Abstract: The present invention is an image processing method for drawing an integrated shaping model which has a plurality of models linked by a hierarchical structure, where at least a first models has a plurality of vertices constituting polygons and at least the position of a first vertex is influenced by positions of a plurality of models and weight values from these models. The data (110) of the integrated shaping model comprises: format data of a common vertex buffer which stores data on the plurality of vertices in the plurality of models for each model; a vertex list which is created for each model which influences the vertices and has vertex data specified by a vertex ID in the common vertex buffer; and a polygon list which is created for each model having the polygon and includes polygon data where the vertex ID is attribute data.
Abstract: Information of a product for an information seal to be adhered to is printed on an information side of the information seal. An adhesive for adhering the information seal to the product is applied to a pattern side of the information seal, and a conduction pattern corresponding to a serial number is further formed on the pattern side. The conduction pattern includes a required number of terminals opposed to each other, and lines interconnecting those of the opposed terminals required to indicate the serial number indicated on the information side.
Abstract: To provide an electronic dictionary that stylizes the display based on data pertaining to the number of times and frequency with which a search is performed, thereby making it easy to use, and to provide an electronic dictionary that can be used by a plurality of users.
The device comprises a keyboard 1a and a mouse 1b, a dictionary memory 6 for storing text electronically, mark files 7-1, . . . , 7-n which store attribute data relating to text that has been searched for one or more times in the dictionary memory 6, a display component 5 for displaying text that has been searched for, and a CPU 3 for displaying searched for text in the display area 5 while changing the color based on the attribute data from the mark file 7 and for searching the dictionary memory 6 upon receiving an output signal from the input method 1a or 1b.
Abstract: A game device permits generation of images of objects moving through a virtual space. The game device permits generation of track data by sampling at stipulated intervals of time the track along which a first moving object has moved, setting of transit points at stipulated intervals of distance along the track, and moving a second object in such a manner as to pass through the transit points. In addition, the games device permits allocating a second moving object a new course to avoid a collision where the second object is likely to collide with an obstacle while moving through the transit points.
Abstract: It is provided a computer game apparatus for displaying an image of virtual space in which first and second characters locate, the image being viewed from a first point in the virtual space to a direction from the first point to a second point in the virtual space, comprising: a first processor for obtaining positions of the first and second characters in the virtual space; and a second processor for setting the first or second point in accordance with a distance between the positions of the first and second characters which are aligned in the direction in the virtual space. According to the present invention, when the characters approach each other in virtual space in a game, the first point in virtual space is raised, so that the image is displayed as virtual space is looked down. Therefore, since the first character manipulated by the player and the enemy character do not overlap in the image, the player can clearly observe the movements of the enemy character.
Abstract: An input device comprises a board 14B whereon a player stands with both feet, and supporting mechanisms 14S, 14R, 14P for supporting the board such that it can oscillate, and it supplies oscillatory information when the player causes the board to oscillate to the game machine. In the supporting mechanism, the central axis of oscillation is positioned on the lower portion of, or below, the board. The centre of rotation of swinging movement in the supporting mechanism is position below the board 14B.
Abstract: It is an object of this invention to provide a game apparatus which is capable of providing the progress of a semi-infinite new scenario and which requires less labor for the development and sale for the above-described object.
Abstract: A game apparatus and a method of replaying a game display a moving entity which moves in a given area on a display screen. The game apparatus has a memory for storing, for a predetermined period of time, absolute coordinates in the predetermined area of a moving entity which moves in the predetermined area in response to a control signal entered by an operator while a game is in progress, and a display data generating unit or reading the absolute coordinates from the memory in response to a replay request from the operator and processing the absolute coordinates into display data depending on processing information supplied from an input unit by the operator.
Abstract: An image processing device and game apparatus is provided. The image processing device displays movement of a display object based on the control of an operator to realize natural movement, and impart variation to a movement. The image processing device may add predetermined change factors to a display object movement in a prescribed situation or cause a prescribed special movement. The game apparatus allows an operator to control a display object. The game apparatus determined when the display object is within a prescribed area and may display the display object in a particular display configuration.
Abstract: The image processing system comprises means for preparing a plurality of textures for providing to at least one first texture thereof a background image, in which a movable object is either in a stationary or low-speed state and means for providing to at least one of the remaining second textures a background image of when a movable object is in a low-speed or faster state of travel and for mapping to a screen in accordance with the state of themovable object the second texture in addition to the first texture.
