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Game device

  • US 7,044,855 B2
  • Filed: 07/31/2002
  • Issued: 05/16/2006
  • Est. Priority Date: 12/04/1996
  • Status: Expired due to Fees
First Claim
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1. A game device for proceeding a game in a game field formed in a three-dimensional virtual space, the three-dimensional virtual space including a ground scenery upon which a cursor is moved and a sky from which a viewpoint observes the cursor on the ground scenery, comprising:

  • cursor moving means for moving the cursor within the ground scenery in accordance with operation;

    viewpoint moving means for moving the viewpoint located in the sky of said three-dimensional virtual space in accordance with said cursor;

    coordinate transforming means for transforming a view range of said viewpoint into a screen coordinate system; and

    viewpoint position adjusting means for adjusting a position of said viewpoint so that a non-mapping area of the ground scenery will not appear on the screen when said view range extends beyond a mapping area of the ground scenery to the non-mapping area;

    whereinwhen the non-mapping area is not in said view range, the cursor and the viewpoint are moved together so as to maintain a view angle between the cursor and the viewpoint, and when the non-mapping area is in said view range, the position of the cursor is not moved and the position of the viewpoint is moved so as to change the view angle between the cursor and the viewpoint such that the non-mapping area will not appear on the screen; and

    the amount by which the position of the viewpoint is moved (Δ

    V) by the viewpoint position adjusting means is defined by the following equation;


    Δ

    V=V1−

    V2=S−

    T


    where V1 represents the position of the viewpoint when the non-mapping area is not in said view range, V2 represents the position of the viewpoint when the non-mapping area is in said view range, S represents a point where a straight line linking the viewpoint V1 with an upper edge of a virtual screen intersects a plane of the ground scenery, and T represents an edge of the mapping area.

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