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

The game system effectively manages material changes in voxel-based objects by generating display meshes and using flags to maintain and update material information, addressing the challenge of reflecting material changes in game environments.

JP7836862B2Active Publication Date: 2026-03-27NINTENDO CO LTD
View PDF 8 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-07-30
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

Existing game technologies struggle to reflect material changes in objects while maintaining material information using voxel data, leading to difficulties in restoring material information when changes occur.

Method used

A game system and method that generates a display mesh based on voxel data, updates material IDs, and renders the virtual space using texture mapping, incorporating forced change flags and release flags to manage material changes and revert to original states.

Benefits of technology

Enables reflection of material changes in game objects while preserving material information, allowing for dynamic material updates and effects in virtual spaces.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007836862000001
    Figure 0007836862000001
  • Figure 0007836862000002
    Figure 0007836862000002
  • Figure 0007836862000003
    Figure 0007836862000003
Patent Text Reader

Abstract

To provide a game program, a game system, a game device, and a game processing method configured to execute a game in which material change is reflected while holding material information for an object based on voxel data.SOLUTION: The material of a display mesh is determined by setting a plurality of material IDs for each of a plurality of polygons included in the display mesh. The material of a determination mesh is determined by setting one material ID for each of a plurality of polygons included in the determination mesh. Voxel data includes a forced change flag for each voxel. The voxel having the forced change flag which is ON, which is considered to have only the material corresponding to the forced change flag, regardless of the set material ID, determines the material of the display mesh and the material of the determination mesh.SELECTED DRAWING: Figure 29
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

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

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a game, it is desirable to reflect a material in the appearance of an object and the actions that occur in the game. However, when the material is changed, it may be difficult to restore the material information.

[0005] Therefore, an object of the present invention is to provide a game program, a game system, a game device, and a game processing method that can execute a game that reflects a material change while maintaining the material information for an object based on voxel data.

Means for Solving the Problems

[0006] To achieve the above objectives, the present invention may employ configurations such as (1) to (6) below.

[0007] (1) One example of the configuration of the game program of the present invention involves causing the computer of an information processing device to generate a display mesh that corresponds to the voxel data and is drawn based on a virtual camera, based on voxel data defined in a virtual space, where each of a plurality of voxels has at least a density indicating the degree to which the space defined by the voxel is virtually occupied by its contents, and a material ID indicating the type of contents, which can be set up to a first number of material IDs, and the computer generates a display mesh that corresponds to the voxel data and is drawn based on a virtual camera, where the vertex coordinates of the display mesh are determined based on at least the density included in the voxel data, and the material of the display mesh is determined by setting a plurality of material IDs for each of the plurality of polygons included in the display mesh based on at least the plurality of material IDs included in the voxel data, and generates a voxel update range in the virtual space based on game processing, and in response to the generation of the voxel update range, each of the voxels in the voxel data that corresponds to the voxel update range in the virtual space Regarding this, the system updates at least one of the density and material ID, updates the display mesh in accordance with the updated voxel data, and renders the virtual space including the display mesh by causing the display mesh to be rendered based on the material ID set on the polygon in the detection mesh where a collision was detected, and the display mesh is rendered based on the texture mapping by blending one or more textures associated with the respective material ID set on each polygon in the display mesh, in which case the virtual space including the display mesh is rendered. The voxel data further includes a forced change flag for each voxel.For voxels with the forced change flag turned on, regardless of the set material ID, the material of the display mesh and the material of the judgment mesh are determined as having only the material corresponding to that forced change flag.

[0008] According to the configuration described in (1) above, material changes can be reflected in objects based on voxel data while retaining material information.

[0009] (2) In the configuration described in (1) above, the computer may further cause the computer to update the forced change flag to the off position for voxels within a predetermined range that have the forced change flag turned on when a first event occurs in the game based on game processing.

[0010] According to the configuration in (2) above, if the material information is rewritten, the original material information will be lost. However, by turning off the forced change flag, the material change can be reversed, allowing the material to revert to its original state.

[0011] (3) In the configuration of (2) above, the voxel data may further include a release flag for each voxel indicating that the forced change flag has changed from on to off. The computer may further cause the computer to set the release flag to on for voxels whose forced change flag has been changed from on to off in response to the first event, and generate a predetermined effect at the position in the virtual space corresponding to the voxel with the release flag on.

[0012] According to the configuration described in (3) above, by maintaining information using a release flag that indicates that the reflection of material changes has been canceled, a predetermined effect can be generated at the virtual space location corresponding to the voxel that has been canceled.

[0013] (4) In the configuration described in (3) above, the voxel data may initially have the forced change flag and the release flag turned off. If the computer initializes the voxel data based on the data of the state before the first event occurred, the forced change flag may be updated to turn on for voxels within a predetermined range during that initialization.

[0014] According to the configuration described in (4) above, the rendering of the effect can be terminated when the voxel data has been initialized.

[0015] (5) In the configuration described in (3) above, the computer may, after generating a predetermined effect, update the release flag of a voxel whose release flag is on to off.

[0016] According to the configuration described in (5) above, the rendering of the effect can be terminated by turning the release flag back off after the effect has been generated.

[0017] (6) In any one of the above configurations (1) to (5), the computer may, when a second event occurs in the game based on game processing, generate a first voxel update range from among multiple voxel update ranges, and reduce the density of voxels corresponding to the first voxel update range that have a material ID of a type that has been set to be destructible in advance and have the forced change flag turned off.

[0018] According to the configuration described in (6) above, it is possible to provide a game in which voxels can be forcibly set to a state where they cannot be destroyed, and also to release this setting to reduce the density of the voxels.

[0019] Furthermore, the present invention may be implemented in the form of a game system, a game device, and a game processing method. [Effects of the Invention]

[0020] According to the present invention, for an object based on voxel data, it is possible to reflect a material change while retaining material information.

Brief Description of the Drawings

[0021] [Figure 1] A diagram showing an example of a state where a left controller and a right controller are attached to the main body device [Figure 2] A diagram showing an example of a state where the left controller and the right controller are each removed from the main body device [Figure 3] A six-sided view showing an example of the main body device [Figure 4] A six-sided view showing an example of the left controller [Figure 5] A six-sided view showing an example of the right controller [Figure 6] A block diagram showing an example of the internal configuration of the main body device [Figure 7] A block diagram showing an example of the internal configuration of the main body device, the left controller, and the right controller [Figure 8] A diagram showing an example of a terrain object that is a voxel object [Figure 9] A diagram showing an example of the state before and after a part of the terrain object shown in FIG. 8 is deleted [Figure 10] A diagram showing an example of the state before and after a part of the terrain object shown in FIG. 8 is deleted [Figure 11] A diagram showing an example of voxel data [Figure 12] A diagram showing an example of material data [Figure 13] A diagram showing an example of the game space when an update event occurs [Figure 14] A diagram showing an example of an update range [Figure 15] T A diagram showing an example of a vertex setting method [Figure 16] A diagram showing an example of a method for determining the material of a vertex [Figure 17] A diagram showing an example of vertex simplification [Figure 18]A diagram showing an example of material-related conditions. [Figure 19] This diagram shows an example of a mesh generated based on vertices. [Figure 20] This diagram shows an example where the quadrilaterals that make up the mesh are divided into two triangles. [Figure 21] This diagram shows an example of a method for determining the material of the polygons that make up the display mesh. [Figure 22] This diagram shows an example of a material applied to each vertex of two adjacent polygons. [Figure 23] This diagram shows an example of applying a texture to a polygon. [Figure 24] This diagram shows an example of a method for determining the material of the polygons that make up the mesh used for judgment. [Figure 25] This diagram shows an example of a game image illustrating how a special material area is applied to a terrain object. [Figure 26] This diagram illustrates an example of how to determine the material of vertices associated with voxels for which the material replacement flag is set to ON. [Figure 27] This diagram illustrates an example of how to determine the material of polygons that make up the display mesh and judgment mesh associated with voxels for which the material replacement flag is set to ON. [Figure 28] This diagram shows an example of a game image illustrating player character 201 attempting to destroy a portion of area 251 in a terrain object. [Figure 29] This diagram shows an example of a game image illustrating player character 201 attempting to destroy a portion of area 251 in a terrain object. [Figure 30] This image shows an example of a game screenshot illustrating how to remove the area of ​​special material generated on a terrain object. [Figure 31] This diagram illustrates an example of how to determine the material of vertices associated with voxels whose material replacement flag has been changed from on to off. [Figure 32]This image shows an example of a game screenshot illustrating how player character 201 destroys areas of a terrain object where material replacement has been undone. [Figure 33] This diagram shows an example of various types of data used in information processing within a game system. [Figure 34] A flowchart illustrating an example of the game processing flow executed by the game system. [Modes for carrying out the invention]

[0022] [1. Game System Configuration] The following describes a game system according to an example of this embodiment. An example of the game system 1 in this embodiment includes a main unit (information processing device; functioning as the game device main unit in this embodiment) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. Alternatively, the game system 1 can be used with the main unit 2 and the left controller 3 and right controller 4 as separate components (see Figure 2). The hardware configuration of the game system 1 in this embodiment will be described below, followed by a description of the control of the game system 1 in this embodiment.

[0023] Figure 1 shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. As shown in Figure 1, the left controller 3 and right controller 4 are attached to the main unit 2 and integrated together. The main unit 2 is a device that performs various processes (e.g., game processing) in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and right controller 4 are devices equipped with operation parts for user input.

[0024] Figure 2 shows an example of the left controller 3 and right controller 4 being removed from the main unit 2. As shown in Figures 1 and 2, the left controller 3 and right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and right controller 4 will be collectively referred to as "controllers".

[0025] Figure 3 is a six-view drawing showing an example of the main unit 2. As shown in Figure 3, the main unit 2 includes a roughly plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is roughly rectangular in shape.

[0026] The shape and size of the housing 11 are arbitrary. For example, the housing 11 may be portable. The main unit 2 alone, or the integrated unit in which the left controller 3 and right controller 4 are attached to the main unit 2, may be a portable device. The main unit 2 or the integrated unit may be a handheld device. The main unit 2 or the integrated unit may also be a portable device.

[0027] As shown in Figure 3, the main unit 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0028] Furthermore, the main unit 2 is equipped with a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (for example, a capacitive touch panel). However, the touch panel 13 may be of any type, for example, a type that allows single-touch input (for example, a resistive touch panel).

[0029] The main unit 2 is equipped with a speaker (i.e., speaker 88 shown in Figure 6) inside the housing 11. As shown in Figure 3, speaker holes 11a and 11b are formed on the main surface of the housing 11. The sound output from speaker 88 is emitted from these speaker holes 11a and 11b, respectively.

[0030] Furthermore, the main unit 2 is equipped with a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via wired connection, and a right terminal 21, which is for the main unit 2 to communicate with the right controller 4 via wired connection.

[0031] As shown in Figure 3, the main unit 2 is equipped with a slot 23. The slot 23 is located on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be inserted. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) specifically for the game system 1 and similar information processing devices. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 is also equipped with a power button 28.

[0032] The main unit 2 is equipped with a lower terminal 27. The lower terminal 27 is a terminal for the main unit 2 to communicate with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main unit 2 alone is placed on the cradle, the game system 1 can display the images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has the function of charging the integrated device or the main unit 2 alone that is placed on it. The cradle also has the function of a hub device (specifically, a USB hub).

[0033] Figure 4 is a six-view drawing showing an example of the left controller 3. As shown in Figure 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically elongated shape, that is, it is long in the vertical direction (i.e., in the y-axis direction as shown in Figures 1 and 4). The left controller 3 can also be held in a vertically elongated orientation when detached from the main device 2. The housing 31 is shaped and sized to be held with one hand, especially the left hand, when held in a vertically elongated orientation. The left controller 3 can also be held in a horizontally elongated orientation. When the left controller 3 is held in a horizontally elongated orientation, it may be held with both hands.

[0034] The left controller 3 is equipped with an analog stick 32. As shown in Figure 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a directional input unit that can input direction. The user can input direction (and magnitude according to the angle of tilt) by tilting the analog stick 32. In addition, the left controller 3 may be equipped with a directional pad or a slide stick that allows slide input instead of the analog stick as the directional input unit. Furthermore, in this embodiment, input by pressing the analog stick 32 is also possible.

[0035] The left controller 3 is equipped with various operation buttons. The left controller 3 has four operation buttons 33-36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. In addition, the left controller 3 is equipped with a record button 37 and a minus button 47. The left controller 3 has a first L button 38 and a ZL button 39 on the upper left side of the side of the housing 31. Furthermore, the left controller 3 has a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when mounted to the main unit 2. These operation buttons are used to give instructions according to various programs (e.g., OS programs and application programs) executed on the main unit 2.

[0036] Furthermore, the left controller 3 is equipped with a terminal 42 for wired communication between the left controller 3 and the main unit 2.

[0037] Figure 5 is a six-view drawing showing an example of the right controller 4. As shown in Figure 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically elongated shape, that is, a shape that is long in the vertical direction. When the right controller 4 is detached from the main unit 2, it can also be held in a vertically elongated orientation. The housing 51 is shaped and sized to be held with one hand, especially the right hand, when held in a vertically elongated orientation. The right controller 4 can also be held in a horizontally elongated orientation. When the right controller 4 is held in a horizontally elongated orientation, it may be held with both hands.

[0038] The right controller 4, like the left controller 3, is equipped with an analog stick 52 as a directional input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. Alternatively, the right controller 4 may be equipped with a directional pad or a slide stick capable of slide input instead of the analog stick. The right controller 4, like the left controller 3, is equipped with four operation buttons 53-56 (specifically, A button 53, B button 54, X button 55, and Y button 56) on the main surface of the housing 51. Furthermore, the right controller 4 is equipped with a + (plus) button 57 and a home button 58. The right controller 4 is also equipped with a first R button 60 and a ZR button 61 on the upper right side of the housing 51. The right controller 4, like the left controller 3, is also equipped with a second L button 65 and a second R button 66.

[0039] Furthermore, the right controller 4 is equipped with a terminal 64 for wired communication between the right controller 4 and the main unit 2.

[0040] Figure 6 is a block diagram showing an example of the internal configuration of the main unit 2. In addition to the configuration shown in Figure 3, the main unit 2 includes the components 81-91, 97, and 98 shown in Figure 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed within the housing 11.

[0041] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing operations performed in the main unit 2, and may consist of, for example, only a CPU (Central Processing Unit), or it may consist of an SoC (System-on-a-chip) that includes multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 81 performs various information processing operations by executing information processing programs (for example, game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium installed in slot 23).

[0042] The main unit 2 includes, as an example of an internal storage medium built into itself, a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used to store various types of data (which may be programs) stored in the main unit 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.

[0043] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to slot 23 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 23, according to instructions from the processor 81.

[0044] The processor 81 performs the above-mentioned information processing by appropriately reading and writing data to the flash memory 84 and DRAM 85, as well as to each of the above-mentioned storage media.

[0045] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wirelessly). In this embodiment, the network communication unit 82 communicates with external devices by connecting to a wireless LAN using a method compliant with the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main unit 2 of the same type using a predetermined communication method (for example, communication using a proprietary protocol or infrared communication) as a second communication mode. The wireless communication using the second communication mode is possible with other main unit 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is sent and received by communicating directly between multiple main unit 2.

[0046] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 communicates wirelessly with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 83 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.

[0047] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27 described above. When the processor 81 communicates with the left controller 3 via a wired connection, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 communicates with the right controller 4 via a wired connection, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively. Furthermore, when the left controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit, or when the main unit 2 alone is mounted on the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0048] Here, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple left controllers 3. Furthermore, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple right controllers 4. Therefore, multiple users can simultaneously input to the main unit 2 using their respective sets of left controllers 3 and right controllers 4. For example, while the first user inputs to the main unit 2 using the first set of left controllers 3 and right controllers 4, the second user can input to the main unit 2 using the second set of left controllers 3 and right controllers 4.

