air. The movement direction during the generation action may also be determined based on an operation input by the player. For example, the angle of the movement direction in the pitch direction (specifically, the angle of the movement direction with respect to the horizontal direction) may be determined to an angle corresponding to the operation input during the generation action within a predetermined angle range. Specifically, the movement direction in the pitch direction during the generation action may be determined within a range from the horizontal to a predetermined angle upward with respect to the horizontal direction, in response to an operation input during the generation action (e.g., an input to tilt the analog stick 32). In other embodiments, the movement mode of the race object may not change when the generation action is started. That is, the game system 1 may determine the movement speed and direction of the race object using the same method whether the race object performs a generation action or not.

[0204] In this embodiment, the movement speed of the lace object during a generation action is set to be faster than the movement speed when no generation action is being performed. Note that the movement speed during a generation action is arbitrary. In other embodiments, the movement speed during a generation action may be the same as the movement speed when no generation action is being performed, or may be slower than the movement speed.

[0205] In this embodiment, an action parameter is set for the race object, the value of which corresponds to the time available for executing the generation action. The game system 1 increases the value of the action parameter when the race object satisfies a predetermined condition. In this embodiment, the game system 1 increases the value of the action parameter when the race object transforms a dirt or mud object so that it is erased. The game system 1 also gradually subtracts the value of the action parameter while the race object is performing the generation action. The game system 1 causes the race object to perform the generation action on at least the condition that the value of the action parameter is not 0. If the value of the action parameter becomes 0, for example, the game system 1 causes the race object to end the generation action, even if an operation input for the generation action has been performed on the player object. As described above, in this embodiment, the player increases the value of the action parameter by operating the player object 301 to transform the dirt or mud object, thereby causing the player object 301 to perform the generation action.

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

[0207] Next, a process of generating a road object in accordance with a generation action will be described with reference to Fig. 32 and Fig. 33. Fig. 32 is a diagram showing an example of a voxel update range that is set when one frame has elapsed since the generation action was started. In the example shown in Fig. 32, a start position 311 is the position of the player object 301 when the generation action was started. A 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 bottom end of the player object 301 (see Fig. 32).

[0208] In this embodiment, the game system 1 sets a passing area 313 along a path through which the player object 301 performing the generation action passes. In the situation shown in FIG. 32 , the passing area 313 is set to extend from the start position 311 to the current position 312. For example, the passing area 313 has four side surfaces parallel to the direction from the start position 311 to the current position 312, and is a rectangular parallelepiped shape in which one of the two surfaces other than the side surfaces (hereinafter referred to as the bottom surface) includes the start position 311 and the other surface includes the current position 312. One side of the bottom surface of the passing area 313 is set to pass through the start position 311 and be parallel to the ground at the start position 311. The passing area may have any shape extending from the start position to the current position, such as a capsule shape or a shape in which the vertices and sides of the above-mentioned rectangular parallelepiped are rounded. The passing area may also have a shape in which the upper portion of a cross section perpendicular to the direction extending from the start position to the current position is straight. In this way, an upper surface is formed on the running road object, so that the running road object can be shaped to make it easy for the race object to run on.

[0209] As described above, the passing area 313 is set so as to include a position through which the player object 301 performing the generation action passes. However, the passing area 313 does not need to be set so as to include all areas through which the player object 301 passes, and may also be set so as to include areas through which the player object 301 does not pass. In this embodiment, the game system 1 represents the passing area 313 using the above-mentioned SDF.

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

[0211] The game system 1 determines the area of ​​the passing area 313 excluding the area above the slope 314 as the voxel update range 315 (see the hatched area in FIG. 32 ). Specifically, the game system 1 changes the SDF data representing the passing area 313 so that it represents the area excluding the area above the slope 314. The game system 1 updates (specifically, increases) the density of the 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 the voxels corresponding to the voxel update range 315 is updated to an upper limit value (specifically, 255). The game system 1 generates a voxel mesh of the road object based on the voxel data after the density update, according to the method described above in [2-6. Mesh Generation]. As a result, a road object having a shape corresponding to the voxel update range 315 is generated.

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

[0213] In the second frame and thereafter after the start of the generation action, the game system 1 sets a passing area in the same manner as in the first frame. In the second frame and thereafter, the passing area is set to extend from the position of the player object 301 in the previous frame to the current position. In the second frame, a passing area 317 is set to extend from the position 312 of the previous frame to the current position 316 (see FIG. 33 ). As described above, in this embodiment, the racing object performing the generation action moves straight, so the upper side of the passing area 313 of the previous frame is continuous with the upper side of the passing area 317 set in the current frame. The racing object performing the generation action may be controlled not to move straight (for example, to move along a parabolic trajectory). In this case, the game system 1 may adjust and set the position of the passing area 317 so that the upper side of the passing area 313 of the previous frame is continuous with the upper side of the passing area 317 set in the current frame.

[0214] Next, the game system 1 sets a slope 318 within the passing area 317. In the second and subsequent frames, as in the first frame, the slope 318 is a surface obtained by rotating the lower side of the passing area 317 upward by a predetermined angle around the side passing through the start position 311 as the rotation axis. In this embodiment, the racing object performing the generating action moves straight, so the slopes set in each frame are located on the same plane. Note that if the racing object performing the generating action is controlled so that it does not move straight, the game system 1 may adjust the position of the slope so that the slope set in the previous frame is continuous with the slope set in the current frame.

