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A method of controlling the data processing flow in a video game, data processing flow control program storage device and game device

机译:控制视频游戏中的数据处理流程的方法,数据处理流程控制程序存储设备和游戏设备

摘要

A control method for controlling execution of processing in a video game, the game being made to progress with display of an image timed to a reference signal supplied every unit cycle. The control method comprises executing real time processing accompanied by a display routine containing a dynamic element to be completed within a time of the unit cycle with input of a reference signal; outputting a non real time processing request when a non real time processing accompanied by a thinking routine executable without being limited by the unit cycle is called by the real time processing; switching a processing object to the non real time processing after the real time processing for the unit cycle has been completed; executing the non real time processing; and when a subsequent reference signal is input after the processing object has been switched to the non real time processing, switching the processing object to the real time processing while interrupting the non real time processing,; and resume in response in a subsequent unit cycle the non real time processing which has been interrupted. IMAGE
机译:一种用于控制视频游戏中的处理的执行的控制方法,该游戏通过以每单位周期提供给参考信号的定时的图像的显示来进行。该控制方法包括:执行实时处理,并伴随有显示例程,该显示例程包含要在输入参考信号的单位周期内完成的动态元素。当实时处理调用非实时处理伴随有不受单元周期限制的可执行的思考例程时,输出非实时处理请求;在单位周期的实时处理完成后,将处理对象切换为非实时处理。执行非实时处理;在将处理对象切换为非实时处理后,如果输入后续的参考信号,则在中断非实时处理的同时,将处理对象切换为实时处理。并在随后的单位周期响应时恢复已中断的非实时处理。 <图像>

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