Program, recording medium, game character rendering method,...

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

Reexamination Certificate

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C463S031000, C463S032000, C345S419000, C345S424000, C345S467000, C345S468000, C345S469000, C345S474000, C345S645000, C382S236000, C382S239000, C382S240000

Reexamination Certificate

active

07104890

ABSTRACT:
A program which can dynamically and realistically express an impact which a game character rendered by motion data receives is provided. In bullet ball-related processing (S114), determination is made about whether a bullet ball hits either one of node assigned balls. When the determination is affirmative, a torque at a hit point is calculated as an impact magnitude and the node assigned balls are disposed, through calculation of a rotation angle per frame, to nodes whose coordinate positions are corrected in metaball update processing (S120), density is calculated for each vertex of voxels from a reference position of each metaball towards the minimum direction and the maximum direction of a voxel index of the voxels according to a calculation equation expressing a solid shape in density distribution processing (S122), and vertex coordinates of polygons are calculated based upon density of each metaball at the vertex coordinates of the voxels and a predetermined threshold in marching cube processing (S124).

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