Information processing program
A technology of information processing equipment and coordinates, applied in the direction of image data processing, input/output process of data processing, image data processing, etc., can solve problems such as non-entertainment
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no. 1 example
[0203] Fig. 19 shows an example of a game screen in the first example. In FIG. 19, plate objects 71 and 72, a ball object 73, and a wall object 74 are located in a two-dimensional game space. The plate-shaped object 71 is an operation target to be operated by the player. The plate-shaped object 71 is movable up, down, left, and right on the display screen and is rotatable by the player's operation (as indicated by the arrow in FIG. 19 ). Similar to the plate-shaped object 71 , the plate-shaped object 72 is controlled by the CPU 10 of the game device 3 and is movable up, down, left, and right on the display screen and is rotatable. Hereinafter, the plate-shaped object 71 to be operated by the player will be referred to as a "player object", and the plate-shaped object 72 to be controlled by the CPU 10 will be referred to as an "opponent object". The ball object 73 (hereinafter also simply referred to as "ball") moves in the two-dimensional game space on the display screen. T...
no. 2 example
[0221] Fig. 22 shows an example of a game screen in the second example. Fig. 22 shows a game scene in which a player can use a key to open a door. In FIG. 22, a three-dimensional game space is constructed, and a door 75 and a key 76 are located in the game space. The door 75 has a keyhole 75a. The player can move or rotate the key 76 by operating the controller 7 . The player performs an operation of moving the key 76 in the three-dimensional game space using the controller 7, and thus puts the key 76 into the key hole 75a. When the player performs an operation of turning the key 76 in a state where the key 76 is in the keyhole 75a, the door 76 is opened. The X-Y-Z coordinate system shown in FIG. 22 is a coordinate system in the three-dimensional game space and is not actually displayed on the display screen. In this example, the Z-axis direction is the depth direction, which is parallel to the viewing direction of the virtual camera.
[0222] In the second example, accor...
no. 3 example
[0248] Next, game processing in the third example will be explained. In a third example, a three-dimensional game space is constructed, and a virtual camera for generating an image of the game space is set. In the third example, a virtual camera is an operation target. In this example, the processing of moving the virtual camera will be mainly explained, and other game processing will be omitted.
[0249] Fig. 27 shows an example of a game space in a third example. FIG. 27 shows a virtual camera 81 rotating or moving along an arc as an operation target. In FIG. 27, reference numeral 81 denotes a pre-movement position and direction of the virtual camera, and reference numeral 81' denotes a post-movement position and direction of the virtual camera. In FIG. 27, a coordinate system (X-Y-Z coordinate system) representing a position in the game space is set. In this coordinate system, the ground 83 is parallel to the X and Z axes, and the Y axis is perpendicular to the ground 8...
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