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    • 46. 发明授权
    • Program for racing game device, storage medium storing the program, and racing game device
    • 赛车游戏装置程序,存储程序的存储介质和赛车游戏装置
    • US08523646B2
    • 2013-09-03
    • US12213336
    • 2008-06-18
    • Kenjiro Morimoto
    • Kenjiro Morimoto
    • G06F13/00
    • A63F13/803A63F13/10A63F13/47A63F13/57A63F2300/632A63F2300/6607A63F2300/8017
    • A racing game device comprises means for setting paths in a virtual space in advance as a course for a moving object, means for setting a first path used during normal moving and a second path used only while a special mode is activated, and means for allowing the moving object to move onto the second path (e.g., a ceiling surface part) when the special mode (e.g., a mode allowing the operation of gravity) is activated by an activation instruction from the operating means. Further, the racing game device includes means for setting, while a moving object is moving on the second path, a merging point which merges with the first path when it is judged that a predetermined condition is fulfilled, and means for allowing, when it is judged that the predetermined condition is fulfilled, the moving object moving on the second path to merge at the merging point.
    • 一种赛车游戏装置包括用于将虚拟空间中的路径预先设置为用于移动物体的路线的装置,用于设置在正常移动期间使用的第一路径的装置和仅在特殊模式被激活时使用的第二路径的装置,以及用于允许 当通过来自操作装置的激活指令激活特殊模式(例如,允许重力操作的模式)时,移动物体移动到第二路径(例如,天花板表面部分)上。 此外,赛车游戏装置包括:当移动物体在第二路径上移动时,设置当判断为满足预定条件时与第一路径合并的合并点,以及当它是 判断为满足预定条件,移动物体在第二路径上移动以在合并点处合并。
    • 47. 发明申请
    • IMAGE PROCESSING APPARATUS AND COMPUTER-READABLE STORAGE MEDIUM
    • 图像处理设备和计算机可读存储介质
    • US20130225289A1
    • 2013-08-29
    • US13846053
    • 2013-03-18
    • Kabushiki Kaisha Sega dba Sega Corporation
    • Tetsu Yoshimitsu
    • A63F13/00
    • A63F13/00A63F13/10A63F13/5258A63F13/573A63F2300/643A63F2300/6676A63F2300/6684A63F2300/8076G06T15/20
    • An image processing apparatus forming a view frustum based on a virtual viewpoint, a gaze-point, and a view-angle, in a virtual space in which objects including a player character and an obstacle are arranged to generates images of the objects arranged in the view frustum, sets the gaze-point to be in a front area of the player character, sets the virtual viewpoint to be at a position separated from the player character by a certain distance in a rear area of the player character, determines whether or not a line segment from the gaze-point to the virtual viewpoint crosses the obstacle, and resets the virtual viewpoint to be at a position of a crossing coordinate nearest to the gaze-point out of crossing coordinates as coordinates at which the line segment crosses the obstacle when the line segment crosses the obstacle to increase the view-angle from a preset reference angle.
    • 在虚拟空间中形成基于虚拟视点,目视点和视角的视野平截头体的图像处理装置,其中包括玩家角色和障碍物的对象被布置成产生布置在 观察平头锥体,将目标点设置在玩家角色的前方区域中,将虚拟视点设置在与玩家角色的后方区域中与玩家角色分离一定距离的位置,确定是否 从目标点到虚拟视点的线段与障碍物交叉,并将虚拟视点重置为位于交叉坐标之外的最接近目标点的交叉坐标的位置,作为线段穿过障碍物的坐标 当线段与障碍物交叉时,从预设的参考角度增加视角。
    • 48. 发明申请
    • PROGRAM, GAME DEVICE AND METHOD OF CONTROLLING THE SAME
    • 程序,游戏装置及其控制方法
    • US20130072300A1
    • 2013-03-21
    • US13699318
    • 2011-04-12
    • Morio KishimotoTakuma Komatsu
    • Morio KishimotoTakuma Komatsu
    • A63F13/00A63F13/06
    • A63F13/843A63F13/47A63F2300/305A63F2300/6623A63F2300/6684A63F2300/8088
    • A program executed in a game device causes a controller to move a plurality of operated characters in a virtual three-dimensional space in accordance with operation signals; decide a moving direction of a field-of-view range; set a screen end of a display screen of a game image on the opposite side of the moving direction of the field-of-view range; generate, if a first operated character is located at a predetermined point outside the screen end, an operation event for receiving a specific operation from an operation unit operating the first operated character; and move, if the specific operation is received when the operation event is generated, at least a second operated character in the plurality of operated characters toward a position of the first operated character. The second operated character is closest to a screen end of the game image in the moving direction of the field-of-view range.