[0215] In the second and subsequent frames, as in the first frame, the game system 1 sets the area of ​​the passing area 317 excluding the area above the slope 318 as the voxel update range 319 (see the hatched area in FIG. 33). The density of the voxels corresponding to the voxel update range 319 is updated so that a voxel mesh is arranged on the surface of the 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 and subsequent frames, the road object is deformed so as to have a shape corresponding to the voxel update ranges that have been set up until now (voxel update ranges 315 and 319 in the example of FIG. 33). In this way, in this embodiment, the road object is deformed so as to extend along the traveling direction of the player object 301.

[0216] FIG. 34 is a diagram showing 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 FIG. 34, area 321 is the combined area of ​​all the passing areas that have been set from the start of the generation action to the present time. Here, as shown in FIG. 34, slope 322 is located a certain distance away from start position 311 and is positioned higher than the upper side of area 321. That is, in a frame after a certain amount of time has elapsed since the start of the generation action, slope 322 is positioned higher than the upper side of the passing area in that frame. At this time, the passing area is set as the voxel update range. As described above, in this embodiment, voxel update range 323 has a shape in which a portion of the upper area of ​​area 321 closer to start position 311 is excluded (see FIG. 34).

[0217] Specifically, the game system 1 performs a process of excluding the area above the slope from the passing area in frames from the start of the generation action until a predetermined exclusion processing period has elapsed. In frames after the exclusion processing period has elapsed, the game system 1 sets the passing area as the voxel update range without performing this process. The exclusion processing period is a period before the frame in which the slope is positioned higher than the upper side of the passing area in that frame. According to this, the running track object generated within the exclusion processing period from the start of the generation action has an upper surface that conforms to the slope. This reduces (or eliminates) the step between the ground and the running track object, making it easier for the race object to enter the running 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 passing area before it is excluded by the slope as the voxel update range.

[0218] In this embodiment, the upper side of each passing area set for each frame and each slope for each frame are set to be continuous. Therefore, the voxel mesh of the road object is generated so that the upper surface generated by deformation for each frame is continuous with the upper surface generated up to that point. This makes it possible to generate a road object with a shape that makes it easy for the race object to travel on the road object.

[0219] In this embodiment, the game system 1 sets a voxel update range for each frame and sets a voxel mesh of the road object for each frame so that the shape corresponds to the voxel update range. Therefore, the voxel update range is set continuously at positions where the race object has passed by the generation action, and the road object is deformed so that it gradually extends along the route where the race object has passed. This makes it possible to clearly express how the road object is generated by the generation action to follow the race object.

[0220] The method of continuously setting the voxel update range is not limited to the method of 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 current position of the race object and the position one frame before, provided that the distance between these positions is equal to or greater than a predetermined distance. If these setting processes were not performed one frame before, these setting processes are performed based on the current position of the race object and the position two frames before, provided that the distance between these positions is equal to or greater than a predetermined distance. In this manner, the voxel update range is continuously set and the road object is continuously deformed as the generation action is performed over multiple frames.

[0221] The game system 1 does not need to set the voxel update range based on the current position of the race object in a frame in which a generation action is being performed, and may set the voxel mesh of the road object in a subsequent frame. In this embodiment, when a race object in a generation action reaches a certain position in a frame, the game system 1 sets the voxel update range calculated using the certain position as its current position, and sets the voxel mesh of the road object based on the voxel update range in a frame a waiting period after the current frame. Therefore, the voxel mesh of the road object set at a certain position in response to the race object passing through that position is set after the waiting period has elapsed since the race object passed through that position. This reduces the possibility of contact between the race object and the road object. For example, it reduces the possibility of an inconvenience, such as the race object moving unnaturally due to contact. The waiting period may be set in advance as a fixed value, or may be set variably based on the moving speed of the race object, etc. For example, the waiting period may be set to a short time when the moving speed of the race object is fast, and set to a long time when the moving speed of the race object is slow.

[0222] In another embodiment, the game system 1 may execute the process of setting the voxel mesh of the road object after the generation action of the race object is completed. In this case, the game system 1 may set the road object to extend along the movement path of the race object during the generation action. For example, as in this embodiment, the game system 1 may deform the road object so that it gradually extends by continuously executing the process of setting the passing area and the process of setting the voxel update range according to the position of the race object for each frame. Note that the road object may be deformed so that it extends along the movement path of the race object; the direction of extension of the road object and the movement path of the race object do not need to perfectly match when viewed partially. For example, the road object may be deformed so that it extends in a meandering pattern from the start position of the generation action to the end position of the generation action. For example, the road object may be formed so that the slope of the top surface near the start and end positions of the generation action is gentler than the slope of the top surface in the intermediate portion between the start and end positions.

[0223] The voxel space for the road object may be the same as or different from the voxel space for other voxel objects (e.g., soil objects and mud objects). 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 the voxel space to 0.

[0224] FIG. 35 is a diagram showing an example of a game image after a running track object has been generated. In the situation shown in FIG. 35, a running track object 325 is placed on a ground object 303. In this embodiment, the race object is capable of moving on the ground object and running on the running track object placed on the ground object. As shown in FIG. 35, the running track object 325 can be placed so as to extend diagonally upward from the ground object 303, and therefore, for example, the route it takes can be different from the route on the ground object 303. This can improve the strategic aspect of the racing game, as the position at which the running track object is generated affects the outcome of the racing game.

[0225] In this embodiment, the race course is circular, and the rules of the racing game are to make multiple laps around the circular race course. Therefore, the player object 301 can place a roadway object by, for example, its own generation action, and run on the roadway object in subsequent laps. This can further improve the strategic nature of the racing game. Note that a circular course is a course of any shape that can be completed around, such as a course that includes a closed path. A circular course can also be referred to as a course that constitutes a track. In other embodiments, the shape of the race course is arbitrary and need not be circular. Furthermore, the racing game may have rules that require only one lap around the circular course.

