WO2018126956A1 - 一种信息处理方法、装置及服务器 - Google Patents
一种信息处理方法、装置及服务器 Download PDFInfo
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- WO2018126956A1 WO2018126956A1 PCT/CN2017/118874 CN2017118874W WO2018126956A1 WO 2018126956 A1 WO2018126956 A1 WO 2018126956A1 CN 2017118874 W CN2017118874 W CN 2017118874W WO 2018126956 A1 WO2018126956 A1 WO 2018126956A1
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- virtual object
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/46—Multiprogramming arrangements
- G06F9/54—Interprogram communication
- G06F9/542—Event management; Broadcasting; Multicasting; Notifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
Definitions
- the present invention relates to the field of information processing technologies, and in particular, to an information processing method, apparatus, and server.
- multiple users can participate in competitive activities in virtual scenes provided by web applications through virtual objects created by themselves.
- a user can control at least one virtual object through a client.
- the virtual scene for example, in the case of a game web application, multiple users can control the created game characters to fight in the game map through their respective game clients.
- the activity of a virtual object in a virtual scene affects other virtual objects in the virtual scene.
- the client of the other virtual object in the virtual scene needs to display the action of the virtual object to display the skill.
- the authenticity of the virtual object activity in the virtual scene is generated. Therefore, when there is an active virtual object in the virtual scene, the server needs to notify the client of the other virtual object in the virtual scene in time.
- the number of virtual objects that are active at the same time in the virtual scene may be large, which makes the server need to send a large number of notifications to the client, and the downward pressure of the information is large.
- the client currently has more active virtual objects, It is necessary to process a large number of issued notifications for information synchronization, and the information processing pressure of the client is also large; therefore, how to reduce the amount of information sent by the server to the client and reduce the information processing pressure of the client becomes a problem to be considered.
- Hierarchical project management technology is used in project development using other game engines other than Unity.
- an interactive application in which a plurality of simulation objects are simultaneously displayed, there is a server distribution circle and a resource loading circle. Concept to optimize character rendering pressure and add/unload speed.
- An interactive application that simultaneously displays multiple simulation objects.
- the application is based on the GameBryo engine modified according to the project requirements.
- the character enters the server and sends the circle, the logical object and name card of the character are created immediately.
- the player further enters the resource loading circle the character resource is asynchronously loaded, and the character model instance is created and displayed immediately after the loading.
- the embodiments of the present invention provide an information processing method, apparatus, and server, so as to reduce the amount of information that the server delivers to the client, and reduce the information processing pressure of the client.
- the embodiment of the present invention provides the following technical solutions:
- An information processing method includes:
- the embodiment of the present invention further provides an information processing device, where the device is applied to a mobile terminal, where the mobile terminal includes a first client that displays multiple virtual objects on the same screen, and the first virtual terminal displays a first virtual Object;
- the information processing apparatus includes:
- a transceiver module configured to receive a skill casting request of the first virtual object sent by the first client, where the skill casting request is used to request to perform the first skill
- a processing module configured to determine a virtual object number in a field of view of the first virtual object in the virtual scene
- the transceiver module is further configured to: acquire a first broadcast notification generated in response to the skill display request, and send a first broadcast notification to a client of the target virtual object, where the first broadcast notification is used to notify the client The end shows the action of the first virtual object to perform the first skill.
- An embodiment of the present invention further provides a server, including the information processing apparatus described above.
- the server when receiving the request for sending, by the first client, the first virtual object to perform the skill application request of the first skill, the server may determine the field of view of the first virtual object in the virtual scene. The number of virtual objects within the range, and when the number of virtual objects in the field of view is greater than a predetermined predetermined threshold, selecting a target virtual object corresponding to the predetermined threshold from the field of view of the first virtual object, determining a response
- the first broadcast notification generated by the skill application request sends a first broadcast notification to the client of the target virtual object, so that the client of the target virtual object displays the action of the first virtual object to perform the first skill, and implements the first
- the client of the virtual object in the field of view of the first virtual object performs corresponding display on the action of applying the first skill to the first virtual object, and maintains the virtual object activity in the virtual scene.
- the server may send the first broadcast to the client smaller than the number of the virtual objects by the predetermined threshold, the server may apply the skill to the first virtual object, and the number of virtual objects in the field of view of the first virtual object is greater than the predetermined threshold. Notification, thus reducing the amount of information that the server delivers to the client. At the same time, when there are more virtual objects that simultaneously perform skills, the amount of information acquired by the client can be reduced, and the information processing pressure of the client is reduced.
- the embodiment of the invention further provides a method for processing a simulated object in an application, and a mobile terminal, which is used for performing a corresponding operation in each control range of the mobile terminal, and has reasonable operation arrangement for each control range, and is rendered for final display.
- a mobile terminal which is used for performing a corresponding operation in each control range of the mobile terminal, and has reasonable operation arrangement for each control range, and is rendered for final display.
- a first aspect of the embodiments of the present invention provides a method for processing a simulated object in an application, where the method is applied to an interactive application in which a plurality of simulated objects are displayed on the same screen of a mobile terminal, and a display object is displayed on the display interface of the interactive application.
- Methods can include:
- the mobile terminal detects a detection range centered on the main simulation object, and the detection range includes a plurality of control ranges, each of which corresponds to an operation within a control range, and the operation refers to a virtual object entering the control range.
- the target simulation object is processed according to an operation performed by the control range in which the target virtual object is located.
- a second aspect of the embodiment of the present invention provides a mobile terminal, where the mobile terminal includes an interactive application that displays a plurality of analog objects on the same screen.
- the display interface of the interactive application displays a main simulation object, and the mobile terminal may include:
- a detection module configured to detect a detection range centered on the main simulation object, the detection range includes a plurality of control ranges, each control range is in one-to-one correspondence with operations within a control range, and the operation refers to virtual access to the control range The operation performed by the object;
- a first determining module configured to determine a distance between the target simulated object and the main simulated object when the target simulated object is detected within the detection range
- a second determining module configured to determine, according to the distance, a control range to which the target simulation object belongs
- a processing module configured to process the target simulation object according to an operation performed by the control scope of the target virtual object.
- the method is applied to an interactive application in which a multi-simulation object is displayed on the same screen of a mobile terminal, and a display object is displayed on the display interface of the interactive application, and the mobile terminal detects the main simulation object as a center.
- the detection range includes a plurality of control ranges, each control range corresponding to an operation performed to enter a respective control range; when the target simulation object is detected within the detection range, determining the target simulation object and the main simulation object According to the distance, the control range to which the target simulation object belongs is determined; and the target simulation object is processed according to the execution operation corresponding to the control range to which the control belongs.
- the mobile terminal performs corresponding operations in each control range, it has reasonable operation arrangement for each control range, prepares for the final display of the target simulated object after the rendering, and optimizes resource allocation when displaying a large number of simulated objects on the same screen. Reduce the probability of a carton appearing.
- FIG. 1 is a schematic structural diagram of a system for implementing an information processing method according to an embodiment of the present invention
- FIG. 3 is a schematic diagram of determining a virtual object within a field of view of a first virtual object
- FIG. 4 is another signaling flowchart of an information processing method according to an embodiment of the present invention.
- FIG. 5 is a schematic diagram of an action of a game server notifying a game client to display a skill of a game character
- FIG. 6 is another schematic diagram of the game server notifying the game client of the action of displaying the skill of the game character
- FIG. 7 is a flow chart of a method for a server to notify a client to display a skill effect
- FIG. 8 is a schematic diagram of the game server notifying the game client to display the display skill effect
- FIG. 9 is a structural block diagram of an information processing apparatus according to an embodiment of the present invention.
- FIG. 10 is a block diagram showing another structure of an information processing apparatus according to an embodiment of the present invention.
- FIG. 11 is a block diagram showing still another structure of an information processing apparatus according to an embodiment of the present invention.
- FIG. 12 is a block diagram of a hardware structure of a server
- FIG. 13 is a schematic diagram of management of a field of view of a simulated object according to an embodiment of the present invention.
- FIG. 14 is a schematic diagram showing the same screen display of multiple analog objects on a mobile terminal according to an embodiment of the present invention.
- FIG. 15 is a schematic diagram of a framework of a resource manager and a role instance object pool according to an embodiment of the present invention.
- 16 is a schematic diagram of an embodiment of a method for processing a simulated object in an application according to an embodiment of the present invention
- 17 is another schematic diagram of management of a field of view of a simulated object in an embodiment of the present invention.
- FIG. 18 is a schematic diagram of another embodiment of a mobile terminal according to an embodiment of the present invention.
- FIG. 19 is a schematic diagram of another embodiment of a mobile terminal according to an embodiment of the present invention.
- FIG. 20 is a schematic diagram of another embodiment of a mobile terminal according to an embodiment of the present invention.
- FIG. 1 is a schematic structural diagram of a system for implementing an information processing method according to an embodiment of the present invention.
- the system architecture may include: a plurality of clients 10 and a server 20;
- the client 10 can be loaded on a mobile terminal such as a smart phone or a tablet computer to provide local services for network applications such as games and simulations; optionally, the client 10 is a game client;
- the server 20 is a service device provided on the network side to provide network services for network applications such as games and simulations; the server 20 may be a server group composed of multiple servers, or may be implemented by a separate server; optionally, the server 20 such as a game server.
- the plurality of clients 10 shown in FIG. 1 may be distributed in different locations, and the plurality of clients 10 perform the information interaction with the server 20, load the same virtual scene, and add the virtual objects controlled by the respective clients.
- the activity of the virtual object controlled by the client in the virtual scenario can be implemented; optionally, a client 10 can control at least one virtual object (generally created by the client user) Virtual object) Activities in a virtual scene.
- the server needs to notify the client of the virtual object in the field of view of the virtual object, and display the action of the virtual object to perform the skill;
- the problem of how to reduce the amount of information that the server delivers to the client and reduce the information processing pressure of the client is a problem that needs to be solved in the embodiment of the present invention.
- FIG. 2 is a signaling flowchart of an information processing method according to an embodiment of the present invention.
- the method is applied to a first client that displays multiple virtual objects on the same screen on a mobile terminal, and the first The first virtual object is displayed on the display interface of the client.
