A63F2300/643

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.

INFORMATION PROCESSING DEVICE, CONTROL METHOD OF INFORMATION PROCESSING DEVICE, AND PROGRAM
20230218983 · 2023-07-13 · ·

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.

Peripersonal boundary-based augmented reality game environment

A method of providing an augmented reality game environment within a game space includes obtaining, by a processor, sensor data for the game space, determining, by the processor, a position of a player in the game space based on the sensor data, generating, by the processor, player image data of a peripersonal boundary of the player based on the determined position of the player for rendering a representation of the peripersonal boundary in the game space, the peripersonal boundary being disposed about, and spaced from, the determined position, obtaining, by the processor, player data for the player via an input modality, the player data being indicative of a player directive to modulate the peripersonal boundary, adjusting, by the processor, a size of the peripersonal boundary as a function of the player data, and updating, by the processor, the player image data based on the adjusted size of the peripersonal boundary.

METHOD FOR QUASI-RANDOM PLACEMENT OF VIRTUAL ITEMS IN AN EXTENDED REALITY (XR) SPACE

A method for quasi-random placement of a virtual item in an XR space includes: accessing a previously generated spatial mapping mesh (SMM) of the XR space; compiling a record from the SMM of open spaces between surfaces of physical elements in the XR space, with corresponding positions and dimensions; selecting from the open spaces: a spawn position for a virtual character, and a random set of other positions, filtering the random set to form a subset. The method then performs a collision analysis to assign a score to each position in the subset partly based on accessibility to that position for the virtual character beginning from the spawn position; and places the virtual item at a position in the subset having a score as high or higher than all other positions in the subset. The method is carried out before user interaction with any virtual element in the XR space.

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.

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.

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.

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.

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.