Abstract: Printed material for stereoscopic viewing is fabricated by creating images for the left eye and the right eye IL1 and IR1 for stereoscopic viewing, performing correction processing to remove perspective of images in the IL1 and IR1 at a base surface, creating images for the left eye and the right eye IL2 and IR2, and performing anaglyph processing or the like, based on the IL2 and IR2. An image IL for the left eye is created by rendering a projection of each point of a graphic object onto a base surface BS in a projection direction linking a viewpoint position for the left eye VPL to each point of the graphic object OB, and an IMAGE IR FOR THE RIGHT EYE is created by rendering a projection of each point of the graphic object onto the base surface BS in a projection direction linking a viewpoint position for the right eye VPL to each point of the graphic object OB. Printed material for stereoscopic viewing is fabricated by anaglyph processing or the like, based on the IL and IR.
Abstract: A method for generating an image in a virtual space seen from a predetermined viewpoint, has: judging whether to start a motion of a first object placed in the virtual space; if it is judged to start the motion of the first object, automatically controlling the motion of the first object in a predetermined moving direction; if it is judged to start the motion of the first object, locating a plurality of effect objects at a front side in the moving direction from a location of the first object; and making the plurality of effect objects sequentially not displayed in proximate order from the location of the first object at time that it is judged to start the motion of the first object.
Abstract: Whether or not a discoloring motion has been performed by a player character is determined, and a discoloration portion set for the determined discoloring motion is discolored. A discolored mark texture of which the discolored mark pattern is denser and of a thicker color is mapped as a current discoloration value set to the discoloration portion becomes larger. The current discoloration value is added and updated by a discoloration unit set based on the stadium in which the game is performed and the game day weather each time the discoloring motion is performed.
Abstract: A game device recognizes a player's voice to obtain an input voice text. The game device compares the input voice text with a statement identification keyword. The game device transmits a statement ID corresponding to the keyword with which the input voice text coincides to another game device. Each game device that participates in the game stores statement voice data in the voice of an actor corresponding to the statement ID. When the game device has received the statement ID from another game device, the game device extracts and reproduces the corresponding statement voice data.
Abstract: A program causing a computer to select a first color range from a plurality of color ranges based on input information, and to determine a color within the first color range to be a color of one of part objects corresponding to categories that form main parts of a model object under a predetermined condition.
Abstract: A program performing processing so that a computer does not set a selected part object together with a part object that has been already set as an element of a model object as elements of a model object when the category of the selected part object is designated by designation information of the part object that has been already set as an element of the model object and the category of the part object that has been already set as an element of the model object is designated by designation information of the selected part object.
Abstract: A program causing a computer to store a plurality of items of attribute information respectively associated with a plurality of part objects that form a model object in a storage section, and performing a hit effect process based on the attribute information of a part object among the plurality of part objects that corresponds to a hit position of the model object.
Abstract: An image generation system includes a virtual camera control section that controls a virtual camera, a distance calculation section that calculates a distance between the virtual camera and a model object, and a drawing section that draws a plurality of objects including the model object. The drawing section decreases a density of a shadow image that shows a self-shadow or a shadow of another object cast on the model object as the distance between the virtual camera and the model object decreases.
Abstract: A game system reproduces a first contact sound that corresponds to a sound that occurs when a character comes in contact with another object and a second contact sound that corresponds to a sound that occurs when parts of the character come in contact with each other when the character has come in contact with the other object. The game system changes the reproduction state of the first contact sound and the second contact sound according to the attribute of the other object that comes in contact with the character.
Abstract: A computer terminal includes a first data generation section that generates first data associated with an identification number corresponding to each frame, a data communication control section that transmits and receives data, a synchronization control section that stores the first data in a first storage area and stores second data in a second storage area based on the identification number, and extracts the first data stored in the first storage area and the second data stored in the second storage area in synchronization based on the identification number, a calculation section that performs calculations every frame based on the first data extracted from the first storage area and the second data extracted from the second storage area, a communication delay time determination section that performs a test communication and determines a communication delay time based on the result of the test communication, and an input delay time setting section that sets an input delay time and transmits the input delay t
Abstract: A method for executing a game having a motif of rolling an object combined with another object with which the object is contacted, on a surface of the object, and growing large like a snowball. The method has: controlling a rotation and a movement of a first object as an operated object, in a virtual space; combining one of a plurality of second objects, with which the operated object is contacted, around a contact position of the operated object, at which the operated object is contacted with the one of the second objects, when the operated object is contacted with the one of the second objects; and determining the operated object with which the one of the second objects is combined, and the one of the second objects, when the one of the second objects is combined with the operated object, as an operated object, newly.
