Patent classifications
A63F13/577
Information processing device, control method of information processing device, and program
An information processing device obtains information regarding the position of each fingertip of a user in a real space, and determines contact between a virtual object set within a virtual space and a finger of the user. The information processing device sets the virtual object in a partly deformed state such that a part of the virtual object, the part corresponding to the position of the finger determined to be in contact with the object among the fingers of the user, is located more to a far side from a user side than the finger, and displays the virtual object having the shape set thereto as an image in the virtual space on a display device.
Method to use recognition of nearby physical surfaces to generate NPC reactions to events
A method to generate an appropriate reaction, by an NPC in an XR game, to a significant event in the game includes: compiling a record from a previously generated SMM of surfaces in the XR space, categorizing the surfaces; after the game begins, tracking in real time physical surroundings of the NPC, allowing 3D positions of the NPC relative to nearby physical surfaces to be continuously determined; and events occurring in the game, allowing detection of any event deemed to be significant. For each detected event deemed significant, occurring at a corresponding event time, an appropriate action is determined for the NPC to carry out in response, partly based on whether the NPC is positioned close to a physical surface at the event time, and the NPC is directed to carry out the appropriate action.
Method to use recognition of nearby physical surfaces to generate NPC reactions to events
A method to generate an appropriate reaction, by an NPC in an XR game, to a significant event in the game includes: compiling a record from a previously generated SMM of surfaces in the XR space, categorizing the surfaces; after the game begins, tracking in real time physical surroundings of the NPC, allowing 3D positions of the NPC relative to nearby physical surfaces to be continuously determined; and events occurring in the game, allowing detection of any event deemed to be significant. For each detected event deemed significant, occurring at a corresponding event time, an appropriate action is determined for the NPC to carry out in response, partly based on whether the NPC is positioned close to a physical surface at the event time, and the NPC is directed to carry out the appropriate action.
METHODS, SYSTEMS, APPARATUSES, AND DEVICES FOR FACILITATING PROVISIONING OF A VIRTUAL EXPERIENCE
A system, including a memory in communication with a processor, the memory storing instructions that when executed by the processor cause the processor to create and store a geospatial virtual environment comprising a plurality of entities each having one or more location attributes and corresponding time attributes wherein at least one of the plurality of entities is a virtual asset and wherein at least one of the plurality of entities represents a real vehicle having a defined location within a physical space having spatial coordinates that are mapped to the virtual environment, receive an updated location of the real vehicle, map the received location of the real vehicle to the geospatial virtual environment, update the entity of the geospatial virtual environment corresponding to the real vehicle with the mapped received location and output data comprising a portion of the geospatial virtual environment to a display device adapted to display to an operator of the real vehicle a mixed reality representation of at least one virtual entity.
High speed calculation of magnetic forces and collision detection between coin clusters in magnetic carom
The present invention describes a system and method of high speed calculation of magnetic forces and collision detection between coin clusters in the graphical simulation of magnetic carom game, which has facilities of high speed calculation of magnetic forces, collision and dynamics in between the coins and coin clusters. Therefore, our invention is an interactive game simulation, which solves the problem of collision detection involving aggregates in an efficient manner.
High speed calculation of magnetic forces and collision detection between coin clusters in magnetic carom
The present invention describes a system and method of high speed calculation of magnetic forces and collision detection between coin clusters in the graphical simulation of magnetic carom game, which has facilities of high speed calculation of magnetic forces, collision and dynamics in between the coins and coin clusters. Therefore, our invention is an interactive game simulation, which solves the problem of collision detection involving aggregates in an efficient manner.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, GAME SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
In an example of a game program, a ground boarding target object or an air boarding target objects is selected by a selecttion operation, and a player character is caused to board the selected boarding target object. If the player character aboard the air boarding target object moves toward the ground player character automatically changed to the state where the player character is aboard the ground boarding target object, and brought into the state where the player character can move on the ground.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, GAME SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
In an example of a game program, a ground boarding target object or an air boarding target objects is selected by a selecttion operation, and a player character is caused to board the selected boarding target object. If the player character aboard the air boarding target object moves toward the ground player character automatically changed to the state where the player character is aboard the ground boarding target object, and brought into the state where the player character can move on the ground.
STORAGE MEDIUM STORING GAME PROGRAM, GAME SYSTEM, GAME APPARATUS, AND GAME PROCESSING METHOD
In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.
STORAGE MEDIUM STORING GAME PROGRAM, GAME SYSTEM, GAME APPARATUS, AND GAME PROCESSING METHOD
In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.