Abstract:
An apparatus, method and recording medium for controlling a game where a battle occurs in virtual space between one or more player characters acting according to manipulation of a player and one or more enemy characters acting independently of the manipulation of the player, including a command information storage for storing command information sets which includes a command to a player character and a plurality of numerical values, a card display for displaying a card showing a command included in the command information set or symbols related with the numerical values, and a command input acceptance unit to accept an input which selects the card displayed as well as one of the numerical values or symbols attached to the card.
Abstract:
An image generating system and a program enabling scissoring of a polygon in a three-dimensional stage to prevent display failure of a polygon on a screen end or at a short distance from the viewpoint with a reduced computation load. The system performs scissoring processing for a polygon in a three-dimensional stage and generates an image of an object including a new vertex generated by the scissoring. A polygon which is at a short distance from a view point, displaying of which is likely to be missed, is scissored on side surfaces of a quadrangular pyramid forming a view volume, to prevent the display failure of the polygon existing at a short distance from the end of a screen. A polygon arranged in the three-dimensional space is subjected to coordinate transformation into a screen coordinate system, to detect an undrawable vertex, and a polygon containing the detected vertex is scissored at a portion containing the detected vertex, in a predetermined plane.
Abstract:
A game machine is disclosed in which a visual point position is automatically changed after an elapse of a fixed time if an object exists between a player character and a visual point position as the player character is seen from the visual point position in a three-dimensional virtual space.
Abstract:
An image generating method for producing a pictorial image at higher speed when a three-dimensional object is arranged in an object space. The image generating method has: operating a normal line to a surface of a three-dimensional object; setting a plurality of sampling points within a rendering region on which the three-dimensional object is projected on the basis of a predetermined viewpoint; and rendering the three-dimensional object by performing processing for determining an arrangement angle of a predetermined brush image on the basis of the normal line at a position on the surface of the three-dimensional object, corresponding to each of the plurality of sampling points, and arranging the predetermined brush image at the arrangement angle at the position corresponding to each of the plurality of sampling points in the rendering buffer.
Abstract:
A game system includes: a direction mark storage section which stores image data of a direction mark that specifies a player's maneuver; a display controller which controls display of a plurality of display objects including the direction mark; a timing fetch section which fetches a maneuver timing; and an evaluation section which evaluates player's performance, based on a result of comparison between the fetched maneuver timing and a reference timing. The display controller displays the direction mark to specify a combination of a series of consecutive maneuvers by a single mark. When the player has input a series of consecutive maneuvers in accordance with a direction of the direction mark, the evaluation section compares the timing of the series of consecutive maneuvers with a reference timing, to evaluate the performance of the player.
Abstract:
A method for generating realistic image data of particle system objects locations of which change as time passes, in a light operation load and a little storage capacity. The method for generating image data of a virtual space viewed from a predetermined view point, comprises: providing a particle system object group comprising at least one particle system object in the virtual space, according to a predetermined rule, continuously or intermittently; determining a displacement point in the virtual space; moving the displacement point in a predetermined direction as time passes; and moving the particle system object group on the basis of the displacement point.
Abstract:
A game system includes: a direction mark storage section which stores image data of a direction mark which directs an operation of a player; a display control section which performs display control of a plurality of display objects including the direction mark; a timing acquisition section which acquires an operation timing; and an evaluation section which compares the acquired operation timing with a reference timing and evaluates the operation of the player. The display control section performs control of displaying the direction mark which directs the player to operate a plurality of operation regions by one mark. When the player operates the plurality of the operation regions of the operation section, the evaluation section evaluates the operation of the player by comparing the operation timing for the plurality of operation regions and the reference timing.
Abstract:
On an each player character basis, the player is allowed in advance to select commands available to player characters. Character-designated command candidate information 47 is automatically selected from them and stored in the memory 24 in the game apparatus. If it is detected by the status detection means 30 that a player character is selected as an attacking target of an enemy character, the player can issue a command to the player character by selecting the command from the character-designated command candidate information 47 by using the command input acceptance means 31 even when it is not the player character's turn to act. Whereas the opportunities to issue commands to player characters are increased, the commands which can be issued are limited to the candidates selected in advance. Thus, the player needs high level strategy.
Abstract:
A position detection system includes a position detection section which detects irradiation positions of gun controllers GC1 and GC2 based on images from an imaging device, and a determination section which determines that which of the gun controllers GC1 and GC2 irradiates which of the detected irradiation positions. The gun controller GC1 emits a beam in a first emission pattern, and the gun controller GC2 emits a beam in a second emission pattern differing from the first emission pattern. The determination section determines that the irradiation position is the irradiation position of the gun controller GC1 when the irradiation pattern formed at the irradiation position in the images of a plurality of frames is a first irradiation pattern, and determines that the irradiation position is the irradiation position of the gun controller GC2 when the irradiation pattern is a second irradiation pattern.
Abstract:
The present invention relates to a simulator that enables vibration sensations that correspond to simulation contents or the operator's preferences. This simulator causes an operator to sense vibrations by driving a vibration mechanism in accordance with a generation of a given simulation state. This simulator includes: a simulation calculation section which performs a simulation calculation to manipulate a simulator object in accordance with an operational input from an operating section; a vibration mechanism control section which drives the vibration mechanism on condition that a predetermined vibration occurrence simulation state has occurred, by a simulation calculation; and a vibration condition setting section which receives a vibration condition setting which specifies the vibration occurrence simulation state, by an operational input from an operating section for vibration condition setting.