Game system and data processing method thereof
First Claim
Patent Images
1. A game system in which a virtual object is moved in virtual surroundings on a screen of a display, the system comprising:
- means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of interaction forces between the object and the surroundings, the interaction forces being operated on at least two positions of the object.
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Accused Products
Abstract
There is provided a game system in which a virtual object such as a car is moved in virtual surroundings on a screen of a display. The system comprises an input device for providing from a player operating information concerning an expected motion of the object and an element for simulating the motion of the object in response to the provided information and in consideration of interaction forces between the object and the surroundings. The interaction forces are operated at least two positions of the object. The simulated results of the object Is displayed on the screen of the display.
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Citations
35 Claims
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1. A game system in which a virtual object is moved in virtual surroundings on a screen of a display, the system comprising:
means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of interaction forces between the object and the surroundings, the interaction forces being operated on at least two positions of the object. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A game system in which a virtual object in the form of a car is moved in virtual surroundings on a screen of a display, the system comprising:
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means for simulating the motion of the car, realized by performing a program implemented in the system, in response to inputted information concerning an expected motion of the car and in consideration of interaction forces between the car and the surroundings, the interaction forces being operated on at least two wheel positions of the car; and means for virtually suppressing the motion of the car simulated by the simulating means; wherein the simulating means comprises first means for calculating forces applied to the wheels; and
second means for calculating the motion of the car including a yawing motion on the basis of the forces calculated by the first calculating means. - View Dependent Claims (11, 12, 13, 14)
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15. A game system in which a virtual object in the form of a car is moved in virtual surroundings on a screen of a display, the system comprising:
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means for simulating the motion of the car, realized by performing a program implemented in the system, in response to inputted information concerning an expected motion of the car and in consideration of interaction forces between the car and the surroundings, the interaction forces being operated on at least two positions of the car, wherein the simulating means includes an element that calculates a parameter value representing a special effect with regard to the simulated motion of the car, and wherein the parameter is at least one of a spray of sand, a spray of water, and a spray of snow, each representing an attribute of a virtual running road on which the car runs. - View Dependent Claims (17)
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16. A game system in which a virtual object is moved in virtual surroundings on a screen of a display, the system comprising:
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means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of interaction forces between the object and the surroundings, the interaction forces being operated on at least two positions of the object wherein the simulating means includes an element that calculates a parameter value representing a special effect with regard to the simulated motion of the object.
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18. A game system in which a virtual car is moved in virtual surroundings on a screen of a display, the system comprising:
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means for simulating the motion of the car in response to provided information; and means for virtually suppressing the motion of the car simulated by the simulating means, wherein the car is realized by performing a program implemented in the system, the simulating means comprises first means for calculating forces applied to the wheels and second means for calculating the motion of the car including a yawing motion on the basis of the forces calculated by the first calculating means, the second calculating means is a means that calculates at least one of a yawing angular velocity and a slip angle of the car as a parameter concerning the yawing motion, and the suppressing means has a virtual damper virtually producing an attenuating force suppressing at least one of the yawing angular velocity and the slip angle. - View Dependent Claims (19)
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20. A game system comprising a processing apparatus executing a given task at every specified interval, thereby displaying movement of at least two objects including a player'"'"'s object on a monitor as a game, the game system comprising:
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means for calculating a current residual processing capability of the processing apparatus in synchronization with the specified intervals; and means for determining a processing mode for the at least one object other than the player'"'"'s object on the basis of the calculated residual reprocessing capability, the processing mode being used in a next coming interval of the specified intervals; wherein the processing apparatus comprises means for executing a data process of the at least one other object for the next interval accordingly to the determined processing mode. - View Dependent Claims (21, 22, 23, 24, 25, 26, 27)
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28. A game system in which an object displayed on a monitor is moved on the monitor along a traveling path included in a background composed of polygons, the system comprising:
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means for prestoring the polygons of the background divided into a plurality of areas along the travelling path; means for determining that the object resides in which one of the areas; means for specifying a number of displaying polygons used for display among the polygons of the background every time when the area is determined by the determining means, the number of the displaying polygons being within an upper limit; and means for displaying the background together with the object using the displaying polygons of the at least one area picked up so as to satisfy the number of the displaying polygons. - View Dependent Claims (29, 30, 31)
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32. A game system in which an object displayed on a monitor is moved on the monitor along a traveling path included in a background composed of polygons, the system comprising:
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means for prestoring the polygons of the background divided into a plurality of areas along the traveling path; and means for instructing display of the background using the polygons of the areas associated with movement of the object.
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33. A method of processing data handled in a game system in which a processing apparatus executes a given task at every specified interval, thereby displaying movement of at least two objects including a player'"'"'s object on a monitor as a game, the method comprising the steps of:
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calculating a current residual processing capability of the processing apparatus in synchronization with the specified intervals; means for determining a processing mode for the at least one object other than the player'"'"'s object on the basis of the calculated residual reprocessing capability, the processing mode being used in a next coming interval of the specified intervals; and means for instructing the processing apparatus to execute a data process of the at least one other object for the next interval accordingly to the determined processing mode.
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34. A game system in which a virtual object is moved in a virtual surrounding on a screen of a display, the system comprising:
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means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of the interaction force between the object and the surroundings, the simulating means including an element that calculates a parameter value responding to a special effect with regard to the simulated motion of the object; and display control means for displaying the calculated special effect on the screen together with the simulated motion of the object.
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35. A game system comprising a processing apparatus executing a given task at every specified interval, thereby displaying movement of at least two objects including a player'"'"'s object on a monitor as a game, the game system comprising:
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means for calculating a current residual processing capability of the processing apparatus in synchronization with the specified intervals; and means for determining a processing mode for the at least one object other than the player'"'"'s object on the basis of the calculated residual reprocessing capability, the processing mode being used in a next coming interval of the specified intervals; wherein the processing apparatus comprises means for executing a data process of the at least one other object for the next interval according to the determined processing mode, the player'"'"'s object competes with the at least one other object designated as an enemy object, the processing mode includes a plurality of processing modes differentiated from each other in accuracy of processing the enemy object, and the processing mode determining means has a means that selects the processing having the accuracy in proportion to the residual processing capability, and the enemy object consists of a plurality of enemy objects, and the processing mode determining means has a mean s that assigns the processing mode having the higher accuracy to the enemy object nearer in distance to the player'"'"'s object.
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Specification