[0226] In this embodiment, the running track object 325 has a running surface portion 326 based on the voxel update range set according to the method shown in FIGS. 32 to 34, and also has a guide portion 327 outside the running surface portion (specifically, outside in the left-right direction when the direction in which the player object travels due to the generated action is defined as the forward direction). Specifically, in a frame in which a generated action is performed by the race object, the game system 1 sets a voxel update range based on the above-described passing area (for example, the voxel update range 315 shown in FIG. 32), and further sets a voxel update range for the guide portion outside the voxel update range. The game system 1 updates the voxels corresponding to these voxel update ranges to increase their density. Note that the shape of the guide portion and the shape of the corresponding voxel update range are arbitrary. For example, the voxel update range for the guide portion may be set not only in an area outside the running surface portion, but also in an area overlapping the running surface portion. Furthermore, the shapes of the guide portion and the corresponding voxel update range may be determined in advance. For example, these shapes may extend to the upper side of the passing area or to a position above the above-mentioned slope (see FIG. 35). In this embodiment, the guide portion 327 is generated within a range of a predetermined distance from the start position of the generated action in the direction in which the travel surface portion extends. For example, the game system 1 may execute a process of setting a voxel update range for the guide portion during a period from the start of the generated action until a predetermined number of frames have elapsed, and may not execute this process after the period has elapsed. In another embodiment, the guide portion 327 may be generated outside the travel surface portion 326 within a range from the start position to the end position of the generated action.

[0227] The guide portion 327 makes it easier for the race object to enter onto the running track object 325. The guide portion 327 also makes it easier for the player to understand the starting positions of the running track object and 325.

[0228] FIG. 36 is a diagram showing an example of a game image in which a player object moves on a running track object. In this embodiment, when moving on the running track object 325, the player object 301 is controlled to accelerate. Specifically, when updating the density of a voxel update range corresponding to the running track object, the game system 1 sets the material of the voxels corresponding to the voxel update range to a predetermined material (referred to as the "running track material") that has the property of accelerating an object moving on the object of that material. As a result, the voxel mesh of the running track object is set to the running track material. Furthermore, when controlling the movement of a racing object during a racing game, the game system 1 identifies which object the racing object is located on, and if the racing object is located on an object of the running track material, controls the racing object to accelerate. Note that any specific control method for accelerating the racing object may be used. For example, the game system 1 may gradually increase the moving speed of the racing object from its current speed during the acceleration period, or may change the moving speed during the acceleration period to a constant speed faster than the normal speed. According to the above, the player can easily proceed with the racing game advantageously by making the player object 301 run on the running track object. This can further improve the strategic nature of the racing game in which the running track objects are arranged.

[0229] As described above, in this embodiment, soil objects and mud objects are placed on a ground object, and the race object runs while deforming these objects so that portions of the objects in the race object's direction of travel are erased. 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 of the soil object when the race object is deformed by the race object's movement. This encourages the player to consider ways to avoid the mud objects or to overcome the mud objects using a generated action or a running track object, thereby further enhancing the strategic nature of the racing game. Note that in other embodiments, the number of types of voxel objects deformed by the movement of the race object is arbitrary, and may be three or more types, or may be one type. Also, in other embodiments, voxel objects of types deformed by the movement of the race object may not be placed on the ground object.

[0230] In this embodiment, the positions of the dirt objects and the mud objects may be swapped during the game. FIG. 37 shows an example of game images before and after the dirt objects and the mud objects are swapped. FIG. 37(a) shows the situation before the swap, in which a dirt object 331 is placed on the racecourse and a mud object 332 is placed outside the racecourse. Note that the positions of the dirt objects 331 and the mud objects 332 are arbitrary, and some or all of the mud objects may be placed on the racecourse, or some or all of the dirt objects may be placed outside the racecourse.

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

[0232] FIG. 37(b) shows the situation after the above-mentioned replacement event has occurred. In this situation, the earth object 331 before the replacement event has become a mud object 334, and the mud object 332 before the replacement event has become a mud object 335. In the example shown in FIG. 37, before the replacement, because the earth objects were placed on the race course, the race objects were able to run at an advantage compared to areas outside the race course where mud objects were placed, whereas after the replacement, because the mud objects were placed on the race course, the race objects are at a disadvantage compared to areas outside the race course where dirt objects were placed. In this way, by replacing the materials of objects during the game, it is possible to add variety to the game situation and improve the strategic nature of the game.

[0233] In this embodiment, the game system 1 performs the above-described object replacement by updating the material data ( FIG. 12 ). Specifically, when a replacement event occurs, the game system 1 replaces the material ID of the earth and the material ID of the mud in the material data. For example, if the material ID of the earth was "001" and the material ID of the mud was "005" before the replacement, the game system 1 changes the material ID of the earth to "005" and the material ID of the mud to "001." This makes it possible to change the material set for each voxel without changing the material ID set for each voxel indicated by the voxel data. This allows the material of a voxel object to be replaced with a small processing load.

[0234] As described above, in this embodiment, the material of a voxel object is replaced by changing the type of material (specifically, the type indicated by the material ID) rather than by changing the data of the material set in the voxel. Note that in other embodiments, any method can be used to replace the material of a voxel object. For example, the game system 1 may include flag data in the voxel data and switch the flag data between on and off in response to the occurrence of a replacement event. In this case, the game system 1 switches the material set in the voxel depending on whether the flag data indicates on or off. For another example, the game system 1 may switch the material set in the voxel by updating the material ID data included in the voxel data.