- the first client can also be referred to as an interactive application, and the virtual object can also be referred to as a mock object.
- the process may include:
- Step S10 The first client sends a skill casting request of the first virtual object to the server, where the skill casting request is used to request to perform the first skill.
- the first virtual object is a virtual object controlled by the first client, and the virtual scene view displayed by the first client is generally based on the field of view of the first virtual object in the virtual scene; the first client may be as shown in FIG. The client corresponding to the virtual object of any of the multiple clients.
- Sending, by the first client, a skill application request of the first virtual object to the server may be performed when the first client user operation triggers the first virtual object to perform the first skill; for example, the first client user may click the first of the screen
- the performance icon of the skill triggers the first virtual object to display the first skill, or the first client user can trigger the first virtual object to display the first skill through an input device such as an external keyboard or mouse, so that the first client sends the first skill to the server.
- the skill application request of the first virtual object may be performed when the first client user operation triggers the first virtual object to perform the first skill; for example, the first client user may click the first of the screen
- the performance icon of the skill triggers the first virtual object to display the first skill, or the first client user can trigger the first virtual object to display the first skill through an input device such as an external keyboard or mouse, so that the first client sends the first skill to the server.
- the skill application request of the first virtual object may be performed when the first client user operation triggers the first virtual object to perform
- the server may receive a skill casting request of the first virtual object sent by the first client.
- Step S11 The server determines the number of virtual objects in the field of view of the first virtual object in the virtual scene.
- Determining the number of virtual objects in the field of view of the first virtual object in the virtual scene that is, determining how many virtual objects are in the field of view of the first virtual object
- the number of virtual objects in the field of view of the first virtual object may be determined by matching the coordinates of the virtual object in the virtual scene with the coordinate range corresponding to the field of view of the first virtual object.
- the coordinates of a virtual object in the virtual scene, centered on the coordinates of the first virtual object, and the set coordinate range of the coordinates of the first virtual object (generally the virtual scene coordinate range that can be displayed on the screen single screen)
- the field of view of the first virtual object correspondingly, may obtain a coordinate range corresponding to the field of view of the first virtual object in the virtual scene; and further matching the coordinates of the virtual object in the virtual scene with the coordinate range to determine coordinates The number of virtual objects in the coordinate range, thereby obtaining the number of virtual objects;
- the coordinate range corresponding to the field of view of the first virtual object may be a set range centered on the coordinates of the first virtual object; as shown in FIG. 3, in the embodiment of the present invention, the coordinates of the first virtual object may be Center, constructing a set size of the nine-square grid range, determining a coordinate range corresponding to the field of view of the first virtual object; thereby, the coordinates in the virtual scene fall into the virtual object of the nine-square grid range, and are determined to be in the first
- the virtual objects in the field of view of the virtual object (the virtual objects falling within the scope of the nine-square grid in FIG. 3, the virtual objects are represented by the black dots in FIG. 3), and the number of virtual objects in the field of view of the first virtual object are counted.
- Step S12 If the number of virtual objects in the field of view is greater than a predetermined threshold, the server selects a target virtual object from the virtual objects in the field of view of the first virtual object.
- the embodiment of the present invention may reserve a predetermined threshold, and after determining the number of virtual objects in the field of view, determine whether the number of virtual objects in the field of view is greater than a predetermined predetermined threshold.
- the number of virtual objects in the field of view is greater than the predetermined threshold, it may be determined that there are more virtual objects in the field of view of the first virtual object, and if all clients of all virtual objects in the field of view of the first virtual object are notified In the end, the first virtual object is displayed to perform the first skill, and the amount of information sent by the server to the client is large. Meanwhile, if there are more virtual objects with the skill at the same time, the client receives the server. The amount of information will be larger, and the information processing pressure of the client will also rise.
- the first virtual when the number of virtual objects in the field of view of the first virtual object is greater than the predetermined threshold, only the first virtual Selecting a target virtual object corresponding to the predetermined threshold in the field of view of the object, so as to display the action of the first virtual object to perform the first skill on the client that only informs the target virtual object;
- the predetermined threshold may be a value defined according to a plurality of actual test results; the predetermined threshold can ensure that the server sends less information, and the virtual object currently displayed by the client is still more Excessive reduction of the display effect of the skill display action can still reflect the authenticity of the virtual object activity in the virtual scene (such as maintaining the intense effect of the game battle scene); in the embodiment of the present invention, the predetermined threshold has no specific numerical limit. It can be set after testing according to the specific network application type and the actual application of the network application.
- Step S13 The server acquires a first broadcast notification that is generated in response to the skill display request, and sends a first broadcast notification to the client corresponding to the target virtual object, where the first broadcast notification is used to notify the client to display the first A virtual object performs the action of the first skill.
- generating the first broadcast notification in response to the skill casting request may be performed when the server receives the skill casting request, or may be a client of the virtual object that is sent to the first broadcast notification. After execution.
- the first broadcast notification may be a broadcast notification that triggers an action of displaying the first virtual object to perform the first skill, and the action of the first virtual object to perform the first skill refers to that the first virtual object needs to perform when the first skill is performed.
- the skill display action after the first virtual object performs the skill display action, the first virtual object can display the first skill.
- the server when receiving the request for the first virtual object to perform the skill application of the first skill sent by the first client, the server may determine the number of virtual objects in the field of view of the first virtual object in the virtual scene. And, when the number of virtual objects in the field of view is greater than a predetermined predetermined threshold, selecting a target virtual object corresponding to the predetermined threshold from a field of view of the first virtual object, determining to respond to the skill application request
- the generated first broadcast notification sends a first broadcast notification to the client of the target virtual object, so that the client of the target virtual object displays the action of the first virtual object to perform the first skill, and implements the first client
- the client of the virtual object in the field of view of the first virtual object performs corresponding action on the first virtual object to perform the first skill, thereby maintaining the authenticity of the virtual object activity in the virtual scene.
- the server may send the first broadcast to the client smaller than the number of the virtual objects by the predetermined threshold, the server may apply the skill to the first virtual object, and the number of virtual objects in the field of view of the first virtual object is greater than the predetermined threshold. Notification, thus reducing the amount of information that the server delivers to the client. At the same time, when there are more virtual objects that simultaneously perform skills, the amount of information acquired by the client can be reduced, and the information processing pressure of the client is reduced.
- the number of virtual objects in the field of view of the first virtual object determined in step S11 is less than or equal to a predetermined predetermined threshold, the number of virtual objects in the field of view of the first virtual object may be determined to be small, and the server is even
- the client that notifies all the virtual objects in the field of view of the first virtual object displays the action of the first virtual object to perform the first skill, and the amount of information to be sent by the server can also be controlled in a small number range; therefore,
- the server may send the second broadcast notification to the client of all the virtual objects in the field of view of the first virtual object when the number of virtual objects in the field of view is less than or equal to a predetermined predetermined threshold, to notify the first The client of all virtual objects within the field of view of the virtual object, showing the action of the first virtual object to perform the first skill.
- the server may also determine whether to adopt the position of the first virtual object in the virtual scene according to the first skill to be performed by the first virtual object, such as whether the first skill is a displacement skill, or not, according to FIG. 2 Method for information processing;
- FIG. 4 shows another signaling flow of the information processing method provided by the embodiment of the present invention.
- the process may include:
- Step S20 The first client sends a skill casting request of the first virtual object to the server, where the skill casting request is used to request to apply the first skill.
- Step S21 The server determines whether the first skill adjusts the position of the first virtual object in the virtual scene. If yes, step S22 is performed, and if no, step S23 is performed.
- the server may pre-record the skill identifier, and the pre-recorded skill identifier corresponds to the skill, and can adjust the position of the first virtual object in the virtual scene; so the server may, after receiving the skill casting request, The skill identifier of the first skill requested by the skill application request is matched with the pre-recorded skill identifier. If the skill identifier of the first skill matches the pre-recorded skill identifier, it may be determined that the first skill can adjust the first virtual The position of the object in the virtual scene, if the skill identifier of the first skill does not match the pre-recorded skill identifier, it may be determined that the first skill cannot adjust the position of the first virtual object in the virtual scene.
- the first virtual object can be made because the position change of the first virtual object needs timely notification to other virtual objects in the field of view of the first virtual object.
- the latest location is synchronized between the other clients; therefore, the embodiment of the present invention needs to notify the clients of all the virtual objects in the field of view of the first virtual object, adjust the position of the first virtual object, and ensure the new virtual object. Synchronization of location between other clients;
- the present invention may determine a client range that notifies the first virtual object to perform the action of the first skill by comparing the number of virtual objects in the field of view of the first virtual object with a predetermined predetermined threshold.
- Step S22 The server determines a new location that is adjusted by the first virtual object in the virtual scenario, and sends a third broadcast notification to the client of all the virtual objects in the field of view of the first virtual object, where the third broadcast notification is used to indicate Updating the location of the first virtual object in the virtual scene to the new location.
- Step S23 The server determines the number of virtual objects in the field of view of the first virtual object in the virtual scene.
- Step S24 The server determines whether the number of virtual objects in the field of view range is greater than a predetermined predetermined threshold. If yes, step S25 is performed, and if no, step S27 is performed.
- Step S25 The server selects, from the field of view of the first virtual object, a target virtual object corresponding to the predetermined threshold.
- Step S26 The server determines to send a first broadcast notification to the client of the target virtual object in response to the third broadcast notification generated by the skill application request.
- Step S27 The server determines to send the third broadcast notification to the clients of all virtual objects in the field of view of the first virtual object in response to the third broadcast notification generated by the skill application request.
- the first skill applied by the first virtual object does not adjust the position of the first virtual object in the virtual scene, and step S11 shown in FIG. 2 is performed; the first skill displayed in the first virtual object is performed.
- step S11 shown in FIG. 2 is performed; the first skill displayed in the first virtual object is performed.
- the first skill applied in the first virtual object does not adjust the position of the first virtual object in the virtual scene, but when the number of virtual objects in the field of view of the first virtual object is not greater than the predetermined threshold, the first virtual The client of all virtual objects of the object's field of view sends a first broadcast notification.