[0049] The display 12 is also connected to the processor 81. The processor 81 displays images generated (for example, by performing the above information processing) and / or images acquired from an external source on the display 12.

[0050] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminals 25, as well as to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to the speakers 88 and the audio input / output terminals 25.

[0051] The main unit 2 comprises a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown in the figures, the power control unit 97 is also connected to various parts of the main unit 2 (specifically, the parts that receive power from the battery 98, the left terminal 17, and the right terminal 21). Based on commands from the processor 81, the power control unit 97 controls the power supply from the battery 98 to the aforementioned parts.

[0052] The battery 98 is also connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main unit 2 via the lower terminal 27, the supplied power charges the battery 98.

[0053] Figure 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration of the main unit 2 are shown in Figure 6 and are therefore omitted in Figure 7.

[0054] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in Figure 7, the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication that the left controller 3 performs with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth® standard.

[0055] The left controller 3 also includes a memory 102, such as flash memory. The communication control unit 101 is composed of, for example, a microcontroller (also called a microprocessor) and performs various processes by executing firmware stored in the memory 102.

[0056] The left controller 3 is equipped with buttons 103 (specifically, buttons 33-39, 43, 44, and 47). The left controller 3 is also equipped with an analog stick (referred to as "stick" in Figure 7) 32. Each button 103 and the analog stick 32 repeatedly output information about the operations performed on them to the communication control unit 101 at appropriate intervals.

[0057] The communication control unit 101 acquires information about the input (specifically, information about the operation or detection results from the sensor) from each input unit (specifically, each button 103 and the analog stick 32). The communication control unit 101 transmits operation data, including the acquired information (or information that has been processed in a predetermined manner), to the main unit 2. The operation data is transmitted repeatedly at a rate of once at predetermined intervals. The interval at which information about the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0058] When the above operation data is transmitted to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. In other words, the main unit 2 can determine the operation of each button 103 and the analog stick 32 based on the operation data.

[0059] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 108 includes a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0060] As shown in Figure 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both by wired communication via the terminal 64 and by wireless communication without the terminal 64 (specifically, communication according to the Bluetooth® standard), and controls the method of communication that the right controller 4 performs with the main unit 2.

[0061] The right controller 4 is equipped with the same inputs as the left controller 3. Specifically, it is equipped with buttons 113 and an analog stick 52. These inputs have the same functions and operate in the same way as the inputs of the left controller 3.

[0062] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions and operates in the same manner as the power supply unit 108 of the left controller 3.

[0063] [2. Overview of processing in the game system] Next, an overview of the processes performed in the game system 1 will be described with reference to Figures 8 to 24. In this embodiment, the game system 1 generates a game image in which terrain objects and characters (for example, player characters controlled by the player) are placed in a game space, which is a three-dimensional virtual space, and displays it on a display device. In this embodiment, the display device on which the game image is displayed may be the display 12 described above, or it may be a stationary monitor.

[0064] [2-1. Voxel] In this embodiment, the shape of some objects in the game space is defined by voxel data. Here, a voxel is a rectangular (more specifically, cubic) region arranged in a grid in the game space, and voxel data is data that indicates information about each voxel. Hereafter, objects whose shape is defined by voxel data will be called "voxel objects". In this embodiment, the game system 1 stores voxel data for a plurality of voxels set in the game space as data for generating voxel objects in the game space.

[0065] Figure 8 shows an example of a terrain object that is a voxel object. As shown in Figure 8, in this embodiment, terrain objects representing the ground and other terrain are defined by voxel data (i.e., they are voxel objects). Each cube shown in Figure 8 represents a terrain object. Note that in Figure 8, the edges of the terrain objects are shown with thick lines, but these thick lines are added for the purpose of making the drawing easier to read, and in reality, the edges of the terrain objects do not need to be displayed with thick lines.

[0066] The terrain object shown in Figure 8 was generated using a rule such as, "If the parameter included in the voxel data set for a voxel is greater than a predetermined value, a cube is placed at the voxel's position; if it is less than or equal to the predetermined value, nothing is placed at the voxel's position." The terrain object shown in Figure 8 is shown to illustrate the relationship between voxels and voxel objects in an easy-to-understand manner. In this embodiment, voxel objects are actually generated using rules (based on voxel data) that result in complex shapes, such as the terrain object shown in Figure 13, which will be described later. The rules for determining the shape of the voxel object based on the voxel data are arbitrary. In other embodiments, the game system 1 may generate voxel objects as shown in Figure 8 or as shown in Figure 13 based on object data.

[0067] For voxel objects, the shape can be changed by modifying the voxel data of each voxel. Figures 9 and 10 show examples of what the terrain object shown in Figure 8 looks like before and after a portion of it is deleted. That is, when the shaded portion of the terrain object shown in Figure 9 is destroyed, the terrain object changes to the shape shown in Figure 10. At this time, the game system 1 can easily delete the terrain object by rewriting the voxel data of the shaded portion voxel to indicate that the terrain object does not exist. Furthermore, when adding a terrain object, the game system 1 can easily change the shape of the terrain object by modifying the voxel data of each voxel, just as when deleting a terrain object.

[0068] In this way, Game System 1 can freely change the shape of voxel objects by rewriting the voxel data. For example, if a terrain object is destroyed in a game for some reason (for example, when a player character hits the terrain object) and the shape of that terrain object changes as a result, Game System 1 can freely change the shape of the terrain object by changing the voxel data used to generate the terrain object, rather than directly changing the data that represents the external shape of the terrain object (i.e., the mesh described later).

[0069] In this embodiment, voxels are defined throughout the entire game space (i.e., the voxel space in which voxels are defined corresponds to the entire game space). However, the voxel space does not need to be defined throughout the entire game space; it may be defined in a part of the game space. When the voxel space is defined in a part of the game space, the shape of the voxel object is defined by the voxel data relating to the voxels in that voxel space, and the position of the voxel object in the game space is defined by the position of that voxel space in the game space. Furthermore, the game space may have a main voxel space defined throughout the entire game space and a sub-voxel space defined in a part of the game space. In this case, the game system 1 stores voxel data for each voxel space.

[0070] Figure 11 shows an example of voxel data. For each voxel defined in the game space, the voxel data includes density data, a first material ID, a second material ID, material mixing ratio data, state data, material replacement flag data, and deactivation flag data. In this embodiment, this data is set for each individual voxel.

[0071] The density data indicates the density, which is an index used to define the shape of the voxel object based on the voxel in question (specifically, the shape defined by the mesh described later). As will be explained in detail later, the position and shape of the surface of the voxel object (i.e., the mesh described later) are determined based on the density described above.

[0072] In this embodiment, density can take the range of an integer value from a lower limit (e.g., 0) to an upper limit (e.g., 255). In this embodiment, the game system 1 determines the surface shape of a voxel object based on density, such that a higher density value for a voxel tends to result in a larger proportion of the volume occupied by the area within the voxel object within that voxel, and a lower density value tends to result in a smaller proportion. Thus, density is an indicator that affects the proportion of the volume occupied by the area within the voxel object within that voxel. Density can also be said to be an indicator that shows the degree to which the space of the voxel is virtually occupied by its contents (i.e., the virtual contents of the voxel object). For example, if the density is 0, the inside of the voxel is empty; if the density is 255, the entire inside of the voxel is the contents of the voxel object; and if the density is a value between 0 and 255, the contents of the voxel object can occupy the inside of the voxel in proportion to the value. Based on the above density, the shape of the mesh, i.e., the surface shape of the voxel object, can be determined. A mesh can be described as the surface of the portion of a voxel that contains content, or as the boundary between the portion of a voxel that contains content and the portion that does not. Furthermore, the volume occupied by a region within a voxel object generated based on the above density does not need to be exactly equal to the volume indicated by the density. For example, the volume of a voxel object generated using a method like that shown in Figure 8 may differ from that generated using a method like that shown in Figure 13, even if both methods are based on the same density.

[0073] In other embodiments, density may represent either a state where the entire region within the voxel is occupied by the volume of the region within the voxel object, or a state where the region within the voxel does not include the volume occupied by the region within the voxel object. For example, density data may only take the values ​​of 0 or 1.

[0074] The first material ID and the second material ID are information indicating the material (in other words, substance) of the voxel. In this embodiment, a voxel may be assigned a material such as sand, rock, or soil. In the game system 1, multiple types of materials are available that can be assigned to a voxel (see the material data shown in Figure 12). In this embodiment, up to two materials from the multiple types of materials available can be assigned to a single voxel. The first material ID is an ID indicating the first material assigned to the voxel, and the second material ID is an ID indicating the second material assigned to the voxel. As will be described in detail later, the material of a voxel object (i.e., the material assigned to the polygon of a voxel object) is determined based on the material assigned to the voxel.

[0075] As described above, in this embodiment, the voxel data includes an ID indicating the material, but in other embodiments, the voxel data may be a data structure that includes data that directly indicates the content of the material (i.e., information such as the name, properties, and rendering settings, which will be described later).

[0076] The material mixing ratio data is an example of data that shows the ratio of each material in a given voxel. In this embodiment, since up to two material IDs can be set for one voxel, the material mixing ratio data that shows the ratio of one of the materials, the material indicated by the first material ID and the material indicated by the second material ID, can also represent the ratio of the other material. In this embodiment, the material mixing ratio is a value between 0 and 1 that indicates the proportion of the second material to the whole consisting of the first and second materials. For example, if the material mixing ratio set for a voxel is 0.4, it means that in that voxel, the first material and the second material are composed in a ratio of 0.6:0.4. As will be described in detail later, the appearance and properties of a voxel object are determined based on the material. The material mixing ratio is used to determine the appearance and properties of a voxel object. In other embodiments, the material mixing ratio may be a value that indicates the proportion of the first material. Also, the ratio of materials within a voxel may be represented by separate values ​​that indicate the proportion of each material. In particular, in other embodiments where it is possible to set not just two types of materials but three or more, the ratio within the material voxels will be represented as multiple values ​​that indicate the proportion of each material.

[0077] In this embodiment, it is not necessary for a voxel to have two types of materials assigned to it; it may have only one type of material assigned. For example, if a voxel has only one type of material assigned to it, the first material ID will indicate that material, and the material mixing ratio will be set to 0.

[0078] The status data indicates the state set for the voxel. The specific content and number of types of status data are arbitrary. In this embodiment, the status data includes data indicating the amount of damage set for the voxel. In other embodiments, the status data may include, for example, data indicating whether (and to what extent) the voxel is wet.

[0079] The material replacement flag data indicates whether the material replacement flag set for the voxel is set to ON or OFF. The material replacement flag is set to ON when the material in the voxel is to be replaced with the material corresponding to the material replacement flag (for example, a special material described later) while maintaining the material information of the voxel indicated by the material ID. On the other hand, when the material replacement flag is OFF, the material indicated by the material ID set for the voxel is considered to be the material of the voxel. In this embodiment, by turning the material replacement flag ON or OFF, the material of the voxel can be replaced with the material corresponding to the material replacement flag, or the replacement to that material can be canceled. Note that in [2-1. Voxels] to [2-6. Mesh Generation], an example in which the material replacement flag is set to OFF will be used for explanation, and in [2-7. Processing to Replace with a Specific Material] described later, an example in which the material replacement flag is set to ON will be explained. Note that the material replacement flag may also indicate which of several types of special materials to replace it with when it is ON, in addition to ON / OFF, allowing replacement with multiple types of special materials.

[0080] The "Release Flag" data indicates whether the "Release Flag" set for the voxel is set to "On". The "Release Flag" is set to "On" when the material replacement flag for that voxel is reset from "On" to "Off". The "Release Flag", once set to "On", is reset to "Off" when certain conditions are met. When the "Release Flag" is set to "On", a rendering process is performed that displays a special representation corresponding to the "Release Flag" at the position in the game space based on that voxel (for example, a rendering process that displays the "Release Effect" at the surface position of the display mesh associated with that voxel (see [2-6. Mesh Generation] below)). Note that in [2-1. Voxels] to [2-6. Mesh Generation], an example where the "Release Flag" is set to "Off" is used for explanation, and in [2-7. Processing to Replace with a Specific Material] below, an example where the "Release Flag" is set from "Off" to "On" is explained.

[0081] As described above, in this embodiment, the voxel data includes a material ID, so the game system 1 stores material data that defines the content of the material indicated by the material ID. Figure 12 is a diagram showing an example of material data. As shown in Figure 12, in the material data of this embodiment, each material is associated with a material ID and information on the name, properties, and rendering settings set for that material.

[0082] The names included in the material data are the names assigned to the material in question (e.g., soil, sand, grass, etc.). Note that the material names of voxel objects may be displayed during gameplay. To enable such display, the material data includes information about the material's name.

[0083] The properties included in material data are the properties set for that material. Material properties are the properties that the voxel object to which the material is applied possesses in the game. The specific content and number of types of material properties are arbitrary. For example, at least one of the following pieces of information may be set as material properties. Hardness • weight • Slippery • Damage settings when the player character makes contact ·temperature • Can other objects be attached to a voxel object? • The amount of health restored to the player character when the player character destroys or acquires a voxel object. • The amount of in-game currency a player character acquires when they destroy or acquire a voxel object. In other embodiments, information different from that described above may be set as information indicating the properties of the material.

[0084] In this embodiment, the material data includes an ID indicating the properties of the material as information that identifies those properties (see Figure 12). Although not shown, the game system 1 stores property information for each available property, where the content of that property (for example, the weight and slipperiness values ​​mentioned above) is associated with the property ID. By referring to the above property information, the game system 1 can identify the specific content of the properties set for the material.

[0085] The rendering settings included in the material data are information indicating rendering-related settings, such as the texture used to render the voxel object to which the material is set. In this embodiment, the material data includes the ID of the texture used to render the voxel object to which the material is set as rendering setting information (see Figure 12). Although not shown, the game system 1 stores texture information for each prepared texture, associating the texture ID with the texture indicated by that texture ID. By referring to the above texture information, the game system 1 can identify the specific content of the texture set for the material. In other embodiments, in addition to texture information, arbitrary information related to shading settings may be set as rendering setting information. For example, reflectivity and information related to normals may be set.

[0086] Furthermore, the material data may include other data besides the data shown in Figure 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 the footsteps that are output when the player character walks on the voxel object based on the voxel.

[0087] The material data may be in any format that can identify the properties and / or rendering settings of the material. For example, in other embodiments, the material data may have a data structure that directly indicates the properties and / or rendering settings of the material, instead of a data structure that includes a material ID and a texture ID.

[0088] [2-2. Updating Voxel Data] During gameplay, voxel objects are deformed when the aforementioned voxel data is updated. In this embodiment, when a game event that updates a voxel object (hereinafter referred to as an "update event") occurs, the game system 1 updates the voxel data. The specific content of the update event is arbitrary. An update event may be, for example, a character appearing in the game performing an action that deforms a voxel object (for example, a player character punching a voxel object), or an event that deforms a voxel object may occur (for example, an object thrown by a character making contact with a voxel object, or a bomb exploding).

[0089] Figure 13 shows an example of the game space when an update event occurs. The situation shown in Figure 13 is when a player character 201 performs a punch action on a terrain object 202, which is a voxel object. As will be explained in detail later, in the example shown in Figure 13, the voxel data is updated so that the terrain object 202 around the location where the player character 201's punch action hits is erased. This represents the destruction of the terrain object 202 by the player character 201's punch action.

