Input device, data processing device, data processing method, game device and medium
First Claim
Patent Images
1. A data processing device for processing data for a simulation, wherein a character moves along a course set in a virtual three-dimensional space leading from a high-departure point to a low arrival point, comprising:
- judging means for judging whether said character has reached said low arrival point; and
co-ordinate substituting means for substituting co-ordinates for the character in said virtual three-dimensional space with co-ordinates of said high departure point, when said judging means judges that said character has reached said low arrival point.
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Abstract
An input device includes a board whereon a player stands with both feet, and supporting mechanisms for supporting the board such that it can oscillate. The input device supplies oscillatory information when the player causes the board to oscillate with respect to the game machine. In the supporting mechanism, the central axis of oscillation is positioned on the lower portion of, or below, the board. The center of rotation of swinging movement in the supporting mechanism is positioned below the board.
107 Citations
21 Claims
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1. A data processing device for processing data for a simulation, wherein a character moves along a course set in a virtual three-dimensional space leading from a high-departure point to a low arrival point, comprising:
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judging means for judging whether said character has reached said low arrival point; and
co-ordinate substituting means for substituting co-ordinates for the character in said virtual three-dimensional space with co-ordinates of said high departure point, when said judging means judges that said character has reached said low arrival point. - View Dependent Claims (2, 3)
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4. A data processing method for processing data for a simulation, wherein a character moves along a course set in a virtual three-dimensional space leading from a high departure point to a low arrival point, comprising the steps of:
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judging whether said character has reached said low arrival point; and
substituting co-ordinates for the character in said virtual three-dimensional space with co-ordinates of said high departure point, when said judging step judges that said character has reached said low arrival point. - View Dependent Claims (5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
initializing co-ordinates of the character at the high departure point in the virtual three-dimensional space.
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6. The method of claim 4 further including the step of:
receiving operating information dependent on movement of body weight of a player.
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7. The method of claim 6, wherein operating information includes at least one of:
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swing angle information if the movement includes a swinging motion;
roll angle information if the movement includes a rolling action; and
pitch information if the movement includes a pitching action.
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8. The method of claim 7 further including the step of:
determining coordinates and direction of movement of the character based on the operating information, wherein the operating information includes at least one of;
(i) gradient of a course;
(ii) gradient component of acceleration due to gravity;
(iii) body weight of the player; and
(iv) coefficient of friction.
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9. The method of claim 4, further including the steps of:
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judging contact between the character and a ground surface; and
judging impact with obstacles.
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10. The method of claim 9, wherein the judging contact step further includes the step:
simulating airborne turns for the character.
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11. The method of claim 4, further including the step of:
creating an output image for the player that includes the character and a background, wherein the background corresponds to actions of the character.
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12. The method of claim 11, wherein the output image is based on information that includes at least one of:
- (i) a pitch information;
(ii) a current direction of movement and a position of the character; and
(iii) impact judgment results.
- (i) a pitch information;
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13. The method of claim 11, wherein the creating step further includes:
- creating a matrix of shape data that includes information of the character and the background.
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14. The method of claim 4, further including the step of:
providing a player with oscillatory movements of the character that includes at least one movement of a pitch, roll and swing.
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15. A computer-readable information storage medium encoded with instructions for directing a processor to:
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generate information that causes a player to receive oscillatory movements of at least one of a pitch, a roll and a swing movement that corresponds to movement of a character;
judge whether the character has reached an arrival point; and
substitute co-ordinates for the character in said virtual three-dimensional space with co-ordinates of said departure point, when said judging determines if the character has reached the arrival point. - View Dependent Claims (16, 17, 18, 19, 20, 21)
initialize co-ordinates of the character at the departure point in the virtual three-dimensional space.
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17. The medium of claim 15 further causing the processor to:
receive operating information dependent on movement of body weight of the player.
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18. The medium of claim 17, wherein the operating information includes at least one of:
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swing angle information if the movement includes a swinging motion;
roll angle information if the movement includes a rolling action; and
pitch information if the movement includes a pitching action.
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19. The medium of claim 15 further causing the processor to:
determine current coordinates and current direction of movement of the character based on the operating information, wherein the operating information includes at least one of;
(i) gradient of a course;
(ii) gradient component of acceleration due to gravity;
(iii) body weight of the player; and
(iv) coefficient of friction.
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20. The medium of claim 15 further causing the processor to:
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judge contact between the character and a ground surface; and
judging impact with obstacles.
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21. The medium of claim 15 further causing the processor to:
create an output image for the player that includes the character and a background, wherein the background corresponds to actions of the character.
Specification