- the manner in which the server selects the target virtual object corresponding to the predetermined threshold from the field of view of the first virtual object includes but is not limited to the following manners:
- the embodiment of the present invention may randomly select a target virtual object corresponding to the predetermined threshold from a field of view of the first virtual object, for example, select the target virtual object whose quantity is the predetermined threshold.
- the embodiment of the present invention may determine each type of camp to which all virtual objects in the field of view of the first virtual object belong, and then select a quantity corresponding to the predetermined threshold from the field of view of the first virtual object.
- the target virtual object, and the number of the target virtual object corresponding to each type of camp meets the setting requirement; the number of the target virtual object corresponding to each camp type meets the setting requirement, for example, the target virtual object has the same number in each camp type
- the number of the target virtual object corresponding to each camp type meets the setting requirement. For example, if the first skill is the skill of the first virtual object pointing to the virtual object of the first camp, the virtual object of the first camp may be raised in the target virtual object. In the proportion of the non-first camp virtual object in the target virtual object The proportion.
- the embodiment of the present invention may further select a target virtual object corresponding to the predetermined threshold according to the relationship between the virtual object and the first virtual object in the field of view of the first virtual object, for example, selecting the quantity as the Determining a predetermined threshold; if preferentially from the field of view of the first virtual object, selecting a target virtual object having a relationship with the first virtual object and corresponding to the predetermined threshold (the degree of relationship may be positive in relationship) Sorting is ahead, or relationship degree is reversed in the front; relationship degree is positively sorted in the front. Generally speaking, the more in front of the virtual object is more intimate with the first virtual object, the degree of relationship is reversed in the front. Generally speaking, the higher the front The virtual object is more hostile to the first virtual object).
- the server may first process the skill consumption consumption of the first virtual object, for example, the first virtual object needs to consume the mana value when performing the first skill.
- the health value, the anger value, and the like the server may first broadcast the mana, health, or rage value required to perform the first skill on the first virtual object.
- the client may be a game client
- the server may be a game server
- the virtual object may be a game character controlled by the user through the game client; currently the battle between different camps of the game involves Many game characters in different camps fight in the same game map. The battle between the game characters is very intense, and the skill release is also very frequent. If each game character is performing skills, it is to other game characters in the field of view of the game character.
- the game client broadcasts the information of the game character's skill, the amount of information sent by the game server will be very large, and the amount of information on the game client will be very large;
- the game client controlling the game character A will send a skill application request of the game character A to the game server, and the server will play other game characters within the field of view of the game character A (i1).
- the server will play other game characters within the field of view of the game character A (i1).
- To the game client of in) broadcast the game character A to display the skill information, so that the game client of the other game characters in the field of view of the game character A displays the action of the skill of the game character A;
- FIG. 5 shows a
- the information of the server is sent out. In the camp battle, there are many game characters in the game map that simultaneously display skills. This undoubtedly increases the amount of information sent by the server, and also increases the amount of information.
- Information processing pressure of the game client is a skill application request of the game character A to the game server, and the server will play other game characters within the field of view of the game character A (i1).
- To the game client of in broadcast the game character A to display the skill information, so that the game client of the other game characters
- the game server may determine the number of game characters in the field of view of the game character A, and determine the number of the game characters in the game server.
- the game character corresponding to the predetermined threshold may be selected from the field of view of the game character A, and the information of the skill of the game character A is broadcasted to the game client of the selected game character, so that the selected
- the game client of the virtual character displays the action of the skill of the game character A; and by setting the predetermined threshold value reasonably, when the number of game characters in the field of view of the game character A is large, only the game character corresponding to the predetermined threshold is notified.
- the game client displays the action of the game character A to perform the skill.
- the information downlink of the game server is reduced, and the information processing pressure of the game client is lowered;
- the game server may not serve the N game characters.
- the game client broadcasts the game character A to display the skill information, but selects only a small number of M game characters from the N game characters, and broadcasts the game character A to the game client of the N game characters to display the skill information. , thereby reducing the number of broadcast notifications issued by the game server from a large N to a smaller M, reducing the amount of information sent by the game server;
- the game character A may be broadcast to the game client of all the game characters in the field of view of the game character A. .
- the server may broadcast to the client in a split manner, and the second virtual object is first received by the server in the embodiment of the present invention.
- the information of the skill effect affected by the skill optionally, the first skill applied by the first virtual object herein affects the attribute value of the second virtual object in the virtual scene.
- FIG. 7 shows a flowchart of a method for the server to notify the client to display the skill effect, and the method is applicable to the server.
- the method may include:
- Step S100 The server determines, according to the skill application request, at least one second virtual object that is targeted by the first skill.
- the skill application request may carry a virtual object list for the first skill, and the virtual object list may record the first virtual object display. At least one second virtual object targeted by the first skill;
- the second virtual object targeted by the first skill may be indicated by the user of the first client and recorded in the virtual object list.
- Step S110 The server determines remaining attribute values of each second virtual object after being affected by the first skill.
- the remaining attribute value may be a remaining life value of the second virtual object, a remaining mana value, a residual anger value, etc., and the specific form of the remaining attribute value may be set according to an actual situation;
- the server may adjust the defense force of the second virtual object for each second virtual object.
- the attack power of the first virtual object calculating the damage value of each second virtual object after the first skill attack, subtracting the damage value from the current life value of the second virtual object, and obtaining the remaining life of the second virtual object Value; obviously, the description in this paragraph is only an optional form for calculating the damage value of the second virtual object after the first skill attack, and may further combine the damage base of the first skill, the damage type, and the damage resistance of the second virtual object.
- Etc. determining the damage value of the second virtual object after being attacked by the first skill; the remaining attribute value is the remaining mana value of the second virtual object, and the calculation of the remaining anger value, etc., in the same sense, may be cross-referenced.
- Step S120 Corresponding to generating a broadcast notification for notifying that the second virtual object is affected by the first skill, according to the remaining attribute values of the second virtual objects affected by the first skill.
- different second virtual objects are different in value of the remaining attributes after being affected by the first skill, and need to separately calculate remaining attributes of the second virtual objects after being affected by the first skill.
- the value generates a corresponding broadcast notification for each second virtual object.
- Step S130 Send a second broadcast notification corresponding to the second virtual object to the client of all the virtual objects in the field of view of the second virtual object, for the second virtual object whose remaining attribute value meets the preset condition, the second broadcast notification Used to notify the effect that the second virtual object is affected by the first skill.
- the first skill may be a debuffing skill for the second virtual object
- the remaining attribute value is an example of the remaining life value.
- the virtual object may be sent to all the virtual objects in the field of view of the second virtual object.
- the preset condition of the second broadcast notification if the second virtual object is affected by the first skill, the remaining life value is less than the set life value, or the remaining life value is zero (ie, the second virtual object is subject to the first skill) Death after attack, etc.;
- the first skill may also be a gain skill for the second virtual object, and the remaining attribute value is an example of the remaining life value.
- the preset condition may also be that the remaining virtual value of the second virtual object is completely affected by the first skill. Recovery (if the remaining life is the maximum health);
- the remaining attribute value is a remaining mana value of the second virtual object
- the setting of the preset condition in the case of the remaining anger value or the like may also be set by referring to the case where the remaining attribute value is the remaining life value;
- the setting of the specific form of the condition can be carried out in combination with the actual situation, and is not fixed.
- the server may send the client to all the virtual objects in the second virtual object's field of view.
- a second broadcast notification such that the clients of all the virtual objects in the field of view of the second virtual object exhibit an effect that the second virtual object is affected by the first skill; for example, determining that a second virtual object is affected
- the effect information of the second virtual object affected by the first skill may be broadcasted to the client of all the virtual objects in the field of view of the second virtual object, so that the second virtual object has a field of view within the field of view.
- the client of all virtual objects can know the information of the death of the second virtual object.
- Step S140 Send, to the client of the second virtual object and the first client, a second broadcast notification corresponding to the second virtual object, for the second virtual object whose remaining attribute value does not meet the preset condition.
- the server may send a second broadcast notification only to the client of the second virtual object and the first client, such that the client of the second virtual object and the first client display the second virtual object The effect affected by the first skill.
- the client when displaying the effect that the second virtual object is affected by the first skill, the client may display the attribute adjustment value of the second virtual object affected by the first skill, and combine the current attribute value with the attribute adjustment value.
- the remaining attribute value correspondingly, the second broadcast notification may carry the attribute adjustment value of the second virtual object and the remaining attribute value; for example, if the attribute value is a life value, the first skill is an attack skill, for example, in the second broadcast notification
- the second virtual object may be subjected to a life damage value (ie, a damage value) after the first skill attack, and a remaining life value;
- the remaining life value of zero will trigger the death event of the second virtual object, and the corresponding virtual object death logic needs to be executed (generally, after the virtual object dies, there will be a falling motion, etc.), and at the same time, It is possible to start the revival logic of the virtual object.
- the client may directly perform the attribute adjustment value and the remaining attribute value of the second virtual object affected by the first skill according to the attribute adjustment value and the remaining attribute value of the second virtual object carried in the second broadcast notification, such as
- the client can directly display the life-damaged value of the second virtual object, and the remaining life value, and eliminate the incremental update of the second virtual object attribute value on the client side.
- the server needs to send a third broadcast notification to the client of all the virtual objects in the field of view of the second virtual object, where the third broadcast notification is used to notify the display of the adjusted position of the first virtual object in the virtual scene;
- the adjusted position of the first virtual object in the virtual scene may be determined by the server according to the position of the first virtual object when the first skill is applied, and the position difference of the first skill corresponding adjustment.
- the embodiment of the present invention may set the preset condition that the remaining life value of the game character affected by the first skill is zero (ie, the game character affected by the first skill is dead), because the game is different from the camp.
- the battle between the different game characters of different camps is in the same game map battle.
- the battle between the game characters is very intense, and the skill release is also very frequent. If each game character is affected by the skill, it is directed to the game character.
- the game client of other game characters in the field of view broadcasts the effect of the game character affected by the skill, the amount of information sent by the game server will be very large, and the information processing pressure of the game client will be very large;
- the game server can calculate the remaining life values of the game characters B and C; if the remaining life value of the game character B is zero If the game character B dies, the remaining life value of the game character B meets the preset condition, and the game server can broadcast the effect information of the game character B affected by the skill to the game client of all the game characters in the field of view of the game character B.
