Patent classifications
A63F2300/643
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.
Virtual Resource Processing Method in Game Scene and Apparatus, Terminal, and Storage-Medium
A virtual resource processing method and apparatus in a game scene, a terminal, and a storage medium are disclosed. The method includes: in response to a disassembly instruction, detecting whether the virtual resource is attacked by a virtual character; when detecting that the virtual resource is attacked by the virtual character, determining the virtual resource attacked by the virtual character as a first virtual resource to be disassembled; and when the first virtual resource to be disassembled satisfies a preset condition removing, the first virtual resource to be disassembled from the game scene. A processing apparatus, a mobile terminal and a computer storage medium are also disclosed. The present disclosure provides a novel user interaction mode. A user may conveniently achieve attacking and removing of a virtual resource in a game scene. The number of interactions between the user and an interaction interface is reduced. The user experience is improved.
In-game visualization of spectator feedback
Methods and systems are provided for displaying voice input of a spectator in a video game. The method includes receiving, by a server, the voice input produced by the spectator while viewing video game video of the video game. The method includes examining, by the server, the voice input to identify speech characteristics associated with the voice input of the spectator. The method includes processing, by the server, the voice input to generate a spectator video that includes text images representing the voice input of the spectator. In one embodiment, the text images are configured to be adjusted in visual appearance based on the speech characteristics of the voice input, wherein the text images are directed in a field of view of an avatar of the spectator. The method includes combining, by the server, video game video with the spectator video to produce an overlay of the text images graphically moving in toward a game scene provided by the video game video. The method includes sending, to a client device, a spectator video stream that includes the overlay of the text images.
Player-Tracking Video Game
A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.
Player-tracking video game
A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.
SYSTEMS AND METHODS FOR AN OBJECT MOVEMENT ENGINE IN A GAMING ENVIRONMENT
Systems and methods for a unitary physics engine and image smoothing is provided. In this method, a game and a plug-in physics engine are initialized on multiple gaming systems. Time advancement messages are received by a controller within the physics engine from a reflector, causing the physics engine to compute events in a queue up to the time of the timing message, according to the same set of physics rules. This causes a deterministic computation of all object positions within the game that is identical across all gaming systems. In between the deterministic calculations, the local gaming system may compute speculative object positions, based upon the last deterministic position and the accelerations, velocities and object attributes at that moment. These speculative calculations may be performed at least as often as the frame rate of the display (typically 30, 60 or 120 frames per second). Once the next deterministic calculations are refreshed, the true position of the objects may be compared against the current speculative position, and if needed, a reconciliation may be performed.
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.
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.
Non-transitory computer readable storage medium storing image processing program, image processing method, and image processing device
There is provided a non-transitory computer readable storage medium storing an image processing program, which when executed causing an image processing device to execute the following steps: receiving an operation for moving a position of a predetermined object in a virtual three-dimensional space; in response to determining that a height of a lowermost part of the predetermined object is less than a height of a surface of a predetermined three-dimensional object, configuring the predetermined object to be movable in a range with a height that is greater than or equal to a predetermined height corresponding to the position on a horizontal plane in the virtual three-dimensional space; and causing the predetermined object to be displayed on or above another object in the virtual three-dimensional space.
GAME DEVICE, GAME PROCESSING METHOD, AND MEDIUM
A game device is provided with an object detection unit for detecting positions of a plurality of real objects from a predetermined area, an object control unit for disposing a game object in a virtual area, a collision detection unit for detecting, in the virtual area, collisions between each of a plurality of player objects, which are disposed in positions corresponding to the detected positions of the plurality of real objects, and the game object, a parameter updating unit for updating a parameter of the game each time a collision is detected, a rendering unit for generating a game screen by rendering the virtual area, and a display unit for displaying the game screen in a position that can be seen from the predetermined area.