Abstract: A game apparatus requiring certain operations of a player within a time limit which displays a first window (W1) for a period of time within a first time limit (TM1), displays a second window (W2) for a period of time within a second time limit (TM2) separate from the first time limit (TM1), and displays at least once the aforementioned first window (W1) during the second time limit (TM2).
Abstract: The image display apparatus of the present invention examines the transparency of a pixel to determine whether the Z coordinate of the pixel should be written in the depth buffer. Therefore, when the objects which are constituted by polygons, wherein opaque pixels and translucent pixels coexist, intersect each other, the variation in the display of image patterns which are to be displayed is increased. Since the writing control is performed under simple conditions, i.e., in accordance with the transparency of a pixel, an image closer to the ideal one can be selected without substantially increasing the load imposed on the rendering circuit.
Abstract: A small screen which enables a player to easily grasp the situation of a game field as well as the positional relationship between the game objects is displayed on a game screen in a game device. A game device which displays on a monitor screen a picture of a game being proceeded in a virtual space by a first object controlled by a player and a second object controlled by a computer comprises a supplementary screen forming means (S210) for forming on the monitor screen a small screen showing the surrounding condition with the first object in the center, a distance calculating means (S202) for calculating the distance between the first object and the second object in the virtual space, and a display magnification setting means (S208) for setting the display magnification on the small screen in correspondence with the distance between the above objects.
Abstract: Double registration or improper registration of the data of participating teams is prevented in an online-participation game system. Provided is a data communication method for game systems in which game meets are carried out by sending transmission files including data of each team to a server from each of a plurality of game terminal devices, and by thus simulating a competition among the teams, the above-mentioned method comprising: a process wherein the game terminal devices generate transmission files including an identification code (login ID) and game data and send the files to the server; and a process wherein the server checks the identification code of the transmission files received and appends the transmission files received to a registration file for the game meet, in the case when the files do not comprise identification codes identical to those in the accepted transmission file group.
Abstract: When a replay condition is established in advance of a game, a reproduced image which replays a specific scene in the advance of the game is displayed. In displaying the reproduced image, a parameter in the specific scene in the advance of the game is corrected for replay, and the specific scene is reproduced based on the corrected parameter. When the game display is resumed, a stored parameter is read. Suitable replay images can be displayed.
Abstract: The present invention detects polygons located in a region of diffused light or specular light, divides that polygon and generates subdivided polygons, and for those polygons, carries out lighting processing and rendering processing using linear interpolation according to the conventional Gouraud shading method. In consideration of the efficiency of the image processing, the present invention does not subdivide all the polygons, but rather subdivides the polygons located within the area of diffused light or specular light. Or, the present invention subdivides only those polygons located within areas where the intensity of the diffused light or specular light varies.
Abstract: A loop track for race horses is disposed at the center of a horse race game device. Twelve race horses run on the track. A gate is disposed in a paddock in the track. The gate is advanced to a start point of the track from the paddock. Twelve satellites are disposed on three sides of the track. A large projector for displaying images of developments, etc. of a race is disposed on one of the short sides of the track. Speakers for live broadcasting, fanfares, BGM, etc. are disposed on both sides of the large projector. The horse race game device enables a larger number of running objects to be raced at once, whereby race developments are made more amusing.
Abstract: A baseball game is provided which imitates reality more closely by reflecting player data in game characters. Data relating to good hitting courses and bad hitting courses for each batter are incorporated as batter parameters, and the selection of a good or bad course by the batter can be reflected in the result of a hit, by varying the size of a collision object, or the like, in accordance with the batter parameters.
Type:
Grant
Filed:
September 30, 1999
Date of Patent:
May 28, 2002
Assignee:
Kabushiki Kaisha Sega Enterprises
Inventors:
Yoshiyuki Okitsu, Toyoji Kurose, Jun Okubo, Tomoko Hasegawa
Abstract: A game apparatus comprises: a macro group, with a scenario described therein, for commanding a procedure to process the scenario; a data group consisting of video data VD, graphics GF, texts TXT, audio data AD and other information used in accordance with the progress of the scenario; and a program for causing a CPU to make a game progress by using the data group on the basis of the command of the macro group. This game apparatus comprises: a first device for externally incorporating a scenario macro of, for example, a puzzle game; and a second device for giving a command to the program by means of the scenario macro SM obtained externally by the first device, and of providing a new scenario by reusing the data group.