- the debuffing skills such as the damage skill
- the effect information may carry the damage value and the remaining life value of the game character B; the game client of all the game characters in the field of view of the game character B may display the damage value suffered by the game character B after being affected by the skill, and When the remaining life value of the game character B is zero, the effect display of the death of the game character B is triggered (for example, if the game character B dies, the game character B will be triggered to fall to the ground);
- the game server calculates that the remaining life value of the game character C is not zero, it may be determined that the remaining life value of the game character C does not meet the preset condition, and the game server may provide the game client of the game character C and the game client of the game character A.
- the broadcast game character C is affected by the skill effect information, the effect information may carry the damage value and the remaining life value of the game character C; the game client of the game character C, and the game client of the game character A may display the game character The value of damage suffered by C after being affected by the skill.
- game character A can also apply gain skills (such as healing skills) to other game characters.
- the game server can play the game client of the game character for the gain skill, and the game character A.
- the client, the broadcast game character is affected by the skill gain effect information.
- the server can broadcast the stage of displaying the skill display action of the virtual object to the client, and the server can broadcast the effect of displaying the effect of the virtual object affected by the skill to the client, and the server is delivered.
- the embodiment of the present invention may have the following advantages:
- the number of downlink information packets to be broadcasted can be reduced from 23% to 16% in the total number of downlink packets, and The proportion of broadcast downlink packets in the total downlink packet decreased from 18% to 11%;
- the number of downlink packets of the broadcast can be reduced, and the proportion of the total number of downlink packets is reduced from 17% to 6%, and the downlink of the broadcast is The proportion of information packets in total downlink volume decreased from 37% to 7%;
- the embodiment of the present invention can reduce the amount of information sent by the server to the client with a large probability, and at the same time, reduce the information processing pressure of the client with a large probability.
- the information processing apparatus provided by the embodiment of the present invention is described below, and the information processing apparatus described below can refer to the information processing method described above.
- FIG. 9 is a structural block diagram of an information processing apparatus according to an embodiment of the present invention.
- the information processing apparatus is applicable to a client.
- the information processing apparatus may include:
- the transceiver module 100 is configured to receive a skill application request of the first virtual object sent by the first client, where the skill application request is used to request to perform the first skill;
- the processing module 200 is configured to determine the number of virtual objects in the field of view of the first virtual object in the virtual scene.
- the processing module 200 in the embodiment of the present application may be a software module and/or a hardware module, which is not limited in this application.
- the number of virtual objects in the field of view is greater than a predetermined predetermined threshold, selecting a target virtual object from a field of view of the first virtual object, the number of target virtual objects corresponding to the predetermined threshold;
- FIG. 10 is another structural block diagram of an information processing apparatus according to an embodiment of the present invention.
- the processing module 200 is further configured to:
- the first broadcast notification is sent by the transceiver module 100 to clients of all virtual objects within the field of view of the first virtual object.
- the processing module 200 may further include:
- the skill judging module 600 is configured to determine whether the first skill adjusts a position of the first virtual object in the virtual scene
- the triggering module 700 is configured to trigger the quantity determining module to determine the number of virtual objects in the field of view of the first virtual object in the virtual scene if the first skill does not adjust the position of the first virtual object in the virtual scene;
- the first skill adjusts the position of the first virtual object in the virtual scene, determining the adjusted position of the first virtual object in the virtual scene, and all the virtual objects in the field of view of the first virtual object by the transceiver module 100
- the client of the object sends a broadcast notification to adjust the position of the first virtual object in the virtual scene to the adjusted position.
- processing module 200 is further configured to:
- the coordinates of the virtual object in the virtual scene are matched with the coordinate range, and the number of virtual objects whose coordinates are within the coordinate range is determined, and the number of the virtual objects is obtained.
- processing module 200 may further include:
- the object selection module 300 is configured to randomly select a target virtual object corresponding to the predetermined threshold from a field of view of the first virtual object;
- the target virtual object corresponding to the predetermined threshold is selected.
- FIG. 11 is a block diagram showing another structure of the information processing apparatus according to the embodiment of the present invention.
- the processing module 200 may further include:
- the skill-targeting determining module 900 is configured to determine, according to the skill casting request, at least one second virtual object that is targeted by the first skill;
- the remaining attribute value determining module 1000 is configured to determine a remaining attribute value of each second virtual object after being affected by the first skill
- a second broadcast notification generating module 1100 configured to generate a second broadcast notification corresponding to each second virtual object according to a remaining attribute value of each second virtual object affected by the first skill, respectively;
- the second broadcast notification is for notifying that the second virtual object is affected by the first skill
- the transceiver module 100 For the second virtual object whose remaining attribute value does not meet the preset condition, the transceiver module 100 sends a second broadcast notification corresponding to the second virtual object to the client of the second virtual object and the first client.
- the skill-to-object determination module 900 is specifically configured to:
- the virtual object list Determining, according to the virtual object list carried by the skill application request, at least one second virtual object targeted by the first skill; the virtual object list recording at least one second virtual target for the first skill target of the first virtual object Object.
- the remaining attribute value includes: a remaining life value; the remaining attribute value conforming to the preset condition includes: the remaining life value is zero.
- the first skill is an attack skill
- the second broadcast notification includes: a life damage value of the second virtual object after being attacked by the first skill, and a remaining life value; wherein, if the remaining life value is zero, , triggers the death event of the second virtual object.
- the information processing apparatus can develop a stage of notifying the client of the notification of the skill display action of the other virtual object, and a stage of developing the effect of the virtual object affected by the skill under the server to the client. Reduce the amount of information that the server delivers to the client and reduce the pressure on the client's information processing.
- the embodiment of the invention further provides a server, which may include the information processing device described above.
- FIG. 12 shows a hardware structural block diagram of a server.
- the server may include: a processor 1, a communication interface 2, a memory 3, and a communication bus 4;
- the processor 1, the communication interface 2, and the memory 3 complete communication with each other through the communication bus 4;
- the communication interface 2 can be an interface of the communication module, such as an interface of the GSM module;
- the processor 1 may be a central processing unit CPU, or an Application Specific Integrated Circuit (ASIC), or one or more integrated circuits configured to implement embodiments of the present invention.
- CPU central processing unit
- ASIC Application Specific Integrated Circuit
- the memory 3 may include a high speed RAM memory and may also include a non-volatile memory such as at least one disk memory.
- the processor 1 is specifically configured to:
- the number of virtual objects in the field of view is greater than a predetermined predetermined threshold, selecting a target virtual object from a field of view of the first virtual object, the number of target virtual objects corresponding to the predetermined threshold;
- Determining in response to the first broadcast notification generated by the skill casting request, transmitting a first broadcast notification to a client of the target virtual object, the first broadcast notification being used to notify an action of displaying the first virtual object to perform the first skill .
- the steps of a method or algorithm described in connection with the embodiments disclosed herein may be implemented directly in hardware, a software module executed by a processor, or a combination of both.
- the software module can be placed in random access memory (RAM), memory, read only memory (ROM), electrically programmable ROM, electrically erasable programmable ROM, registers, hard disk, removable disk, CD-ROM, or technical field. Any other form of storage medium known.
- An embodiment of the present invention provides a method for processing a simulated object in an application, and a mobile terminal, which is used by the mobile terminal to perform a corresponding operation in each ring operation range, and has a reasonable operation arrangement for each ring operation range, which is a final display.
- the rendered target simulation object is ready to optimize the resource allocation when displaying a large number of simulation objects on the same screen, reducing the probability of occurrence of the stagnation, and optimizing the frame rate (Frames per second).
- each character will display a character model in the game scene, that is, a player character instance.
- the analog object can be called a character.
- it is based on the GameBryo engine modified according to the project requirements.
- FIG. 13 is a visual field for the simulated object.
- FIG. 13 A schematic diagram of management. When the character enters the server and sends the circle, the logical object and name card of the character are created immediately.
- the player further enters the resource loading circle, the character resource is asynchronously loaded, and the character model instance is created and displayed immediately after the loading is completed.
- the resource loading circle needs to load resources, create instances, and then perform rendering operations
- the performance of the CPU and GPU on the PC platform is much higher than that of mobile devices such as mobile phones, as long as the resource loading and role are realized through the resource loading circle.
- Instance creation operations rarely happening. For mobile devices with limited performance and strict requirements on power consumption and heat generation, the experience is poor. It is often the case that these operations are performed.
- Prefab The basic management unit of art resources in the Unity engine, which can store models, textures, animations, etc. of art production in pre-edited files.
- Game Object The game runtime object in the Unity engine. Different characters and models must create different Game Object objects for display.
- Each player in a massively multiplayer online game controls a character in the game.
- Each character displays a character model in the scene, which is an instance of the player character.
- Instantiation Multiple roles may use the same resources (templates) in fine art representation, but appear as multiple object instances in performance. Instantiation refers to the process of creating multiple instances of a game object based on art assets.
- Dressup When the player wears different equipment or fashion, the appearance of the player's character model will also change accordingly. This process is called dressing up.
- Nameplate An information panel that is displayed on the character model and is used to display the player's name, family name, title, and so on.
- the main application of this technology is: in a game with large-scale multi-player screen display requirements, when there are a large number of players dynamically entering and exiting the screen view, the rendering calculation cost of the player character is minimized, and the character creation/deletion of the character is reduced. Overhead.
- FIG. 14 a schematic diagram of a multi-simulation object displayed on the same screen.
- Prefab and its included model, texture, animation and other resources loading overhead Prefab instantiation overhead; rendering overhead; animation update overhead; GameObjet open engine data update overhead; the technical solution of the present invention can effectively solve the above performance problem.
- FIG. 15 it is a schematic diagram of a framework of a resource manager and a role instance object pool, and the technical principle is described below.
- the role manager Actor Manager is the program class responsible for managing all player role objects.
- the instance pool Instance Pool will try to reuse the existing idle object instance from the collection pool of the instance cache Instance Cache before creating a new instance, avoiding the overhead of creating a new instance.
- the Resource Manager Resource Manager also has a resource index list. When referring to the same resource, you can directly extract the resource to avoid repeatedly loading resources through the expensive Unity engine interface.
- FIG. 15 is only a brief description of the design.