[0235] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to FIGS.

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

[0237] The position history data is data indicating the position history of the race object. Specifically, the position history data includes data indicating the current position of the race object at the time when the generation action is performed and data that can identify the elapsed time from the start of the generation action to that time. Note that the data that can identify the elapsed time may be, for example, data that indicates the time from the start of the generation action or data that indicates the number of frames from the start of the generation action.

[0238] The mesh data includes various data related to the mesh of the voxel object. As shown in FIG. 38 , in this embodiment, the mesh data includes SVO data, display mesh data, and judgment mesh data. The SVO data is data that holds each vertex calculated from the voxel data in the above-mentioned SVO structure. Note that in this embodiment, the SVO data includes data indicating the position of each vertex, as well as data indicating the material set for each vertex (e.g., data indicating the material ID). The display mesh data includes various data related to the display mesh. Specifically, the display mesh data includes data indicating each vertex of the display mesh and data indicating the material set for each vertex (e.g., data indicating the material ID). The judgment mesh data includes various data related to the judgment mesh. Specifically, the judgment mesh data includes data indicating each vertex of the judgment mesh and data indicating the material set for each vertex (e.g., data indicating the material ID).

[0239] The object data includes various data related to objects other than voxel objects (e.g., race objects, etc.). The object data is stored for each object that appears in the game space. The object data includes, for example, data indicating the position, movement speed, status, etc. of the object.

[0240] The action parameter data indicates the value of the above-mentioned action parameter. The action parameter data is stored for each race object. At the start of the game, the action parameter data indicating a predetermined value (for example, 0) is stored.

[0241] FIG. 39 is a flowchart showing an example of the flow of game processing executed by the game system 1. The game processing shown in FIG. 39 is game processing for progressing the racing game described above in [2-8. Game Example]. Execution of the game processing is initiated, for example, when the game is started in response to a player's instruction during execution of the game program. Note that a processing loop consisting of a series of steps S1 to S13 is executed once per frame.

[0242] In the present embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to perform the processing of each step shown in FIG. 39. However, in other embodiments, some of the processing of each step may be performed by a processor (e.g., a dedicated circuit) other than the processor 81. Furthermore, if the game system 1 is capable of communicating with another information processing device (e.g., a server), some of the processing of each step shown in FIG. 39 may be performed in the other information processing device. Furthermore, the processing of each step shown in FIG. 39 is merely an example, and the processing order of each step may be reversed, or another process may be performed in addition to (or instead of) the processing of each step, as long as similar results are obtained.

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

[0244] 39, processor 81 acquires the operation data indicating an operation input by the player. That is, processor 81 acquires the operation data received from each controller via controller communication unit 83 and / or each of terminals 17 and 21. Following step S1, the process of step S2 is executed.

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

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

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

[0248] In step S23, processor 81 sets the movement speed of the race object to the speed when a generation action is performed. In the present embodiment, the movement speed when a generation action is performed is faster than the normal speed (step S29, described later). Processor 81 updates the object data for the race object stored in memory to indicate the set speed. Following step S23, the process of step S24 is executed.

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

[0250] In step S25, processor 81 determines whether or not the race object is located on the road object. If the determination result in step S25 is positive, the process proceeds to step S26. On the other hand, if the determination result in step S25 is negative, the process proceeds to step S27.

[0251] In step S26, processor 81 sets the movement speed of the race object to the speed when traveling on the road object. In the present embodiment, the speed when traveling on the road object is faster than the normal speed (step S29, described later). Processor 81 updates the object data for the race object stored in memory to indicate the set speed. After step S26, processor 81 ends the speed calculation process.

[0252] In step S27, processor 81 determines whether or not the mud object was deformed by the lace object in the processing in the previous frame (specifically, the processing in the previous processing loop of steps S1 to S13). The determination processing in step S27 is processing to determine whether or not the voxel density of the mud object was updated by the processing in step S32 (described later) for the lace object in the processing in the previous frame. 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, processor 81 sets the movement speed of the race object to the speed when the mud object is deformed. In the present embodiment, the speed when the mud object is deformed is slower than the normal speed (step S29, described later). Processor 81 updates the object data for the race object stored in memory to indicate the set speed. After step S28, processor 81 ends the speed calculation process.

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

[0255] Following the velocity calculation process of step S2 shown in Fig. 39, the process of step S3 is executed. In step S3, the processor 81 executes voxel update process to update voxel data. Hereinafter, details of the voxel update process of step S3 will be described with reference to Figs. 41 and 42.

[0256] 41 and 42 are sub-flowcharts showing an example of the detailed flow of the voxel update processing in step S3 shown in Fig. 39. In the voxel update processing, first in step S31, processor 81 sets a voxel update range in front of the race object specified in step S2. For example, processor 81 updates the voxel update range data stored in memory to include data indicating a spherical region centered at a position a predetermined distance forward of the race object. Following step S31, the processing of step S32 is executed.

[0257] In step S32, the processor 81 updates the density of the voxels corresponding to the voxel update range set in step S31. Specifically, the processor 81 updates the voxel data stored in memory so as to reduce the density of the voxels (for example, to zero). 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, which will be 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 of step S32 are earth objects and mud objects, and the road object is not deformed by the process of step S32. For example, the processor 81 may update the density when the material set for the voxels corresponding to the voxel update range is earth or mud, and not update the density when the material is the road material. Alternatively, for example, a voxel space for the road object may be set separately from the voxel space for the earth object and the mud object. Following step S32, the process of step S33 is executed.

