Real-time terrain animation selection
First Claim
1. A computer-controlled method of providing a user interface comprising:
- with a computer, displaying first virtual structure in a first orientation and floating above a virtual surface in a virtual world;
with the computer, maintaining a value representing the first orientation;
with the computer, displaying a virtual object moving on the first virtual structure in the virtual world;
automatically adding to the virtual world, with the computer while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface and extending the first virtual structure, including the computer automatically selecting a second orientation for the second virtual structure, the second orientation being different from the first orientation of the first virtual structure and selected by the computer based on the computer-maintained value indicating the first orientation of the first virtual structure; and
with the computer, displaying the virtual object moving between the first virtual structure and the second virtual structure.
2 Assignments
0 Petitions
Accused Products
Abstract
In-game characters select the proper animation to use depending on the state of the terrain on which they are currently moving. In this specific case the character chooses an animation depending on the angle of the ground on which it is walking. The method involves real-time determination of the ground angle which is then used to choose the most desirable animation from a closed set of pre-created animations. The animation set consists of animations rendered with the character moving on flat terrain, as well as animations rendered of the character moving uphill and downhill (separately) at pre-determined angles. In this game an animation set consisted of the following animations: 0 degrees, 15 degrees uphill, 30 degrees uphill, 45 degrees uphill, 15 degrees downhill, 30 degrees downhill, 45 degrees downhill). Drawing of the animation is offset to give the best appearance relative to the ground angle.
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Citations
21 Claims
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1. A computer-controlled method of providing a user interface comprising:
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with a computer, displaying first virtual structure in a first orientation and floating above a virtual surface in a virtual world; with the computer, maintaining a value representing the first orientation; with the computer, displaying a virtual object moving on the first virtual structure in the virtual world; automatically adding to the virtual world, with the computer while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface and extending the first virtual structure, including the computer automatically selecting a second orientation for the second virtual structure, the second orientation being different from the first orientation of the first virtual structure and selected by the computer based on the computer-maintained value indicating the first orientation of the first virtual structure; and with the computer, displaying the virtual object moving between the first virtual structure and the second virtual structure. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A system for providing a user interface comprising:
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a display; a user input device; a processor connected to the display and the user input device, the processor being configured to; display first virtual structure in a first orientation and floating above a virtual surface in a virtual world; display a virtual object moving on the first virtual structure in the virtual world; automatically add to the virtual world, while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface extending the first virtual structure, including the processor maintaining a value indicating the first orientation and automatically selecting a second orientation for the second virtual structure, the second orientation being different from the first orientation of the first virtual structure and selected by the processor based on the value indicating the first orientation of the first virtual structure; and display the virtual object moving between the first virtual structure and the second virtual structure. - View Dependent Claims (11, 12, 13, 14, 15)
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16. A non-transitory storage medium for providing a user interface, said storage medium storing instructions for execution by a computer, said instructions comprising:
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instructions displaying first virtual structure in a first orientation and floating above a virtual surface in a virtual world; instructions displaying a virtual object moving on the first virtual structure in the virtual world; instructions automatically adding to the virtual world, while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface and extending the first virtual structure, including maintaining a value indicating the first orientation and automatically selecting a second orientation for the second virtual structure, the second orientation being different from the orientation of the first virtual structure and selected based on the value indicating the first orientation of the first virtual structure; and instructions displaying the virtual object moving between the first virtual structure and the second virtual structure. - View Dependent Claims (17, 18, 19, 20, 21)
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Specification