A63F2300/643

Collision detection and resolution in virtual environments
10692266 · 2020-06-23 · ·

A non-transitory computer readable storage medium storing computer program code that, when executed by a processing device, cause the processing device to perform operations comprising: determining a first representative point, wherein the first representative point represents a first geometric primitive; determining a second representative point, wherein the second representative point represents a second geometric primitive; determining an initial distance between the first representative point and the second representative point; calculating a first displacement based on a velocity of the first representative point; calculating a second displacement based on a velocity of the second representative point; determining a separating direction between the first representative point and the second representative point; projecting the first displacement along the separating direction; projecting the second displacement along the separating direction; calculating a predicted minimum distance between the first representative point and the second representative point based on the projection of the first displacement along the separating direction, the projection of the second displacement along the separating direction and the initial distance between the first representative point and the second representative point; and in response to the predicted minimum distance being less than a threshold distance, generating a collision constraint preventing penetration between the first geometric primitive and the second geometric primitive.

PLAYER TRACKING VIDEO GAME
20200139226 · 2020-05-07 ·

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.

VIRTUAL REALITY COLLISION INTERPRETATION
20200139240 · 2020-05-07 ·

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.

INFORMATION PROCESSING DEVICE, CONTROL METHOD OF INFORMATION PROCESSING DEVICE, AND PROGRAM
20200129850 · 2020-04-30 ·

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.

Reactive emitters of a video game effect based on intersection of coverage and detection zones

A reactive emitter associated with an object in a video game emits an asset in response to a secondary effect of an activity that occurs in the video game within a vicinity of the object.

Storage medium, game apparatus, game system and game control method

A non-limiting example game apparatus includes a display device, and a game screen is displayed on the display device. For example, a player character, an enemy character, a background object, etc. are displayed in the game screen. If a throw mode is set, a target cursor is moved on a predetermined plane in a virtual space based on an operation of a player, thereby to designate a target object with which a throwing object is made to be collided. When the target object is designated, a route object is displayed on a line segment that connects a throw starting point and a target point that is the designated position on the target object, and a shadow of the route object is displayed.

Method, device, and non-transitory computer readable storage medium for interaction to event in virtual space
10525355 · 2020-01-07 · ·

A processing method includes mapping a first physical object into a first virtual object in a virtual space; generating a collision signal in response to the first virtual object overlap a second virtual object in the virtual space; and providing the collision signal to the first physical object, so that the first physical object operates according to the collision signal.

Method to regulate jumps and falls by playable characters in XR spaces

A method for regulating falls of a user-controlled character through gaps between surfaces in an extended reality (XR) space in which the user is playing a game includes compiling a record from a previously generated spatial mapping mesh (SMM) of the XR space of surfaces of real elements present in that space, with corresponding positions and dimensions; and, after the game begins, determining whether, if the character approaches a substantially vertical gap between an edge of a first surface at a first level and a second surface, at a second level lower than the first level, continuing motion of the character to fall through the vertical gap will be permitted or prevented. A similar method for regulating jumps rather than falls of a user-controlled character through gaps between surfaces in an extended reality (XR) space in which the user is playing a game is also described.

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.

DYNAMIC INTERACTIONS BETWEEN AVATAR ATTACHMENTS

The present technology pertains to supporting contact interactions between avatars. For example, the present technology supports collisions between a collider and a receiver on avatars and effectuating a resulting effect. In another example, the present technology supports contact interactions that result in secondary motion behaviors from portions of an avatar. Portions of an avatar can be manipulated by forces from colliders that are exerted on the portions of the avatar configured with secondary motion. In addition to supporting interactions between avatars and portions of avatars, the present technology also solves other problems that are collateral to the supporting of contact interactions between avatars. One such problem is one of consent to engage in contact between avatars.