[0258] In step S33, processor 81 determines whether the race object is performing a creation action. If the determination result in step S33 is positive, the process proceeds to step S34. On the other hand, if the determination result in step S33 is negative, the process proceeds to step S35 shown in FIG.

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

[0260] In step S35, processor 81 determines whether the above-mentioned waiting period has elapsed for any of the race object positions indicated by the position history data stored in memory. For example, the determination in step S35 is made based on whether the position history data includes data indicating a position 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 proceeds to step S36. On the other hand, if the determination result in step S35 is negative, the process proceeds to step S43.

[0261] In step S36, processor 81 sets a passing area extending from a position one frame before the position of the lace object for which it was determined in step S35 that the waiting period has elapsed to the position of the lace object. After step S36, the process proceeds to step S37.

[0262] In step S37, processor 81 determines whether the elapsed time associated with the position of the lace object for which it was determined in step S35 that the waiting period has elapsed is within the exclusion processing period described above since the start of the generation action. If the determination result in step S37 is positive, the process of step S36 is executed. On the other hand, if the determination result in step S37 is negative, the process of step S39 is executed.

[0263] In step S38, processor 81 changes the passing area set in step S36 so as to exclude any area above the slope set for the passing area. Note that the slope is set by the method described above in [2-8. Example Game]. Following step S38, the process of step S39 is executed.

[0264] In step S39, the processor 81 sets a voxel update range based on the passing area. Here, the passing area used to set the voxel update range is the passing area set in step S36 if the processing of step S38 has not been executed, and is the passing area after being changed in step S38 if the processing of step S38 has been executed. Specifically, the processor 81 updates the voxel update range data stored in memory to include data indicating the passing area. This sets a voxel update range corresponding to the driving surface portion of the driving road object. Note that in step S39, the processor 81 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. Following step S39, the processing of step S40 is executed.

[0265] In step S40, processor 81 determines whether or not to add a guide portion of the road object. The determination in step S40 is made, for example, based on 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, processing in step S41 is executed. On the other hand, if the determination result in step S40 is negative, 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 have a predetermined shape determined based on, for example, the distance from the start position of the generated action to the current position of the lace object. The processor 81 updates the voxel update range data stored in memory to include data indicating the set voxel update range. Following step S41, the process of step S42 is executed.

[0267] In step S42, processor 81 updates the voxels corresponding to the voxel update range set in steps S39 and S41. Specifically, processor 81 updates the voxels to increase their density and updates the material of the voxels to match the material of the road. Processor 81 updates the voxel data stored in memory to indicate the updated density and material of the voxels. As a result, the mesh of the road object is deformed by the processes of steps S5 to S8, which will be described later, so that the road object has a shape that includes the voxel update range. Following step S42, the process of step S43 is executed.

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

[0269] In step S43, the processor 81 determines whether a swap event has occurred. In this embodiment, the determination in step S43 is made by determining whether the race object has passed the swap object. If the determination result in step S43 is positive, the process 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 process.

[0270] In step S44, processor 81 swaps the materials of the soil object and the mud object. Specifically, the material data stored in memory is updated so that the soil material ID and the mud material ID are swapped. As a result, by the processing of steps S5 to S8 described below, the mud material is set to voxel objects that had previously been set with the soil material, and the soil material is set to voxel objects that had previously been set with the mud material. After step S44, processor 81 ends the voxel update processing.

[0271] Following the voxel update process of step S3 shown in Fig. 38, the process of step S4 is executed. In step S4, processor 81 determines whether or not the processes of steps S2 to S3 have been completed for all objects that require processing. If the determination result of step S4 is positive, the process of step S5 is executed. On the other hand, if the determination result of step S4 is negative, the process of step S2 is executed again.

[0272] In the flowchart shown in FIG. 38, the processing of steps S2 and S3 is performed for the race object, but the processing of calculating the movement speed and the voxel update processing may also be performed for other objects. In another embodiment, for the object to be processed in steps S2 and S3, processor 81 may perform processing that reflects the results of collision between objects in the previous frame. The above processing includes processing that affects the objects due to the collision when it is determined that the objects have collided in the collision determination in the previous frame (step S9 described below). The above processing includes, for example, the following processing. -Processing to decrease the stamina of the player object when it is determined that another object has come into contact with the player object -Processing to generate debris objects when it is determined that a lace object has come into contact with a soil or mud object in the previous frame -Processing to destroy fragment objects when it is determined that the fragment object has come into contact with another object in the previous frame

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

[0274] In step S6, processor 81 simplifies the vertices. That is, processor 81 simplifies each vertex after updating by the processing of step S5 according to the method described above in [2-5. Vertex Simplification]. The SVO data stored in memory is updated to indicate each vertex obtained by the processing of steps S5 and S6. Therefore, the SVO data is updated by the processing of steps S5 and S6. Note that the processing of steps S5 and S6 does not need to recalculate the vertices for all of the voxel data, and may be performed only for the part where the voxel content was changed in the processing of step S3. Following step S6, the processing of step S7 is performed.

[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 above in [2-6. Mesh Generation] and [2-6-1. Determination of Material for Display Mesh]. The processor 81 updates the display mesh data stored in memory to indicate the updated position and material of each vertex of the display mesh. After step S7, the processor 81 executes the processing of step S8 and subsequent steps. The processor 81 may start the processing of step S8 and subsequent steps in parallel without waiting for the completion of step S7. In this case, step S7 must be completed before the start of step S12.