Abstract: A program causing a computer to perform processing for executing a specific command under predetermined conditions independently of input information when automatic control information is set in association with a computer terminal and calculations are performed based on data of the computer terminal.
Abstract: A game controller case includes a holding section and a contact section that are formed integrally, the holding section removably holding a game controller that includes an acceleration sensor and a communication section that transmits an acceleration detected by the acceleration sensor to a game device main body. A player performs a beating operation on an article with the contact section as if to operate a stick used to play a percussion instrument. An impact that has occurred when the player has performed the beating operation is transferred to the holding section through a transfer section, transferred to the game controller, and detected by the acceleration sensor.
Abstract: An image generation system generates an image of an object space viewed from a given viewpoint. When a contact event in which a first model object comes in contact with a second model object in the object space has occurred, height information of grid points corresponding to a contact plane of the first model object is fetched by referring to height map data in which height information of a surface of the first model object with respect to a given reference plane set for the first model object is set in a grid pattern, and vertices of a contact plane of the second model object arm moved based on the fetched height information of the grid points.
Abstract: A game system includes: a direction mark storage section which stores image data of a direction mark that specifies a player's maneuver; a display controller which controls display of a plurality of display objects including the direction mark; a timing fetch section which fetches a maneuver timing; and an evaluation section which evaluates player's performance, based on a result of comparison between the fetched maneuver timing and a reference timing. The display controller displays the direction mark to specify a combination of a series of consecutive maneuvers by a single mark. When the player has input a series of consecutive maneuvers in accordance with a direction of the direction mark, the evaluation section compares the timing of the series of consecutive maneuvers with a reference timing, to evaluate the performance of the player.
Type:
Grant
Filed:
September 8, 2004
Date of Patent:
December 8, 2009
Assignees:
Namco Bandai Games Inc., Nintendo Co., Ltd.
Abstract: An image generation method and computer-readable information storage medium which stores a program in which a processing causes a first object to perform a motion based on control data from a first control lever which is tilted in an arbitrary direction and of which tilt angle is detectable. The processing also causes the first object to move based on control data from a second control lever which is tilted in an arbitrary direction and of which tilt angle is detectable. The processing further generates an image including an image of the first object and in which the first object is caused to perform an attack motion toward an attack direction which corresponds to a tilting direction of the first control lever, when the first control lever is tilted by a given angle. The attack motion of the first object changes according to at least one of a distance between the first and second object and an angle between a direction to which the first object faces and a direction in which the second object exists.
Abstract: A determination device stores a plurality of pieces of reference data associated with a predetermined movement pattern of a controller, and determines whether or not output values that respectively have a given relationship with reference data have been output from an acceleration sensor in a predetermined order within an input reception period in which an input that moves the controller in the predetermined movement pattern is received. The determination device receives an input that moves the controller in the predetermined movement pattern and performs a game process when the determination device has determined that the output values that respectively have the given relationship with the reference data have been output from the acceleration sensor in the predetermined order within the input reception period.
Abstract: An image generation system including: a drawing section which draws an object to generate image data; and an overdrive effect processing section which performs overdrive effect processing for the generated image data and generates image data to be output to a display section. The overdrive effect processing section performs the overdrive effect processing based on differential image data between image data generated in a Kth frame and image data generated in a Jth frame (K>J).
Abstract: A game movie distribution system acquires key input information input by a player using a game device when the player plays a game. The game movie distribution system reproduces the game played using the game device based on the key input information to generate movie data that indicates the game. The game movie distribution system delivers the movie data to an external terminal in response to a request from the external terminal.
Abstract: A game movie distribution system acquires key input information input by a player using a game device when the player plays a game. The game movie distribution system controls the movement of a character based on the key input information to reproduce the game. The game movie distribution system photographs a three-dimensional virtual space using a virtual camera that is set under a camera condition defined taking account of a view using an external terminal. The game movie distribution system generates movie data based on the photographed image, and delivers the movie data to the external terminal.
Type:
Application
Filed:
April 3, 2009
Publication date:
October 8, 2009
Applicant:
NAMCO BANDAI GAMES INC.
Inventors:
Takeshi ISHII, Takehiko MIYAMOTO, Akio ONDA