Game program, game system, game processing method, and game device
By adjusting voxel densities and generating collision meshes based on density, the issue of player characters entering voxel-based meshes is resolved, enhancing game performance by reducing processing load.
Patent Information
- Application Number
- JP2025031170
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-02-28
- Publication Date
- 2026-01-07
- Estimated Expiration
- 2045-02-28
AI Technical Summary
Preventing a player character from entering the inside of a mesh generated based on voxel data in a virtual space.
Updating voxel data to adjust density and generate collision meshes, determining vertex coordinates based on density, and controlling player characters to prevent entry into collision meshes by adjusting voxel densities.
Effectively prevents player characters from entering collision meshes generated from voxel data, reducing processing load by separating judgment and display meshes.
Smart Images

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Figure 0007795662000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, a game system, a game processing method, and a game device that generate objects in a virtual space using voxel data. [Background technology]
[0002] Conventionally, meshes of objects have been generated in virtual space based on voxel data (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] “Marching cubes: A high resolution 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 prevent the player character from entering the inside of a mesh generated based on voxel data.
[0005] The present invention provides a game program, a game system, a game processing method, and a game device that can prevent a situation in which a player character enters the inside of a mesh generated based on voxel data. [Means for solving the problem]
[0006] The present invention can employ, for example, the following configurations (1) to (8).
[0007] (1) One configuration example of a game program of the present invention causes a computer to update, based on game processing, voxel data defined in a virtual space, where 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 of the voxel is set; update a collision mesh corresponding to the voxel data, where vertex coordinates are determined at least based on the density included in the voxel data and used at least for collision determination with a player character; control the player character in the virtual space based on operation input in the game processing; generate a first voxel update range in the virtual space when a first event occurs; increase or decrease the density of voxels corresponding to the first voxel update range; determine whether the player character is in a first state indicating that it may be inside the collision mesh; and, if it is determined that the player character is in the first state, generate a second voxel update range including the position of the player character and decrease the density of voxels corresponding to the second voxel update range.
[0008] According to the configuration (1) above, when the state indicates that the player character may be inside the collision mesh, the density of the voxels corresponding to the second voxel update range including the position of the player character is reduced, thereby preventing the player character from entering inside the collision mesh generated based on the voxel data.
[0009] (2) In the above configuration (1), the computer may increase the density of voxels corresponding to the first voxel update range, and if it is determined that the first state is present, decrease the density of voxels corresponding to the second voxel update range before updating the collision mesh based on the increase in density due to the first voxel update range.
[0010] According to the above configuration (2), it is possible to prevent the player character from entering inside the collision mesh updated due to an increase in density.
[0011] (3) In the above configuration (2), the computer may determine that the state is the first state when it is determined that the first voxel update range is located within a predetermined range around the player character.
[0012] According to the above configuration (3), when an updated voxel is located within a predetermined range around the player character, it is possible to prevent the player character from entering inside the collision mesh based on the update.
[0013] (4) In any one of the configurations (1) to (3) above, the computer may be configured to determine that the state is the first state when, among a plurality of judgment points around the player character, there is a judgment point that is located within a first voxel update range.
[0014] According to the above configuration (4), it is possible to easily determine whether or not the player character is in the first state by using the determination points around the player character.
[0015] (5) In the above configuration (1), the computer may be configured to determine that the state is the first state when the density of voxels corresponding to the position of the player character in the voxel data exceeds a predetermined value for a predetermined period of time.
[0016] According to the above configuration (5), when the player character enters a voxel having a density exceeding a predetermined value for a predetermined period of time, it is possible to prevent the player character from entering inside the collision mesh.
[0017] (6) In any one of the configurations (1) to (5) above, the computer may generate and update the vertices of the collision mesh based on a method of setting vertices at coordinates based on the positions and densities of multiple surrounding voxels in an area where a voxel having a density in a first range, which is higher than the values that can be set for density, is adjacent to a voxel having a density in a second range, which is lower than the values that can be set for density.
[0018] According to the above configuration (6), the vertices of the collision mesh can be set based on the density of the voxels.
[0019] (7) In any one of the above configurations (1) to (6), the voxel data may further include a material indicating a type of content for each of a plurality of voxels. The computer may further generate or update a display mesh corresponding to the voxel data and rendered based on a virtual camera by determining vertex coordinates of the display mesh based on at least the density included in the voxel data and determining the material of the display mesh based on at least the material included in the voxel data, and may render a virtual space including the display mesh based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.
[0020] According to the above configuration (7), the judgment mesh and the display mesh are determined separately, so that an appropriate mesh can be used according to each purpose.
[0021] (8) In any one of the above configurations (1) to (6), the voxel data may further include a material that indicates the type of content for each of the plurality of voxels. The computer may further determine a material for a collision mesh based on at least the material included in the voxel data, and may be caused to render a virtual space including the display mesh using the collision mesh as a display mesh based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.
[0022] According to the above configuration (8), since rendering and collision determination can be performed using the same mesh, the processing load for setting the mesh can be reduced.
[0023] The present invention may also be embodied in the form of a game system, a game processing method, and a game device. [Effects of the Invention]
[0024] According to the present invention, it is possible to prevent a situation in which the player character enters inside a collision mesh generated based on voxel data. [Brief explanation of the drawings]
[0025] [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 the 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 series of game images showing a player character 201 throwing a fragment object 252 onto a terrain object 251. [Figure 26]FIG. 10 is a diagram showing an example of a series of game images showing a player character 201 throwing a fragment object 252 onto a terrain object 251. [Figure 27] A series of explanatory diagrams showing an example of a first example of processing for preventing the player character 201 from entering inside a determination mesh. [Figure 28] A series of explanatory diagrams showing an example of a first example of processing for preventing the player character 201 from entering inside a determination mesh. [Figure 29] FIG. 10 is a diagram illustrating an example of processing using decision points set around the player character 201. [Figure 30] FIG. 10 shows an example of a state in which the determination mesh is updated in a situation in which the feet of the player character 201 are buried inside the determination mesh of a piled voxel object. [Figure 31] A series of explanatory diagrams showing an example of a second example of processing that prevents the player character 201 from entering inside the determination mesh [Figure 32] A series of explanatory diagrams showing an example of a second example of processing that prevents the player character 201 from entering inside the determination mesh [Figure 33] FIG. 10 is a diagram showing an example of various data used in information processing in the game system 1. [Figure 34] A flowchart showing an example of the flow of game processing executed by the game system 1. [Figure 35] A subroutine showing an example of the first cutting process executed in step S5 in FIG. [Figure 36] A subroutine showing an example of the second cutting process executed in step S8 in FIG. DETAILED DESCRIPTION OF THE INVENTION
[0026] [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.
[0027] 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.
[0028] 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."
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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).
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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).
[0037] 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.
[0038] 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.
[0039] 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.
[0040] The left controller 3 also includes a terminal 42 for wired communication between the left controller 3 and the main unit 2.
[0041] 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.
[0042] 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.
[0043] The right controller 4 also includes a terminal 64 for wired communication between the right controller 4 and the main unit 2.