- the role instance object pool, the special effect instance object pool, the equipment component object pool, and the like can be divided into a specific type specialization implementation and a delay unloading algorithm. .
- FIG. 16 is a schematic diagram of an embodiment of a method for processing a simulated object in an application according to an embodiment of the present invention, including:
- the mobile terminal detects a detection range centered on the main simulation object, where the detection range includes a plurality of control ranges, and each control range is in one-to-one correspondence with operations within the control range, where the operation is performed by a simulation object entering the control range. Operation
- the mobile terminal detects a detection range centered on the main simulation object, and the detection range includes a plurality of control ranges, wherein the plurality of control ranges are concentric control ranges different from the distance of the center, and each control range is Corresponding to the operations performed in the respective control ranges.
- the mock object of the present application may also be referred to as a virtual object.
- FIG. 17 a schematic diagram of the management of the plurality of simulated object field of view on the mobile terminal.
- Multiple control ranges can be four-layer character view circle set with the main character as the center point: server release circle, resource preparation circle, role instantiation circle, visible circle, resource preparation circle can also be called resource loading circle, visible circle is also called Visualization circle.
- configure the corresponding program algorithm strategy to reduce the occurrence of the card that is, it can optimize the rendering calculation pressure when displaying a large number of player characters on the same screen, and the character loading and deletion pressure when repeatedly entering and exiting the field of view.
- control range herein may be a plurality of circles of different radii centered on the main character, or may be a square, ellipse or other shape of the character view circle, which is not limited. Moreover, the number of control ranges is at least three, and each control range performs the corresponding operation.
- the mobile terminal herein may include any terminal device such as a mobile phone, a tablet computer, a PDA (Personal Digital Assistant), a car computer, and the like.
- the target simulation object and the main simulation object are various characters in the game, for example, it can be a general in the game, a soldier and the like, and the name can be similar to a torn compassion, a wind blowing, a cool, Mini Soul, not obeying, from childhood, as a hacker, street corner, kill red eye and other names.
- the distance between the target simulation object and the main simulation object is determined.
- the main simulation object here is the main character.
- the target simulation object can be the target character that has been online before, or it can be the target character just online. Now it is within the detection range that the protagonist can detect. Then, the protagonist and the target character can be determined. The previous distance.
- the mobile terminal when the mobile terminal detects the target simulation object within the detection range, after determining the distance between the target simulation object and the main simulation object, the mobile terminal determines the control range to which the target simulation object belongs according to the distance.
- the distances between the plurality of control ranges and the center are arranged from large to small, and may include: a server delivery range, a resource loading range, an instantiation range, and a visualization range; then, the mobile terminal determines according to the distance.
- the control scope to which the target simulation object belongs may be the server delivery range, the resource loading range, the instantiation scope, or the visualization scope.
- the control range to which the target simulation object belongs is the server delivery range; if the distance is 6m, the control range to which the target simulation object belongs is the resource loading range; if the distance is 4m, the target simulation object The control range to which it belongs is the instantiation range; if the distance is 2m, the control range to which the target simulation object belongs is the visualization range.
- the unit m here is a unit of meters in the virtual world of the game.
- the mobile terminal after determining the control range to which the target simulation object belongs according to the distance, the mobile terminal processes the target simulation object according to the execution operation corresponding to the control scope.
- the target simulation object is processed according to the execution operation corresponding to the control range, including at least one of the following:
- the target instance is rendered and displayed, and the rendered target simulation object is displayed.
- the mobile terminal includes a resource cache
- the loading of the corresponding resource to the target simulation object may include:
- the resource cache includes a target resource for creating an instance of the target simulation object, the target resource is extracted from the resource cache;
- the target resource of the instance created by the target simulation object is not included in the resource cache, the target resource is loaded asynchronously.
- the mobile terminal may further include an instance cache, perform rendering calculation on the target instance, and display the target virtual object after the rendering, and perform the following steps:
- the target instance cache includes the target instance corresponding to the target simulation object, the target instance is reused; the target instance is rendered and displayed, and the rendered target simulation object is displayed, which may include: performing rendering calculation on the target instance, and displaying the rendered target simulation Object.
- the target object corresponding to the target simulation object is created by using the corresponding resource
- the method may include: if the target instance corresponding to the target simulation object is not included in the instance cache, acquiring the target simulation object Create a target resource for the instance; create a target instance with the target resource.
- the control scope of the target role belongs to the server issuing the fan circle, which will continuously move through the resource loading circle, the instantiation circle and the visualization circle.
- the target role is now circled under the server. Then, the mobile terminal judges the target role to determine whether a logical object has been created. If the logical object is not created, the mobile terminal creates a logical object of the target role and displays the The name card of the target object; if the logical object is created, the mobile terminal directly displays the name card of the target object.
- the mobile terminal When the target role moves to the resource loading circle, the mobile terminal still first determines whether the target character has created a logical object. If it is created, the mobile terminal loads the resource of the target character. Of course, this is because the slave server is under the server. The circle moves to the resource loading circle. Therefore, the result of the judgment is that the logical object is created; if the logical object has not been created, the mobile terminal first creates a logical object for the target character, and then loads the resource.
- the mobile terminal when the mobile terminal loads the resource of the target role, it may also first determine whether the target role resource is saved in the resource cache, and if so, the resource may be directly multiplexed. If not, the mobile terminal needs to Create the resources needed for the target to be asynchronously loaded by the resource manager through the resource manager. It should be noted that, when the resource is loaded in the circle, the target character of the target character is displayed on the mobile terminal.
- the mobile terminal When the target character moves to the role instantiation circle, the mobile terminal still first determines whether the target character has created a logical object. If it is created, the mobile terminal loads the resource for the target character. Of course, this is because The server sends the circle to the resource loading circle and then moves to the role instantiation circle. Therefore, the result of the judgment is that the logical object is created; if the logical object has not been created, the mobile terminal first creates the logical object for the target role. Then load the resources.
- the mobile terminal may first determine whether to save the resource for the target role in the resource cache, and if so, the mobile terminal may directly reuse the resource; if not, Then, the mobile terminal needs to create a resource required for the target to be asynchronously loaded by the resource manager through the resource manager.
- the mobile terminal may use the resource acquired by the resource loading circle to create an instance of the target character, and the target character does not display the target role when the role is instantiated, that is, there is no rendering and instance update computing overhead, and the mobile terminal The name card of the target character is also displayed on the terminal.
- the mobile terminal When the target character moves to the visualization circle, the mobile terminal still first determines whether the target character has created a logical object. If it is created, the mobile terminal loads the resource for the target character. Of course, this is because the server is under the server. The movement circle moves to the resource loading circle, then moves to the character instantiation circle, and finally moves to the visualization circle. Therefore, the result of the judgment is that the logical object is created; if the logical object has not been created, the mobile terminal first performs the target character The creation of logical objects, and then the loading of resources.
- the mobile terminal may first determine whether to save the resource for the target role in the resource cache, and if so, the mobile terminal may directly reuse the resource; if not, Then, the mobile terminal needs to create a resource required for the target to be asynchronously loaded by the resource manager through the resource manager.
- the mobile terminal may use the resource acquired by the resource loading circle to create an instance of the target character, and the target character does not display the target role when the role is instantiated, that is, there is no rendering and instance update computing overhead, and the mobile terminal The name card of the target character is also displayed on the terminal.
- the mobile terminal enables the created role instance for the target character, performs actual rendering and calculation, and displays the rendered target character on the mobile terminal.
- the target role belongs to the control circle, which will be continuously moved through the instantiation circle, resource loading circle and server release circle.
- the target character appears online for the first time in the visualization circle. Then, the mobile terminal first determines whether the target character has created a logical object. If not created, the mobile terminal creates a logical object of the target role; if created, the mobile terminal The logical object that has been created is directly multiplexed. If no logical object is created, the mobile terminal creates a pure logical role object for the target application.
- the mobile terminal determines whether the target role has been created. If the instance is created, the instance of the target role may be reused from the instance cache to implement the reuse of the instance, thereby avoiding the overhead of creating a new instance; Then, the mobile terminal needs to acquire resources for creating an instance of the target role.
- the mobile terminal when it acquires the resource of the target role creation instance, it may first determine whether the resource of the target role is cached; if it is cached, the mobile terminal may directly extract the cached resource from the resource cache; if not cached Then, the mobile terminal needs to load the asynchronous resource through the resource manager, and obtain a resource for creating an instance for the target role.
- the mobile terminal uses the acquired resources to create an instance of the target role.
- the mobile terminal enables the creation of an instance of the target character, performs actual rendering and calculation, and displays the rendered target character on the mobile terminal, that is, displays the character.
- the mobile terminal When the target character moves to the instantiation circle, the mobile terminal also determines whether the target character has created a logical object. If not created, the mobile terminal creates a logical object of the target character; if created, moves The terminal determines whether the instance of the target role has been created. If the instance of the target role is created, the mobile terminal directly reuses the instance from the instance cache; if the instance of the target role has not been created, the mobile terminal needs to obtain the created A resource of the target role instance that is used to create an instance of the target role.
- the mobile terminal When the mobile terminal obtains the resource of the instance that creates the target role, it may first determine whether the resource for creating the target role instance is already cached. If the cache is used, the mobile terminal may directly extract the cached resource. If not, then move. The terminal needs to asynchronously load the resources needed to create the target instance through the resource manager.
- the resource may be used to create an instance of the target character, but at this time, the name card of the target character is displayed on the mobile terminal.
- the mobile terminal When the target role moves to the resource loading circle, the mobile terminal also determines whether the target character has created a logical object. If created, the mobile terminal acquires a resource for creating an instance for the target role; if not, The mobile terminal creates a logical object for the target role.
- the obtaining, by the mobile terminal, the resource for creating the instance for the target role may include: the mobile terminal determining whether the resource for creating the target role instance is already cached, and if the cache is, the mobile terminal may directly extract the cached resource; if not, the mobile terminal needs to The resources required to create the target instance are asynchronously loaded by the resource manager. At this time, the name card of the target character is displayed on the mobile terminal.
- the mobile terminal When the target character moves to the server to send a circle, the mobile terminal also determines whether the target character has created a logical object. If it is created, the mobile terminal directly uses the logical object, and if not created, moves The terminal creates a logical object for the target role.
