A63F13/577

GAME APPARATUS, GAME CONTROLLING METHOD AND STORAGE MEDIUM
20170354886 · 2017-12-14 ·

A non-limiting example game system includes a game apparatus, and a terminal device and a television are connected to the game apparatus. A game image to be displayed on the television is an image that various kinds of objects arranged in a virtual space are imaged by a virtual camera. A determination object of a three-dimensional shape in a traveling direction of a player object is sequentially moved from a start position that differs for each time to a target position that is decided according to a predetermined rule, and terrain (inclination and height of the ground) in the traveling direction of the player object based on a principal component analysis of a plurality of positions that the determination object collides with a terrain object is determined.

METHOD FOR PROVIDING VIRTUAL SPACE, PROGRAM FOR IMPLEMENTING THE METHOD TO BE EXECUTED BY A COMPUTER, AND SYSTEM FOR PROVIDING VIRTUAL SPACE
20170354882 · 2017-12-14 ·

A method of providing a virtual space. The method includes defining a virtual space by a processor. The method further includes displaying a field of view of the virtual space on a head mounted display device. The method further includes detecting, by the processor, a motion of the user wearing the head mounted display device. The method further includes determining, by the processor, a flying direction for an object in the virtual space in response to the detected motion. The method further includes flying, by the processor, the object within the virtual space in accordance with the flying direction. The method further includes moving, by the processor, the field of view in the flying direction.

METHOD FOR PROVIDING VIRTUAL SPACE, PROGRAM FOR IMPLEMENTING THE METHOD TO BE EXECUTED BY A COMPUTER, AND SYSTEM FOR PROVIDING VIRTUAL SPACE
20170354882 · 2017-12-14 ·

A method of providing a virtual space. The method includes defining a virtual space by a processor. The method further includes displaying a field of view of the virtual space on a head mounted display device. The method further includes detecting, by the processor, a motion of the user wearing the head mounted display device. The method further includes determining, by the processor, a flying direction for an object in the virtual space in response to the detected motion. The method further includes flying, by the processor, the object within the virtual space in accordance with the flying direction. The method further includes moving, by the processor, the field of view in the flying direction.

Generation-Based Evolution of Non-Player Characters in a Game
20230186110 · 2023-06-15 · ·

A method for configuring a character in a game includes generating a first non-player character of a first generation in the game, the first generation being associated with a first difficulty level, and detecting a target event affecting the first non-player character of the first generation in the game. The method further includes, based on the first non-player character of the first generation affected by the target event, obtaining an evolution indicator of an evolution from the first generation to a second generation associated with a second difficulty level higher than the first difficulty level. The method further includes, in response to the evolution indicator indicating that the evolution from the first generation to the second generation is successful, generating the second generation comprising two or more second non-player characters while one or more non-player characters of the first generation remain in the game.

Interactive control system and method for game objects, server and computer-readable storage medium

An interactive control system for a game object including: a collision module, configured to assign a collision attribute to each game object; a moving module, configured to receive a moving instruction directed to a game group; an interaction module, configured to be coupled to the collision module, calculate a repulsive force of each game object, and represent an interaction form of the game object based on the repulsive force, wherein, when the game group is moved to the moving target, makes a group circle with a center of the game group as a center of the circle and a first length as a radius, when the game object is outside the group circle, it controls the collision module to impart a restoring force directing to the center of the circle to the game object, so as to control the game object to return to the game group.

Interactive control system and method for game objects, server and computer-readable storage medium

An interactive control system for a game object including: a collision module, configured to assign a collision attribute to each game object; a moving module, configured to receive a moving instruction directed to a game group; an interaction module, configured to be coupled to the collision module, calculate a repulsive force of each game object, and represent an interaction form of the game object based on the repulsive force, wherein, when the game group is moved to the moving target, makes a group circle with a center of the game group as a center of the circle and a first length as a radius, when the game object is outside the group circle, it controls the collision module to impart a restoring force directing to the center of the circle to the game object, so as to control the game object to return to the game group.

PHYSICS ENGINE USING DEPTH INFORMATION
20220370911 · 2022-11-24 ·

A system and method for facilitating moving particles in a virtual space use depth information that reflects distances of objects in a virtual space to either a ground level or a viewpoint. The depth information may be stored in a set of information. The system detects collisions of particles and other objects based on the depth information, on a frame-by-frame basis.

System for example-based motion synthesis
09827496 · 2017-11-28 · ·

Embodiments of systems disclosed herein may use example based procedural animation techniques to create smooth, lifelike animations. Systems herein can identify a character pose at the end of each game update frame. Reference features can be extracted from the game update frame and may be used to identify a specific motion capture frame to use in generating an animation. The selected motion capture frame can be used as an initial target frame for a subsequent frame. Further, the target frame may be modified in response to a collision event. Based on the extracted reference feature information and the applied external forces due to the collision event, a new motion capture frame may be selected thereby, creating a new animation that appears more realistic compared to previous systems.

System for example-based motion synthesis
09827496 · 2017-11-28 · ·

Embodiments of systems disclosed herein may use example based procedural animation techniques to create smooth, lifelike animations. Systems herein can identify a character pose at the end of each game update frame. Reference features can be extracted from the game update frame and may be used to identify a specific motion capture frame to use in generating an animation. The selected motion capture frame can be used as an initial target frame for a subsequent frame. Further, the target frame may be modified in response to a collision event. Based on the extracted reference feature information and the applied external forces due to the collision event, a new motion capture frame may be selected thereby, creating a new animation that appears more realistic compared to previous systems.

INFORMATION PROCESSING METHOD, APPARATUS, AND DEVICE, AND STORAGE MEDIUM
20230166190 · 2023-06-01 · ·

An information processing method, apparatus, and device, and a storage medium, relating to the technical field of games. The method includes: detecting, by means of a first collider of a virtual object in a game scene, whether an interaction occurs between the virtual object and a virtual vehicle; calculating a second speed of the virtual vehicle after interaction and state information of the virtual object according to attribute information of the virtual vehicle, a first speed of the virtual vehicle before interaction, and attribute information of the virtual object; adding a second collider for simulating the motion of the virtual object to the virtual object; and according to the second speed of the virtual vehicle after interaction and the state information of the virtual object, on the basis of the second collider, simulating the motion of the virtual object after interaction with the virtual vehicle.