[0044] 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.
[0045] 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.).
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (for example, 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.
[0057] Figure 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Figure 7 because they are shown in Figure 6.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] The communication control unit 101 acquires information related to the input (specifically, information related to 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 related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0062] 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.
[0063] 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).
[0064] 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.
[0065] 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.
[0066] 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.
[0067] [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 24. 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.
[0068] [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.
[0069] 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.
[0070] The terrain object shown in FIG. 8 is generated according to a rule 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 as shown in FIG. 8 or a voxel object as shown in FIG. 13 based on object data.
[0071] 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.
[0072] 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).
[0073] 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 have 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 a 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.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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).
[0080] 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.
[0081] 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.
[0082] 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).
[0083] 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.
[0084] The name included in the material data is the name set for the material (for example, earth, sand, grass, etc.). Note that the name of the material of a voxel object may be displayed during the game. To achieve this display, the material data includes information on the name of the material.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] Furthermore, the material data may include data other than the data shown in Fig. 12. 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.
[0089] 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.
[0090] [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).
[0091] 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.
[0092] 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).
[0093] 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.
[0094] 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.
[0095] In the above, an example was described in which a change was made to a voxel object such that the voxel objects within the update range were transformed as if they had been 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). 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.
[0096] [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.
[0097] 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.
[0098] 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 in 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.
[0099] 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.
[0100] [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.
[0101] 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).
[0102] 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
[0103] 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.
[0104] 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, since the material density is 0.36 and the weighting value is 0.32.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] [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.
[0112] 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.
[0113] 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.
[0114] (a) in 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 the predetermined number of vertex division areas determined to be simplifiable are replaced with a single vertex (see (b) in Figure 17). As a result, the vertices in the predetermined number of vertex division areas are simplified to a single vertex.
[0115] 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 a state after the first stage of simplification has been performed, and FIG. 17(c) shows a 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, it is determined that simplification is possible for the vertex segment area within the range surrounded by the dotted line in FIG. 17(b). As a result, the vertices of the 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.
[0116] 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.
[0117] 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.
[0118] 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 illustrates an example of the material condition. (a) in FIG. 18 illustrates a case where the materials of vertices 221 to 224 are (grass), (grass), (grass and earth), and (grass and earth), respectively. (b) in FIG. 18 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 (a) in FIG. 18, 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, each of the vertices 221 to 224 is determined to be simplifiable, provided that the above-mentioned conditions regarding the shape of the object are satisfied. On the other hand, in the case of (b) shown in Figure 18, 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 conditions regarding the materials are not satisfied. At this time, each of the vertices 221 to 224 is determined to be unsimplifiable, regardless of whether the above-mentioned conditions regarding the shape of the object are satisfied.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] [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.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] [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.
[0128] 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.
[0129] 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.
[0130] 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) in FIG. 20). Therefore, the division condition is satisfied for the quadrangle, and the game system 1 divides the quadrangle into two triangles.
[0131] 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.
[0132] 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. 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.
[0133] 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.
[0134] 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.
[0135] 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 value 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) in FIG. 21).
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] 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).
[0141] 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.
[0142] 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.
[0143] 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.
[0144] FIG. 22 is a diagram showing an example of materials set at the vertices of two adjacent polygons. FIG. 22 shows a state (shown in (b) in 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.
[0145] 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) shows 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.
[0146] 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.
[0147] 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 material set for each of the vertices 241 to 243 is the one shown in Fig. 21(b).
[0148] 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.
[0149] 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.
[0150] [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.
[0151] 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).
[0152] 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 material set for each of the vertices 241 to 243 is the one shown in Fig. 21(a).
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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.
[0157] 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 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.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] In other embodiments, only one of the display mesh and the judgment mesh described above may be set (i.e., the same mesh is used for both display and judgment). In this case, the display mesh described above may also be used as the judgment mesh, or the judgment mesh described above may also be used as the display mesh. When the judgment mesh and the display mesh are set separately, an appropriate mesh can be used for each purpose, whereas when the same mesh is used for both rendering and collision judgment, the processing load for setting the mesh can be reduced.
[0163] [2-7. Processing to prevent the player character from entering the inside of the judgment mesh] Next, with reference to Figures 25 to 32, an example of processing to prevent the player character from entering inside a determination mesh will be described. In the following, terrain objects such as the ground and walls are assumed to be voxel objects. In this embodiment, when the player character performs an action, an in-game action occurs as a result of collision determination being made on the voxel object.
[0164] The "in-game action" is any change that occurs in the game, such as a change that occurs due to "processing that reflects the results of collision between objects." The "in-game action" may be based on a collision determination between a determination mesh and a determination shape corresponding to a determination target based on game processing (for example, a determination area set for an object such as a player character), and the action may occur on an object corresponding to the determination mesh, or on an object corresponding to the determination target. The content of the "in-game action" may be associated with a material set for a polygon that is determined to have collided in the collision determination that causes the action to occur (that is, the content of the action may be determined by the material).
[0165] Furthermore, the "in-game effect" occurs on the voxel object depending on the material of the voxel object. For example, the voxel object may be a fragment object that is generated by being pulled out of the terrain object by the action of the player character, and in this case, an in-game effect associated with the material of the fragment object occurs.
[0166] 25 and 26 are diagrams showing an example of a series of game images depicting the player character 201 throwing a fragment object 252 onto a land object 251. In the example shown in the upper diagram of FIG. 25, the material of the polygons of the determination mesh of the land object 251, which is the ground, is set to "rock." The game system 1 performs collision determination between the land object 251 and the player character 201 using the determination mesh. That is, the game system 1 performs collision determination as to whether or not the determination mesh of the land object 251 comes into contact with a determination area set for the player character 201 (for example, an area of a predetermined shape set based on the position of the player character 201). Then, when a collision between the player character 201 and a polygon made of rock is determined, the player character 201 is controlled so as not to enter the interior of the polygon. Therefore, the player character 201 can stand on or walk on the polygon. In this embodiment, by setting a material for each polygon, the game system 1 can execute different processing depending on which material part of the voxel object another object comes into contact with. Furthermore, the content of the processing executed can be set according to the type of material.
[0167] Furthermore, 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.
[0168] In this embodiment, the user can make the player character 201 perform an action (called a "pull-out action") of grabbing a part of a land object and pulling it out as a fragment object by inputting a predetermined operation. As an in-game effect caused by the pull-out action, the game system 1 erases the part of the land object and generates a fragment object.
[0169] For example, when a pull-out action is performed, the game system 1 executes the following process. For example, when a user performs an operation input to make the player character 201 perform a pull-out action, the game system 1 makes the player character 201 perform an action such as digging forward and grabbing, and performs a collision determination. Then, when a collision between the player character 201 performing the pull-out action and the terrain object is determined, an update range is generated based on the position and orientation of the player character 201. Then, the game system 1 reduces the density of voxels corresponding to the update range, and updates the mesh in accordance with the reduction in voxel density, thereby deforming the terrain object so that the portion within the update range is erased.