- the processing of each target role is similar to the above method, combined with the resource manager
- the technology of the instance object pool and the view circle management greatly reduces the resource loading and instance creation/deletion overhead of the character repeatedly entering and leaving the field of view.
- the dynamic parameter adjustment mechanism based on hardware performance and real-time frame rate, and the character hiding strategy designed according to the gameplay method subtly reduce the rendering and computational overhead of displaying a large number of characters on the same screen.
- the mobile terminal receives a skin resurfacing command for the target simulation object, where the target simulation object may be a main character or other target characters.
- the target simulation object may be a main character or other target characters. It should be noted here that before the mobile terminal performs skin resurfacing on the protagonist or the target character, it is necessary to ensure the uniformity of the skeleton and the model, and the skin resurfacing here may also be referred to as a reloading.
- the mobile terminal after receiving the skin resurfacing instruction of the target simulation object, acquires bone data corresponding to the target simulation object, and target mesh data and target material data to be replaced. That is, the mobile terminal can directly load the Mesh mesh of the new skin and the material resource of the material (it is necessary to ensure that the skeleton derived by the model is consistent).
- the mobile terminal acquires the bone data corresponding to the target simulation object, and the target mesh data and the target material data to be replaced, the source mesh data and the source material data bound on the bone data are replaced.
- Target grid data and target material data are replaced.
- the mobile terminal directly replaces Mesh and Material with the original model's Skinned Mesh Renderer; after modification, the Prefab level loading and instantiation steps are omitted, and the skinning cost is reduced to a lot. .
- the reload optimization mechanism skips the Prefab level instantiation step of the Unity engine by ensuring the uniformity of the skeleton and the model, and uses the method of directly replacing the underlying node model and material resources to improve the program execution efficiency of the skin resurfacing.
- steps 405-407 are optional steps. In actual applications, whether to perform according to actual needs may be determined. Moreover, the timing of steps 405-407 and the timing of steps 401-404 are not limited.
- the field of view circle can be merged into other circles without using resource preloading circles or visualization circles; the specific algorithm of skinning can be replaced with some bones, or the material can be directly replaced, and the skin can be loaded together with Prefab.
- the method is applied to an interactive application in which a multi-simulation object is displayed on the same screen of a mobile terminal, and a display object is displayed on the display interface of the interactive application, and the mobile terminal detects the main simulation object as a center.
- the detection range includes a plurality of control ranges, the plurality of control ranges being different concentric control ranges from the center, and the plurality of control ranges are not overlapped, and each control range is executed by entering a respective control range Corresponding to the operation; when the target simulation object is detected within the detection range, determining the distance between the target simulation object and the main simulation object; determining the control range to which the target simulation object belongs according to the distance; The corresponding execution operation is performed on the target simulation object. Because the mobile terminal performs corresponding operations in each control range, it has reasonable operation arrangement for each control range, and performs accurate work for the target simulated object after the final display is rendered, and optimizes resource allocation when displaying a large number of simulated objects on the same screen. Reduce the probability of a carton appearing.
- the resource loading and instance creation/deletion overhead of the character repeatedly entering and leaving the field of view are greatly reduced.
- the dynamic parameter adjustment mechanism based on hardware performance and real-time frame rate, and the character hiding strategy designed according to the gameplay method subtly reduce the rendering and computational overhead of displaying a large number of characters on the same screen.
- the optimization of the role skinning mechanism is based on the characteristics of the project. On the basis of the above technology, the resource loading and switching overhead that are inevitable when the equipment is replaced are further improved.
- the assumption includes the protagonist, the target character 1 is the national general, the target character 2 is the town general, and the target character 3 is the general of the town;
- the mobile phone is centered on the protagonist's arrogance, and the view circle management is divided into four circles as shown in Figure 17 above, the server is issued, the resource preparation circle, the role instantiation circle, and the visible circle. Then, when the target character 1 is online, the distance S1 of the target character 1 from the main character is determined, and the ring operation range to which the target character 1 belongs is determined according to the distance S1.
- the ring operation range determined here is the resource loading circle; the mobile phone determines the target character 1 To determine whether a logical object has been created, if any, the target role 1 can be loaded with resources; if no logical object has been created, the mobile phone needs to first create a logical object for the target character 1 and then load the resource.
- the resource when the resource is loaded, it may be determined whether the resource of the target role 1 is included in the resource cache. If yes, the resource may be directly obtained. If not, the mobile phone needs to load the resource asynchronously through the resource manager.
- the target character 1 displays the name card in the resource loading circle, that is, the opening country.
- the target character 1 moves again, and the mobile phone obtains the distance between the target character 1 and the main character, and determines the ring operation range to which the target character 1 belongs according to the distance.
- the mobile phone also needs to target the target character 1 Determine whether to create a logical object. If created, the mobile phone directly displays the name card of the target character 1. If not created, the mobile phone first creates a logical object for the target character 1, and then displays the name of the target character 1. The card was opened.
- the target character 1 When the distance between the target character 1 and the main character is greater than the maximum diameter of the server's hair ring, the target character 1 is not displayed on the mobile phone. It is possible that the target character 1 is offline, or may stay outside the server's hair circle, and travel around. go.
- the mobile phone can first determine whether the target character 2 has created an instance, and if so, the target character.
- the instance can be directly reused for actual rendering and calculation, and the rendered target character 2 (including the name of the target character 2, the townside general) is displayed on the mobile phone. Because the instance resources created before can be directly utilized, the resource overhead is saved.
- the mobile phone judges the target character 2 to determine whether a logical object has been created. If it is created, the mobile phone directly displays the name card of the target character 2. If not, the mobile phone performs the target character. The creation of logical objects. Then, it is determined whether the resource of the instance is created for the target role 2, and if it is cached, the mobile phone can directly obtain the cached resource; the overhead caused by the engine repeatedly loading the resource is avoided. If not, then the phone needs to load resources asynchronously.
- Target character 2 (including the name of the target character 2 town general).
- the mobile phone determines the distance S3 between the target character 3 and the main character, and judges that the target character 3 is in the instantiation circle according to the distance S3.
- the mobile phone first determines whether the target role 3 has been created. If it is created, the instance can be reused directly from the instance cache, and no new instance creation is required, thereby saving resource overhead. If no instance has been created, then the mobile phone needs to create an instance of the target role 3.
- the resource cache includes the resource created by the target role 3, it can be directly obtained. If not, the mobile phone needs to load the resource for creating the instance, and create an instance for the target role 3 according to the obtained resource. At this time, on the mobile phone. Shown is the name of the target character 3, the generals of the town.
- the target character 3 moves and runs to the visualization circle. Then the mobile phone can enable the created target instance 3 to create a good instance, perform rendering and calculation, and display the rendered target character 3.
- the embodiment of the present invention can combine the resource management device and the instance object pool with the view circle management technology, thereby greatly reducing the resource loading and instance creation/deletion overhead of the character repeatedly entering and leaving the field of view.
- FIG. 18 it is a schematic diagram of an embodiment of the mobile terminal, where the mobile terminal includes multiple analog objects.
- the interactive application of the screen display, the main simulation object is displayed on the display interface of the interactive application, and the mobile terminal may include:
- the detecting module 601 is configured to detect a detection range centered on the main simulation object, where the detection range includes multiple control ranges, and each control range corresponds to an operation performed by entering the respective control range;
- the first determining module 602 is configured to determine a distance between the target simulated object and the main simulated object when the target simulated object is detected within the detection range;
- a second determining module 603, configured to determine, according to the distance, a control range to which the target simulation object belongs;
- the processing module 604 is configured to process the target simulation object according to the execution operation corresponding to the associated control range.
- the distance between the multiple control ranges and the center is arranged from large to small, including: a server delivery range, a resource loading range, an instantiation range, and a visualization range;
- the processing module 604 is specifically configured to include at least one of the following:
- the logical object is created on the target simulation object, and the name card corresponding to the target simulation object that creates the logical object is displayed;
- the corresponding simulated object is loaded with the corresponding resource
- the target instance corresponding to the target simulation object is created by using the corresponding resource
- the target instance is rendered and displayed, and the rendered target simulation object is displayed.
- the mobile terminal includes a resource cache.
- the processing module 604 is specifically configured to: if the resource cache includes a first resource that creates an instance of the target simulated object, extract the first resource from the resource cache;
- the processing module 604 is specifically configured to: if the first resource that creates an instance of the target simulated object is not included in the resource cache, load the first resource asynchronously.
- the mobile terminal includes an instance cache, and the mobile terminal further includes:
- the processing module 604 is specifically configured to: if the first instance corresponding to the target simulation object is included in the instance cache, reuse the first instance; perform rendering calculation on the first instance, and display the rendered target simulation object.
- the mobile terminal includes an instance cache
- the processing module 604 is specifically configured to: if the first instance corresponding to the target simulation object is not included in the instance cache, obtain the first resource of the target simulation object creation instance; and create the first instance by using the first resource.
- the mobile terminal may further include:
- the receiving module 605 is configured to receive a skin resurfacing instruction for the target simulation object
- the obtaining module 606 is configured to acquire bone data corresponding to the target simulation object, and target mesh data and target material data to be replaced;
- the replacement module 607 is configured to replace the source grid data and the source material data bound on the bone data with the target grid data and the target material data.
- FIG. 20 is a schematic diagram of another embodiment of a mobile terminal according to an embodiment of the present invention. For the convenience of description, only parts related to the embodiment of the present invention are shown. For details that are not disclosed, refer to the embodiment of the present invention. Method part.
- FIG. 20 is a block diagram showing a partial structure of a mobile phone related to a terminal provided by an embodiment of the present invention.
- the mobile phone includes: a radio frequency (RF) circuit 810, a memory 820, an input unit 830, a display unit 840, a sensor 850, an audio circuit 860, a wireless fidelity (WiFi) module 870, and a processor 880. And power supply 890 and other components.
- RF radio frequency
- the RF circuit 810 can be used for receiving and transmitting signals during the transmission or reception of information or during a call. Specifically, after receiving the downlink information of the base station, it is processed by the processor 880. In addition, the uplink data is designed to be sent to the base station. Generally, RF circuit 810 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, RF circuitry 810 can also communicate with the network and other devices via wireless communication. The above wireless communication may use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (Code Division). Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), E-mail, Short Messaging Service (SMS), and the like.