[0090] In this embodiment, when an update event occurs, the game system 1 sets an update range (update range 203 in the example shown in Figure 13) in the game space for updating the voxel object. The position, shape, and size of the update range are arbitrary. The position of the update range may be determined, for example, based on the position where the object related to the update event that occurred (e.g., the player character that made the punch) and the voxel object came into contact. In the example shown in Figure 13, the position of the update range 203 may be determined based on the position where the punch by the player character 201 hit. For example, the center position of the update range 203 may be the position where it hit, or a predetermined distance forward from the position where it hit. The shape and size of the update range may be predetermined to be a shape corresponding to the type of update event. For example, when an update event occurs due to a punch by the player character 201, the shape and size of the update range may be determined as a sphere of a predetermined size, as shown in Figure 13. The size of the update range may also be determined according to a value indicating the degree of influence of the update event that occurred (e.g., the strength of the punch or the size of the explosion).

[0091] Game system 1 changes the density of voxels corresponding to the set update range. Voxels corresponding to the update range are, for example, voxels within the update range or voxels that overlap with the update range. As a result of the density change, the mesh of the voxel object is changed by the process described later, thereby changing the shape of the voxel object (visual shape and shape used for contact detection). In other embodiments, in addition to changing the density of voxels included in the update range, game system 1 may also change the material of the voxel (i.e., the first material, the second material, and the material mixing ratio) or change the state of the voxel.

[0092] In this embodiment, the game system 1 determines whether a voxel is included in the update range using an SDF (Signed Distance Field). The game system 1 sets an SDF that indicates the update range set in the game space and makes the above determination based on the value of the SDF. The SDF represents the distance from a defined shape to any given position with a sign. Figure 14 shows an example of an update range. In the example shown in Figure 14, a spherical update range is set in the game space. For example, in the example shown in Figure 14, the SDF is set such that for positions inside the shape represented by the SDF in the game space, the SDF value is negative, and for positions outside the shape represented by the SDF, the SDF value is positive. In this example, it is possible to determine whether or not a voxel is included in the update range based on whether the SDF value is positive or negative. Furthermore, by using the signed distance value, it is possible to perform not only simple inside / outside determination but also processing such as correction and interpolation.

[0093] The above example describes a change applied to a voxel object where the voxel object within the update range is deformed to appear as if it were deleted. However, the changes that can be applied to a voxel object using the update range are not limited to this. For example, a change may be applied to a voxel object where a new voxel object is added within the update range (i.e., the volume occupied by the area within the voxel object increases by the amount of the update range). Alternatively, a change may be applied to a voxel object where only the material of the voxels within the update range changes, without changing the voxel density. Furthermore, a combination of changes to voxel density and material may be applied.

[0094] [2-3. Calculation of Vertices] When the voxel density is updated as described above, the game system 1 sets vertices based on the updated voxel data. These vertices are those that can become the vertices of the mesh of the voxel object. As will be described in detail later, in this embodiment, the above vertices are simplified, and the simplified vertices become the vertices of the mesh of the voxel object.

[0095] Figure 15 shows an example of how vertices are set. In Figures 15 to 24 described below, voxels, vertices, meshes, etc. are represented in 2D for the purpose of making the diagrams easier to see and the explanations easier to understand. However, in reality, vertices and meshes are set in 3D space based on voxels in 3D space. In this embodiment, the game system 1 uses a method to set vertices at coordinates based on the positions and densities of multiple surrounding voxels in areas where voxels with a set density indicating existence (i.e., a density greater than or equal to the reference value described later) and voxels with a set density indicating non-existence (i.e., a density less than the reference value described later) are adjacent. The details of this method will be described below.

[0096] As described above, in this embodiment, the density set for a voxel is set in the range of 0 to 255. A voxel with a density of 0 represents being completely in the air, and a voxel with a density of 255 represents being completely filled. Densities between 0 and 255 are treated interpolatively and used to determine vertices. In this embodiment, voxels with a density greater than or equal to a reference value are virtually treated as being inside the object, and voxels with a density less than the reference value are virtually treated as being outside the object. Alternatively, voxels with a density greater than or equal to a reference value are virtually treated as existing voxels, and voxels with a density less than the reference value are virtually treated as non-existent voxels. It is not necessary to define only voxels with a density of 0 as being outside the object (i.e., the reference value = 1); the reference value can be, for example, 128. In the example shown in Figure 15, the density of voxel 211 and the other outer voxels is set to 0, the density of voxel 212 is set to 100 (below the reference value), and the densities of voxels 213 and 214 are set to 150 and 210 (above the reference value). In this embodiment, the game system 1 generates vertices between voxels with a density above the reference value and voxels with a density below the reference value. Specifically, for each region spanning eight adjacent voxels (four in the diagram) (the region enclosed by dotted lines in the diagram), a decision is made as to whether or not to generate a vertex. In other words, vertices are generated in regions that span both voxels with a density above the reference value and voxels with a density below the reference value. The coordinates of the vertices are determined by comparing the densities of adjacent voxels along the XYZ axes and interpolating based on the density difference. Furthermore, by setting normal information that defines the position and orientation of the straight line connecting the vertices, the coordinates of the vertices can be calculated based on the normal information. Furthermore, normal information may be stored in advance for at least some of the voxels, or if it is not stored, the normal information may be calculated based on the density of adjacent voxels. In Figure 15, since the density of voxel 212 is below the standard value, voxel 212 is treated as outside the object when determining the presence or absence of a vertex, but the density value of voxel 212 itself is used in calculating the coordinates of the generated vertices.If the baseline value is set lower than the density of voxel 212, the result will be an increase in the number of vertices on the upper right and upper left sides of voxel 212 in Figure 15.

[0097] By setting vertices as described above, when generating a mesh connecting each set vertex (or each vertex after the simplification process described later has been applied to each set vertex), it is possible to generate a shape with a volume that reflects the density of each voxel to some extent. However, depending on the relationship with adjacent voxels, it is possible that voxels with a density of 0 may include some areas within the object, or voxels with a density of 255 may include some areas outside the object. Also, in this embodiment, voxels below a certain threshold are treated as being outside the object, so the volume is smaller because there are fewer vertices compared to when they are treated as being inside the object. Thus, it is not necessary to calculate the polygon mesh so that the volume strictly corresponds to the density value.

[0098] [2-4. Determining the material of the vertices] Game system 1 determines the material for each vertex set as described above. The material of a vertex is determined based on the material of the voxels surrounding that vertex. The voxels surrounding a vertex are, for example, the voxels used to determine whether or not to generate that vertex (i.e., voxels that overlap with the "region spanning voxels" described above). In other embodiments, the voxels used to determine the material of a vertex and the voxels used to determine whether or not to generate a vertex do not need to be the same and may be different.

[0099] Figure 16 shows an example of a method for determining the material of a vertex. In the example shown in Figure 16, vertex 219 is set with respect to four voxels 215-218, and these four voxels 215-218 are the "voxels surrounding the vertex" mentioned above. In actual 3D space, the number of voxels surrounding a vertex is eight. Also, in the example shown in Figure 16, voxel 215 is set to have a density of 255, a first material of "sand", and a material mixing ratio of 0 (i.e., first material:second material = 1:0, or the second material does not need to be set). Voxel 216 is set to have a density of 0 (the first and second materials do not need to be set). For voxel 217, the density is set to 204, the first material is "sand", the second material is "grass", and the material mixing ratio is 0.3 (i.e., first material:second material = 0.7:0.3). For voxel 218, the density is set to 153, the first material is "soil", the second material is "grass", and the material mixing ratio is 0.4 (i.e., first material:second material = 0.6:0.4). The coordinates indicating the position of vertex 219 are set to (X,Y)=(0.8,0.6). The coordinate system for these coordinates is one in which the left-right direction in Figure 16 is the X-coordinate and the up-down direction is the Y-coordinate, with the center position of voxel 217, the bottom left of the center positions of voxels 215-218 (positions of the white circles shown in Figure 13), being (0,0).

[0100] When determining the material of a vertex, the game system 1 calculates an evaluation value for each material in the surrounding voxels based on the density of that material and a weight value based on the distance from the voxel to the vertex. First, the weight value is calculated for each voxel, and is calculated so that it becomes larger the closer the distance from the center position of the voxel to the vertex. In this embodiment, when the center position of the voxel is (x1, y1) and the coordinates of the vertex are (x2, y2), the weight value for a given voxel is calculated according to the following equation (1). (Weight value) = |(1-x1)-x2|·|(1-y1)-y2|…(1) In the example shown in Figure 16, the weight values ​​for each voxel 215 to 218 calculated according to equation (1) above are as follows: (Weight value of voxel 215) = |(1-0)-0.8|·|(1-1)-0.6| = 0.12 (Weight value of voxel 216) = |(1-1)-0.8|·|(1-1)-0.6| = 0.48 (Weight value of voxel 217) = |(1-0)-0.8|·|(1-0)-0.6| = 0.08 (Weight value of voxel 218) = |(1-1)-0.8|·|(1-0)-0.6| = 0.32

[0101] Furthermore, game system 1 calculates the material density for each voxel. Here, material density is the value obtained by multiplying the density of the voxel by the proportion of the material set for that voxel that is occupied by that material. In this embodiment, the voxel density is the value normalized from the above values ​​of 0 to 255 to a value of 0 to 1. In the example shown in Figure 16, for voxel 215, the only material set is sand, so the proportion of sand material is 1, and the density of that voxel is 1, so the density of sand material is 1. For voxel 216, the density is 0 and no material is set, so the material density is not calculated. Alternatively, if any material is set, the density of that material is 0. For voxel 217, the set ratios of sand material and grass material are 0.7 and 0.3, respectively, and the density of the voxel is 204 / 255=0.8. Therefore, the density of the sand material is 0.7·0.8=0.56, and the density of the grass material is 0.3·0.8=0.24. For voxel 218, the set ratios of soil material and grass material are 0.6 and 0.4, respectively, and the density of the voxel is 153 / 255=0.6. Therefore, the density of the soil material is 0.6·0.6=0.36, and the density of the soil material is 0.4·0.6=0.24.

[0102] The game system 1 then calculates the above evaluation value for each material based on the weight value and the density of the material. In this embodiment, the evaluation value of a material is the sum of the density of the material calculated for each voxel, weighted according to the weight value for each voxel, for all surrounding voxels. In the example shown in Figure 16, the evaluation value of the sand material is 1·0.12+0.56·0.08=0.1648, since the material density for voxel 215 is 1 and the weight value is 0.12, and the material density for voxel 217 is 0.56 and the weight value is 0.08. Similarly, the evaluation value of the grass material is 0.24·0.08+0.24·0.32=0.096, since the material density for voxel 217 is 0.24 and the weight value is 0.08, and the material density for voxel 218 is 0.24 and the weight value is 0.32. Furthermore, the evaluation value of the soil material is calculated as follows: for 218 voxels, the material density is 0.36 and the weight value is 0.32, so 0.36 * 0.32 = 0.1152.

[0103] Game System 1 determines the vertex material based on the evaluation value of each material. Specifically, a predetermined number of materials are selected as vertex materials in order from those with the highest evaluation values. In this embodiment, the two materials with the highest evaluation values ​​are selected as vertex materials. In the example shown in Figure 16, the evaluation values ​​of the sand, grass, and soil materials are 0.1648, 0.096, and 0.1152, respectively, so the vertex materials are determined to be the sand material and the soil material. Game System 1 also calculates the ratio of the two selected materials based on the evaluation values. In this embodiment, the ratio of the two materials may be expressed as a second material ratio, which is the proportion of the second material to the whole, similar to the material mixing ratio described above. In the example shown in Figure 16, for example, if the first material is soil and the second material is sand, the second material ratio is shown as 0.1648 / (0.1648+0.1152)≈0.59. In other embodiments, the value representing the ratio of the two materials may be a value indicating the proportion of the first material. Alternatively, separate values ​​representing the proportion of each material may be used.

[0104] In this embodiment, the game system 1 generates and stores vertex data indicating the position of a vertex, the material IDs of the first and second materials set on the vertex, and the ratio of the materials. However, the method for managing the materials set on the vertices is arbitrary. In other embodiments, the vertex data may be a data structure that includes data that directly indicates the contents of the first and second materials.

[0105] As described above, in this embodiment, for each vertex, the game system 1 calculates a priority parameter (e.g., an evaluation value) for each material ID contained in the voxel data of the surrounding voxels, based on the voxel data. Then, based on the priority parameter, it selects up to a predetermined number (in this case, 2) of the highest priority material IDs and determines them as the material IDs for the vertex. Note that the specific parameters used as priority parameters are not limited to the evaluation value described above. For example, in other embodiments, an evaluation value calculated using the density of the material may be used as the priority parameter instead of using the weight value described above.

[0106] In this embodiment, the evaluation value, which is an example of a priority parameter, is calculated based on the density of multiple voxels surrounding the vertex, so that the priority of the material set on the denser voxels is increased (i.e., the evaluation value of the material increases, making it more likely to be selected). This allows the material of a vertex to be determined in accordance with the density set on the voxels.

[0107] Furthermore, in this embodiment, the evaluation value, which is an example of a priority parameter, is calculated based on the distance from the reference position (specifically, the center position) of multiple voxels surrounding the vertex to the vertex in question, so that the priority of the material set on the voxel closest to the vertex is increased. This makes it possible to determine the material of a vertex by reflecting the distance between the voxel and the vertex.

[0108] Furthermore, in this embodiment, the evaluation value, which is an example of a priority parameter, can be said to be calculated based on the material mixing ratio of multiple voxels surrounding the vertex, so that materials with a higher material mixing ratio have a higher priority. According to this, when multiple materials are set for a single voxel, the material of the vertex can be determined by reflecting the ratio of each material.

[0109] [2-5. Simplification of Vertices] In this embodiment, the game system 1 simplifies each vertex calculated as described above. Specifically, the game system 1 reduces the number of vertices by replacing some of the vertices calculated as described above with a single vertex. As will be described in detail later, the coordinates (i.e., position) and material of the replaced vertices are set based on the multiple vertices before replacement. This simplification reduces the number of vertices and polygons that make up the mesh of the voxel object, thereby reducing the amount of memory used for processing and reducing the processing load.

[0110] In this embodiment, the game system 1 simplifies by representing each vertex using SVO (Sparse Voxel Octree). Figure 17 shows an example of vertex simplification. In Figure 17, one square shown by the solid line in Figure 17(a) represents one vertex partition region. Here, a vertex partition region is a square region with the center position of the voxel as its vertex (in actual 3D space, a vertex partition region is a cube or a cuboid), and is the region with the dotted lines as its edges in Figures 15 and 16 described above. Also, in Figure 17, a vertex partition region with the letter "v" inside indicates a vertex partition region where a vertex is set.

[0111] In this embodiment, the game system 1 determines whether simplification is possible for vertices within a predetermined number of adjacent vertex division regions (four in Figure 17, eight in actual 3D space). If it is determined that simplification is possible, simplification is performed for the vertices within that predetermined number of vertex division regions.

[0112] Figure 17(a) shows the state before simplification. In the example shown in Figure 17, it is assumed that the vertex division regions within the area enclosed by the dotted line are determined to be simplifiable. At this time, the game system 1 performs simplification so that the vertices in each of the predetermined number of vertex division regions determined to be simplifiable are replaced with a single vertex (see Figure 17(b)). As a result, the vertices in the predetermined number of vertex division regions are simplified to a single vertex.

[0113] In this embodiment, the game system 1 performs simplification in multiple stages. The number of stages is arbitrary, but Figure 17 illustrates and explains up to the second stage. Figure 17(b) shows the state after the first stage of simplification, and Figure 17(c) shows the state after the second stage of simplification. In the second stage of simplification, it is determined whether or not simplification is possible for the vertices that were created by the first stage of simplification. In the example shown in Figure 17, it is determined that simplification is possible for the vertex division region enclosed by the dotted line in Figure 17(b), and as a result, the vertices in that vertex division region are simplified, resulting in the state shown in Figure 17(c). Note that the criteria for determining whether or not simplification is possible in the first stage and the criteria for determining whether or not simplification is possible in the second stage may be the same or different.