[0170] The game system 1 also generates fragment objects representing the erased portions of the terrain object. For example, the game system 1 generates the fragment objects held by the player character 201 based on a pull-out action. The fragment objects are voxel objects and may be generated to have a shape corresponding to the erased portions of the terrain object, or may have a predetermined shape. A unique voxel space different from the voxel space of voxels corresponding to the terrain object is defined for the fragment objects. For example, the game system 1 determines the material of the fragment objects based on the material set for polygons in a determination mesh of the pulled-out terrain object that contacts the update range. As an example, the material of the fragment objects is determined to be the same as one of the materials set for polygons in a determination mesh that contacts the update range. As another example, the material of the fragment objects may be determined based on the material set for voxel data of voxels that contact the update range. As another example, in this embodiment, the user may input a predetermined operation to have the player character 201 perform a punch action, which may erase and destroy a part of the terrain object and generate a fragment object, similar to the case of the pull-out action. Furthermore, the fragment object may be placed in advance in the game space (for example, on the terrain object).
[0171] In this embodiment, the user can perform various actions using the fragment objects generated by being removed from the terrain object as described above. For example, in this embodiment, by colliding a fragment object with a terrain object, an in-game effect corresponding to the material of the fragment object can be generated for the fragment object and the terrain object. Below, as a first example of a process for preventing the player character 201 from entering inside a determination mesh, an example that occurs due to such an in-game effect will be described.
[0172] (Example 1) 25, the player character 201 is positioned on the land object 251 while holding up the fragment object 252 acquired by the action described above. Here, the material for the polygons of the determination mesh of the land object 251 is set to "rock," and the material for the polygons of the determination mesh of the fragment object 252 is set to "sand."
[0173] For example, when the player character 201 takes an action holding the fragment object 252 generated by the above-mentioned pull-out action or punch action, the player character 201 is in a state of holding the fragment object 252. Then, the user can make the player character 201 take an action of throwing the fragment object 252 that the player character 201 is holding by inputting a predetermined operation. As a result, the fragment object 252 moves within the game space based on the direction in which the player character 201 takes the throwing action.
[0174] As described above, a unique voxel space independent of the voxel space of voxels corresponding to the terrain object 251, etc., is defined for the fragment object 252. The unique voxel space can be moved and rotated within the game space together with the defined fragment object 252, and the position, direction (attitude), etc. of the unique voxel space within the game space are controlled. Furthermore, the property information included in the material data described above is set to a property for materials such as soil and sand to solidify on objects with which they come into contact and collide. In this case, the density of voxels in the voxel data corresponding to an update range (referred to as a first update range) set based on the collision position is increased, and the material of the voxels is set to a predetermined material, thereby generating an in-game effect in which voxel objects of the predetermined material are piled up within a predetermined range based on the collision position.
[0175] As shown in the lower diagram of FIG. 25 , when it is determined as a result of collision determination that a fragment object 252 thrown by a throwing action of the player character 201 has come into contact with a terrain object 251, the game system 1 generates an in-game effect in which voxel objects made of sand material are piled up within a predetermined range based on the collision position based on the collision determination. Voxel objects made of sand material have relatively low viscosity and tend to sink and flow down. Therefore, as shown in the upper and lower diagrams of FIG. 25 , when the player character 201 performs an action of throwing the fragment object 252 toward the wall surface of the terrain object 251, the fragment object 252 that has come into contact with the wall surface of the terrain object 251 flows down toward the player character 201, and in this state is piled up on the terrain object 251.
[0176] 26, a phenomenon may occur in which a sand-material voxel object that has flowed toward the player character 201 is piled up on the terrain object 251, causing the feet of the player character 201 to become buried inside the determination mesh of the piled voxel object. When the bottom of the player character 201 enters inside the determination mesh of the voxel object in this way, a phenomenon may occur in which the player character 201 falls through the voxel object based on virtual physical calculations such as gravity set in the game space.
[0177] In this embodiment, when it is determined that the player character 201 is in a state indicating that it may be inside the determination mesh of the voxel object, the player character 201 is prevented from entering inside the determination mesh. For example, in the first example, when it is determined that the first update range of the fragment object 252 set by the throwing action of the player character 201 is located within a predetermined range around the player character 201, processing is performed to prevent the player character 201 from entering inside the determination mesh.
[0178] 27 and 28 are a series of explanatory diagrams showing an example of a first example of processing for preventing the player character 201 from entering inside a determination mesh. As shown in the upper diagram of FIG. 27, the game system 1 determines whether the player character 201 is in a state indicating that it may be inside the determination mesh. For example, when it is determined that a first update range set by the collision of the debris object 252 with the terrain object 251 is located within a predetermined range around the player character 201, the game system 1 determines that the player character 201 is in a state indicating that it may be inside the determination mesh generated based on the first update range. Here, the "state indicating that the player character may be inside the determination mesh" includes a state indicating that the player character may be inside the determination mesh and a state indicating that the player character may already be inside the determination mesh, and includes a state indicating that the player character will soon be inside the determination mesh and a state indicating that the player character is currently inside the determination mesh, regardless of whether the player character is actually inside the determination mesh.
[0179] FIG. 29 is a diagram illustrating an example of processing using determination points set around the player character 201. As shown in the upper diagram of FIG. 27 and FIG. 29, the game system 1 sets a plurality of determination points around the player character 201. For example, the determination points are set at the vertices of a polyhedron surrounding the player character 201 and at points inside the polyhedron. As an example, the determination points shown in FIG. 29 are set at the vertices of a regular octahedron surrounding the player character 201 and at points inside the regular octahedron, including its center. Note that the solid surrounding the player character 201 may be any solid, and may be a bounding box set for the player character 201. Furthermore, the solid surrounding the player character 201 may be a sphere, an oval sphere, a cylinder, a cone, or a solid combination thereof, in addition to the above-mentioned polyhedron, and determination points may be set on the surfaces of the solid.
[0180] When at least one judgment point, among the multiple judgment points set around the player character 201, is located within the first update range, the game system 1 determines that the player character 201 is in a state where it can be located inside the judgment mesh generated based on the first update range. For example, the game system 1 determines whether each judgment point is included in the first update range based on the value of the SDF described above. As an example, in the example shown in FIG. 29, the judgment points indicated by white circles indicate that they are determined to be located within the first update range, and the judgment points indicated by black circles indicate that they are determined to be located outside the first update range. In this way, when a judgment point located within the first update range exists, it is determined that the player character 201, to which the judgment point is set, is in a state where it can be located inside the judgment mesh. Note that the threshold number of judgment points determined to be located within the update range to determine the above state may be two or more.
[0181] As shown in the lower diagram of FIG. 27, when it is determined that the player character 201 is in a state where it can be inside the determination mesh generated based on the first update range, the game system 1 generates a second update range that includes the position of the player character 201, and reduces the density of voxels that correspond to the second update range. For example, the second update range is set to a spherical shape that is centered on the center point (e.g., the center of gravity) of the player character 201 and that includes all parts of the player character 201 inside. Note that the second update range may be any three-dimensional shape that includes the position of the player character, and may be a three-dimensional shape such as a sphere, an ellipsoid, a cylinder, a cone, a polyhedron, or a combination of these, in addition to a sphere.
