A63F2300/646

Game device, control method for a game device, and non-transitory information storage medium

A position information acquiring unit acquires position information relating to positions of a plurality of body parts of a player. A determination unit determines whether or not the at least one of the plurality of body parts exists within a determination region including the reference position at a time point corresponding to the reference time. A body part information acquiring unit acquires body part information relating to a kind of the at least one of the plurality of body parts determined to exist within the determination region. An evaluation unit evaluates gameplay of the player based on the kind of the at least one of the plurality of body parts acquired by the body part information acquiring unit.

Storage medium having image processing program stored thereon and image processing apparatus
09561442 · 2017-02-07 · ·

An operation target object in a virtual game space as seen from a virtual camera is displayed on a display device. A moving direction of the operation target object in a virtual space in accordance with a direction represented by direction data based on a direction input by the user is determined based on an exactly upward vector representing a direction of a virtual gravity acting on the position of the operation target object in the virtual space and a direction of the normal in the virtual field at the position. The operation target object is moved in the determined moving direction.

Game program and game apparatus

A forward direction line is set on a course, in a virtual game world, on which a player object is allowed to move. An advancing direction at a current position of the player object is determined based on the forward direction line. The advancing direction is determined as a direction in which the player object advances so as to control a movement of a player character in accordance with an acceleration instruction, and a leftward-rightward movement instruction from a player. Consequently, it is possible to assist the player in controlling a direction in which an object operated by the player moves.

Game device and computer-readable storage medium

A game device having a touch panel to accept an input by a flick operation according to a contact operation and a slide operation on the touch panel, instructs a flick operation by displaying on the touch panel a screen that instructs a flick operation from a predetermined position in a predetermined direction on the touch panel at a predetermined timing, detects a contact start position on the touch panel by the flick operation, detects the slide direction from the contact start position on the touch panel by the flick operation, detects the contact timing on the touch panel by the flick operation and determines whether to accept or reject the flick operation based on a comparison between the detected contact start position and the predetermined position, a comparison between the detected slide direction and the predetermined direction, and a comparison between the detected contact timing and the predetermined timing.

Game program and game apparatus for correcting player's route within a game space

A game apparatus displays game space on a display means, and the game space includes a first area and a second area which interrupts continuity of a movement of an object in the first area. A user sets a moving route within the game space by means of a touch pen. The collision, that is, the object moves along the route. Assuming that the object moves to a next point position on the route, when the next point position where the object will enter the second area is set, the computer corrects the next point position to a target position within the first area, and then moves the object thereto.

Ghost expressions based on ghost data augmented by user-provided information

Ghost expressions with user-provided information may be provided in asynchronous gameplay. According to some implementations, ghost data associated with a first performance by a first user of a first task in a game may be obtained. The ghost data may be configured to allow generation of a ghost expression in the game corresponding to the first performance of the first task in the game by the first user. User-provided information associated with the first performance of the first task in the game may be obtained. The ghost data may be augmented with the user-provided information to obtain augmented ghost data. The augmented ghost data may be provided to effectuate presentation in the game of the ghost expression and at least some of the user-provided information via a client computing platform associated with the first user or a second user of the game.

Simulating realistic ball behaviour in interactive videogames
12343632 · 2025-07-01 · ·

An example method of simulating dribbling ball behavior in interactive videogames includes: determining, a current spatial position of a simulated ball rolling on a surface of a simulated terrain; determining, based on a slope of the surface of the simulated terrain, a likelihood of ball dribbling; identifying a segment of a path of the simulated ball over the surface from the current spatial position of the simulated ball, such that a dribbling criterion based on the likelihood of ball dribbling is satisfied on the segment of the path; determining, based on a speed of the simulated ball, a dribble-simulating surface angle adjustment range; choosing a dribble-simulating surface angle adjustment value from the dribble-simulating surface angle adjustment range; adjusting, based on the dribble-simulating surface angle adjustment value, a surface normal of a segment of the surface on the path; and determining, based on the adjusted surface normal, a next spatial position of the simulated ball.

Computer-readable non-transitory storage medium having stored therein information processing program, information processing system, information processing apparatus, and information processing method
12357912 · 2025-07-15 · ·

In a first case, the movement speed of a movement object is reduced on the basis of a first correction value that is calculated on the basis of a delay time and that is changed in accordance with an elapsed time from start of movement of the movement object, to move the movement object. In a second case, the movement speed of the movement object is reduced on the basis of a second correction value that is calculated on the basis of the delay time and that is not changed in accordance with an elapsed time from start of movement of the movement object, to move the movement object.

System and method for individual player and team simulation
12415130 · 2025-09-16 · ·

A computing system retrieves historical event data for a plurality of games in a league. The historical event data includes (x,y) coordinates of players within each game and game context data. The computing system learns one or more attributes of each team in each game and each player on each team in each game. The computing system receives a request to simulate a play in a historical game. The request includes substituting a player that was in the play with a target player that was not in the play. The computing system simulates the play with the target player in place of the player based on the one or more attributes learned by the computing system. The computing system generates a graphical representation of the simulation.

SYSTEM AND METHOD FOR INDIVIDUAL PLAYER AND TEAM SIMULATION
20250312696 · 2025-10-09 · ·

A computing system retrieves historical event data for a plurality of games in a league. The historical event data includes (x,y) coordinates of players within each game and game context data. The computing system learns one or more attributes of each team in each game and each player on each team in each game. The computing system receives a request to simulate a play in a historical game. The request includes substituting a player that was in the play with a target player that was not in the play. The computing system simulates the play with the target player in place of the player based on the one or more attributes learned by the computing system. The computing system generates a graphical representation of the simulation.