[0114] The specific method for determining whether simplification is possible is arbitrary. In this embodiment, the conditions used for the above determination are a condition relating to the shape of the voxel object and a condition relating to the material. In this embodiment, if both the condition relating to the shape of the voxel object and the condition relating to the material are satisfied, it is determined that simplification is possible, and if at least one of the conditions relating to the shape of the voxel object and the condition relating to the material is not satisfied, it is determined that simplification is not possible.

[0115] The shape-related condition is, for example, that the shape of each vertex before simplification does not change significantly from the shape of each vertex after simplification. For example, whether or not the shape of each vertex changes significantly before and after simplification can be determined by calculating an index that shows the error between the mesh before simplification and the mesh after simplification, and determining whether or not this index is below a predetermined tolerance value. Also, for example, if the shape of each vertex before simplification is hollow, but the shape of each vertex after simplification is not hollow (i.e., the information that it is hollow is lost due to simplification), the shape-related condition is determined not to be met. Whether or not the above case occurs can be determined, for example, based on the density of each voxel corresponding to the vertex division region to be judged. Also, for example, if the shape of each vertex before simplification is a shape that can only be represented by two or more vertices and cannot be represented by one vertex, the shape-related condition is determined not to be met. The same conditions as in conventional methods using SVO may be used for the shape-related conditions of the voxel object.

[0116] Furthermore, as a condition regarding materials, in this embodiment, a condition is used regarding the number of material types set for each vertex within the predetermined number of vertex division areas that are subject to simplification. Figure 18 is a diagram showing an example of a material condition. Figure 18(a) shows the case where the materials of vertices 221 to 224 are (grass), (grass), (grass and soil), and (grass and soil), respectively, and Figure 18(b) shows the case where the materials of vertices 221 to 224 are (grass and sand), (grass), (grass and soil), and (grass and soil), respectively. In this embodiment, the material condition is that the total number of material types set for each of the above vertices subject to simplification is less than or equal to a predetermined number. For example, the material condition is that it is less than or equal to the number of materials that can be set for one vertex. In this embodiment, the predetermined number is 2. For example, in the case of Figure 18(a), the total number of material types set for each of the vertices 221 to 224 subject to simplification is 2 types, grass and soil, so the material condition is satisfied. In this case, provided that the above-mentioned conditions regarding the shape of the object are met, each vertex 221-224 is determined to be simplifiable. On the other hand, in the case shown in Figure 18 (b), the total number of material types that can be set for each vertex 221-224 that is subject to simplification is three types: grass, soil, and sand, so the material conditions are not met. In this case, regardless of whether the above-mentioned conditions regarding the shape of the object are met or not, each vertex 221-224 is determined to be unsimplifiable.

[0117] In addition, in Game System 1, even if materials are strictly classified as different types, multiple types of materials may be provided that have the same set properties but different appearances. Some of these multiple types of materials may be treated as the same type when determining the conditions related to materials. For example, regarding soil materials, there may be multiple types of soil materials that have the same properties but similar appearances (e.g., texture color and pattern). In such cases, Game System 1 may treat these multiple types of soil materials as the same type when determining the conditions related to materials.

[0118] In this embodiment, similar to voxels, up to two types of materials can be set for vertices. However, in this embodiment, if the total number of material types set for each vertex subject to simplification is three or more, simplification will not be performed. That is, if the total number of material types exceeds the number of materials that can be set for a single vertex, simplification will not be performed. Therefore, even if the number of vertices is reduced through simplification, the material information set for the vertices will not be lost due to the simplification, and the material information can be maintained.

[0119] In this embodiment, the material of the simplified vertex is determined based on the material of each vertex before simplification. Specifically, the game system 1 sets one or two types of materials set for the vertex before simplification as the first material and second material of the simplified vertex. This allows the material information to be maintained. The ratio of the simplified materials is determined based on the ratio of the materials of each vertex before simplification. In this embodiment, the ratio of the simplified materials is calculated in the same way as the method for calculating the ratio of each vertex's material using the evaluation value described above. That is, the game system 1 calculates a weight value based on the distance between the simplified vertex and the vertex before simplification, and calculates an evaluation value for each material based on this weight value and the density of the material at the vertex before simplification (the evaluation value of the material described in [2-4. Determination of Vertex Materials] above can be used as the density of the material here). Then, the ratio of the materials is calculated based on the calculated evaluation value of each material.

[0120] [2-6. Mesh Generation] In this embodiment, a mesh of a voxel object is generated based on each vertex that has been simplified as described above. Figure 19 shows an example of a mesh generated based on each vertex. The squares shown in Figure 19 represent the vertex division regions described above, or vertex division regions that have been combined into one through simplification. As shown in Figure 19, the game system 1 generates a mesh in which the vertex division regions are polygons whose sides are straight lines connecting adjacent vertices. Each polygon that makes up the mesh is either a triangle or a quadrilateral.

[0121] In this embodiment, the game system 1 generates two types of meshes: a display mesh and a collision detection mesh. The display mesh is used for displaying voxel objects. The collision detection mesh is used for collision detection of voxel objects. As will be described in detail later, by using the above two types of meshes, the game system 1 can process using meshes suitable for displaying voxel objects and collision detection, respectively.

[0122] In this embodiment, the game system 1 generates the display mesh and the judgment mesh based on the SVO data described above (i.e., based on each simplified vertex). This allows for improved processing efficiency by sharing the vertex data used to generate the two types of meshes. In other embodiments, the game system 1 may not need to simplify the vertices and may generate the display mesh and / or judgment mesh based on the unsimplified vertices.

[0123] In this embodiment, the game system 1 generates a judgment mesh with a simpler shape than the display mesh. Specifically, the game system 1 ensures that the number of vertices in the judgment mesh is less than the number of vertices in the display mesh. In this embodiment, the SVO data is data that holds the data of the vertices before simplification and the data of the simplified vertices in an octree structure, but also includes data used to determine whether simplification is possible or not. This data includes, for example, data of vertices calculated as candidates for the simplified vertices (referred to as provisional vertices), and the above-mentioned index data that indicates the error between the vertices before simplification and the provisional vertices. For example, the game system 1 may use vertices from the provisional vertices whose index is less than or equal to a predetermined threshold (this threshold shall be greater than the above-mentioned tolerance value) for generating the judgment mesh. This makes it possible to reduce the number of vertices in the judgment mesh to less than the number of vertices in the display mesh. By reducing the number of vertices in the judgment mesh to less than the number of vertices in the display mesh, the processing load due to collision detection can be reduced. Furthermore, since the number of vertices in the display mesh is not excessively reduced, the appearance of voxel objects can be represented in detail.

[0124] In other embodiments, the display mesh and the judgment mesh may be generated based on the same data or on different data. Furthermore, the display mesh and the judgment mesh may have the same shape (however, even in this case, the materials set for them may be different). Also, the number of vertices in the judgment mesh may be the same as the number of vertices in the display mesh, or it may be greater than the number of vertices in the display mesh.

[0125] [2-6-1. Determining the material for the display mesh] Next, an example of a method for determining the material and appearance of the display mesh will be described. In this embodiment, the game system 1 determines a material for each polygon that makes up the display mesh. As will be described in detail later, in this embodiment, the polygons corresponding to the above polygons are drawn using up to two types of textures corresponding to up to two types of materials. Therefore, the game system 1 ensures that, for each polygon that makes up the mesh, the number of materials set for one polygon is ultimately two or less. In other embodiments, three or more types of materials may be set. For example, in embodiments where there are three or more types of materials for voxels and three or more types of materials for vertices, the same number of materials may be set for each polygon.

[0126] In this embodiment, quadrilaterals may be formed as polygons constituting the display mesh (see Figure 19). When determining the material of the display mesh, the game system 1 first divides the quadrilateral constituting the display mesh into two triangles under certain conditions. The process of dividing a quadrilateral into two triangles will be described below with reference to Figure 20.

[0127] Figure 20 shows an example of a quadrilateral that makes up a mesh being divided into two triangles. Figure 20(a) shows the quadrilateral before division, which is formed by vertices 231-234, which are part of the mesh vertices, and Figure 20(b) shows the two triangles obtained by dividing the quadrilateral. In the example shown in Figure 20, the materials set for vertices 231-234 are grass, soil, sand and grass, and grass, respectively.

[0128] In this embodiment, the game system 1 determines whether the division condition is met if the total number of material types set at each vertex of the quadrilateral is three or more. In this embodiment, the division condition is that by dividing the quadrilateral into two triangles, the total number of material types set at each vertex of the triangles can be reduced to two or less. If the division condition is met, the game system 1 divides the quadrilateral into two triangles, where the total number of material types set at each vertex is two or less. In the example shown in Figure 20, the materials set at each vertex 231-234 forming the quadrilateral are three types: grass, soil, and sand. Furthermore, if the quadrilateral is divided into a triangle formed by vertices 231, 232, and 234, and a triangle formed by vertices 231, 233, and 234, the materials set at each vertex of the former triangle will be two types: sand and grass, and the materials set at each vertex of the latter triangle will be two types: grass and soil (see Figure 20(b)). Therefore, since the division condition is met for the above quadrilateral, game system 1 divides the quadrilateral into two triangles.

[0129] Since there are two ways to divide a quadrilateral into two triangles, Game System 1 performs the above division using the method that satisfies the division condition if the division condition is satisfied for any triangle divided using at least one of the two methods. On the other hand, if the division condition is not satisfied for any triangle divided using either of the two methods, the division is performed using either method.

[0130] By performing the division as described above, game system 1 can generate two triangles, each with two or fewer materials assigned to each vertex, while minimizing the loss of information from the three or more materials assigned to each vertex of the quadrilateral. Here, as described above, each polygon constituting the mesh is rendered using up to two textures. Therefore, by performing the division described above, game system 1 can render polygons using two textures while minimizing the loss of information from the materials assigned to each vertex.

[0131] In this embodiment, the game system 1 sets polygons corresponding to the polygons after the above division has been performed. That is, the vertices of the polygons after the above division have been performed become the vertices of the polygons of the display mesh.

[0132] In this embodiment, the game system 1 determines the material of each polygon constituting the display mesh by selecting two materials if there are a total of three or more materials that can be set for each vertex of a single polygon. Figure 21 is a diagram showing an example of a method for determining the material of polygons constituting the display mesh. In the example shown in Figure 21, for vertex 241 of the triangular polygon constituting the display mesh, the first material is set to "grass", the second material to "soil", and the material ratio of the first material to the second material is set to 0.8:0.2. For vertex 242 of the same polygon, the first material is set to "grass", the second material to "sand", and the material ratio of the first material to the second material is set to 0.5:0.5. For vertex 243 of the same polygon, the first material is set to "sand", the second material to "soil", and the material ratio of the first material to the second material is set to 0.7:0.3.

[0133] If there are three or more different materials assigned to each vertex of a polygon, Game System 1 calculates a judgment value for each material. The judgment value is calculated as the sum of the ratios of each vertex to which that material is assigned. Then, Game System 1 selects the two materials with the largest judgment values ​​as the materials for that polygon. In the example shown in Figure 21, the judgment value for the grass material is 0.8 + 0.5 = 1.3, the judgment value for the sand material is 0.5 + 0.7 = 1.2, and the judgment value for the soil material is 0.2 + 0.3 = 0.5. Therefore, the materials selected for the polygon shown in Figure 21 are the grass and sand materials (see (a) in Figure 21).

[0134] The specific method for selecting the material of the polygons in the display mesh is arbitrary. In other embodiments, the material of the polygons in the display mesh may be selected by any method based on the information set at the vertices of the polygons. For example, the material of a polygon in the display mesh may be selected by identifying the material with the largest ratio at each vertex, and then selecting the material with the largest number of identified materials for each vertex as the material of that polygon.

[0135] In this embodiment, the material of the selected polygon is indicated by the material set on each vertex of the polygon. That is, when a polygon material is selected, the game system 1 changes the material set on each vertex of the polygon (i.e., the material ID included in the vertex data) to the selected material. In the example shown in Figure 21, vertices 241 and 243 are set to grass and soil and sand and soil materials, respectively, before the polygon material is selected (see Figure 21(a)). When the grass and sand material is selected as the polygon material as described above, the materials set on each vertex 241 and 243 are changed to grass and sand (see Figure 21(b)). Note that for vertex 242, the material set before selection is the same as the material of the selected polygon, so the material is not changed. As described above, when two types of materials are selected as the polygon material, the information of the third and subsequent types of materials set on each vertex of the polygon is deleted.

[0136] Furthermore, Game System 1 changes the ratio of materials set on a vertex in response to changes in the materials set on that vertex. For example, for vertex 241, the content changes from having a first material of grass and a second material of soil to having a first material of grass and a second material of sand. Here, since the proportion of sand material is 0, the material ratio of first material:second material = 1:0. In this way, the above changes formally modify the material of each vertex in order to represent the material of the polygon by the material of each vertex of that polygon.

[0137] As described above, the only material assigned to each vertex of a single polygon will be the material corresponding to the texture used for rendering, as described later. This makes it easier to perform rendering processes using textures.

[0138] It should be noted that the above changes may result in all materials being changed for a given vertex (i.e., no materials before and after the change match). For example, this might occur if the material set for a vertex before the change was soil, and the materials selected for the polygon are grass and sand. In such cases, the material ratio for that vertex may be set based on the material ratios for the other vertices of the polygon. For example, in the above example, if the first material set for one of the other vertices of the triangle polygon is grass with a material ratio of grass:sand = 1:0, and the material set for the other vertex is sand with a material ratio of sand:grass = 1:0, then the material ratio for that vertex may be set to grass:sand = 0.5:0.5. Game system 1 may also determine the material ratio for that vertex by considering the distance between that vertex and the other vertices (for example, based on a weight value that increases as the distance decreases).

[0139] As described above, in this embodiment, the game system 1 selects up to a predetermined number (in this case, 2) of material IDs set on the vertices included in each polygon (i.e., material IDs set on the vertices of the polygon corresponding to the polygon) and determines them as the material IDs for that polygon. This allows the game system 1 to reflect the materials set on the vertices in the appearance of the polygon while reducing the number of textures used during rendering.

[0140] In this embodiment, the game system 1 determines the polygon's material if the number of materials for all vertices constituting the polygon is less than or equal to the predetermined number, and if the number of materials exceeds the predetermined number, it selects a predetermined number of materials with high priority based on the priority parameter of each vertex (specifically, based on the determination value calculated based on the evaluation value described above) and determines them to be the polygon's material. This ensures that even if the total number of materials set for each vertex exceeds the predetermined number, the polygon's material can be set to a predetermined number or less, taking priority into consideration.

[0141] As described above, in this embodiment, the first and second materials set for each vertex of a polygon are changed so that there are two types of materials set for that polygon. However, when such a change is made, there is a possibility that inconsistencies may occur in the first and second materials set for vertices shared by two adjacent polygons.

[0142] Figure 22 shows an example of the materials that can be set for each vertex of two adjacent polygons. Figure 22 shows the state in which two polygons are formed by the vertices 231-234 shown in Figure 20 (Figure 20(b)). In the example shown in Figure 22, the material of the first polygon formed by vertices 231, 233, and 234 is determined to be grass and sand, so the first and second materials of these vertices should be set to grass and sand, respectively. On the other hand, the material of the second polygon formed by vertices 231, 232, and 234 is determined to be grass and soil, so the first and second materials of these vertices should be set to grass and soil, respectively. Therefore, in the example shown in Figure 22, there is a discrepancy in the materials that should be set for vertices 231 and 234, which are shared by the two polygons.

