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

The game program and system use voxel data to determine cliff-like shapes and control player movement, addressing the lack of cliff detection in existing technologies and improving gameplay realism.

JP7828424B2Active Publication Date: 2026-03-11NINTENDO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-11
Publication Date
2026-03-11

AI Technical Summary

Technical Problem

Existing game devices fail to perform processing based on determining whether a cliff exists in a virtual space using voxel data, leading to inadequate control over player character movement.

Method used

A game program and system that updates voxel data to determine cliff-like shapes using collision meshes, controlling player character movement based on voxel density, material, and mesh normals, preventing falls by imposing movement restrictions and simulating cliff interactions.

Benefits of technology

Enables accurate determination and control of cliff-like shapes in virtual spaces, preventing player character falls and enhancing gameplay realism by simulating cliff interactions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game program, a game system, a game processing method, and a game device capable of executing processing based on determining of presence of a cliff in a virtual space using voxel data.SOLUTION: Movement control is performed based on operation input in a position in which a player character is set on a collision mesh in the first case where the player character steps on at least the collision mesh, a player character is allowed to fall in a second case where the player character does not step on at least a collision mesh, and movement control of a player character is subjected to first restriction when determining a first place that satisfies a first condition in which no collision meshes exist within predetermined distance in a lower direction from predetermined height with the height of the player character as a reference within a predetermined range in a travel direction from the player character.SELECTED DRAWING: Figure 26
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Citation Information

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