- GSM Global System of Mobile communication
- GPRS General Packet Radio Service
- the memory 820 can be used to store software programs and modules, and the processor 880 executes various functional applications and data processing of the mobile phone by running software programs and modules stored in the memory 820.
- the memory 820 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may be stored according to Data created by the use of the mobile phone (such as audio data, phone book, etc.).
- memory 820 can include high speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
- the input unit 830 can be configured to receive input numeric or character information and to generate key signal inputs related to user settings and function controls of the handset.
- the input unit 830 may include a touch panel 831 and other input devices 832.
- the touch panel 831 also referred to as a touch screen, can collect touch operations on or near the user (such as the user using a finger, a stylus, or the like on the touch panel 831 or near the touch panel 831. Operation), and drive the corresponding connecting device according to a preset program.
- the touch panel 831 can include two parts: a touch detection device and a touch controller.
- the touch detection device detects the touch orientation of the user, and detects a signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts the touch information into contact coordinates, and sends the touch information.
- the processor 880 is provided and can receive commands from the processor 880 and execute them.
- the touch panel 831 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves.
- the input unit 830 may also include other input devices 832.
- other input devices 832 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control buttons, switch buttons, etc.), trackballs, mice, joysticks, and the like.
- the display unit 840 can be used to display information input by the user or information provided to the user as well as various menus of the mobile phone.
- the display unit 840 can include a display panel 841.
- the display panel 841 can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
- the touch panel 831 can cover the display panel 841. When the touch panel 831 detects a touch operation thereon or nearby, the touch panel 831 transmits to the processor 880 to determine the type of the touch event, and then the processor 880 according to the touch event. The type provides a corresponding visual output on display panel 841.
- the touch panel 831 and the display panel 841 are two independent components to implement the input and input functions of the mobile phone, in some embodiments, the touch panel 831 can be integrated with the display panel 841. Realize the input and output functions of the phone.
- the handset can also include at least one type of sensor 850, such as a light sensor, motion sensor, and other sensors.
- the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 841 according to the brightness of the ambient light, and the proximity sensor may close the display panel 841 and/or when the mobile phone moves to the ear. Or backlight.
- the accelerometer sensor can detect the magnitude of acceleration in all directions (usually three axes). When it is stationary, it can detect the magnitude and direction of gravity.
- the mobile phone can be used to identify the gesture of the mobile phone (such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
- the gesture of the mobile phone such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration
- vibration recognition related functions such as pedometer, tapping
- the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
- An audio circuit 860, a speaker 861, and a microphone 862 can provide an audio interface between the user and the handset.
- the audio circuit 860 can transmit the converted electrical data of the received audio data to the speaker 861 for conversion to the sound signal output by the speaker 861; on the other hand, the microphone 862 converts the collected sound signal into an electrical signal by the audio circuit 860. After receiving, it is converted into audio data, and then processed by the audio data output processor 880, sent to the other mobile phone via the RF circuit 810, or outputted to the memory 820 for further processing.
- WiFi is a short-range wireless transmission technology
- the mobile phone can help users to send and receive emails, browse web pages, and access streaming media through the WiFi module 870, which provides users with wireless broadband Internet access.
- FIG. 20 shows the WiFi module 870, it can be understood that it does not belong to the essential configuration of the mobile phone, and may be omitted as needed within the scope of not changing the essence of the invention.
- the processor 880 is the control center of the handset, and connects various portions of the entire handset using various interfaces and lines, by executing or executing software programs and/or modules stored in the memory 820, and invoking data stored in the memory 820, executing The phone's various functions and processing data, so that the overall monitoring of the phone.
- the processor 880 may include one or more processing units; preferably, the processor 880 may integrate an application processor and a modem processor, where the application processor mainly processes an operating system, a user interface, an application, and the like.
- the modem processor primarily handles wireless communications. It will be appreciated that the above described modem processor may also not be integrated into the processor 880.
- the handset also includes a power source 890 (such as a battery) that supplies power to the various components.
- a power source 890 such as a battery
- the power source can be logically coupled to the processor 880 through a power management system to manage functions such as charging, discharging, and power management through the power management system.
- the mobile phone may further include a camera, a Bluetooth module, and the like, and details are not described herein again.
- the processor 880 included in the terminal further has the following functions:
- the detection range includes a plurality of control ranges, each control range corresponding to an operation performed in entering the respective control range; when the target simulation object is detected within the detection range, determining the target simulation object The distance from the main simulation object; according to the distance, the control range to which the target simulation object belongs is determined; and the target simulation object is processed according to the execution operation corresponding to the control range to which it belongs.
- the distance between the multiple control ranges and the center is arranged from large to small, including: a server delivery range, a resource loading range, an instantiation range, and a visualization range; and the processor 880 further has The following features:
- a logical object is created on the target simulation object, and a name card corresponding to the target simulation object that creates the logical object is displayed;
- the target instance corresponding to the target simulation object is created by using the corresponding resource
- the target instance is rendered and displayed, and the rendered target simulation object is displayed.
- the mobile terminal includes a resource cache
- the processor 880 further has the following functions:
- the resource cache includes a first resource that creates an instance of the target simulation object, extracting the first resource from the resource cache;
- the first resource of the instance created by the target simulation object is not included in the resource cache, the first resource is asynchronously loaded.