[0143] Therefore, in this embodiment, if there is a discrepancy in the materials to be set for vertices shared by two polygons, the game system 1 adds another vertex at the same position with respect to that vertex. Figure 22(b) shows an example where vertex 231' is added for vertex 231 and vertex 234' is added for vertex 234. In the example in Figure 22, the game system 1 sets the first and second materials for vertices 231 and 234 as grass and sand, respectively, according to the material of the first polygon. Also, for vertices 231' and 234', the first and second materials are set as grass and soil, respectively, according to the material of the second polygon. In this way, by formally setting two vertices as vertices shared by two polygons (i.e., generating two vertex data with the same position but different materials), it is possible to suppress discrepancies in the materials set for vertices.

[0144] Game System 1 generates a display mesh consisting of polygons whose vertices and materials have been determined as described above. Game System 1 also renders voxel objects by drawing polygons based on the material information set for each vertex (i.e., the first material and the second material).

[0145] Figure 23 shows an example of applying a texture to a polygon. Figure 23 shows a triangular polygon formed by vertices 241-243, as shown in Figure 21. The material applied to vertices 241-243 is the same as shown in Figure 21(b).

[0146] The positions of polygon vertices are rendered by mapping, which blends the textures of the first and second materials set for each vertex using the ratio of the materials set for that vertex (i.e., this ratio as the blending ratio). The textures of the first and second materials used for rendering are the textures indicated by the rendering settings information associated with each material ID associated with the data of the vertex in the material data described above (see Figure 12). In the example shown in Figure 23, the position of vertex 241 has a material ratio of grass:sand = 1:0, so rendering is performed using only the grass texture. Similarly, the position of vertex 243 has a material ratio of sand:grass = 1:0 for the first material, so rendering is performed using only the sand texture. Furthermore, the position of vertex 242 has a material ratio of grass:sand = 0.5:0.5 for the first material and sand for the second material, so rendering is performed by blending the grass texture and the sand texture with a blending ratio of 0.5:0.5.

[0147] Furthermore, for positions other than polygon vertices, Game System 1 determines the blend ratio by interpolating the blend ratio at each vertex. Then, rendering is performed by mapping, which blends the textures of the two materials set for each vertex based on the interpolated blend ratio. Note that the specific interpolation method is arbitrary. As an example, the blend ratio between vertices is linearly interpolated. In Figure 23, positions where the grass material texture is applied at a high ratio are shown in white, and positions where the sand material texture is applied at a high ratio are shown in black. In the example shown in Figure 23, the grass texture is applied at vertex 241, the blend ratio of the sand texture increases as you move towards vertex 243, the blend ratio of grass and sand becomes 1:1 at vertex 242, and only the sand texture is applied at vertex 243. In this way, by blending the two textures set for a polygon (i.e., set for each vertex of the polygon) at a blend ratio corresponding to the ratio of materials and rendering them, the appearance at the boundary between different materials in the display mesh can be made natural. This makes the appearance of a display mesh with multiple types of materials set to it look natural.

[0148] [2-6-2. Determining the material of the mesh used for judgment] Next, an example of a method for determining the material of the detection mesh will be described. As will be explained in detail later, in this embodiment, collision detection of voxel objects is performed using the detection mesh, and processing may be performed according to the material of the voxel object that has been detected as having a collision. Therefore, in this embodiment, the material of the detection mesh is also determined.

[0149] In this embodiment, the game system 1 ensures that for each polygon constituting the judgment mesh, only one type of material is assigned to each polygon. Specifically, the game system 1 determines the material assigned to a polygon of the judgment mesh based on the material information assigned to the vertices of that polygon (i.e., the first and second materials and the material ratio information).

[0150] Figure 24 shows an example of a method for determining the material of the polygons that make up the judgment mesh. Figure 24 shows an example of determining the material for the triangular polygon formed by each vertex 241-243 shown in Figure 21. The material set for each vertex 241-243 is as shown in (a) of Figure 21.

[0151] When determining the material of a polygon, the game system 1 calculates a determination value for each material set for each vertex of the polygon. In this embodiment, the method for calculating the determination value is the same as the method for calculating the determination value used to select the material set for the polygons of the display mesh. The specific method for calculating the determination value is arbitrary. In other embodiments, the determination value may be calculated by any method based on the information set for the vertices of the polygons of the determination mesh.

[0152] In the example shown in Figure 24, the judgment values ​​for each material are the same as in Figure 21 above: the judgment value for grass material is 1.3, the judgment value for sand material is 1.2, and the judgment value for soil material is 0.5. Therefore, the grass material is selected as the material for the polygon shown in Figure 24.

[0153] As described above, in this embodiment, the game system 1, for each polygon, selects up to a predetermined number (here, 1) of material IDs from the material IDs set at the vertices included in the polygon (i.e., material IDs set at the vertices of the polygon corresponding to the polygon) and determines them as the material IDs for that polygon. This allows the game system 1 to keep the number of materials set on the judgment mesh below a predetermined number. This makes it possible to suppress the complexity of processing according to the type of material, which is performed according to the result of collision judgment using the judgment mesh. Note that the method for determining the material of the polygons of the judgment mesh is arbitrary and is not limited to the above. In other embodiments, the material of the polygons of the judgment mesh may be determined by any method based on the information set at the vertices of the polygon.

[0154] Furthermore, in this embodiment, up to two types of materials can be set for the polygons of the display mesh, while only one type of material can be set for the polygons of the detection mesh. This allows for a natural appearance using two types of textures for the polygons of the display mesh, and reduces the complexity of the processing performed on the detection mesh in response to the collision detection results. In other embodiments, the types of materials that can be set for the polygons of the display mesh and the detection mesh are arbitrary. The number of materials that can be set for the polygons of the display mesh and the number of materials that can be set for the polygons of the detection mesh may both be multiple, the same, or different.

[0155] In this embodiment, the number of material types set for a single voxel is limited to two, and the number of material types set for a single polygon in the display mesh is also limited to two. This allows the material information set in the voxel data to be reflected in the material of the display mesh while keeping the amount of data in the voxel data down. Furthermore, in this embodiment, the number of material types set for vertices that are set based on the voxel data is also limited to two (see Figure 16). This allows two types of materials to be set for vertices generated during the process of obtaining the display mesh from the voxel data, so that the material information set in the voxel data is reflected in the display mesh without any loss of material information during the process.

[0156] In other embodiments, the game system 1 may set different materials for vertices used to generate the display mesh and vertices used to generate the judgment mesh, with respect to the vertices set based on the voxel data. For example, the game system 1 may set up to two types of materials for vertices used to generate the display mesh, as described above, and set one type of material for vertices used to generate the judgment mesh. Then, for the polygons of the display mesh, two types of materials may be set in the same way as described above, and for the polygons of the judgment mesh, one type of material may be set based on one type of material set for each vertex of the polygon. When one type of material is set for vertices used to generate the judgment mesh, the material with the largest judgment value calculated for each material may be set as the material for that vertex. In the above, as in this embodiment, the number of types of materials set for one polygon in the display mesh can be limited to two, and the number of types of materials set for one polygon in the judgment mesh can be limited to one. Therefore, the material information set in the voxel data can be reflected in the display mesh, and the complexity of the processing performed according to the result of collision judgment using the judgment mesh can be suppressed.

[0157] As described above, in this embodiment, a display mesh and a detection mesh may be set for a single voxel object. However, depending on the game situation, it is not necessary for both a display mesh and a detection mesh to be set for a single voxel object simultaneously (for example, it is not necessary for both to be set in the processing of one frame). For example, the detection mesh may be generated in the range where collision detection is performed within the game space, and not generated in the range where collision detection is not performed. As an example, the game system 1 may generate a detection mesh for voxel objects within a predetermined range centered on the player character, and not generate a detection mesh for voxel objects outside that predetermined range, but only generate a display mesh.

[0158] Furthermore, the game system 1 may store data related to the generated mesh in memory for display meshes, and in frames after the mesh has been generated, use this data without re-executing the mesh generation process, except for the updated range. This reduces the processing load required to generate display meshes. Also, for collision detection meshes, the data related to the generated mesh may not be stored in memory, and meshes may be generated sequentially as needed (for example, whenever collision detection is required). This saves memory space used for mesh generation.

[0159] The above describes a method for generating each mesh (i.e., the display mesh and the judgment mesh) based on the modified voxel data when the voxel data is changed from its initial state. This method can also be used, for example, at the start of a game when generating each mesh based on the initial voxel data. However, the meshes based on the initial voxel data do not necessarily need to be generated based on the initial voxel data at the start of the game; they may be prepared in advance before the game starts.

[0160] [2-7. Process to replace with a specific material] Next, referring to Figures 25 to 32, we will explain an example of the process of replacing the material of a voxel with which the material replacement flag is set to ON, with the material corresponding to that material replacement flag. In the following, we will assume that terrain objects such as the ground and walls are voxel objects, and we will explain an example in which an in-game effect occurs as a result of a collision detection when a player character performs an action.

[0161] The above-mentioned "in-game action" refers to any change that occurs in the game, such as a change caused by "processing that reflects the results of contact between objects." The "in-game action" only needs to be based on collision detection between a detection mesh and a detection shape corresponding to the object to be detected based on game processing (for example, a detection area set on an object such as a player character), and the above action may occur on the object corresponding to the detection mesh, or on the object corresponding to the object to be detected. The content of the "in-game action" may be associated with the material set on the polygon that was detected as a collision in the collision detection that causes the action to occur (i.e., the content of the action may be determined by the material).

[0162] Figure 25 shows an example of a game image illustrating how a special material area is set on a terrain object. In the example shown in Figure 25, the material for the polygons in a portion of the terrain object's detection mesh and display mesh (area 251) is set to a special material. In addition, the material for the polygons in area 252 of the terrain object's detection mesh and display mesh (area 251 and area 252) is set to "rock".

[0163] In this embodiment, when a material replacement object 250 is placed on a terrain object, the material replacement flag for the voxels of the terrain object within a predetermined replacement range based on the installation position of the material replacement object 250 is set to ON. As a result, the material for the polygons within the replacement range of the determination mesh and display mesh of the terrain object, which is the ground, is set to a special material. The replacement range can be any range as long as it is determined based on the installation position of the material replacement object 250. For example, the replacement range may be a range of a predetermined shape centered on the installation position, or a range of a predetermined shape extending in a predetermined direction from the installation position. As another example, the replacement range may be a range of any shape determined by the design of the game stage, based on the installation position of the material replacement object 250. Typically, the replacement range is set to include the installation position of the material replacement object 250, as illustrated in Figure 25, but in other embodiments, the replacement range may be set to a range that does not include the installation position.

[0164] The voxels corresponding to region 251, like the voxels corresponding to region 252, are each assigned a material ID that indicates a material different from the "special material." For example, they are assigned material IDs that indicate the "rock" or "soil" material. When the material replacement flag is set to ON for the voxels corresponding to region 251, the material of the polygons of the judgment mesh and display mesh associated with that voxel is set to the special material, while maintaining the information from the material ID.

[0165] As shown in Figure 26, in this embodiment, material replacement is performed using a material replacement flag when setting the material of a mesh vertex. For example, after the mesh vertices are calculated as described in [2-3. Vertex Calculation], the material of the vertex is determined based on the material of the voxels surrounding that vertex. However, for voxels with the material replacement flag turned on, the determination is made assuming that the material of that voxel is a "special material".

[0166] In the example shown in Figure 26, vertex 219 is set for four voxels 215-218, similar to the example shown in Figure 16, and these four voxels 215-218 are the "voxels surrounding the vertex" mentioned above. Also, in the example shown in Figure 26, voxel 215 is set to have a density of 255, a first material of "rock", a material mixing ratio of 0, a material replacement flag of "on", and a post-release flag of "off". Voxel 216 is set to have a density of 0, a material replacement flag of "off", and a post-release flag of "off". Voxel 217 is set to have a density of 204, a first material of "rock", a second material of "soil", a material mixing ratio of 0.3, a material replacement flag of "on", and a post-release flag of "off". For voxel 218, the density is set to 153, the first material is "rock", the second material is "soil", the material mixing ratio is 0.4, the material replacement flag is set to "on", and the deactivation flag is set to "off". Also, as in Figure 16, the coordinates indicating the position of vertex 219 are assumed to be (X,Y)=(0.8,0.6).

[0167] When determining the material of a vertex, the game system 1 considers the material of voxels with the material replacement flag set to "on" among the surrounding voxels as a special material, sets the density of such special materials to 1.0, and calculates an evaluation value based on a weight value derived from the distance from the voxel to the vertex, similar to the example in Figure 16. In the example in Figure 26, voxel 216 has a density of 0, and the materials of voxels 215, 217, and 218 are all special materials, so the voxels surrounding vertex 219 are all voxels with special materials, and thus the special material is determined to be the material of vertex 219. The game system 1 then indicates the ratio of the material of vertex 219 as 1.0, which is a value that represents the proportion of special materials to the whole. Thus, in this embodiment, for voxels with the material replacement flag set to "on", the material of the vertex is determined by considering that the material of the voxel is a "special material".

[0168] After the vertex material is determined, each vertex calculated as described above is simplified, similar to the method described in [2-5. Vertex Simplification]. Then, a display mesh and a judgment mesh are generated, similar to the method described in [2-6. Mesh Generation].

[0169] Figure 27(a) shows an example of how to determine the material of polygons that make up the display mesh associated with voxels for which the material replacement flag is set to ON. In the example shown in Figure 27(a), vertices 241 to 243 are shown as an example after simplification has been performed on each vertex calculated as described above, and these vertices 241 to 243 become the vertices of the triangular polygon that makes up the display mesh. Specifically, for vertex 241 of the polygon, the first material is set to "Special Material", the second material to "Rock", and the material ratio of the first material to the second material is set to 0.5:0. For vertex 242 of the polygon, only "Special Material" is set as the first material, and the material ratio of the first material to the second material is set to 1.0:0. Similarly, for vertex 243 of the polygon, only "Special Material" is set as the first material, and the material ratio of the first material to the second material is set to 1.0:0. Then, as explained in [2-6-1. Determining the Material of the Display Mesh], in order to ensure that there are two types of materials set for a single polygon, the polygon material of the display mesh shown in Figure 27(a) is set to a special material and a rock material. In this way, the material of the polygon constituting the display mesh associated with a voxel for which the material replacement flag is set to ON is determined as if that voxel only has the special material.

[0170] Figure 27(b) shows an example of how to determine the material of the polygons that make up the determination mesh associated with a voxel for which the material replacement flag is set to ON. In the example of Figure 27(b), the vertices after simplification have been performed on each vertex calculated as described above are shown as examples, and vertices 241 to 243, the same as in Figure 27(a), are the vertices of the triangular polygons that make up the determination mesh. Then, as explained in [2-6-2. Determination of the Material of the Determination Mesh], in order to set only one type of material for each polygon, the material of the polygons in the determination mesh in Figure 27(b) is set to a special material based on the determination value described above. In this way, the material of the polygons that make up the determination mesh associated with a voxel for which the material replacement flag is set to ON is determined as if that voxel only has a special material.

[0171] In the example shown in Figure 25, for region 251, the material of the polygons of the display mesh in region 251 is set to a material that includes a special material. As a result, rendering is performed using only the texture of the special material, or the texture of the special material and the texture of other materials (e.g., the "rock" material) are blended based on the material ratio. This makes region 251 appear as if its surface is formed of a material that includes at least the special material. Then, in region 251, the game system 1 performs collision detection with other objects (e.g., player character 201) using a detection mesh having polygons with the special material set.

