Image processor, image processing method, game machine and...

Amusement devices: games – Including means for processing electronic data – Perceptible output or display

Reexamination Certificate

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Details

C463S036000, C345S182000, C345S157000

Reexamination Certificate

active

06500069

ABSTRACT:

TECHNICAL FIELD
This invention relates to a graphics processing technique for generating an image, analogous to one observed from a prescribed viewing point, of a virtual space which is defined by three-dimensional coordinates and which contains segments (terrain features, human figures moving about in the virtual space, and the like) disposed therein, and more particularly to a method for shifting this viewing point in an effective manner.
BACKGROUND OF THE INVENTION
Recent advances in computer technology and declines in prices have led to widespread consumer adoption of video game machines. Various games can be played on such video game machines by inserting the appropriate ROM cartridge or CD-ROM.
These types of games include “simulation” games. In simulation games, the game consists of a plurality of stages. The display image contains a designated movable segment which can be controlled by the player, other segments which move under the control of the program, and other segments depicting terrain features (hereinafter, the movable human figure or other player-controlled segment will be referred to as the “player-controlled character,” and segments which move under the control of the program will be referred to as “enemy characters”). The player controls the player-controlled character to fight with the enemy characters to “beat” (complete a stage) the various stages.
Some simulation games of this type display an introductory screen which introduces the plurality of stages upon the issuance of a game start instruction, but these have several drawbacks.
For example, many conventional games of this type allow one to move through a page on the screen (called “scrolling”) in order to view displays of all the stages. However, the information displayed together with the stage displays was limited to messages (Conventional Example 1).
Some simulation games which use a cursor to facilitate control allow one to move the cursor to a desired location within the display, at which point data describing the terrain feature segment displayed at that location is presented. However, only data for the location selected with the cursor is shown; relationships to terrain features adjacent to cursor are not indicated (Conventional Example 2).
Conventional simulation games also include those which use topographical mapping data. However, this topographical mapping data is defined two-dimensionally; none of the simulation games employ topographical mapping data defined three-dimensionally. Accordingly, no game processing exists which utilizes terrain features rendered as images capable of simulating events likely to happen in any ordinary three-dimensional terrain, for example, a character sustaining injury by falling from a cliff. Even if such a game exists, the orientation of an injury and the extent of an injury would be predetermined factors, and the inability for the nature of the injury to change in a manner dependent on the terrain results in a lack of realism (Conventional Example 3).
Furthermore, while some conventional simulation games vary the viewing point for creating the display, none of them allow the viewing point to be changed arbitrarily (Conventional Example 4).
As noted above, in conventional game design, the display is two-dimensionally defined, and the resulting display is unavoidably lacking in realism when compared to the real world, which is three-dimensional.
Accordingly, representation whereby the display in each stage is rendered on the basis of three-dimensionally-defined topographical mapping data, the position of the viewing point can be shifted vertically and horizontally, and the player is presented a more three-dimensional display would serve to facilitate understanding of terrain features.
It should be noted that defining terrain feature segments in three dimensions and allowing the viewing point to be positioned at any location within virtual space creates several new problems.
For example, where a enemy character or the like is hidden behind a terrain feature segment which is represented in three dimensions, the enemy character cannot be made visible unless the position of the viewing point is changed. This creates problems, unless the position of the viewing point is aligned with the player-controlled character. Specifically, directions for player-controlled character movement are assigned to control buttons on the input device (pad). This does not present a problem when the direction of the line of sight extending into the virtual space from the viewing point is aligned with the direction in which the player-controlled character is facing. However, if the direction of the line does is not aligned with the direction in which the player-controlled character is facing, proper control becomes impossible.
For example, let it be assumed that the assignment for the UP switch on the pad is such that when it is pushed, the player-controlled character moves FORWARD. This is not a problem where the viewing point is such that the player-controlled character is viewed from behind. Pushing the UP switch causes the player-controlled character to move in the z-axis direction in the viewing point coordinate system. With this control button assignment, however, if the viewing point is changed so that the player-controlled character is viewed from the side, pushing the UP switch will cause the player-controlled character to move in the z-axis direction, i.e., in the sideways direction with respect to the player-controlled character. Properly speaking, FORWARD should move the player-controlled character in the forward direction.
To summarize, where a three-dimensional simulation game is conducted using three-dimensionally-defined polygons or the like, the use of processing analogous to that for conventional two-dimensional simulation games makes control difficult and may diminish the interest of the game.
This invention was developed to address the problems noted earlier, and is intended to provide a graphics processing device which allows the viewing point in a three-dimensionally-defined virtual space to be shifted arbitrarily, and to present a suitable operating environment (Object 1).
This invention was developed to address the problems noted earlier, and is intended to provide a graphics processing device which allows information for the surroundings of the cursor-selected position to be displayed, and to present a suitable operating environment (Object 2).
This invention was developed to address the problems noted earlier, and is intended to account for the effects of a three-dimensionally-defined terrain feature on a player-controlled segment, and to present a suitable operating environment (Object 3).
This invention was developed to address the problems noted earlier, and is intended to align the orientation of a player-controlled segment in virtual space with the direction of the line of sight for visual field conversion, and to present a suitable operating environment (Object 4).
An embodiment of the invention provides a graphics processing device for generating a display wherein segments defined three-dimensionally within a virtual space are viewed from a viewing point located within the virtual space, comprising viewing point shifting means for shifting the viewing point over the predetermined three-dimensional paths established within the virtual space.
The segments are representations of terrain features, human figures, and the like, and are constructed from polygons, for example. Two-dimensional representations of the polygons observed from a viewing point in the virtual space are displayed. In contrast to moving through two dimensions, the paths are designed to allow movement while changing position in a third dimension direction (such as the height direction).
An embodiment of the invention provides a graphics processing device, wherein display locations for displaying predetermined messages are established along a path, and the viewing point shifting means displays messages at these display locations.
Locations for message display may include, for example, lo

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