[0276] In step S8, processor 81 updates the determination mesh of the voxel object based on the SVO data stored in memory. The positions 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 above in [2-6. Mesh Generation] and [2-6-2. Determining the Material of the Determination Mesh]. Processor 81 updates the determination mesh data stored in memory to indicate the positions and materials of each vertex of the determination mesh after the update. Following step S8, the process of step S9 is executed.

[0277] In the example shown in FIG. 39, the determination mesh generation process (step S8) is executed for each frame, but the determination mesh generation process does not have to be executed for each frame. For example, if the collision determination process of step S9 is executed only in frames that satisfy a predetermined condition, processor 81 may execute the determination mesh generation process in the frame in which the collision determination of step S9 is performed. Processor 81 may also execute the determination mesh generation process for voxels within an area of ​​the game space in which the collision determination of step S9 is performed. For example, in a situation in which no objects other than voxel objects that are the subject of collision determination exist around the player character in the game space (that is, a situation in which it is sufficient to perform collision determination only between the player character and its surrounding voxel objects), processor 81 may execute the determination mesh generation process for voxels within a predetermined range based on the player character.

[0278] In step S9, the processor 81 performs collision determination for each object in the game space based on the determination mesh data and object data stored in memory. That is, the processor 81 performs collision determination using a determination mesh for a voxel object and a determination area of ​​a predetermined shape set for the object for a non-voxel object. In this embodiment, the collision determination in step S9 is performed taking into account the movement speed calculated in step S2. That is, the processor 81 performs collision determination using a position obtained by moving the position of the object in the previous frame by a distance corresponding to the movement speed as the position of the object. In this embodiment, the collision determination in step S9 determines, for example, whether or not there is contact between race objects, or whether or not there is contact between a race object and a track object. If it is determined that the objects have collided in the collision determination in step S9, a process that reflects the result of the collision between the objects is performed in step S2 in the next frame. After step S9, the process in step S10 is performed.

[0279] In step S10, processor 81 executes a player object control process. Hereinafter, the player object control process of step S10 will be described in detail with reference to FIG.

[0280] FIG. 43 is a sub-flowchart showing an example of the detailed flow of the player object control processing of step S10 shown in FIG. 39. In the player object control processing, first, in step S31, 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 in the traveling direction corresponding to the operation input by the player by a distance corresponding to the traveling speed set in step S2. In addition, the orientation of the player object is determined to be the orientation corresponding to the traveling direction. Note that processor 81 may use the position calculated in step S34 as the position of the player object. Processor 81 updates the object data for the player object stored in memory so that it indicates the calculated position and orientation. Following step S51, the processing of step S52 is executed.

[0281] In step S52, processor 81 controls the action of the player object. Processor 81 causes the player object to perform an action according to the state of the player object, such as an action during a generated action or an action while running on a running path object. In one processing of step S52, processor 81 controls the player object so that, for an action that takes place over multiple frames, the action progresses for one frame. The object data stored in memory is updated to reflect the object after the control in step S52. Following step S52, the processing of step S53 is executed.

[0282] In step S53, processor 81 determines whether or not the player object has deformed the earth object or the mud object. The determination in step S53 is made, for example, based on whether or not the density of voxels in the voxel update range has been changed in step S32 in the voxel update process (step S3) described above. If the determination result in step S53 is positive, the process of step S54 is executed. On the other hand, if the determination result in step S53 is negative, processor 81 terminates the player object control process.

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

[0284] Following the player object control processing of step S10 shown in FIG. 43, the processing of step S11 is executed. In step S11, processor 81 controls the actions of objects other than the player object. For example, for race objects, processor 81 executes the same processing as the player object control processing of step S10 for each race object. However, for race objects other than the player object, the traveling direction is determined based on control rules defined in the game program instead of operation input by the player. Furthermore, for objects other than race objects, processor 81 controls the actions of the objects based on control rules defined in the game program. Note that in one execution of step S10, processor 81 controls the object so that, for an action that takes place over multiple frames, the action progresses 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 processing of step S12 is executed.

[0285] In step S12, processor 81 generates a game image. That is, processor 81 generates a game image by drawing each polygon of the display mesh of the voxel object and the polygons of each object other than the voxel object based on the virtual camera. Note that each polygon of the display mesh is drawn using drawing settings such as texture corresponding to the material set for the polygon, according to the method described above in [2-6-1. Determining the Material of the Display Mesh]. Processor 81 also draws the above-mentioned gauge image, effect image, etc. as necessary. The game image generated in step S12 is output to the display device and displayed once per frame.

[0286] In step S13, processor 81 determines whether or not to end the game. For example, processor 81 determines to end the game when a predetermined operation input for ending the game is performed by the player. If the determination result in step S13 is negative, the processing of step S1 is executed again. Thereafter, the series of processing from steps S1 to S13 is repeatedly executed until it is determined in step S13 that the game is to end. On the other hand, if the determination result in step S13 is positive, processor 81 ends the game processing shown in FIG. 39.

[0287] [4. Effects and Modifications of the Present 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 in a position through which the player object performing a predetermined action has passed, thereby providing a novel game in which the voxel mesh dynamically deforms in accordance with the movement of the player object.

[0288] In the above embodiment, the game system 1 generates both the display mesh and the determination mesh, and deforms both the display mesh and the determination mesh using the first and second voxel update ranges. However, in other embodiments, a single type of mesh used for both display and collision determination may be generated, and the game system 1 may deform this single type of mesh using the first and second voxel update ranges. Alternatively, for example, the game system 1 may deform the determination 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], an example was given in which a racing game was executed, but the process of deforming the voxel mesh using the first and second voxel update ranges may be executed in any other type of game other than a racing game.

