Game machine and game program for rendering a mark image of a player character which may be hidden behind an object
First Claim
Patent Images
1. A game machine for displaying at least a geometry object and a player character in a game space on the basis of a virtual camera arranged in said game space, comprising:
- a position determination mechanism for determining positions of said player character and said virtual camera in said game space in response to an operation of the player;
a game image producing mechanism for producing a game image in which said geometry object and said player character are viewed from said virtual camera at a determined position; and
a first mark image rendering mechanism for rendering a first mark image on an image of said geometry object in said game image without rewriting depth information from the virtual camera in a Z buffer so that at least a position of said player character can be known when said player character hides behind said geometry object.
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Accused Products
Abstract
A game machine includes a CPU, and the CPU renewably determines positions of a player character and a virtual camera in a game space in response to an operation of a controller by a player. Furthermore, a game image produced by the CPU and a GPU is displayed on a monitor. Then, a specific-shaped first mark image to inform the player a presence of the player character is rendered by the CPU and the GPU on images of a building object and a wall object in the game image.
23 Citations
9 Claims
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1. A game machine for displaying at least a geometry object and a player character in a game space on the basis of a virtual camera arranged in said game space, comprising:
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a position determination mechanism for determining positions of said player character and said virtual camera in said game space in response to an operation of the player; a game image producing mechanism for producing a game image in which said geometry object and said player character are viewed from said virtual camera at a determined position; and a first mark image rendering mechanism for rendering a first mark image on an image of said geometry object in said game image without rewriting depth information from the virtual camera in a Z buffer so that at least a position of said player character can be known when said player character hides behind said geometry object. - View Dependent Claims (4, 5, 6)
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2. A game machine for displaying at least a geometry object and a player character in a game space on the basis of a virtual camera arranged in said game space, comprising:
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a position determination mechanism for determining positions of said player character and said virtual camera in said game space in response to an operation of the player; a geometry object rendering mechanism for rendering said geometry object by a geometry object image in a frame buffer while writing depth information from said virtual camera to said geometry object in a Z buffer; a first mark image rendering mechanism for rendering said player character by a first mark image in said frame buffer without rewriting the depth information of said Z buffer; and a player character rendering mechanism for rendering said player character by a player character image into said frame buffer while rewriting the depth information of said Z buffer when said player character is closer to the side of said virtual camera than that of said geometry object with referring to the depth information of said Z buffer.
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3. A game machine for displaying at least a geometry object and a player character in a game space on the basis of a virtual camera arranged in said game space, comprising:
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a position determination mechanism for determining positions of said player character and said virtual camera in said game space in response to an operation of the player; a game image producing mechanism for producing a game image in which said geometry object and said player character are viewed from said virtual camera at a determined position; a first determination mechanism for determining whether or not said player character hides behind said geometry object; and a first mark image rendering mechanism for rendering a first mark image indicative at least a position of said player character on an image of said geometry object in said game image in response to a determination of said first determination mechanism without rewriting depth information from the virtual camera in a Z buffer.
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7. A game program storage device readable by a game machine, tangibly embodying a program of instructions executable by the game machine to make the game machine which displays at least a geometry object and a player character in a game space on the basis of a virtual camera arranged in the game space execute following steps of:
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a position determination step for determining positions of said player character and said virtual camera in said game space in response to an operation of the player; a game image producing step for producing a game image in which said object and said player character are viewed from said virtual camera at a determined position; and a first mark image rendering step for rendering a first mark image on an image of said geometry object in said game image without rewriting depth information from the virtual camera in a Z buffer such that at least a position of said player character can be known when said player character hides behind said geometry object.
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8. A game program storage device readable by a game machine, tangibly embodying a program of instructions executable by the game machine to make the game machine which displays at least a geometry object and a player character in a game space on the basis of a virtual camera arranged in said game space execute following steps of:
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a position determination step for determining positions of said player character and said virtual camera in said game space in response to an operation of the player; a geometry object rendering step for rendering said geometry object by a geometry object image in a frame buffer while writing depth information from said virtual camera to said geometry object into a Z buffer; a first mark image rendering step for rendering said player character by a first mark image in said frame buffer without rewriting the depth information of said Z buffer; and a player character rendering step for rendering said player character by said player character image in said frame buffer while rewriting the depth information of said Z buffer when said player character is closer to the side of said virtual camera than that of said geometry object with referring to the depth information of said Z buffer.
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9. A game program storage device readable by a game machine, tangibly embodying a program of instructions executable by the game machine to make the game machine which displays at least a geometry object and a player character in a game space on the basis of a virtual camera arranged in said game space execute following steps of:
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a position determination step for determining positions of said player character and said virtual camera in said game space in response to an operation of the player; a game image producing step for producing a game image in which said object and said player character are viewed from said virtual camera at a determined position; a first determination step for determining whether or not said player character hides behind said geometry object; and a first mark image rendering step for rendering a first mark image indicative at least a position of said player character on an image of said geometry object in said game image in response to a determination of said first determination step without rewriting depth information from the virtual camera in a Z buffer.
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Specification