摘要 |
<p>PROBLEM TO BE SOLVED: To have a player enjoy a realer game by providing game information and the like, which enable a gloss and glare to be efficiently expressed, while reducing a computing load and memory consumption. SOLUTION: To generate a game screen using real 3-Dimensional Computer Graphics (3DCG), an environmental texture and a specular map are generated in real time, and the gloss and the glare are expressed, by virtue of texture mapping, on an enemy fighter OB serving as an object in a three-dimensional virtual space. In this step, the environmental texture or the specular map SM1, which is used for an enemy fighter OB1, is stored; for example, when a distance dn to the enemy fighter OB1 is below a given determination value Dmin in processing of enemy fighters OB2 and OB3, stored information is diverted without the new generation of the environmental texture or a specular map SM, so that the calculating load and the consumption of a memory area, which are required for the generation, can be reduced.</p> |