[0182] The game system 1 reduces the density of voxels corresponding to the second update range before updating the determination mesh based on the increase in voxel density due to the first update range. For example, like the series of processes in steps S4 to S6 and step S12 described below, in a series of processes in the same frame in which the first update range and the second update range are set, the game system 1 increases the density of voxels corresponding to the first update range, then reduces the density of voxels corresponding to the second update range, and updates the determination mesh corresponding to the voxels after the density change. As an example, the game system 1 increases the density of voxels within the first update range based on an SDF set corresponding to the first update range so that voxel objects within the first update range are transformed to newly add new objects within the first update range, and then decreases the density of voxels within the second update range based on an SDF set corresponding to the second update range so that voxel objects within the second update range are transformed to appear as if they have been deleted, thereby updating the determination mesh.
[0183] As shown in Figure 28, by performing a process to reduce the density of voxels within the second update range, the updated judgment mesh is formed on part of the boundary surface of the second update range, thereby preventing the player character 201 placed within the second update range from entering inside the judgment mesh.
[0184] 30 is a diagram showing an example of a state in which the determination mesh is updated by the above-described process in a situation in which the feet of the player character 201 are buried inside the determination mesh of the piled voxel object. As shown in FIGS. 28 and 30, even if voxel objects (debris objects 252 shown in FIGS. 28 and 30) made of sand material that has flowed toward the player character 201 are piled up to the feet of the player character 201 on the terrain object 251, the process of reducing the voxel density within the second update range is performed, thereby erasing the voxel objects around the feet of the player character 201, and preventing the feet from being buried with voxel objects. Furthermore, the determination mesh updated by piling the debris objects 252 on the terrain object 251 is formed on the boundary surface of the second update range, and therefore the player character 201 positioned within the second update range does not enter inside the determination mesh. In this way, in the first example, even if the first update range by the fragment object 252 set by the throwing action of the player character 201 is set within a predetermined range around the player character 201, the player character 201 can be prevented from entering inside the judgment mesh.
[0185] In the first example described above, the player character 201 throws the fragment object 252, causing the fragment object 252 to be thrown onto the terrain object 251 at the player character's feet. However, the example in which the first update range is set within a predetermined range around the player character 201 is not limited to this. For example, even when the fragment object 252 is thrown onto a terrain object 251 formed in the front, rear, left, right, or above the player character 201, a similar process can be used to prevent the player character 201 from entering inside a determination mesh formed on the thrown voxel object. Also, for example, if the player character 201 is standing on a fragment object placed on the terrain object 251 and the fragment object is made of a relatively soft material and thrown onto the terrain object 251, it is conceivable that the player character 201 may enter inside the determination mesh updated by the fragment object being thrown. However, even in such a situation, it is possible to prevent the player character 201 from entering inside the determination mesh.
[0186] Furthermore, in the first example described above, if there is at least one judgment point that is located within a first update range among the multiple judgment points set around the player character 201, it is determined that the player character 201 is in a state where it can be inside the judgment mesh generated based on the first update range, and as one example, it is determined whether or not each judgment point is included in the first update range based on the value of the SDF, but it may also be determined that the player character 201 is in this state using other determination methods. For example, if the density of voxels corresponding to at least one position among the multiple judgment points set around the player character 201 is increased and updated in accordance with the first update range, it may also be determined that the player character 201 is in a state where it can be inside the judgment mesh generated based on the first update range.
[0187] Another example of the player character 201 getting inside the determination mesh is the creation of a V-shaped determination mesh, which creates a space that narrows the further it goes in (acute-angle collision). As shown in the upper diagram of Fig. 31, the V-shaped space is a space in which the distance between the ceiling and floor and / or the distance between the left and right walls narrows the further the player character 201 goes, and this is likely to occur in a location where a voxel object (e.g., terrain object 253) made of a relatively strong material is adjacent to a voxel object (e.g., terrain object 254) made of another material (e.g., ice material).
[0188] In such a V-shaped space, if the player character 201 enters in the direction in which the space narrows and comes into contact with a determination mesh, it is conceivable that a force will be generated that pushes the player character 201 toward the exit of the space. However, in reality, a phenomenon in which the player character 201 becomes embedded inside the determination mesh with which it is in contact may occur. This phenomenon occurs more significantly the faster the moving speed into the depths of the space. If the bottom of the player character 201 becomes embedded inside the determination mesh, a phenomenon in which the player character 201 falls through the voxel object below may occur based on virtual physical calculations due to gravity and the like set in the game space. Below, as a processing example for preventing the player character 201 from entering inside the determination mesh, a second example will be described, which illustrates an example that occurs due to the movement of the player character 201 in such a V-shaped space.
[0189] (Example 2) 31 and 32 are a series of explanatory diagrams showing an example of a second example of processing that prevents the player character 201 from entering inside a determination mesh. As shown in the upper diagram of Fig. 31, the player character 201 is moving on the land object 253 toward the back of a V-shaped space formed at the boundary between the land object 253 and the land object 254. For example, the land object 253 is a voxel object made of a solid material. The land object 254 is a voxel object made of an ice material.
[0190] 31, when the player character 201 moves in the direction in which the V-shaped space narrows and comes into contact with the determination mesh, a phenomenon occurs in which the player character 201 sinks into the determination mesh of the land object 254 with which it is in contact. Note that the phenomenon in which the player character 201 sinks into the determination mesh can also occur below the player character 201, i.e., in the determination mesh of the land object 253, but in this example, since the land object 253 is made of a strong material, it is assumed that sinking occurs in the determination mesh on the land object 254 side which is made of a material with relatively low strength.
[0191] For example, in the second example as well, the game system 1 determines whether or not the player character 201 is in a state indicating that it may be inside the determination mesh. For example, when the density of voxels corresponding to the position of the player character 201 exceeds a predetermined value for a predetermined period of time, the game system 1 determines that the player character 201 is in a state where it may be inside the determination mesh that forms a V-shaped space.
[0192] In the example shown in the lower diagram of FIG. 31 , the upper body including the center point of the player character 201 is in a state of being embedded inside the determination mesh of the land object 254 (the embedded state is indicated by a dashed line in the upper diagram of FIG. 31 ). For example, the game system 1 determines that the player character 201 is in a state where it can be inside the determination mesh when the density of a voxel corresponding to the center point of the player character 201 (e.g., the center of gravity position) exceeds a predetermined value for a predetermined number of consecutive frames. As one example, the game system 1 determines that the player character 201 is in a state where it can be inside the determination mesh when the density of a voxel corresponding to the center point of the player character 201 exceeds a value indicating a predetermined proportion of the contents of a voxel object within the voxel (e.g., the upper limit of the density range of voxels that are considered to be parts where no contents exist) for eight consecutive frames.
