Claims
- 1. A method for utilizing line-of-sight volumes in a game environment, comprising:
calculating a line-of-sight vector in the game environment; determining if the line-of-sight vector is intersected by one of a set of predetermined game elements; and if the line-of-sight vector is intersected by one of the set of predetermined game elements, replacing the one of the set of predetermined game elements with a corresponding line-of-sight volume.
- 2. The method of claim 1, wherein the line-of-sight vector is defined by the position of a camera and the position of a character in the game environment.
- 3. The method of claim 2, wherein the position of the character in the game environment is determined by a user.
- 4. The method of claim 2, further comprising:
if the line-of-sight vector is not intersected by one the set of predetermined game elements, continuing to display game elements in the set of predetermined game elements currently viewed by the camera.
- 5. The method of claim 1, wherein the corresponding line-of-sight volume allows a user to substantially view the character in the game environment.
- 6. The method of claim 1, wherein the corresponding line-of-sight volume is a grid volume have a size and shape that matches a size and shape of the one of the set of predetermined game elements.
- 7. The method of claim 6, wherein the grid volume comprises a three-dimensional grid of white lines.
- 8. The method of claim 1, wherein the corresponding line-of-sight volume is a semitransparent volume having a size and shape that matches a size and shape of the one of the set of predetermined game elements.
- 9. The method of claim 8, wherein the semitransparent volume is white.
- 10. The method of claim 8, wherein the semitransparent volume is gray.
- 11. A system for utilizing line-of-sight volumes in a game environment, comprising:
a memory configured to store game software including game element data and line-of-sight volume data, the game element data including a set of predetermined game elements, the line-of-sight volume data including a corresponding line-of-sight volume for each of the set of predetermined game elements; a processor configured to execute the game software; and a display device configured to display one of the set of predetermined game elements or its corresponding line-of-sight volume according to instructions from the game software.
- 12. The system of claim 11, wherein the game software determines whether to display one of the set of predetermined game elements or its corresponding line-of-sight volume by calculating a line-of-sight vector and determining whether the one of the set of predetermined game elements intersects the line-of-sight vector.
- 13. The system of claim 12, wherein the game software instructs the display device to display the corresponding line-of-sight volume if the one of the set of predetermined game elements intersects the line-of-sight vector.
- 14. The system of claim 12, wherein the line-of-sight vector is defined by the position of a camera in the game environment and the position of a character in the game environment.
- 15. The system of claim 14, wherein the position of the character in the game environment is determined by a user of the system.
- 16. The system of claim 11, wherein a displayed corresponding line-of-sight volume allows a user of the system to substantially view a character in the game environment.
- 17. The system of claim 11, wherein the corresponding line-of-sight volume is a grid volume that has a size and shape that matches a size and shape of the one of the set of predetermined game elements.
- 18. The system of claim 17, wherein the grid volume comprises a three-dimensional grid of white lines.
- 19. The system of claim 11, wherein the corresponding line-of-sight volume is a semitransparent volume having a size and shape that matches a size and shape of the one of the set of predetermined game elements.
- 20. The system of claim 19, wherein the semitransparent volume is white.
- 21. The system of claim 19, wherein the semitransparent volume is gray.
- 22. A computer-readable medium storing instructions for causing a computer to utilize line-of-sight volumes in a game environment by performing the steps of:
calculating a line-of-sight vector in the game environment; determining if the line-of-sight vector is intersected by one of a set of predetermined game elements; and if the line-of-sight vector is intersected by one of the set of predetermined game elements, replacing the one of the set of predetermined game elements with a corresponding line-of-sight volume.
- 23. The computer-readable medium of claim 22, wherein the line-of-sight vector is defined by the position of a camera and the position of a character in the game environment.
- 24. The computer-readable medium of claim 23, further comprising instructions for causing the computer to perform the step of:
if the line-of-sight vector is not intersected by one the set of predetermined game elements, continuing to display game elements in the set of predetermined game elements currently viewed by the camera.
- 25. The computer-readable medium of claim 22, wherein the corresponding line-of-sight volume allows a user to substantially view the character in the game environment.
- 26. The computer-readable medium of claim 22, wherein the corresponding line-of-sight volume is a grid volume have a size and shape that matches a size and shape of the one of the set of predetermined game elements.
- 27. The computer-readable medium of claim 26, wherein the grid volume comprises a three-dimensional grid of white lines.
- 28. The computer-readable medium of claim 22, wherein the corresponding line-of-sight volume is a semitransparent volume having a size and shape that matches a size and shape of the one of the set of predetermined game elements.
- 29. The computer-readable medium of claim 28, wherein the semitransparent volume is white.
- 30. The computer-readable medium of claim 28, wherein the semitransparent volume is gray.
- 31. A system for utilizing line-of-sight volumes in a game environment, comprising:
means for calculating a line-of-sight vector in the game environment; means for determining if the line-of-sight vector is intersected by one of a set of predetermined game elements; and means for replacing the one of the set of predetermined game elements with a corresponding line-of-sight volume if the line-of-sight vector is intersected by one of the set of predetermined game elements.
- 32. A method for utilizing line-of-sight volumes in a game environment, comprising:
calculating a line-of-sight vector in the game environment; determining whether the line-of-sight vector intersects at least one plane of a game element; if the line-of-sight vector intersects at least one plane of a game element, replacing the game element with a line-of-sight volume.
- 33. The method of claim 32, wherein instructions for rendering the line-of-sight volume are stored in a memory.
- 34. The method of claim 32, wherein instructions for rendering the line-of-sight volume are generated in real-time.
- 35. The method of claim 32, wherein the game element is a portion of another game element.
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application is related to, and claims the benefit of, U.S. Provisional Patent Application No. ______, entitled “System and Method for Utilizing Line-of-Sight Volumes in a Game Environment,” filed Apr. 29, 2003. The subject matter of the related application is incorporated by reference.
Provisional Applications (1)
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Number |
Date |
Country |
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60466559 |
Apr 2003 |
US |