- the mobile terminal includes an instance cache
- the processor 880 further has the following functions:
- the instance cache includes the first instance corresponding to the target simulation object, multiplexing the first instance; performing rendering calculation on the first instance to display the rendered target simulation object.
- the mobile terminal includes an instance cache
- the processor 880 further has the following functions:
- the first instance corresponding to the target simulation object is not included in the instance cache, acquiring the first resource of the target simulation object creation instance; and using the first resource to create the first instance.
- the processor 880 further has the following functions:
- Receiving a skin resurfacing instruction on the target simulation object acquiring bone data corresponding to the target simulation object, and target mesh data and target material data to be replaced; replacing the source mesh data and the source material data bound on the bone data Target grid data and target material data.
- the disclosed system, apparatus, and method may be implemented in other manners.
- the device embodiments described above are merely illustrative.
- the division of the unit is only a logical function division.
- there may be another division manner for example, multiple units or components may be combined or Can be integrated into another system, or some features can be ignored or not executed.
- the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, device or unit, and may be in an electrical, mechanical or other form.
- the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
- each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
- the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
- the integrated unit if implemented in the form of a software functional unit and sold or used as a standalone product, may be stored in a computer readable storage medium.
- the technical solution of the present invention which is essential or contributes to the prior art, or all or part of the technical solution, may be embodied in the form of a software product stored in a storage medium.
- a number of instructions are included to cause a computer device (which may be a personal computer, server, or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present invention.
- the foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, and the like. .
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Abstract
Description
Claims (27)
- 一种信息处理方法,其特征在于,所述方法应用于移动终端上多虚拟对象同屏显示的第一客户端中,所述第一客户端的显示界面上显示第一虚拟对象,所述方法包括:接收第一客户端发送的第一虚拟对象的技能施展请求,所述技能施展请求用于请求施展第一技能;确定虚拟场景中所述第一虚拟对象的视野范围内的虚拟对象数量;如果所述视野范围内的虚拟对象数量大于预定阈值,从所述视野范围内的虚拟对象中选取目标虚拟对象;获取响应于所述技能施展请求所生成的第一广播通知,向所述目标虚拟对象对应的客户端发送第一广播通知,所述第一广播通知用于通知所述客户端展示第一虚拟对象施展第一技能的动作。
- 根据权利要求1所述的信息处理方法,其特征在于,所述方法还包括:如果所述视野范围内的虚拟对象数量小于或等于所述预定阈值,则向第一虚拟对象的视野范围内的所有虚拟对象对应的客户端发送响应于所述技能施展请求所生成的第二广播通知。
- 根据权利要求2所述的信息处理方法,其特征在于,所述方法还包括:判断所述第一技能是否用于调整所述第一虚拟对象在所述虚拟场景中的位置;如果所述第一技能不是用于调整所述第一虚拟对象在虚拟场景中的位置,则触发执行所述确定所述虚拟场景中所述第一虚拟对象的视野范围内的虚拟对象数量的步骤。
- 根据权利要求3所述的信息处理方法,其特征在于,所述方法还包括:如果所述第一技能用于调整所述第一虚拟对象在所述虚拟场景中的位置,则确定第一虚拟对象在所述虚拟场景中调整后的新位置,向所述视野范围内的所有虚拟对象对应的客户端发送第三广播通知,所述第三广播通知用于指示将所述第一虚拟对象在所述虚拟场景中的位置更新至所述新位置。
- 根据权利要求1所述的信息处理方法,其特征在于,所述确定虚拟场景中所述第一虚拟对象的视野范围内的虚拟对象数量,包括:以所述第一虚拟对象的坐标为中心,确定与所述视野范围对应的坐标范 围;将所述虚拟场景中当前的各虚拟对象的坐标与所述坐标范围进行匹配,确定坐标处于所述坐标范围内的虚拟对象的数量,得到所述虚拟对象数量。
- 根据权利要求1所述的信息处理方法,其特征在于,所述从所述视野范围内的虚拟对象中选取目标虚拟对象,包括:从所述视野范围内选取数量为所述预定阈值的所述目标虚拟对象;或,确定所述视野范围内的所有虚拟对象所属于的各个类型的阵营,从所述视野范围内,选取数量为所述预定阈值的所述目标虚拟对象,且所述目标虚拟对象在各个类型的阵营对应的数量符合设定要求;或,根据所述视野范围内的虚拟对象与所述第一虚拟对象的关系度,选取数量为所述预定阈值的所述目标虚拟对象。
- 根据权利要求1-6任一项所述的信息处理方法,其特征在于,所述方法还包括:根据所述技能施展请求,确定所述第一技能针对的至少一个第二虚拟对象;确定各第二虚拟对象受所述第一技能影响后的剩余属性值;分别根据各第二虚拟对象受所述第一技能影响后的剩余属性值,对应生成用于通知展示该第二虚拟对象受所述第一技能影响的效果的广播通知;对于剩余属性值符合预设条件的第二虚拟对象,向其视野范围内所有虚拟对象对应的客户端发送其对应的广播通知;对于剩余属性值不符合预设条件的第二虚拟对象,分别向其所对应的客户端及所述第一客户端发送其对应的广播通知。
- 根据权利要求7所述的信息处理方法,其特征在于,所述根据所述技能施展请求,确定所述第一技能针对的至少一个第二虚拟对象包括:根据所述技能施展请求携带的虚拟对象列表,确定所述第一技能针对的至少一个第二虚拟对象;所述虚拟对象列表记录所述第一虚拟对象施展的第一技能时针对的至少一个第二虚拟对象。
- 根据权利要求7所述的信息处理方法,其特征在于,所述剩余属性值包括:剩余生命值;所述剩余属性值符合预设条件包括:剩余生命值为零。
- 根据权利要求9所述的信息处理方法,其特征在于,所述第一技能为 攻击技能,所述广播通知包括:第二虚拟对象受第一技能攻击后的生命受损值,以及剩余生命值;其中,如果剩余生命值为零,则所述广播通知触发第二虚拟对象的死亡事件。
- 一种信息处理装置,其特征在于,所述装置应用于移动终端,所述移动终端包括同屏显示多虚拟对象的第一客户端,所述第一客户端的显示界面上显示第一虚拟对象;所述信息处理装置包括:收发模块,用于接收第一客户端发送的第一虚拟对象的技能施展请求,所述技能施展请求用于请求施展第一技能;处理模块,用于确定虚拟场景中所述第一虚拟对象的视野范围内的虚拟对象数量;如果所述视野范围内的虚拟对象数量大于预定阈值,从所述视野范围内的虚拟对象中选取目标虚拟对象;所述收发模块还用于获取响应于所述技能施展请求所生成的第一广播通知,向所述目标虚拟对象的客户端发送第一广播通知,所述第一广播通知用于通知所述客户端展示第一虚拟对象施展第一技能的动作。
- 根据权利要求11所述的信息处理装置,其特征在于,所述收发模块还用于:如果所述视野范围内的虚拟对象数量小于或等于所述预定阈值,则向所述视野范围内的所有虚拟对象对应的客户端发送响应于所述技能施展请求所生成的第二广播通知。
- 根据权利要求12所述的信息处理装置,其特征在于,所述处理模块还用于:判断所述第一技能是否用于调整所述第一虚拟对象在所述虚拟场景中的位置;如果所述第一技能不是用于调整第一虚拟对象在所述虚拟场景中的位置,则触发所述数量确定模块确定所述虚拟场景中所述第一虚拟对象的视野范围内的虚拟对象数量;如果所述第一技能是用于调整所述第一虚拟对象在所述虚拟场景中的位置,则确定第一虚拟对象在所述虚拟场景中调整后的新位置,通过所述收发模块向所述视野范围内的所有虚拟对象对应的客户端发送第三广播通知,所述第三广播通知用于指示将所述第一虚拟对象在所述虚拟场景中的位置更新至所 述新位置。
- 根据权利要求11-13任一项所述的信息处理装置,其特征在于,所述处理模块还用于:根据所述技能施展请求,确定所述第一技能针对的至少一个第二虚拟对象;确定各第二虚拟对象受所述第一技能影响后的剩余属性值;分别根据各第二虚拟对象受所述第一技能影响后的剩余属性值,对应生成用于通知展示该第二虚拟对象受所述第一技能影响的效果的广播通知;对于剩余属性值符合预设条件的第二虚拟对象,通过所述收发模块向其视野范围内所有虚拟对象对应的客户端发送其对应的广播通知;对于剩余属性值不符合预设条件的第二虚拟对象,通过所述收发模块分别向其所对应的客户端及所述第一客户端发送其对应的广播通知。
- 一种服务器,其特征在于,包括权利要求11-14任一项所述的信息处理装置。
- 一种应用中虚拟对象处理的方法,其特征在于,所述方法应用于移动终端上多虚拟对象同屏显示的客户端中,所述客户端的显示界面上显示有主虚拟对象,所述方法包括:所述移动终端检测以所述主虚拟对象为中心的检测范围,所述检测范围包括多个控制范围,每个控制范围与控制范围内的操作一一对应,所述操作是指进入控制范围的虚拟对象所执行的操作;当在所述检测范围内检测到目标虚拟对象时,确定所述目标虚拟对象与所述主虚拟对象的距离;根据所述距离确定所述目标虚拟对象所在的控制范围;根据所述目标虚拟对象所在的控制范围所执行的操作,对所述目标虚拟对象进行处理。
- 根据权利要求16所述的方法,其特征在于,所述多个控制范围与所述中心的距离由大到小排列,包括:服务器下发范围、资源加载范围、实例化范围和可视化范围;+所述根据所述目标虚拟对象所在的控制范围所对应的执行操作,对所述目标虚拟对象进行处理,至少包括以下之一:当所述目标虚拟对象所在的控制范围为所述服务器下发范围时,对所述目标虚拟对象创建逻辑对象,并显示已创建所述逻辑对象的所述目标虚拟对象对应的名字牌;或者,当所述目标虚拟对象所在的控制范围为所述资源加载范围时,对所述目标虚拟对象加载对应的资源;或者,当所述目标虚拟对象所在的控制范围为所述实例化范围时,使用对所述目标虚拟对象加载的资源创建所述目标虚拟对象对应的目标实例;或者,当所述目标虚拟对象所在的控制范围为所述可视化范围时,对所述目标实例进行渲染计算,显示渲染后的目标虚拟对象。
- 根据权利要求16或17所述的方法,其特征在于,所述移动终端包括资源缓存,所述对所述目标虚拟对象加载对应的资源,包括:若所述资源缓存中包括对所述目标虚拟对象创建实例的目标资源,则从所述资源缓存中提取所述目标资源;或者,若所述资源缓存中未包括对所述目标虚拟对象创建实例的目标资源,则通过资源管理器为所述目标虚拟对象异步加载所述目标资源。
- 据权利要求17所述的方法,其特征在于,所述移动终端包括实例缓存,所述对所述目标实例进行渲染计算,显示渲染后的目标虚拟对象之前,方法还包括:若所述实例缓存中包括所述目标虚拟对象对应的目标实例,则复用所述目标实例。
- 根据权利要求18所述的方法,其特征在于,所述移动终端包括实例缓存,所述使用所述对应的资源创建所述目标虚拟对象对应的目标实例,包括:若所述实例缓存中未包括所述目标虚拟对象对应的目标实例,则获取对所述目标虚拟对象创建实例的目标资源;使用所述目标资源创建所述目标实例。
- 根据权利要求19或20所述的方法,其特征在于,所述方法还包括:接收对所述目标虚拟对象的换肤指令;获取所述目标虚拟对象对应的骨骼数据、目标网格数据和目标材质数据;将所述骨骼数据上绑定的源网格数据替换为所述目标网格数据,以及将所述骨骼数据上绑定的源材质数据替换为所述目标材质数据。
- 一种移动终端,其特征在于,所述移动终端上包含多虚拟对象同屏显示的交互应用,所述交互应用的显示界面上显示有主虚拟对象,所述移动终端包括:检测模块,用于检测以所述主虚拟对象为中心的检测范围,所述检测范围包括多个控制范围,每个控制范围与控制范围内的操作一一对应,所述操作是指进入控制范围的虚拟对象所执行的操作;第一确定模块,用于当在所述检测范围内检测到目标虚拟对象时,确定所述目标虚拟对象与所述主虚拟对象的距离;第二确定模块,用于根据所述距离,确定所述目标虚拟对象所在的控制范围;处理模块,用于根据所述目标虚拟对象所在的控制范围所执行的操作,对所述目标虚拟对象进行处理。
- 根据权利要求22所述的移动终端,其特征在于,所述多个控制范围与所述中心的距离由大到小排列,包括:服务器下发范围、资源加载范围、实例化范围和可视化范围;所述处理模块,具体用于至少包括以下之一:当所述目标虚拟对象所在的控制范围为所述服务器下发范围时,对所述目标虚拟对象创建逻辑对象,并显示创建所述逻辑对象的目标虚拟对象对应的名字牌;或者,当所述目标虚拟对象所在的控制范围为所述资源加载范围时,对所述目标虚拟对象加载对应的资源;或者,当所述目标虚拟对象所在的控制范围为所述实例化范围时,使用对所述目标虚拟对象加载的资源创建所述目标虚拟对象对应的目标实例;或者,当所述目标虚拟对象所在的控制范围为所述可视化范围时,对所述目标实例进行渲染计算,显示渲染后的目标虚拟对象。
- 根据权利要求22或23所述的移动终端,其特征在于,所述移动终端包含资源缓存,所述处理模块,具体用于若所述资源缓存中包括对所述目标虚拟对象创建实例的目标资源,则从所述资源缓存中提取所述目标资源;或者,所述处理模块,具体用于若所述资源缓存中未包括对所述目标虚拟 对象创建实例的目标资源,则通过资源管理器为所述目标虚拟对象异步加载所述目标资源。
- 根据权利要求23所述的移动终端,其特征在于,所述移动终端包括实例缓存,所述处理模块还用于:若所述实例缓存中包括所述目标虚拟对象对应的目标实例,则复用所述目标实例。
- 根据权利要求24所述的移动终端,其特征在于,所述移动终端包括实例缓存,所述处理模块,具体用于:若所述实例缓存中未包括所述目标虚拟对象对应的目标实例,则获取对所述目标虚拟对象创建实例的目标资源;使用所述目标资源创建所述目标实例。
- 根据权利要求25或26所述的移动终端,其特征在于,所述移动终端还包括:接收模块,用于接收对所述目标虚拟对象的换肤指令;获取模块,用于获取所述目标虚拟对象对应的骨骼数据、目标网格数据和目标材质数据;替换模块,用于将所述骨骼数据上绑定的源网格数据替换为所述目标网格数据,以及将所述骨骼数据上绑定的源材质数据替换为所述目标材质数据。
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JP2020518293A (ja) | 2020-06-25 |
US11135515B2 (en) | 2021-10-05 |
KR20190103307A (ko) | 2019-09-04 |
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KR102319206B1 (ko) | 2021-10-28 |
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