[0193] The predetermined period (e.g., the number of consecutive frames during which the density of the voxel corresponding to the center point exceeds a predetermined value) used to determine whether the player character 201 is within the determination mesh may be any period (e.g., any number of frames). For example, it may be determined that the player character 201 is within the determination mesh when the density of the voxel corresponding to the center point of the player character 201 exceeds a predetermined value for one frame, and the predetermined period may include an instantaneous period with no actual time period. Furthermore, the predetermined value, which indicates a predetermined percentage of the voxel occupied by the contents of the voxel object, may be set to a density value that is a threshold between voxels that are considered to have contents (voxels having a density in a first range, which is higher than the values that can be set for density) and voxels that are considered to have no contents (voxels having a density in a second range, which is lower than the values that can be set for density). For example, the predetermined value may be set to a density of 128. In this case, the above determination can be made based on whether or not the center point is inside the position where the vertices of the determination mesh are generated, using the above predetermined value. Furthermore, the position of the player character 201 that is the target of the above determination process may be any position on the player character 201, or may be multiple positions. For example, in addition to the center point, the determination may be made using the density of voxels corresponding to the position of the feet of the player character 201 (for example, the position where the player character 201 touches the ground that is perpendicular to the center of gravity), the center of the head of the player character 201, or the top of the head, or may be made using the density of voxels corresponding to at least two of these positions.
[0194] 32, when the density of voxels corresponding to the position of the player character 201 exceeds a predetermined value for a predetermined period of time, the game system 1 generates a second update range that includes the position of the player character 201 and reduces the density of voxels that correspond to the second update range. For example, similar to the first example above, the second update range is set to a spherical shape that is centered on the center point (e.g., the center of gravity) of the player character 201 and that includes all parts of the player character 201. Note that, similar to the first example above, the second update range may be any three-dimensional shape that includes the position of the player character, and may be a sphere, an ellipsoid, a cylinder, a cone, a polyhedron, or a three-dimensional shape that is a combination of these, in addition to a sphere.
[0195] For example, the game system 1 updates the determination mesh by reducing the density of voxels within the second update range based on the SDF set corresponding to the second update range so that the voxel objects within the second update range are deformed as if they were erased. By reducing the density of voxels within the second update range in this way, the updated determination mesh is formed on at least a part of the boundary surface of the second update range, and therefore it is possible to prevent the player character 201 located within the second update range from entering inside the determination mesh.
[0196] In the second example described above, when the upper half of the player character 201 enters inside the determination mesh, the second update range is set and the density of voxels corresponding to the second update range is reduced. However, it goes without saying that the same process is performed when other parts of the player character 201, such as the lower half, left half, or right half of the body, enter inside the determination mesh. In the second example described above, the player character 201 remains inside the determination mesh for a predetermined period until it is determined that the player character 201 is in a state where it can be inside the determination mesh that forms the V-shaped space. However, this state is eventually resolved, so that it is possible to prevent phenomena caused by the player character 201 entering inside the determination mesh. For example, even if the player character 201 falls below the terrain object during the predetermined period, the second update range is set after the predetermined period has elapsed, so that the falling state can be resolved. If it is desired to prevent the player character 201 from being inside the determination mesh during these predetermined periods, the predetermined periods may be set to be short. Also, if it is desired to prevent the player character 201 from falling below the land object, a process may be performed to limit the direction in which the player character 201 sinks into the determination mesh in the V-shaped space to an upward direction (for example, to cancel the force causing the player character 201 to sink downward).
[0197] [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.
[0198] FIG. 33 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. 33 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, etc.). As shown in FIG. 33, the game system 1 stores a game program. The game program is for executing the game processing in this embodiment (for example, the game processing shown in FIGS. 34 to 36). The game program includes the above-mentioned material data (see FIG. 13). The memory also stores the above-mentioned voxel data (see FIG. 12), first update range data, second update range data, mesh data, object data, etc. (see FIG. 33).
[0199] The first update range data is data indicating the above-mentioned first update range. In this embodiment, the first update range is represented by the above-mentioned SDF. The second update range data is data indicating the above-mentioned second update range. In this embodiment, the second update range is represented by the above-mentioned SDF.
[0200] The mesh data includes various data related to the mesh of the voxel object. As shown in FIG. 33 , 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. 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 (for example, 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 (for example, 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 (for example, data indicating the material ID).
[0201] The object data includes various data related to objects other than voxel objects (e.g., player characters, virtual 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, speed, status, etc. of the object. The object data includes judgment point data, center point data, and count data. The judgment point data is data indicating the positions of the above-mentioned judgment points set for the player character and the judgment results for each judgment point. The center point data is data indicating the position of the above-mentioned center point set for the player character. The count data is data indicating the count value C determined consecutively when the density of voxels corresponding to the center point of the player character exceeds a predetermined value.
[0202] FIG. 34 is a flowchart showing an example of the flow of game processing executed by the game system 1. FIG. 35 is a subroutine showing an example of first trimming processing executed in step S5 in FIG. 34. FIG. 36 is a subroutine showing an example of second trimming processing executed in step S8 in FIG. 34. Execution of the game processing is initiated, for example, when the game is started in response to a user instruction during execution of the game program. Note that a processing loop consisting of a series of processes from steps S1 to S16 is executed once per frame.
[0203] 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 FIGS. 34 to 36. 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 FIGS. 34 to 36 may be performed in the other information processing device. Furthermore, the processing of each step shown in FIGS. 34 to 36 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.
[0204] 34 to 36, the processor 81 executes the processes of the steps shown in Fig. 34 to 36 using a memory (for example, a 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 the subsequent processing steps, reads the information from the memory and uses it.
[0205] 34, processor 81 acquires the operation data indicating the operation input by the user (step S1) and proceeds to the next step. For example, processor 81 acquires operation data output from a controller operated by the user via controller communication unit 83 and / or terminals 17 and 21, or operation data output from main unit 2 (e.g., touch panel 13).
[0206] Next, processor 81 designates, as a processing target, any object (including a voxel object defined in the unique voxel space) for which processing has not been completed among the objects in the game space that require processing. For the designated object, processor 81 executes a process for calculating the velocity and a process for reflecting the results of collisions between objects in the previous frame (step S2), and then proceeds to the next step. The velocity of the object is used to calculate the position of the object in the current frame in the process of step S12, which will be described later. For example, if the designated object is a player character, the velocity of the player character is calculated based on the operation data acquired in step S1. Furthermore, if the designated object is an object not controlled by the user (e.g., a fragment object), the velocity of the object is calculated based on a rule predetermined in the game program. For example, the velocity of a fragment object is set to 0 if the fragment object is placed on a terrain object and not moving; if the fragment object is held by the player character, the velocity is set to the same as the velocity of the player character; and if the fragment object is thrown by a throwing action by the player character, the velocity is set to a velocity that moves in a direction based on the posture of the player character with a magnitude determined by the rule. Specifically, the speed of an object is calculated based on virtual physics calculations that take into account interactions between objects, such as repulsion due to collisions between objects, interactions such as friction due to contact, falling due to virtual gravity, and deceleration due to virtual air resistance.
[0207] Furthermore, the process of reflecting the result of collision between objects in the previous frame includes a process of influencing the objects due to the collision when it is determined that the objects have collided in the collision determination (step S11 described below) in the previous frame. For example, the process is a process of generating a fragment object when it is determined that the player character has collided with a terrain object due to a pull action, punch action, or the like in the previous frame. When the state of an object is changed in the process of step S2 above, processor 81 updates the object data for that object stored in memory to indicate the changed content.