[0172] Figures 28 and 29 show example game images illustrating a player character 201 attempting to destroy a portion of a terrain object in area 251. The game system 1 uses a detection mesh in area 251 to perform collision detection between the terrain object and the player character 201. Specifically, it performs collision detection to determine whether the detection mesh of the terrain object comes into contact with a detection area set for the player character (for example, an area of ​​a predetermined shape set based on the player character's position).

[0173] As shown in Figures 28 and 29, in this embodiment, the user can cause the player character 201 to perform a punch action by inputting a predetermined operation. The punch action is one of the player character's actions that destroy terrain objects, etc. As an in-game effect caused by the punch action, the game system 1 destroys and erases a part of the terrain object if the terrain object does not have special materials. Note that terrain objects may also be destructible by any action performed by the player character.

[0174] For example, when the user inputs an operation to cause the player character 201 to perform the punch action described above, the game system 1 causes the player character 201 to perform a punch action in a predetermined direction and performs collision detection. However, in this embodiment, if a collision is detected between the detection mesh, which has a special material set as the polygon material, and the player character 201 performing the punch action, the above-mentioned update range (see [2-2. Voxel Data Update]) is not generated. Therefore, even if the player character 201 attempts to destroy a part of region 251 in the terrain object with a punch action, no destruction occurs in that part.

[0175] In this embodiment, the special material is set as a material that cannot be destroyed by the player character. For example, as shown in Figure 29, the material ID of the voxel in region 251 is maintained as the material ID of "rock," but because the material replacement flag is set to ON, the detection mesh in region 251 is composed of polygons of the special material. Therefore, even if a collision is detected between the detection mesh, which has the special material set as the polygon material, and the player character 201 that performs a punch action, the above update range is not generated, and the voxel data in the terrain object of region 251 is not updated. On the other hand, in region 252, the material ID of the voxel in region 252 indicates the material of rock, and the material replacement flag is set to OFF, so the detection mesh is composed of polygons of the "rock" material. Therefore, when a collision is detected between the detection mesh, which has "rock" set as the polygon material, and the player character 201 that performs a punch action, an update range is generated based on the position and orientation of the player character 201, and the density of voxels corresponding to the update range is reduced.

[0176] Figure 30 is an example of a game image showing the process of deactivating a special material area generated on a terrain object. In this embodiment, when a material replacement object 250 provided on a terrain object is destroyed, the material replacement flag of the voxel of the terrain object, which had its material replacement flag set to ON by the material replacement object 250, is changed to OFF. For example, in this embodiment, the material replacement object 250 can be destroyed by the player character 201 performing an action (e.g., a punch action) that targets the material replacement object 250 as an attack target through a predetermined operation input. Note that the material replacement object 250 may also be destructible by any action performed by the player character.

[0177] When the material replacement flag for a terrain object voxel that had the material replacement flag set to ON is changed to OFF, the material of the polygons in the judgment mesh and display mesh associated with that voxel is changed from a special material to a material based on the material ID set for that voxel. Therefore, the material of the polygons in the terrain object region 251 within the replacement range, which was generated based on the placement of the material replacement object 250, is changed to a material different from the special material when the material replacement object 250 is destroyed. For example, in the example in Figure 30, when the player character 201 destroys the material replacement object 250, the region 251 formed by polygons of the special material is changed to a region 252 formed by polygons of the "rock" material. In this way, when the material replacement flag is turned off from ON, the region of the special material is changed to a region of a material different from the special material. In this way, when replacing a material with a special material by rewriting the material ID in the voxel data, the information of the material before the material replacement is lost, so processing is required to determine what material to change (restore) to when the material replacement is undone. On the other hand, in this embodiment, by controlling material replacement by turning the material replacement flag on or off, it is possible to easily revert to the material set by the material ID when the material replacement is canceled.

[0178] In this embodiment, when the material replacement flag is deactivated from on to off, a post-deactivation effect is drawn at the location in game space based on the deactivated voxel (for example, the surface of the polygon of the display mesh associated with the voxel). The post-deactivation effect is not drawn in other areas where the deactivation has not occurred, and the area where the material replacement to the special material has been deactivated (for example, the area enclosed by the dashed line as illustrated in Figure 30) can be identified by the drawing of the post-deactivation effect. In this embodiment, the post-deactivation flag is drawn at the location in game space based on the voxel where the material replacement flag has been changed from on to off, by changing the post-deactivation flag from off to on for each voxel where the material replacement flag has been changed from on to off. Thus, in the example of drawing the post-deactivation effect, the post-deactivation flag is set to on for voxels whose material replacement flag has been changed from on to off in response to an event in which the material replacement object 250 is destroyed, and the post-deactivation effect is generated at the location in game space corresponding to the voxel where the post-deactivation flag is on.

[0179] The above-mentioned "Release" flag may be set to "on" until a predetermined condition is met. By keeping the "Release" flag in the "on" state until the predetermined condition is met, it is possible to maintain the state in which the "Release" effect is generated in the area where the replacement with the special material has been released. For example, the above-mentioned "Release" flag may be set from "on" to "off" when the game space data is reloaded and initialized. In this embodiment, during the above initialization, the material replacement flag and the "Release" flag in the voxel data are set to "off". Then, when the voxel data is initialized based on the data of the state before the event in which the material replacement object 250 is destroyed occurs, the material replacement flag may be set to "on" for voxels within the replacement range based on the placement position of the material replacement object 250. The above initialization may be performed in any state. For example, initialization may be performed by loading data by loading save data, or by loading data by moving to a different hierarchical level or a different section in the game space during gameplay, and when initialization is performed based on the data that is loaded, the material replacement flag and the "Release" flag may be changed and initialized. Specifically, in the initialized game space described above, if a material replacement object 250 is set on a terrain object, or if the game space is reset to a state where a destroyed material replacement object 250 has been restored on a terrain object, the material replacement flag in the voxel data of the voxels within the replacement range corresponding to the material replacement object 250 may be initially set to ON. This allows the rendering of the effect after release to be terminated when the game space data is reloaded due to game space initialization, etc. Furthermore, after initialization, if a material replacement object 250 is set on a terrain object, the material replacement flag in the voxel data of the voxels within the replacement range corresponding to the material replacement object 250 may be set to ON.

[0180] As another example, the above-mentioned "released" flag may be changed from "on" to "off" when the game space that was turned "on" meets certain conditions. For example, the "released" flag may be set from "on" to "off" when a certain amount of time has elapsed since the "released" flag was turned "on," or when the state of the game space changes to a certain environment since the "released" flag was turned "on." This allows the rendering of the "released" effect to be terminated by turning the "released" flag back to "off" after the "released" effect has been generated.

[0181] As shown in Figure 31, in this embodiment, for voxels whose material replacement flag has been changed from on to off, the material of the mesh vertex is set using the material indicated by the material ID set for that voxel. For example, after the mesh vertices are calculated as described in [2-3. Vertex Calculation], the material of the vertex is determined based on the material of the voxels surrounding that vertex. However, for voxels whose material replacement flag has been changed from on to off, this determination is made using the material indicated by the material ID and material mixing ratio of that voxel.

[0182] In the example shown in Figure 31, vertex 219 is set for four voxels 215-218, similar to the examples shown in Figures 16 and 26, and these four voxels 215-218 are the "voxels surrounding the vertex" mentioned above. In addition, in the example shown in Figure 31, voxel 215 is set to have a density of 255, a first material of "rock", a material mixing ratio of 0, a material replacement flag of "off", and a post-release flag of "on". Voxel 216 is set to have a density of 0, a material replacement flag of "off", and a post-release flag of "off". Voxel 217 is set to have a density of 204, a first material of "rock", a second material of "soil", a material mixing ratio of 0.3, a material replacement flag of "off", and a post-release flag of "on". For voxel 218, the density is assumed to be 153, the first material is "rock", the second material is "soil", the material mixing ratio is 0.4, the material replacement flag is set to "off", and the deactivation flag is set to "on". Also, as in Figures 16 and 26, the coordinates indicating the position of vertex 219 are assumed to be (X,Y)=(0.8,0.6).

[0183] When determining the material of a vertex, the game system 1 calculates an evaluation value for the materials of the surrounding voxels whose material replacement flag has been changed from "on" to "off," based on the material mixture ratio of the first and second materials, and based on a weight value based on the distance from the voxel to the vertex, similar to the examples in Figures 16 and 26. In the example in Figure 31, voxel 216 has a density of 0, and the materials of the other voxels 215, 217, and 218 are "rock" and / or "dirt," and the voxels surrounding vertex 219 are voxels with the "rock" and / or "dirt" material. Therefore, the material of vertex 219 is determined to be rock and dirt, and the ratio of the two determined materials is calculated based on the evaluation value mentioned above. Thus, when the material replacement flag of a voxel surrounding a vertex to which a material is set is changed from "on" to "off", the material of that voxel is restored to a material based on the first material, the second material, and the material mixing ratio, and the material of that vertex is determined. After the vertex material is determined, simplification is performed on each vertex calculated as described above, similar to the method described in [2-5. Vertex Simplification]. Then, the display mesh and the judgment mesh are generated, similar to the method described in [2-6. Mesh Generation]. Therefore, the material of the polygons constituting the display mesh and judgment mesh associated with the voxel whose material replacement flag has been changed from "on" to "off" is determined based on the material ID set for that voxel, and is changed to a material that does not include the special material described above.

[0184] In the example shown in Figure 30, for region 251, the material of the polygons of the display mesh in region 251 is changed from a material that includes special materials to a "rock" material that does not include special materials. As a result, it is rendered using the texture of the "rock" material, and it appears as if the terrain object has changed from the appearance of region 251 to the same appearance as region 252 (i.e., the appearance of the "rock" material). Then, in the region that has changed from the appearance of region 251 to the appearance of region 252 (the region within the dashed line in the figure), the above-mentioned deactivation effect is rendered. Then, in the region that has changed from the appearance of region 251 to the appearance of region 252, the game system 1 changes the detection mesh composed of polygons of special materials to a detection mesh composed of polygons of a material based on the material ID of the polygon from which the special material setting has been deactivated (for example, the "rock" material), and performs collision detection with other objects (for example, player character 201).

[0185] Figure 32 is an example of a game image showing the player character 201 destroying a region of a terrain object where material replacement has been undone (the region that changed from region 251 to region 252). The game system 1 uses the detection mesh in the region where material replacement has been undone to perform collision detection between the terrain object and the player character 201. That is, it performs collision detection to determine whether the detection mesh of the terrain object and the detection region set for the player character (for example, a region of a predetermined shape set based on the position of the player character) come into contact.

[0186] As shown in Figure 32, the user causes player character 201 to perform a punch action that attempts to destroy terrain objects in the area where the material replacement has been undone, based on a predetermined input. As described above, the in-game effect of the punch action is that if a terrain object does not have the special material configured on it, it is possible to destroy and erase a part of that terrain object, and collision detection is performed when player character 201 performs an action of punching in a predetermined direction. For example, the area where the material replacement has been undone indicates a material based on the material ID of the voxel whose material replacement flag has been changed to off, so the detection mesh is composed of polygons of that material (e.g., the "rock" material). Therefore, if a collision is detected between the detection mesh, which has a different material (e.g., the "rock" material) set as the material of the polygons, and player character 201, an update range (see [2-2. Voxel Data Update]) is generated based on the position and orientation of player character 201, and the density of voxels corresponding to the update range is reduced to deform the terrain object. Furthermore, if a punch action is performed, fragment objects corresponding to the erased terrain object may be placed around the location where the punch action was performed after the punch action. Also, fragment objects corresponding to the destruction of the terrain object may not be generated. Note that in Figure 32, the generated fragment objects have been omitted for the purpose of making the diagram easier to read and the explanation easier to understand.

[0187] For example, the update range described above is generated based on the location, strength, and ability of the terrain object destroyed by the player character 201, as well as the strength (e.g., material) of the terrain object. For example, the update range described above is generated in a predetermined direction (e.g., forward) relative to the player character 201. In the example in Figure 32, a bell-shaped update range with a hemispherical shape at its innermost part is formed extending into the ground, centered on the collision location determined by the player character 201 performing a punch action. The shape of the update range described above may be any other shape, including spherical, ellipsoidal, cube-shaped, cylindrical, wedge-shaped, a shape generated by 3D software, or a shape in which parts of these shapes are missing. Furthermore, the position of the update range described above may be set centered on the location where the punch action by the player character 201 occurred in the game space (e.g., the location reached by the fist of the player character 201), or it may be set centered at a predetermined distance forward from that location relative to the player character 201.

[0188] Game system 1 reduces the density of voxels corresponding to the update range. As a result, terrain objects are transformed so that the portion corresponding to the update range is erased. For example, in this embodiment, the erasure of each voxel is controlled by rewriting the density of each voxel based on the SDF of each voxel in the terrain object. Specifically, by rewriting the density of voxels whose SDF is a negative distance to a lower value, at least a portion of the area of ​​the terrain object corresponding to the update range is erased. As a first example, by rewriting the density of voxels whose SDF is a negative distance to a lower limit, terrain objects included in the update range are erased, while by maintaining the density of voxels whose SDF is a positive distance at its original value, terrain objects outside the update range are not erased. As a second example, the density of voxels for which the SDF is negative is rewritten to a lower value as the absolute value of the distance increases, and the density of voxels for which the absolute value is greater than a predetermined value is rewritten to a lower limit, thereby erasing some of the terrain objects included in the update range, while the density of voxels for which the SDF is positive is kept at its original value, so that terrain objects outside the update range are not erased. As a third example, the density of voxels for which the SDF is negative is rewritten to a lower limit, so that terrain objects included in the update range are erased, while the density of voxels for which the SDF is positive is rewritten to a lower value as the absolute value of the distance decreases, so that some of the terrain objects outside the update range are erased.

[0189] Thus, in this embodiment, when an event occurs that destroys a terrain object (for example, an event in which player character 201 attempts to destroy a terrain object with a punch action), an update range corresponding to the event is generated, and the density of voxels corresponding to the update range that have a material ID of a type that has been set to be destructible in advance and whose material replacement flag is off is reduced. This makes it possible to provide a game in which voxels can be forcibly set to a state where they cannot be destroyed by setting the material replacement flag to on, and can be destroyed by turning the material replacement flag on and off.

[0190] Furthermore, in the game example described above, when an event occurs (the first event) in which the player character destroys the material replacement object 250 through a punch action or the like, the material replacement flag of the voxel associated with the destroyed material replacement object 250 is changed from on to off. On the other hand, terrain objects associated with voxels that have the material replacement flag set to on cannot be destroyed even if an event occurs (the second event) in which the player character performs a punch action or the like to destroy the terrain object. In other words, the first event becomes an event in which the material replacement object 250 is destroyed by the second event. Therefore, in this embodiment, terrain objects that could not be destroyed by the second event can have their indestructible settings within the replacement range of those terrain objects simultaneously removed by destroying the key object, the material replacement object 250, when the same second event occurs, thus providing the exhilarating feeling of the game when the second event occurs.

[0191] In the above-described embodiment, when a collision is detected with a detection mesh having polygons of a special material due to an event attempting to destroy a terrain object, an update range based on the collision detection is not generated. Therefore, the material replacement flag is set to ON to forcibly set the voxels to a state where they cannot be destroyed. However, the method of making this setting is arbitrary. In another embodiment, when a collision is detected with a detection mesh having polygons of a special material due to an event attempting to destroy a terrain object, an update range based on the collision detection may be generated. Among the voxels corresponding to the update range, the density of voxels with the material replacement flag set to OFF may be reduced while the density of voxels with the material replacement flag set to ON remains unchanged, thereby setting voxels that cannot be destroyed (deleted) and voxels that can be destroyed (deleted).

