首页> 外国专利> COLLISION SENSING METHOD IN THREE-DIMENSIONAL VIDEO GAME AND VIDEO GAME DEVICE USING THE SAME AND COMPUTER-READABLE MEDIUM ON WHICH COLLISION SENSING PROGRAM IS RECORDED IN THREE-DIMENSIONAL VIDEO GAME

COLLISION SENSING METHOD IN THREE-DIMENSIONAL VIDEO GAME AND VIDEO GAME DEVICE USING THE SAME AND COMPUTER-READABLE MEDIUM ON WHICH COLLISION SENSING PROGRAM IS RECORDED IN THREE-DIMENSIONAL VIDEO GAME

机译:在三维视频游戏中记录碰撞感测程序的,采用相同且计算机可读介质的三维视频游戏和视频游戏设备中的碰撞感测方法

摘要

PROBLEM TO BE SOLVED: To provide a method which can sense a collision between characters in a three-dimensional game precisely and on real time without the need for complicated processing, a video game device using the same, and a computer readable medium on which programs of the method are recorded. SOLUTION: One skeleton object constituting a skeleton model corresponding to a character on an attack side is converted into coordinates of one three- dimensional object constituting a three-dimensional model corresponding to a character on a defense side (s6). And a bilinear curved surface is formed between a frame before the converted skeleton object and a present frame (s7) to judge whether or not the surface intersects the three-dimensional object (s8). This process is repeated for all skeleton objects and three-dimensional objects.
机译:解决的问题:提供一种无需复杂的处理就可以精确且实时地感测三维游戏中角色之间的冲突的方法,使用该方法的视频游戏设备以及其上程序的计算机可读介质。方法的记录。解决方案:将构成与攻击方角色相对应的骨架模型的一个骨架对象转换为构成与防御方角色相对应的三维模型的一个三维对象的坐标(s6)。并且,在转换后的骨架对象之前的帧与当前帧之间形成双线性曲面(s7),以判断该表面是否与三维对象相交(s8)。对所有骨架对象和三维对象重复此过程。

著录项

  • 公开/公告号JPH11197357A

    专利类型

  • 公开/公告日1999-07-27

    原文格式PDF

  • 申请/专利权人 KONAMI CO LTD;

    申请/专利号JP19980003046

  • 发明设计人 HIRATA TAKAMITSU;

    申请日1998-01-09

  • 分类号A63F9/22;G06T13/00;G06T17/00;

  • 国家 JP

  • 入库时间 2022-08-22 02:37:04

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