[0208] Next, processor 81 determines whether or not an update event that updates the voxel object has occurred due to the object specified in step S2 (step S3). For example, the determination in step S3 is made based on the result of collision determination in the previous frame (step S11, described later). As one example, if it is determined that the player character has come into contact with the terrain object due to a pulling action, a punching action, or the like in the previous frame, it is determined that an update event that erases a part of the terrain object has occurred. As another example, if an action such as a throwing action causes a fragment object to come into contact with the terrain object and be piled up, it is determined that an update event that piles the fragment object up on a part of the terrain object has occurred. If an update event has occurred, processor 81 proceeds to step S4. On the other hand, if an update event has not occurred, processor 81 proceeds to step S7.
[0209] In step S4, processor 81 sets a first update range in the game space for updating the voxel object, and proceeds to the next step. For example, the specific contents of the first update range (e.g., position, shape, and size) are associated with each type of update event in the game program. The first update range set in step S4 is set to have contents associated with the type of update event determined to occur in step S3. In step S4, processor 81 stores data indicating the set first update range in memory as first update range data.
[0210] Next, processor 81 performs a first cutting process (step S5), and proceeds to step S6. Hereinafter, the first cutting process performed in step S5 will be described with reference to FIG.
[0211] 35, processor 81 sets a determination point for player character 201 (step S41) and proceeds to the next step. For example, processor 81 sets a plurality of determination points around the player character based on the position and posture of the player character in the game space, and updates the determination point data stored in memory (see the first example in [2-7. Processing to prevent player character from entering inside a determination mesh] above).
[0212] Next, processor 81 determines whether or not at least one of the judgment points is within the first update range set in step S4 (step S42). If a judgment point is within the first update range, processor 81 proceeds to step S43. On the other hand, if a judgment point is not within the first update range, processor 81 ends the processing of this subroutine.
[0213] In step S43, processor 81 sets a second update range in the game space for updating the voxel object, and ends the processing of this subroutine. For example, the second update range is set to a sphere centered on the center point of the player character and including all body parts of the player character (see the first example in [2-7. Process for preventing player character from entering inside a determination mesh] above). In step S43, processor 81 stores data indicating the set second update range in memory as second update range data.
[0214] Returning to FIG. 34, after the first cutting process in step S5, processor 81 makes changes to voxels corresponding to the first update range set in step S4 and / or the second update range set in step S43 in accordance with the update event (step S6), and proceeds to step S7. For example, when processor 81 deforms a voxel object in the first update range so as to erase or reduce it, or when processor 81 deforms a voxel object in the first update range so as to add it, processor 81 updates the voxel data stored in memory to change the density of the voxels corresponding to the first update range (see the first example in [2-2. Voxel Data Update] and [2-7. Process for Preventing the Player Character from Entering Inside the Determination Mesh] above). Furthermore, when processor 81 changes the material of a voxel object in the first update range, processor 81 updates the voxel data stored in memory to update at least one of the first material ID, second material ID, and material mixing ratio of the voxels corresponding to the first update range. Then, if a second update range is set in step S43 above, processor 81 updates the voxel data stored in memory by decreasing the density of the voxels corresponding to the second update range so that the voxel objects in the second update range are deformed as if they had been erased after the density and material of the corresponding voxels in the first update range have been changed (see the first example in [2-2. Updating voxel data] and [2-7. Processing to prevent the player character from entering inside the judgment mesh] above).
[0215] In step S7, processor 81 determines whether or not the processes in steps S2 to S6 have been completed for all objects requiring processing (including voxel objects defined by the unique voxel space). If the processes for all objects have been completed, processor 81 proceeds to step S8. On the other hand, if the processes for any objects have not been completed, processor 81 returns to step S2 and repeats the processes.
[0216] In step S8, processor 81 performs a second cutting process, and the process proceeds to step S9. Hereinafter, the second cutting process performed in step S8 will be described with reference to FIG.
[0217] 36, processor 81 sets a center point for player character 201 (step S51) and proceeds to the next step. For example, processor 81 sets a center point for the player character based on the position of the player character in the game space, and updates the center point data stored in memory (see the second example in [2-7. Processing for preventing player character from entering inside a determination mesh] above).
[0218] Next, processor 81 determines whether the density of the voxel corresponding to the center point of the player character set in step S51 exceeds a predetermined value (step S52). The determination of whether the density of the voxel corresponding to the center point exceeds the predetermined value is performed according to the method described in the second example in [2-7. Processing for preventing the player character from entering inside the determination mesh] above. If the density of the voxel corresponding to the center point exceeds the predetermined value, processor 81 proceeds to step S53. On the other hand, if the density of the voxel corresponding to the center point does not exceed the predetermined value, processor 81 proceeds to step S57.
[0219] In step S53, the processor 81 adds 1 to the count value C, which is a temporary variable, and proceeds to the next step. In step S53, the processor 81 stores data indicating the added count value C in memory as count data.
[0220] Next, the processor 81 determines whether the count value C is equal to a threshold value Ct (e.g., 8) (step S54). If the count value C is equal to the threshold value Ct, the processor 81 proceeds to step S55. On the other hand, if the count value C is less than the threshold value Ct, the processor 81 ends the processing of this subroutine.
[0221] In step S55, processor 81 sets a second update range in the game space for updating the voxel object, and proceeds to the next step. For example, the second update range is set to a sphere centered on the center point of the player character and including all body parts of the player character (see the second example in [2-7. Process for preventing player character from entering inside a determination mesh] above). In step S55, processor 81 stores data indicating the set second update range in memory as second update range data.
[0222] Next, processor 81 makes a change to erase the voxels corresponding to the second update range set in step S55 above (step S56), and proceeds to step S57. For example, processor 81 updates the voxel data stored in memory by decreasing the density of the voxels corresponding to the second update range so that the voxel objects within the second update range are deformed as if they were erased (see the second example in [2-2. Updating Voxel Data] and [2-7. Processing for Preventing the Player Character from Entering Inside the Determination Mesh] above).
[0223] In step S57, processor 81 sets count value C, which is a temporary variable, to 0 and ends the processing of this subroutine. In step S57, processor 81 stores data indicating that count value C has been set to 0 in memory as count data.
[0224] Returning to FIG. 34, after the second scraping process in step S8, processor 81 updates the vertices of the voxel object in the game space (step S9) and proceeds to the next step. For example, if the voxel data is updated in the process of step S6 or step S8, processor 81 calculates new vertices based on the updated voxel data. The positions of the new vertices are calculated according to the method described above in [2-3. Calculating Vertices]. The materials of the new vertices are calculated according to the method described above in [2-4. Determining the Vertex Material].