[0192] Alternatively, instead of unconditionally deforming the voxel object corresponding to the update range, game system 1 may increase the amount of damage set for the voxel corresponding to the update range in accordance with the punch action, and decrease the density of the voxel when the amount of damage exceeds a predetermined value.

[0193] Furthermore, in the above game, events that allow the destruction of terrain objects, etc., may occur as a result of the punch action performed by player character 201, or as a result of other actions performed by player character 201. In addition, the above events may occur as a result of actions performed by other characters, as a result of user input that does not involve control of player character 201's movements, or as a result of in-game phenomena that are not directly related to the character's movements.

[0194] Furthermore, if fragment objects are generated corresponding to the erased portion of a terrain object, at least a portion of the material of the fragment object may be changed to another material. In this case, the fragment object may be generated to have a shape corresponding to the erased portion of the terrain object, or it may have a predetermined shape. The fragment object may or may not be a voxel object.

[0195] [3. Specific examples of processing in game systems] Next, with reference to Figures 33 and 34, a specific example of information processing in game system 1 will be described.

[0196] Figure 33 shows an example of various data used for information processing in the game system 1. Each piece of data shown in Figure 33 is stored in memory accessible by the main unit 2 (for example, flash memory 84, DRAM 85, and / or a memory card installed in slot 23). As shown in Figure 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 Figure 34). The game program includes the material data mentioned above (see Figure 12). The memory also stores the voxel data mentioned above (see Figure 11), update range data, mesh data, object data, etc. (see Figure 33).

[0197] The update range data is data indicating the update range described above. In this embodiment, the update range is represented by the SDF described above.

[0198] Mesh data includes various data related to the mesh of a voxel object. As shown in Figure 33, in this embodiment, mesh data includes SVO data, display mesh data, and determination mesh data. SVO data is data that holds each vertex calculated from the voxel data in the SVO structure described above. In this embodiment, in addition to data indicating the position of each vertex, SVO data includes data indicating the material set for each vertex (for example, data indicating the material ID or data indicating a special material). Display mesh data includes various data related to the display mesh. Specifically, display mesh data includes data indicating each vertex of the display mesh and data indicating the material set for each vertex (for example, data indicating the material ID or data indicating a special material). Determination mesh data includes various data related to the determination mesh. Specifically, determination mesh data includes data indicating each vertex of the determination mesh and data indicating the material set for each vertex (for example, data indicating the material ID or data indicating a special material).

[0199] Object data includes various data related to objects other than voxel objects (for example, virtual objects such as player characters and material replacement object 250). Object data is stored for each object that appears in the game space. Object data includes, for example, data indicating the position, velocity, and state of the object.

[0200] Figure 34 is a flowchart showing an example of the game processing flow executed by game system 1. The execution of the game processing begins, for example, when the game is started in response to a player's instruction while the game program is running. The processing loop consisting of the series of processes from steps S1 to S17 is executed in a cycle of once per frame.

[0201] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1, thereby executing the processing of each step shown in Figure 34. However, in other embodiments, some of the processing of each step may be executed by a processor other than the processor 81 (for example, a dedicated circuit). Also, if the game system 1 can communicate with other information processing devices (for example, a server), some of the processing of each step shown in Figure 33 may be executed by the other information processing device. Furthermore, the processing of each step shown in Figure 34 is merely an example, and the processing order of each step may be changed, or other processing may be performed in addition to (or instead of) the processing of each step, as long as similar results can be obtained.

[0202] Furthermore, the processor 81 executes the processing of each step shown in Figure 34 using memory (for example, DRAM 85). That is, the processor 81 stores the information (in other words, data) obtained by each processing step in memory, and when it is necessary to use that information in subsequent processing steps, it reads the information from memory and uses it.

[0203] In Figure 34, the processor 81 performs initial setup (step S1) and then proceeds to the next step. For example, in the initial setup described above, the processor 81 initializes the parameters for the processing described below and updates each data. As an example, the processor 81 generates an initial game space, updates the voxel data, mesh data, and object data, and initially sets the material replacement flag and the post-removal flag in the voxel data to off. Then, if a material replacement object 250 is placed in the initialized game space, the processor 81 initially sets the material replacement flag in the voxel data of the voxels within the replacement range corresponding to the material replacement object 250 to on.

[0204] Next, the processor 81 acquires the operation data indicating the player's input (step S2) and proceeds to the next step. For example, the processor 81 acquires operation data output from each controller via the controller communication unit 83 and / or terminals 17 and 21, as well as operation data output from the main unit 2 (e.g., touch panel 13).

[0205] Next, the processor 81 designates one of the game space objects that needs processing but has not yet been processed (including voxel objects defined by the unique voxel space) as the object to be processed, and for the designated object, it performs a process to calculate its velocity and a process to reflect the results of contact between objects in the previous frame (step S3), and then proceeds to the next step. The velocity of the object is used in the process of step S15, described later, to calculate the position of the object in the current frame. For example, if the designated object is a player character, the velocity of the player character is calculated based on the operation data obtained in step S2. Also, if the designated object is an object that is not operated by the user (for example, a fragment object), the velocity of the object is calculated based on rules predetermined in the game program. For example, the velocity of a fragment object is set to 0 if it is placed on a terrain object and is not moving, set to the same velocity as the player character if it is being held by a player character, and set to a velocity that moves in a direction based on the direction of the player character with a size determined by predetermined rules if it is released by a throwing action by a player character. Specifically, the velocity of an object is calculated based on virtual physics calculations that include interactions between objects. For example, interactions such as repulsion from collisions between objects, friction from contact, falling due to virtual gravity, and deceleration due to virtual air resistance are all reflected in the velocity determination.

[0206] Furthermore, the process that reflects the results of object contact in the previous frame includes processing that affects the objects if it is determined in the collision detection (step S14 described later) in the previous frame that objects have come into contact with each other. The above processing is, for example, as follows. - If it is determined that the player character made contact with a terrain object in the previous frame due to a punch action, etc., and the terrain object is in a destructible state, then the process of generating fragment objects is performed. - If it is determined that the player character made contact with the material replacement object 250 in the previous frame due to a punch action or the like, the process of destroying and eliminating the material replacement object 250 is initiated. - If it is determined that the player character came into contact with a specific terrain object (e.g., lava) in the previous frame, the player character's health will be reduced. • If it is determined that an object came into contact with another object in the previous frame, the process of deleting that object will be executed. If the state of an object is changed during the processing of step S3 described above, the processor 81 updates the object data stored in memory for that object to reflect the changed state.

[0207] Next, the processor 81 determines whether an update event has occurred that updates the voxel object due to the object specified in step S3 (step S4). For example, the determination in step S4 is made based on the result of the collision determination in the previous frame (step S14, described later). For example, if it is determined that the player character has come into contact with a terrain object due to a punch action or the like in the previous frame, and the terrain object is in a state where it can be destroyed (deleted), then it is determined that an update event has occurred that deletes a part of the terrain object (see Figures 13, 14, and 32). If the processor 81 determines that the player character has come into contact with a terrain object due to a punch action or the like in the previous frame, and the terrain object is in a state where it cannot be destroyed (deleted) (for example, if the material of the polygon of the determination mesh on the contacted terrain object is the special material described above) (see Figures 25 to 29), then it is determined that no update event has occurred. If an update event has occurred, the processor 81 proceeds to step S5. On the other hand, if no update event has occurred, the processor 81 proceeds to step S7.

[0208] In step S5, the processor 81 sets an update range in the game space for updating voxel objects and proceeds to the next step. For example, the specific details of the update range (e.g., position, shape, and size) are associated with each type of update event in the game program. The update range set in step S5 is set to be associated with the type of update event that was determined to occur in step S4. In step S5, the processor 81 stores data indicating the set update range in memory as update range data.

[0209] Next, the processor 81 makes changes to the voxels corresponding to the update range set in step S5 in accordance with the update event (step S6), and proceeds to step S7. For example, if the processor 81 deforms a voxel object within the update range so that it appears to be deleted or shrunk, or deforms it so that a voxel object appears to be added to the update range, it updates the voxel data stored in memory to change the density of the voxels corresponding to the update range (see [2-2. Updating Voxel Data] above). Also, if the processor 81 changes the material of a voxel object within the update range, it 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 voxel corresponding to the update range.

[0210] In step S7, the processor 81 determines whether a flag change event has occurred, which changes the material replacement flag from on to off, due to the object specified in step S3. For example, in step S3, if the material replacement object 250 is destroyed and disappears due to a punch action by the player character or the like (see Figure 30), the processor 81 determines that a flag change event has occurred. If a flag change event has occurred, the processor 81 proceeds to step S8. On the other hand, if no flag change event has occurred, the processor 81 proceeds to step S9.

[0211] In step S8, the processor 81 changes the material replacement flag to off and the post-replacement flag to on in the voxel data of the voxels within the replacement range corresponding to the disappeared material replacement object 250, and proceeds to step S9. Here, due to the initial setup process in step S1, the material replacement flag is initially set to on in the voxel data of the voxels within the replacement range corresponding to the disappeared material replacement object 250. Therefore, in the process in step S8, when a flag change event occurs, the material replacement flag is changed to off for voxels within the replacement range corresponding to the flag change event that have the material replacement flag on, and the post-replacement flag is set to on for voxels whose material replacement flag has been changed from on to off in response to the flag change event.

[0212] In step S9, the processor 81 determines whether the processing in steps S3 to S8 has been completed for all objects that require processing (including voxel objects defined by the unique voxel space). If the processing of all objects is completed, the processor 81 proceeds to step S10. On the other hand, if the processing of any object is not completed, the processor 81 returns to step S3 and repeats the process.

[0213] In step S10, the processor 81 updates the vertices of the voxel object in the game space and proceeds to the next step. For example, if the voxel data was updated in step S6, the processor 81 calculates new vertices based on the updated voxel data. The position of the new vertices is calculated according to the method described in [2-3. Vertex Calculation] above. The material of the new vertices is calculated according to the method described in [2-4. Vertex Material Determination] above. If the material replacement flag in the updated voxel data is set to ON, the processor 81 assumes that the material of the voxel having that voxel data is a special material and calculates the material of the new vertices according to the method described in [2-7. Processing to Replace with a Specific Material] above.

[0214] Next, the processor 81 simplifies the vertices (step S11) and proceeds to the next step. For example, the processor 81 simplifies each updated vertex in step S10 according to the method described in [2-5. Simplification of Vertices] above. Then, the processor 81 updates the SVO data stored in memory to show each vertex obtained in steps S10 and S11. Note that the processes in steps S10 and S11 do not require recalculating the vertices for the entire voxel data, and may be performed only on the parts of the voxels whose contents have been changed in steps S6 and S8.

[0215] Next, the processor 81 updates the display mesh of the voxel object based on the SVO data stored in memory (step S12), and proceeds to the next step. The position of each vertex of the display mesh and the material of each polygon of the display mesh (for example, the material set for each vertex of the polygon) are calculated according to the methods described in [2-6. Mesh Generation], [2-6-1. Determination of Display Mesh Material], and [2-7. Processing to Replace with a Specific Material] above. In step S12, the processor 81 updates the display mesh data stored in memory to show the updated position and material of each vertex of the display mesh. The processor 81 may start the processing from step S13 onwards, described later, without waiting for the completion of step S12, and execute it in parallel. In that case, step S12 must be completed before the start of step S16, described later.

[0216] Next, the processor 81 updates the determination mesh of the voxel object based on the SVO data stored in memory (step S13), and proceeds to the next step. The position of each vertex of the determination mesh and the material of each polygon of the determination mesh (for example, the material set for each vertex of the polygon) are calculated according to the methods described in [2-6. Mesh Generation], [2-6-2. Determination of the Material of the Determination Mesh], and [2-7. Process of Replacing with a Specific Material] above. In step S13, the processor 81 updates the determination mesh data stored in memory to show the updated position and material of each vertex of the determination mesh.

[0217] In the example shown in Figure 34, the process of generating the judgment mesh in step S13 is performed every frame, but the process of generating the judgment mesh does not have to be performed every frame. For example, if the collision judgment process in step S14, which will be described later, is performed only on frames that satisfy predetermined conditions, the processor 81 may perform the process of generating the judgment mesh on the frame in which the collision judgment is performed. The processor 81 may also perform the process of generating the judgment mesh for voxels within the area in the game space in which the collision judgment in step S14 is performed. For example, in a situation where there are no objects other than voxel objects that are subject to collision judgment around the player character in the game space (i.e., a situation where only collision judgment between the player character and the surrounding voxel objects needs to be performed), the processor 81 may perform the process of generating the judgment mesh for voxels within a predetermined range relative to the player character.

[0218] Next, the processor 81 performs collision detection for each object in the game space based on the detection mesh data and object data stored in memory (step S14), and proceeds to the next step. For example, the processor 81 uses the detection mesh for voxel objects and a predetermined shape detection area set for non-voxel objects to perform collision detection. In this embodiment, the collision detection in step S14 is performed taking into account the speed calculated in step S3. In other words, the processor 81 performs collision detection using the position of each object when it moves at the above speed.

[0219] In this embodiment, the collision determination in step S14 determines, for example, whether or not the following contact occurs. - Contact between the player character performing actions such as movement and punching, and terrain objects. - Contact between the player character performing actions such as movement and punching, and other objects. • Contact between the character performing the action of lifting an object and the object in question. • Contact between moving objects and terrain objects Furthermore, if the collision detection in step S14 determines that objects have come into contact with each other, the process in step S3 of the next frame will either reflect the result of the object contact, or the process in step S4 of the next frame will determine that an update event has occurred.

[0220] Next, the processor 81 controls the movement of each object in the game space (step S15) and proceeds to the next step. For example, the 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 occurs, the processor 81 generates a collision detection area in the game space corresponding to that action. In one execution of step S15, the processor 81 controls each object to perform actions that span multiple frames (for example, actions by the player character) for the duration of one frame. As a result, by repeatedly executing the process of step S15 over multiple frames, each object performs a series of actions related to movement and various actions. The position of an object is basically determined to be the position after moving at the speed calculated in step S3. However, if the collision detection in step S14 determines that an object is in contact with another object and its movement is hindered by the other object it is in contact with, the position of that object may be determined not to change. For example, if a player character performs a punch action and comes into contact with a terrain object made of a special material, the action may be controlled so that the terrain object obstructs the action (for example, the punch is bounced off the surface of the terrain object). Then, in step S15, the processor 81 updates the object data stored in memory to reflect the object after the control in step S15.

[0221] Next, the processor 81 generates a game image (step S16) and proceeds to the next step. For example, the processor 81 generates a game image by drawing each polygon of the display mesh for the voxel object and each polygon of objects other than the voxel object based on a virtual camera. Each polygon of the display mesh is drawn using drawing settings such as textures corresponding to the material set for the polygon, according to the method described in [2-6-1. Determination of the material of the display mesh] above. Furthermore, if there is a voxel in the voxel data with the deactivation flag set to ON, the processor 81 displays and draws the deactivation effect at the position in the game space based on that voxel (for example, the surface position of the display mesh associated with that voxel) according to the method described in [2-7. Processing to replace with a specific material] above (see Figure 30). The game image generated in step S16 is output to the display device and displayed in a cycle of once per frame.

[0222] Next, the processor 81 determines whether or not to terminate the game (step S17). For example, if the user performs a predetermined operation input to terminate the game or if the conditions for terminating the game are met, the processor 81 makes an affirmative determination in step S17. If the game is to be terminated, the processor 81 terminates the process according to the flowchart. On the other hand, if the game is not to be terminated, the processor 81 returns to step S1 and repeats the process. Thereafter, the series of processes from steps S2 to S17 are repeatedly executed until it is determined in step S17 that the game should be terminated.

