Patent classifications
A63F13/57
Computer-readable non-transitory storage medium having instructions stored therein, game apparatus, game system, and game processing method
In an exemplary embodiment, on the basis of a first direction input performed on an operation device, a player object is caused to perform a posturing action of holding an item object in an orientation corresponding to an input direction according to the first direction input. Further, in accordance with cancelation of the first direction input, the player object is caused to perform a swinging action of swinging the item object.
Computer-readable non-transitory storage medium having instructions stored therein, game apparatus, game system, and game processing method
In an exemplary embodiment, on the basis of a first direction input performed on an operation device, a player object is caused to perform a posturing action of holding an item object in an orientation corresponding to an input direction according to the first direction input. Further, in accordance with cancelation of the first direction input, the player object is caused to perform a swinging action of swinging the item object.
Simulation system, processing method, and information storage medium
A simulation system includes a processor including hardware. The processor performs a moving body process of performing a process of moving a moving body corresponding to a user wearing an HMD in a virtual space, a virtual camera control process of controlling a virtual camera moving in accordance with a movement of the moving body, and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image of the head mounted display. The processor performs, in the display process, an image effect process for motion sickness prevention as a process of blurring, compared with a display object in a given distance range from the virtual camera, an image of a display object in a distance range farther than the given distance range to generate the display image.
Simulation system, processing method, and information storage medium
A simulation system includes a processor including hardware. The processor performs a moving body process of performing a process of moving a moving body corresponding to a user wearing an HMD in a virtual space, a virtual camera control process of controlling a virtual camera moving in accordance with a movement of the moving body, and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image of the head mounted display. The processor performs, in the display process, an image effect process for motion sickness prevention as a process of blurring, compared with a display object in a given distance range from the virtual camera, an image of a display object in a distance range farther than the given distance range to generate the display image.
WATER WAVE RENDERING OF A DYNAMIC OBJECT IN IMAGE FRAMES
An image rendering method includes acquiring a water wave map corresponding to a target water body region, and acquiring a normal map corresponding to the target water body region in a next image frame based on the water wave map corresponding to the target water body region in the current image frame. The method further includes rendering a water wave effect on the target water body region in the next image frame based on the normal map. The method further includes performing attenuation processing on the water wave map corresponding to the target water body region where the dynamic object is located in the current image frame based on a water wave diffusion attenuation matrix corresponding to the dynamic object to obtain an attenuated water wave map when the dynamic object moves in water.
WATER WAVE RENDERING OF A DYNAMIC OBJECT IN IMAGE FRAMES
An image rendering method includes acquiring a water wave map corresponding to a target water body region, and acquiring a normal map corresponding to the target water body region in a next image frame based on the water wave map corresponding to the target water body region in the current image frame. The method further includes rendering a water wave effect on the target water body region in the next image frame based on the normal map. The method further includes performing attenuation processing on the water wave map corresponding to the target water body region where the dynamic object is located in the current image frame based on a water wave diffusion attenuation matrix corresponding to the dynamic object to obtain an attenuated water wave map when the dynamic object moves in water.
MERGE COMPUTER SIMULATION SKY BOX WITH GAME WORLD
A character in a game world of a computer simulation is identified as moving toward a sky box in the simulation. The computer simulation does not permit simulation characters to enter the sky box. However, techniques are described for modifying an image or audio or both of the sky box responsive to identifying the character is moving toward the sky box.
MERGE COMPUTER SIMULATION SKY BOX WITH GAME WORLD
A character in a game world of a computer simulation is identified as moving toward a sky box in the simulation. The computer simulation does not permit simulation characters to enter the sky box. However, techniques are described for modifying an image or audio or both of the sky box responsive to identifying the character is moving toward the sky box.
SHARING MOVEMENT DATA
Data captured during a movement by the user in a real-world environment may be received from a user device associated with a user. A corresponding movement is rendered by a virtual character within a virtual environment based on the data. Video of the corresponding movement within the virtual reality environment is captured and associated with the data. The captured video and the data are provided to a recipient designated by the user. It is then verified that the recipient is performing the movement by comparing data regarding the recipient during play of the captured video to the data associated with the captured video.
SHARING MOVEMENT DATA
Data captured during a movement by the user in a real-world environment may be received from a user device associated with a user. A corresponding movement is rendered by a virtual character within a virtual environment based on the data. Video of the corresponding movement within the virtual reality environment is captured and associated with the data. The captured video and the data are provided to a recipient designated by the user. It is then verified that the recipient is performing the movement by comparing data regarding the recipient during play of the captured video to the data associated with the captured video.