    • 在游戏装置中执行的程序使得控制器根据操作信号移动虚拟三维空间中的多个操作字符; 决定视野范围的移动方向; 在视野范围的移动方向的相反侧设置游戏图像的显示屏幕的屏幕结束; 如果第一操作字符位于屏幕结束之外的预定点处,则产生用于从操作第一操作字符的操作单元接收特定操作的操作事件; 并且如果在生成操作事件时接收到特定操作,则移动到多个操作字符中的至少第二操作字符朝向第一操作字符的位置。 第二操作字符在视野范围的移动方向上最靠近游戏图像的屏幕端。
    • 49. 发明授权
    • Control program for action game
    • 动作游戏控制程序
    • US08251812B2
    • 2012-08-28
    • US12234775
    • 2008-09-22
    • Yoshifumi IshihataNobuyuki Yamashita
    • Yoshifumi IshihataNobuyuki Yamashita
    • A63F13/04
    • A63F13/56A63F13/10A63F13/52A63F2300/638A63F2300/64
    • A control program for an action game according to the present invention in which one of a plurality of characters moving in a game space is selected to be an attack target, in response to an operation of a game player, comprises: a selectable candidate object judging step of judging each of said plurality of characters as to whether or not it is a selectable candidate object which is qualified to be an attack target and which is in position relationship which could be selected as an attack target, a selection order deciding step of deciding an order of selecting those of said plurality of selectable candidate objects, which have been judged by the selectable candidate object judging step; and an attack target changing step of selecting, based on the selection order decided by the selection order deciding step, one of said plurality of characters as an attack target and sequentially changing the attack target in response to an attack target changing operation by the game player. The control program permits one of a plurality of characters contained in a game space to be efficiently selected as a game target.
    • 根据本发明的动作游戏的控制程序,其中响应于游戏者的操作,在游戏空间中移动的多个角色中的一个被选择为攻击目标,包括:可选候选对象判断 判断所述多个字符中的每一个是否是作为攻击目标有资格的可选择候选对象,并且处于能够被选择为攻击目标的位置关系中的步骤;选择顺序决定步骤, 通过可选择的候选对象判断步骤判断的所述多个可选候选对象的选择顺序; 以及攻击目标改变步骤,基于由所述选择顺序决定步骤决定的选择顺序,将所述多个角色中的一个作为攻击目标进行选择,并且响应于游戏者的攻击目标改变操作顺序地改变攻击目标 。 控制程序允许有效地选择包含在游戏空间中的多个字符中的一个作为游戏目标。
    • 50. 发明授权
    • Game device, communication game system, and recorded medium
    • 游戏装置,通信游戏系统和记录介质
    • US08105142B2
    • 2012-01-31
    • US11481038
    • 2006-07-06
    • Yoshifumi IshihataNobukazu Naruke
    • Yoshifumi IshihataNobukazu Naruke
    • A63F13/00G06F19/00
    • A63F13/5258A63F13/10A63F13/12A63F13/833A63F13/843A63F2300/303A63F2300/407A63F2300/50A63F2300/65A63F2300/66A63F2300/6646A63F2300/6653A63F2300/6661A63F2300/6684A63F2300/6692A63F2300/8029
    • The following types of processing are provided in the present invention. 1) Projection processing in which a shadow projected onto the ground of a flying object flying through a virtual space is prevented from becoming too small. 2) Viewpoint moving processing in which a viewpoint is moved automatically so that a character to be displayed is accommodated within the field of vision of the viewpoint at all times. 3) Semi-transparentizing processing in which, when display objects overlap, the display object with the smaller surface area according to [a comparison of] the displayed surface area is made semi-transparent. 4) Relative strength judgment processing in which the relative strength of teams in a team competition is determined on the basis of the sum of the fighting abilities. 5) Leader setting processing in which a leader character is determined and the outcome of the game is judged according to whether or not the leader character is active. 6) Fighting strength balance adjusting processing for adjusting the balance of fighting strength between the teams. 7) Delay preventing processing for causing a communication data receiving side to return a processing result, whereby processing on a transmission side is advanced in response thereto. By means of this processing series, problems specified in conventional communication game systems regarding game screen display, judgments of the relative strength of teams, and game data communication delays can be amended, enabling an improvement in the game quality of a team competition.
    • 在本发明中提供以下类型的处理。 1)防止投影在飞越虚拟空间的飞行物体的地面上的阴影变得太小的投影处理。 2)视点自动移动的观点移动处理,使得要显示的角色始终被容纳在视点的视野内。 3)半透明处理,其中当显示对象重叠时,根据显示的表面积的[比较],具有较小表面积的显示对象被半透明化。 4)相对强度判断处理,其中团队竞赛中的队伍的相对实力是根据战斗能力的总和确定的。 5)根据领导角色是否活动来判断领导者角色被确定并且游戏结果的领导者设定处理。 6)战斗力平衡调整处理,调整队伍之间的战斗力平衡。 7)用于使通信数据接收侧返回处理结果的延迟防止处理,从而响应于此而在发送侧进行处理。 通过该处理系列,可以修改常规通信游戏系统中涉及游戏画面显示,团队相对强度判断和游戏数据通信延迟的问题,从而能够提高团队竞赛的游戏质量。