[0223] Thus, in this embodiment, the material of a voxel can be replaced with a predetermined material (e.g., a special material) while retaining information about the material in the voxel data (e.g., material ID). This makes it easy to change the material back to one based on the retained material information when undoing the voxel material replacement.

[0224] In the explanation above, we used an example where voxels with the material replacement flag set to ON are treated as having only the material corresponding to that material replacement flag, regardless of the material ID, to determine both the material for the display mesh and the material for the judgment mesh. However, it is also possible to determine only one of the materials for the display mesh or the judgment mesh. In this case, the material for the display mesh and the material for the judgment mesh may be determined by calculating and managing the material data of the vertices necessary to generate each mesh, and using the managed vertex material data.

[0225] Furthermore, while the above explanation used an example where a voxel object is defined by generating a 3D mesh based on voxel data set in a 3D space, a voxel object can also be defined based on voxel data set in a 2D space.

[0226] Furthermore, the game system 1 may be any device, including a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, smartphone, personal computer, camera, tablet, etc.). In this case, the input device for user operation to control the player character, etc., does not have to be the left controller 3, right controller 4, or touch panel 13, etc., but may be another controller, mouse, touchpad, touch panel, trackball, keyboard, directional pad, slide pad, etc.

[0227] Furthermore, although the above description uses an example in which each information processing is performed by the game system 1, at least a part of the above processing steps may be performed by other devices. For example, if the game system 1 is configured to communicate with other devices (e.g., another server, another information processing device, another game device, another mobile terminal, etc.), the above processing steps may be performed by the cooperation of those other devices. In this way, by performing at least a part of the above processing steps by other devices, it becomes possible to perform processing similar to the processing described above. In addition, the above information processing can be performed by the cooperation of one processor or multiple processors included in an information processing system composed of at least one information processing device. Furthermore, in the above embodiment, the processor 81 of the game system 1 can perform information processing by 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.

[0228] As described above, the invention can be realized in so-called cloud computing system configurations, distributed wide-area networks, and local network system configurations. For example, in a distributed local network system configuration, the above processing can be performed collaboratively between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). It goes without saying that in these system configurations, there are no particular limitations on which device performs the above processing, and the invention can be realized regardless of how the processing is divided.

[0229] Furthermore, the processing order, set values, and conditions 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.

[0230] Furthermore, the above program may be supplied to the game system 1 not only through an external storage medium such as external memory, but also to the device via a wired or wireless communication line. The program may also be pre-recorded in a non-volatile storage device inside the device. The information storage medium for storing the program may be a CD-ROM, DVD, or similar optical disc-type storage medium, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, etc. Alternatively, the information storage medium for storing the program may be a volatile memory for storing the program. Such storage media can be described as recording media that can be read by a computer or the like. For example, by having a computer or the like read and execute the program on these recording media, the various functions described above can be provided.

[0231] Although the present invention has been described in detail above, the above description is merely illustrative in all respects and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. Furthermore, those skilled in the art will understand from the description of specific embodiments of the present invention that an equivalent scope can be implemented based on the description of the present invention and common technical knowledge. In addition, it should be understood that the terms used herein are used in the sense commonly used in the art unless otherwise specified. Accordingly, unless otherwise defined, all technical terms used herein have the same meaning as commonly understood by those skilled in the art to which the present invention pertains. In case of any conflict, this specification (including definitions) shall prevail. [Industrial applicability]

[0232] As described above, the present invention can be used as a game program, game system, game device, and game processing method, etc., that can execute a game that reflects material changes while retaining material information for objects based on voxel data. [Explanation of Symbols]

[0233] 1… Information processing 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 Communications Department 83…Controller Communication Unit 85…DRAM

Claims

1. In the computer of the information processing device, Voxel data defined in a virtual space, wherein for each of a plurality of voxels, a density indicating the degree to which the space defined by the voxel is virtually occupied by its contents, and a material ID indicating the type of the contents, which can be set up to a first number of material IDs, are set, and a display mesh corresponding to the voxel data and drawn based on a virtual camera is generated, wherein the vertex coordinates of the display mesh are determined based on the density included in at least the voxel data, and the material of the display mesh is determined by setting a plurality of material IDs for each of the plurality of polygons included in the display mesh, based on the plurality of material IDs included in the voxel data, Based on the game processing, a voxel update range is generated within the virtual space. In response to the generation of the voxel update range, for each voxel in the voxel data corresponding to the voxel update range within the virtual space, at least one of the density and the material ID is updated. The display mesh is updated in accordance with the updated voxel data. A collision detection mesh used for collision detection in the virtual space, wherein the vertex coordinates of the collision detection mesh are determined based on the density included in at least the voxel data, and the material of the collision detection mesh is determined by setting one of the material IDs for each of the plurality of polygons included in the collision detection mesh based on a plurality of material IDs included in at least the voxel data, and based on collision detection between the collision detection mesh and a detection shape corresponding to a target for detection based on game processing, an in-game action associated with the material ID set for the polygon in the collision detection mesh where collision has been detected is generated. The virtual space including the display mesh is rendered by rendering the polygons based on texture mapping, which is a blend of one or more textures associated with each of the material IDs set for each polygon in the display mesh, and rendering of the polygons including the display mesh. The voxel data further includes a forced change flag for each voxel, A game program that determines the material of the display mesh and the material of the determination mesh, assuming that voxels with the forced change flag turned on have only the material corresponding to the forced change flag, regardless of the set material ID.

2. The game program according to claim 1, further comprising the computer causing the computer to update the forced change flag to off for voxels within a predetermined range where the forced change flag is on, when a first event occurs in the game based on game processing.

3. The voxel data further includes a release flag for each voxel indicating that the forced change flag has changed from on to off. The aforementioned computer further: For voxels whose forced change flag has been changed from on to off in response to the first event, the release flag is set to on. The game program according to claim 2, which generates a predetermined effect at a position in the virtual space corresponding to the voxel for which the release flag is turned on.

4. In the initial state, the voxel data has the forced change flag and the release flag turned off. The game program according to claim 3, wherein, when the computer initializes the voxel data based on data of the state before the first event occurred, the forced change flag is updated to "on" for the voxels within the predetermined range during the initialization.

5. The game program according to claim 3, wherein the computer, after generating the predetermined effect, updates the release flag of the voxel whose release flag is on to off.

6. To the aforementioned computer, When a second event occurs in the game based on game processing, a first voxel update range is generated from among the multiple voxel update ranges. A game program according to any one of claims 1 to 5, wherein the density of voxels corresponding to the first voxel update range, which have a material ID of a type that has been set to be destructible in advance, and for which the forced change flag is off, is reduced.

7. Voxel data defined in a virtual space, wherein for each of a plurality of voxels, a density indicating the degree to which the space defined by the voxel is virtually occupied by its contents, and a material ID indicating the type of the contents, which can be set up to a first number of material IDs, are set, and a display mesh corresponding to the voxel data and drawn based on a virtual camera is generated, wherein the vertex coordinates of the display mesh are determined based on the density included in at least the voxel data, and the material of the display mesh is determined by setting a plurality of material IDs for each of the plurality of polygons included in the display mesh, based on the plurality of material IDs included in the voxel data, Based on the game processing, a voxel update range is generated within the virtual space, In response to the generation of the voxel update range, for each voxel in the voxel data corresponding to the voxel update range within the virtual space, at least one of the density and the material ID is updated. The display mesh is updated to correspond to the updated voxel data. A collision detection mesh used for collision detection in the virtual space, wherein the vertex coordinates of the collision detection mesh are determined based on the density included in at least the voxel data, and the material of the collision detection mesh is determined by setting one of the material IDs for each of the plurality of polygons included in the collision detection mesh based on a plurality of material IDs included in at least the voxel data, and based on collision detection between the collision detection mesh and a detection shape corresponding to a target for detection based on game processing, an in-game action associated with the material ID set for the polygon in the collision detection mesh where collision has been detected is generated. The virtual space including the display mesh is rendered by rendering the polygons based on texture mapping, which is a blend of one or more textures associated with each of the material IDs set for each polygon in the display mesh, and rendering of the polygons based on the texture mapping of the polygons. The voxel data further includes a forced change flag for each voxel, A game system that determines the material of the display mesh and the material of the determination mesh by treating voxels with the forced change flag turned on as having only the material corresponding to the forced change flag, regardless of the set material ID.

8. The game system according to claim 7, further comprising updating the forced change flag to off for voxels within a predetermined range that have the forced change flag turned on when a first event occurs in the game based on game processing.

9. The voxel data further includes a release flag for each voxel indicating that the forced change flag has changed from on to off. The aforementioned game system further, For voxels whose forced change flag has been changed from on to off in response to the first event, the release flag is set to on. The game system according to claim 8, which generates a predetermined effect at a position in the virtual space corresponding to the voxel for which the release flag is turned on.

10. In the initial state, the voxel data has the forced change flag and the release flag turned off. The game system according to claim 9, wherein, when the voxel data is initialized based on the data of the state before the first event occurs, the forced change flag is updated to "on" for the voxels within the predetermined range during the initialization.

11. The game system according to claim 9, wherein, after generating the predetermined effect, the game system updates the release flag of the voxel whose release flag is on to off.

12. The aforementioned game system is When a second event occurs in the game based on game processing, a first voxel update range is generated from among the multiple voxel update ranges. A game system according to any one of claims 7 to 11, wherein the density of voxels corresponding to the first voxel update range, which have a material ID of a type that is set to be destructible in advance, and for which the forced change flag is off, is reduced.

13. A game device equipped with a processor, The aforementioned processor, Voxel data defined in a virtual space, wherein for each of a plurality of voxels, a density indicating the degree to which the space defined by the voxel is virtually occupied by its contents, and a material ID indicating the type of the contents, which can be set up to a first number of material IDs, are set, and a display mesh corresponding to the voxel data and drawn based on a virtual camera is generated, wherein the vertex coordinates of the display mesh are determined based on the density included in at least the voxel data, and the material of the display mesh is determined by setting a plurality of material IDs for each of the plurality of polygons included in the display mesh, based on the plurality of material IDs included in the voxel data, Based on the game processing, a voxel update range is generated within the virtual space, In response to the generation of the voxel update range, for each voxel in the voxel data corresponding to the voxel update range within the virtual space, at least one of the density and the material ID is updated. The display mesh is updated to correspond to the updated voxel data. A collision detection mesh used for collision detection in the virtual space, wherein the vertex coordinates of the collision detection mesh are determined based on the density included in at least the voxel data, and the material of the collision detection mesh is determined by setting one of the material IDs for each of the plurality of polygons included in the collision detection mesh based on a plurality of material IDs included in at least the voxel data, and based on collision detection between the collision detection mesh and a detection shape corresponding to a target for detection based on game processing, an in-game action associated with the material ID set for the polygon in the collision detection mesh where collision has been detected is generated. The virtual space including the display mesh is rendered by rendering the polygons based on texture mapping, which is a blend of one or more textures associated with each of the material IDs set for each polygon in the display mesh, and rendering of the polygons based on the texture mapping of the polygons. The voxel data further includes a forced change flag for each voxel, A game device that determines the material of the display mesh and the material of the determination mesh, assuming that voxels with the forced change flag turned on have only the material corresponding to the forced change flag, regardless of the set material ID.

14. The game device according to claim 13, further comprising the processor updating the forced change flag to off for voxels within a predetermined range that have the forced change flag turned on when a first event occurs in the game based on game processing.

15. The voxel data further includes a release flag for each voxel indicating that the forced change flag has changed from on to off. The aforementioned processor further, For voxels whose forced change flag has been changed from on to off in response to the first event, the release flag is set to on. The game device according to claim 14, which generates a predetermined effect at a position in the virtual space corresponding to the voxel for which the release flag is turned on.

16. In the initial state, the voxel data has the forced change flag and the release flag turned off. The game device according to claim 15, wherein, when the voxel data is initialized based on data of the state before the first event occurs, the processor updates the forced change flag to "on" for the voxels within the predetermined range during the initialization.

17. The game device according to claim 15, wherein the processor, after generating the predetermined effect, updates the release flag of the voxel that has the release flag turned on to turn off.

18. The aforementioned processor, When a second event occurs in the game based on game processing, a first voxel update range is generated from among the multiple voxel update ranges. A game device according to any one of claims 13 to 17, wherein the density of voxels corresponding to the first voxel update range, which have a material ID of a type that is set to be destructible in advance, and for which the forced change flag is off, is reduced.

19. In the information processing system, Voxel data defined in a virtual space, wherein for each of a plurality of voxels, a density indicating the degree to which the space defined by the voxel is virtually occupied by its contents, and a material ID indicating the type of the contents, which can be set up to a first number of material IDs, are set, and a display mesh corresponding to the voxel data and drawn based on a virtual camera is generated, wherein the vertex coordinates of the display mesh are determined based on the density included in at least the voxel data, and the material of the display mesh is determined by setting a plurality of material IDs for each of the plurality of polygons included in the display mesh, based on the plurality of material IDs included in the voxel data, Based on the game processing, a voxel update range is generated within the virtual space. In response to the generation of the voxel update range, for each voxel in the voxel data corresponding to the voxel update range within the virtual space, at least one of the density and the material ID is updated. The display mesh is updated in accordance with the updated voxel data. A collision detection mesh used for collision detection in the virtual space, wherein the vertex coordinates of the collision detection mesh are determined based on the density included in at least the voxel data, and the material of the collision detection mesh is determined by setting one of the material IDs for each of the plurality of polygons included in the collision detection mesh based on a plurality of material IDs included in at least the voxel data, and based on collision detection between the collision detection mesh and a detection shape corresponding to a target for detection based on game processing, an in-game action associated with the material ID set for the polygon in the collision detection mesh where collision has been detected is generated. The virtual space including the display mesh is rendered by rendering the polygons based on texture mapping, which is a blend of one or more textures associated with each of the material IDs set for each polygon in the display mesh, and rendering of the polygons including the display mesh. The voxel data further includes a forced change flag for each voxel, A game processing method that determines the material of the display mesh and the material of the determination mesh, assuming that voxels with the forced change flag turned on have only the material corresponding to the forced change flag, regardless of the set material ID.

20. The game processing method according to claim 19, further comprising the information processing system, which, when a first event occurs in the game based on game processing, updates the forced change flag to off for voxels within a predetermined range where the forced change flag is on.

21. The voxel data further includes a release flag for each voxel indicating that the forced change flag has changed from on to off. The aforementioned information processing system further includes, For voxels whose forced change flag has been changed from on to off in response to the first event, the release flag is set to on. The game processing method according to claim 20, wherein a predetermined effect is generated at a position in the virtual space corresponding to the voxel for which the release flag is turned on.

22. In the initial state, the voxel data has the forced change flag and the release flag turned off. The game processing method according to claim 21, wherein, when the information processing system initializes the voxel data based on data of the state before the first event occurred, the forced change flag is updated to "on" for the voxels within the predetermined range during the initialization.

23. The game processing method according to claim 21, wherein the information processing system, after generating the predetermined effect, updates the release flag of the voxel whose release flag is on to off.

24. In the aforementioned information processing system, When a second event occurs in the game based on game processing, a first voxel update range is generated from among the multiple voxel update ranges. A game processing method according to any one of claims 19 to 23, wherein the density of voxels corresponding to the first voxel update range, which have a material ID of a type that has been set to be destructible in advance, and for which the forced change flag is off, is reduced.

Citation Information

Patent Citations

  • Three-dimensional model breaking method and device

    CN118071894A

  • Program, recording medium, game character drawing method and game machine

    JP2004062666A

  • Program and image generation system

    JP2017099744A

  • Game program

    JP2017099809A

  • Program, information processing method and information processing device

    JP2021029609A