[0225] Next, processor 81 simplifies the vertices (step S10) and proceeds to the next step. For example, processor 81 simplifies each vertex after updating by the processing of step S9 above, according to the method described above in [2-5. Vertex Simplification]. Then, processor 81 updates the SVO data stored in memory to indicate each vertex obtained by the processing of steps S9 and S10 above. Note that the processing of steps S9 and S10 above does not need to recalculate the vertices for all of the voxel data, and may be performed only for parts whose voxel content has been changed in the processing of steps S6 and S8 above.
[0226] Next, the processor 81 updates the display mesh of the voxel object based on the SVO data stored in memory (step S11) and proceeds to the next step. The positions of each vertex of the display mesh and the materials of each polygon of the display mesh (e.g., the materials set for each vertex of a polygon) are calculated according to the methods described in [2-6. Mesh Generation] and [2-6-1. Determining the Material of the Display Mesh] above. In step S11, the processor 81 updates the display mesh data stored in memory to indicate the updated positions and materials of each vertex of the display mesh. The processor 81 may start processing from step S12 (described later) onward without waiting for the completion of step S11, and execute these processing in parallel. In this case, step S11 must be completed before the start of step S15 (described later).
[0227] Next, processor 81 updates the determination mesh of the voxel object based on the SVO data stored in memory (step S12), and proceeds to the next step. Note that the positions of each vertex of the determination mesh and the material of each polygon of the determination mesh (e.g., the material set for each vertex of a 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]. In step S12, 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.
[0228] In the example shown in FIG. 34, the determination mesh generation process in step S12 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 in step S13, which will be described later, 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 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 in step S13 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.
[0229] Next, processor 81 performs collision determination for each object in the game space based on the determination mesh data and object data stored in memory (step S13), and proceeds to the next step. For example, processor 81 performs collision determination using a determination mesh for a voxel object, and using a determination area of a predetermined shape set for the object for an object that is not a voxel object. Note that in this embodiment, the collision determination in step S13 is performed taking into account the speed calculated in step S2 above. In other words, processor 81 performs collision determination using the position of each object when it moves at the above speed.
[0230] In this embodiment, the collision determination in step S13 determines, for example, whether or not there will be a next contact. - Contact between the player character performing actions such as movement or punching and terrain objects Contact between the player character who is lifting a debris object and the debris object Debris: Contact between debris objects thrown by the player character's throwing action and terrain objects. - Contact with other moving objects and terrain objects If it is determined in the collision determination in step S13 above that the objects have come into contact with each other, then in the processing of step S2 in the next frame, a process is executed to reflect the result of the collision between the objects, or in the processing of step S3 in the next frame, it is determined that an update event has occurred.
[0231] Next, processor 81 controls the actions of each object in the game space (step S14) and proceeds to the next step. For example, processor 81 controls the player character to move and perform various actions based on the operation data acquired in step S1. When a predetermined action is performed, processor 81 generates an area for collision determination in the game space according to the action. Note that in one execution of step S14, processor 81 controls each object so that, for an action performed over multiple frames (e.g., an action by the player character), the action progresses for one frame. As a result, by repeatedly executing the process of step S14 over multiple frames, each object performs a series of actions related to movement and various actions. Furthermore, the position of an object is basically determined to be the position after moving at the speed calculated in step S2. However, if it is determined by the collision determination in step S13 that an object will come into contact with another object and the movement is obstructed by the contacting object, the position of the object may be determined not to change. Then, in step S14, processor 81 updates the object data stored in memory so that the content indicates the object after the control in step S14.
[0232] Next, processor 81 generates a game image (step S15) and proceeds to the next step. For example, 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. 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]. The game image generated in step S15 above is output to the display device and displayed once per frame.
[0233] Next, processor 81 determines whether or not to end the game (step S16). For example, processor 81 makes an affirmative determination in step S16 above when a predetermined operation input for ending the game is performed by the user or when a condition for ending the game is satisfied. Then, if processor 81 determines to end the game, it ends the processing according to the flowchart. On the other hand, if processor 81 does not end the game, it returns to step S1 above and repeats the processing. Thereafter, the series of processing steps S1 to S16 above are repeatedly executed until it is determined in step S16 above that the game is to end.
[0234] Thus, in this embodiment, when the state indicates that the player character may be inside the determination mesh, the density of voxels corresponding to the second update range including the position of the player character is reduced, thereby preventing the player character from entering inside the determination mesh generated based on the voxel data.
[0235] In the above explanation, an example was used in which a voxel object is defined by generating a three-dimensional mesh based on voxel data set in voxels in three-dimensional space, but a voxel object may also be defined based on voxel data set in two-dimensional voxels.
[0236] Furthermore, the game system 1 may be any device, such as a portable game device or any portable electronic device (PDA (Personal Digital Assistant), mobile phone, smartphone, personal computer, camera, tablet, etc.). In this case, the input device for performing user operations to move the player character, etc. does not have to be the left controller 3, the right controller 4, or the touch panel 13, etc., but may be another controller, a mouse, a touchpad, a touch panel, a trackball, a keyboard, a cross key, a slide pad, etc.
[0237] Furthermore, although the above description uses an example in which information processing is performed by the game system 1, at least some of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be able to communicate with another device (e.g., another server, another information processing device, another game device, another mobile terminal, etc.), the above processing steps may be executed in cooperation with the other device. In this way, by executing at least some of the above processing steps in the other device, processing similar to the above-described processing becomes possible. Furthermore, the above-described information processing can be executed by one processor or by cooperation between multiple processors included in an information processing system configured with at least one information processing device. Furthermore, in the above embodiment, information processing can be performed by the processor 81 of the game system 1 executing a predetermined program, but some or all of the above processing may be performed by a dedicated circuit provided in the game system 1.
[0238] According to the above-described modified example, the present invention can also be realized in a so-called cloud computing system configuration, or in a distributed wide area network or local network system configuration. For example, in a distributed local network system configuration, the above processing can be performed cooperatively between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). Note that in these system configurations, there is no particular limitation on which device performs the above processing, and it goes without saying that the present invention can be realized regardless of the processing division.
[0239] Furthermore, the processing order, setting values, conditions used for judgment, etc. used in the information processing described above are merely examples, and it goes without saying that this embodiment can be realized even with other orders, values, and conditions.
[0240] The program may be supplied to the game system 1 not only through an external storage medium such as an external memory, but also through a wired or wireless communication line. The program may be pre-recorded in a nonvolatile storage device within the device. The information storage medium for storing the program may be a nonvolatile memory, a CD-ROM, a DVD, or similar optical disk-shaped storage media, a flexible disk, a hard disk, a magneto-optical disk, or a magnetic tape. The information storage medium for storing the program may also be a volatile memory for storing the program. Such a storage medium may be a recording medium readable by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the program from such a recording medium.