[0290] In the above embodiment, when a process is executed using data (meaning including a program) in an information processing device, part of the data required for the process may be transmitted from another information processing device different from the information processing device. In this case, the information processing device may execute the process using the data received from the other information processing device and the data stored in the information processing device itself.

[0291] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, or may not execute some of the processes executed in the above embodiments. For example, to obtain some specific results in the above embodiments, the information processing system may have the configuration to obtain those results and execute the processes to obtain those results, but may not have other configurations or may not execute other processes. [Industrial Applicability]

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

[0293] 1. Game System 2 Main unit 81 processors 301 Player Object 304 Earth Objects 305 Mud Object 313,317,321 Passage area 314,318,322 Slopes 315,319,323 voxel update range 325 Road Object

Claims

1. On the computer, updating voxel data defined in a virtual space, the voxel data having at least a density set for each of a plurality of voxels indicating the degree to which the space defined by the voxel is virtually occupied by content, based on game processing; updating a voxel mesh corresponding to the voxel data, the voxel mesh having vertex coordinates determined based on at least the density included in the voxel data; In the game processing, controlling the movement of a player object in the virtual space at a position on the voxel mesh when the player object is on the voxel mesh based on an operation input; generating a first voxel update range in front of the player object and decreasing the density of voxels corresponding to the first voxel update range; causing the player object to perform a first action in response to a first instruction based on an operation input; a game program that continuously generates second voxel update ranges at positions through which the player object has passed by the first action, and increases the density of voxels corresponding to the second voxel update ranges.

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

3. the course of the field includes a ground object having a mesh other than the voxel mesh; the voxel data is defined at least in a range above the ground object in the virtual space; The computer, 3. The game program according to claim 2, wherein the player object in the virtual space is controlled to move at a position on the ground object based on an operation input when the player object is riding on the ground object.

4. The voxel data further includes a material indicating a type of content for each of the plurality of voxels; The computer further comprises: generating or updating the voxel mesh by determining a material based at least on the material included in the voxel data; updating the material of the voxels whose density is increased based on the second voxel update range to the first material; 4. The game program according to claim 1, wherein the player object is accelerated when the player object is placed on the voxel mesh made of the first material.

5. The voxel data further includes a material indicating a type of content for each of the plurality of voxels; The computer further comprises: generating or updating the voxel mesh by determining a material based at least on the material included in the voxel data; 4. A game program according to claim 1, wherein when the material of the voxel mesh in the moving direction of the player object is a second material, the movement speed of the player object in the movement control is reduced more than when the material is a third material.

6. The computer further comprises: When a first event occurs in the game processing, 6. The game program according to claim 5, wherein the type of content indicated by the second material and the type of content indicated by the third material are interchanged.

7. The computer, 4. The game program according to claim 1, wherein the second voxel update range is generated a predetermined period after the player object has passed through.

8. the first action is an action including at least a jump in the forward direction, The computer, During a first period after the start of the first action, setting, as the second voxel update range, a range that excludes an upper side of a plane obtained by tilting a plane from the start position of the first action to the current position of the player object at a predetermined angle, from a third voxel update range that is set at a position through which the player object has passed; 4. The game program according to claim 1, wherein the third voxel update range is set as the second voxel update range after the first period has elapsed.

9. The computer further comprises:

9. 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 determination 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 indicating a type of content for each of the plurality of voxels; The computer further comprises: determining a material for the collision mesh based at least on the material included in the voxel data; 4. A game program according to claim 1, wherein the collision mesh is used as a display mesh and the virtual space including the display mesh is drawn based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.

11. the voxel mesh is a collision mesh used for collision determination with the player object, The voxel data further includes a material indicating a type of content for each of the plurality of voxels; The computer further comprises: generating or updating a display mesh that corresponds to the voxel data and is drawn based on a virtual camera by determining vertex coordinates of the mesh based at least on the density included in the voxel data and determining a material of the mesh based at least on the material included in the voxel data; 4. The game program according to claim 1, wherein the virtual space including the display mesh is rendered based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.

12. updating voxel data defined in a virtual space, the voxel data having at least a density set for each of a plurality of voxels indicating the degree to which the space defined by the voxel is virtually occupied by content, based on game processing; updating a voxel mesh corresponding to the voxel data, the vertex coordinates of which are determined based on at least the density included in the voxel data; In the game processing, controlling the movement of a player object in the virtual space at a position on the voxel mesh when the player object is on the voxel mesh based on an operation input; generating a first voxel update range in front of the player object and decreasing the density of voxels corresponding to the first voxel update range; causing the player object to perform a first action in response to a first instruction based on an operation input; an information processing system that continuously generates second voxel update ranges at positions through which the player object has passed by the first action, and increases the density of voxels corresponding to the second voxel update ranges.

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

14. the course of the field includes a ground object having a mesh other than the voxel mesh; the voxel data is defined at least in a range above the ground object in the virtual space; 14. The information processing system according to claim 13, wherein, when the player object in the virtual space is riding on the ground object, the player object is controlled to move at a position on the ground object based on an operation input.

15. The voxel data further includes a material indicating a type of content for each of the plurality of voxels; generating or updating the voxel mesh by determining a material based at least on the material included in the voxel data; updating the material of the voxels whose density is increased based on the second voxel update range to a first material; 15. An information processing system according to claim 12, wherein the player object is accelerated when the player object is riding on the voxel mesh of the first material.

