A program which can dynamically and realistically express an impact which
a game character rendered by motion data receives is provided. In bullet
ball-related processing (S114), determination is made about whether a
bullet ball hits either one of node assigned balls. When the
determination is affirmative, a torque at a hit point is calculated as an
impact magnitude and the node assigned balls are disposed, through
calculation of a rotation angle per frame, to nodes whose coordinate
positions are corrected in metaball update processing (S120), density is
calculated for each vertex of voxels from a reference position of each
metaball towards the minimum direction and the maximum direction of a
voxel index of the voxels according to a calculation equation expressing
a solid shape in density distribution processing (S122), and vertex
coordinates of polygons are calculated based upon density of each
metaball at the vertex coordinates of the voxels and a predetermined
threshold in marching cube processing (S124).