[0241] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. Furthermore, those skilled in the art will understand that, from the description of specific embodiments of the present invention, they will be able to implement equivalents based on the description of the present invention and common technical knowledge. Furthermore, unless otherwise specified, it should be understood that the terms used in this specification are used in the same sense as commonly used in the art. Therefore, unless otherwise defined, all technical and technical terms used in this specification have the same meaning as commonly understood by those skilled in the art to which this invention belongs. In the event of any conflict, the present specification (including definitions) will prevail. [Industrial Applicability]
[0242] As described above, the present invention can be used as a game program, game system, game processing method, game device, etc. that can suppress situations in which a player character enters inside a collision mesh generated based on voxel data. [Explanation of symbols]
[0243] 1. Game System 2...Main unit 3...Left controller 4...Right controller 11. Housing 12...Display 13...Touch panel 32, 52...Analog stick 42, 64...Terminals 81...Processor 82...Network Communication Department 83...Controller communication section 85...DRAM
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 collision mesh that corresponds to the voxel data, the vertex coordinates of which are determined based at least on the density included in the voxel data, and that is used for collision determination with at least a player character; In the game processing, controlling the player character in the virtual space based on an operation input; When a first event occurs, a first voxel update range is generated in the virtual space, and the density of voxels corresponding to the first voxel update range is increased or decreased; determining whether the player character is in a first state indicating that the player character may be inside the collision mesh; a game program that, when it is determined that the first state exists, generates a second voxel update range that includes the position of the player character, and reduces the density of voxels that correspond to the second voxel update range.
2. The computer, increasing the density of voxels corresponding to the first voxel update range; 2. The game program according to claim 1, wherein, when it is determined that the first state exists, the density of voxels corresponding to the second voxel update range is reduced before the collision mesh is updated based on the increase in density due to the first voxel update range.
3. 3. The game program according to claim 2, wherein the computer determines that the first state exists when it is determined that the first voxel update range is located within a predetermined range around the player character.
4. 4. The game program according to claim 3, wherein the computer determines that the first state is present when, among a plurality of determination points around the player character, there is a determination point that is located within the first voxel update range.
5. 2. The game program according to claim 1, wherein the computer determines that the state is the first state when the density of the voxels in the voxel data corresponding to the position of the player character exceeds a predetermined value for a predetermined period of time.
6. 6. A game program as claimed in any one of claims 1 to 5, wherein the computer generates and updates vertices of the collision mesh based on a method of setting vertices at coordinates based on the positions of multiple surrounding voxels and the densities in an area where a voxel having a density in a first range, which is higher than the values that can be set for the density, is adjacent to a voxel having a density in a second range, which is lower than the values that can be set for the density.
7. 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 display mesh based at least on the density included in the voxel data and determining a material of the display mesh based at least on the material included in the voxel data; 6. A 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.
8. 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; 6. 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.
9. A gaming system including a processor, The processor: 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 collision mesh corresponding to the voxel data, the vertex coordinates of which are determined based at least on the density included in the voxel data, and which is used for collision determination with at least the player character; In the game processing, controlling the player character in the virtual space based on an operation input; When a first event occurs, generating a first voxel update range in the virtual space and increasing or decreasing the density of voxels corresponding to the first voxel update range; determining whether the player character is in a first state indicating that the player character may be inside the collision mesh; When it is determined that the first state exists, a second voxel update range including the position of the player character is generated, and the density of voxels corresponding to the second voxel update range is reduced.
10. The processor: increasing the density of voxels corresponding to the first voxel update range; 10. The game system of claim 9, wherein when it is determined that the first state exists, the density of voxels corresponding to the second voxel update range is reduced before updating the collision mesh based on the increase in density due to the first voxel update range.
11. The game system according to claim 10 , wherein the processor determines that the state is the first state when it is determined that the first voxel update range is located within a predetermined range around the player character.
12. The game system according to claim 11 , wherein the processor determines that the state is the first state when a determination point that is located within the first voxel update range is present among a plurality of determination points around the player character.
13. 10. The game system according to claim 9, wherein the processor determines that the state is the first state when the density of voxels in the voxel data corresponding to the position of the player character exceeds a predetermined value for a predetermined period of time.
14. 14. A game system according to claim 9, wherein the processor generates and updates vertices of the collision mesh for an area where a voxel having a density in a first range higher than the values that can be set for the density is adjacent to a voxel having a density in a second range lower than the values that can be set for the density, based on a method of setting vertices at coordinates based on the positions of multiple surrounding voxels and the density.
15. The voxel data further includes a material indicating a type of content for each of the plurality of voxels; The processor 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 display mesh based at least on the density included in the voxel data and determining a material of the display mesh based at least on the material included in the voxel data; 14. A game system according to claim 9, 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.
16. The voxel data further includes a material indicating a type of content for each of the plurality of voxels; The processor further comprises: determining a material for the collision mesh based at least on the material included in the voxel data; 14. A game system according to claim 9, 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.
17. 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 collision mesh that corresponds to the voxel data, the vertex coordinates of which are determined based at least on the density included in the voxel data, and that is used for collision determination with at least a player character; In the game processing, controlling the player character in the virtual space based on an operation input; When a first event occurs, a first voxel update range is generated in the virtual space, and the density of voxels corresponding to the first voxel update range is increased or decreased; determining whether the player character is in a first state indicating that the player character may be inside the collision mesh; a second voxel update range including the position of the player character is generated when it is determined that the first state exists, and the density of voxels corresponding to the second voxel update range is reduced.
18. The information processing system, increasing the density of voxels corresponding to the first voxel update range; 18. A game processing method according to claim 17, wherein, when it is determined that the first state exists, the density of voxels corresponding to the second voxel update range is reduced before the collision mesh is updated based on the increase in density due to the first voxel update range.
19. 19. The game processing method according to claim 18, wherein the information processing system determines that the first state exists when it is determined that the first voxel update range is located within a predetermined range around the player character.
20. 20. The game processing method according to claim 19, wherein the information processing system determines that the first state is present when, among a plurality of determination points around the player character, there is a determination point that is located within the first voxel update range.
21. 18. The game processing method according to claim 17, wherein the information processing system determines that the first state is present when the density of a voxel in the voxel data corresponding to the position of the player character exceeds a predetermined value for a predetermined period of time.
22. 22. A game processing method according to claim 17, wherein the information processing system generates and updates vertices of the collision mesh based on a technique of setting vertices at coordinates based on the positions of multiple surrounding voxels and the densities in an area where a voxel having a density in a first range, which is higher than the values that can be set for the density, is adjacent to a voxel having a density in a second range, which is lower than the values that can be set for the density.
23. 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 display mesh based at least on the density included in the voxel data and determining a material of the display mesh based at least on the material included in the voxel data; 22. A game processing method according to claim 17, further comprising the step of rendering the virtual space including the display mesh based on a texture corresponding to the vertex coordinates of the display mesh and the material of the display mesh.
24. 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; 22. A game processing method according to claim 17, 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.
25. A gaming device including a processor, The processor: 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 collision mesh corresponding to the voxel data, the vertex coordinates of which are determined based at least on the density included in the voxel data, and which is used for collision determination with at least the player character; In the game processing, controlling the player character in the virtual space based on an operation input; When a first event occurs, generating a first voxel update range in the virtual space and increasing or decreasing the density of voxels corresponding to the first voxel update range; determining whether the player character is in a first state indicating that the player character may be inside the collision mesh; When it is determined that the first state exists, a second voxel update range including the position of the player character is generated, and the density of voxels corresponding to the second voxel update range is reduced.
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