16. The voxel data further includes a material indicating a type of content for each of the plurality of voxels; generating or updating the voxel mesh by determining a material based at least on the material included in the voxel data; 15. An information processing system according to claim 12, wherein when the material of the voxel mesh in the moving direction of the player object is a second material, the movement speed of the player object in the movement control is reduced more than when the material is a third material.

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

18. 15. The information processing system according to claim 12, wherein the second voxel update range is generated a predetermined period after the player object has passed through.

19. the first action is an action including at least a jump in the forward direction, During a first period after the start of the first action, setting, as the second voxel update range, a range that excludes an upper side of a plane obtained by tilting a plane from the start position of the first action to the current position of the player object at a predetermined angle out of a third voxel update range that is set at a position through which the player object has passed; 15. The information processing system according to claim 12, wherein the third voxel update range is set as the second voxel update range after the first period has elapsed.

20. 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 determination 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 indicating a type of content for each of the plurality of voxels; determining a material for the collision mesh based at least on the material included in the voxel data; 15. An information processing system according to claim 12, wherein the collision mesh is used as a display mesh and the virtual space including the display mesh is drawn based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.

22. the voxel mesh is a collision mesh used for collision determination with the player object, The voxel data further includes a material indicating a type of content for each of the plurality of voxels; generating or updating a display mesh that corresponds to the voxel data and is drawn based on a virtual camera by determining vertex coordinates of the mesh based at least on the density included in the voxel data and determining a material of the mesh based at least on the material included in the voxel data; 15. The information processing system according to claim 12, wherein the virtual space including the display mesh is rendered based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.

23. updating voxel data defined in a virtual space, the voxel data having at least a density set for each of a plurality of voxels indicating the degree to which the space defined by the voxel is virtually occupied by content, based on game processing; updating a voxel mesh corresponding to the voxel data, the vertex coordinates of which are determined based on at least the density included in the voxel data; In the game processing, controlling the movement of a player object in the virtual space at a position on the voxel mesh when the player object is on the voxel mesh based on an operation input; generating a first voxel update range in front of the player object and decreasing the density of voxels corresponding to the first voxel update range; causing the player object to perform a first action in response to a first instruction based on an operation input; an information processing device that continuously generates second voxel update ranges at positions through which the player object has passed by the first action, and increases the density of voxels corresponding to the second voxel update ranges.

24. Information processing systems, updating voxel data defined in a virtual space, the voxel data having at least a density set for each of a plurality of voxels indicating the degree to which the space defined by the voxel is virtually occupied by content, based on game processing; updating a voxel mesh corresponding to the voxel data, the voxel mesh having vertex coordinates determined based on at least the density included in the voxel data; In the game processing, controlling the movement of a player object in the virtual space at a position on the voxel mesh when the player object is on the voxel mesh based on an operation input; generating a first voxel update range in front of the player object and decreasing the density of voxels corresponding to the first voxel update range; causing the player object to perform a first action in response to a first instruction based on an operation input; a second voxel update range is continuously generated at a position through which the player object has passed by the first action, and the density of voxels corresponding to the second voxel update range is increased.

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

26. the course of the field includes a ground object having a mesh other than the voxel mesh; the voxel data is defined at least in a range above the ground object in the virtual space; The information processing system, 26. A game processing method according to claim 25, wherein, when the player object in the virtual space is riding on the ground object, the player object is controlled to move at a position on the ground object based on an operation input.

27. The voxel data further includes a material indicating a type of content for each of the plurality of voxels; The information processing system further includes: generating or updating the voxel mesh by determining a material based at least on the material included in the voxel data; updating the material of the voxels whose density is increased based on the second voxel update range to the first material; 27. A game processing method according to claim 24, wherein the player object is accelerated when the player object is riding on the voxel mesh of the first material.

28. The voxel data further includes a material indicating a type of content for each of the plurality of voxels; The information processing system further comprises: generating or updating the voxel mesh by determining a material based at least on the material included in the voxel data; 27. A game program as described in any one of claims 24 to 26, wherein when the material of the voxel mesh in the moving direction of the player object is a second material, the movement speed of the player object in the movement control is reduced more than when the material is a third material.

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

30. The information processing system, 27. A game processing method according to claim 24, wherein the second voxel update range is generated a predetermined period after the player object has passed through.

31. the first action is an action including at least a jump in the forward direction, The information processing system, During a first period after the start of the first action, setting, as the second voxel update range, a range that excludes an upper side of a plane obtained by tilting a plane from the start position of the first action to the current position of the player object at a predetermined angle, from a third voxel update range that is set at a position through which the player object has passed; 27. The game processing method according to claim 24, wherein the third voxel update range is set as the second voxel update range after the first period has elapsed.

32. The information processing system further includes:

32. The game processing method according to claim 31, further comprising generating a fourth voxel update range outside the second voxel update range at the start of the first action, and increasing the density of voxels corresponding to the fourth voxel update range.

33. the voxel mesh includes a collision mesh used for collision determination 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 indicating a type of content for each of the plurality of voxels; The information processing system further comprises: determining a material for the collision mesh based at least on the material included in the voxel data; 27. 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 drawn based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.

34. the voxel mesh is a collision mesh used for collision determination with the player object, The voxel data further includes a material indicating a type of content for each of the plurality of voxels; The information processing system further comprises: generating or updating a display mesh that corresponds to the voxel data and is drawn based on a virtual camera by determining vertex coordinates of the mesh based at least on the density included in the voxel data and determining a material of the mesh based at least on the material included in the voxel data; 27. A game processing method according to claim 24, wherein the virtual space including the display mesh is rendered based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.

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