CN112774204B - Role collision avoidance method, device, equipment and storage medium - Google Patents

Role collision avoidance method, device, equipment and storage medium Download PDF

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Publication number
CN112774204B
CN112774204B CN202110093798.9A CN202110093798A CN112774204B CN 112774204 B CN112774204 B CN 112774204B CN 202110093798 A CN202110093798 A CN 202110093798A CN 112774204 B CN112774204 B CN 112774204B
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character
virtual character
player
virtual
information
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CN112774204A (en
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董兆喆
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Beijing Zitiao Network Technology Co Ltd
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Beijing Zitiao Network Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The present disclosure provides a method, an apparatus, a device, and a storage medium for avoiding role collision, where under the condition that a role collision is determined by acquired first motion information of a first virtual role and second motion information of a second virtual role, the first virtual role is controlled to avoid motion, so that accuracy and performance of virtual role control can be ensured, collision of roles in actions can be effectively avoided, and further probability of model interpenetration caused by collision of roles in an actual scene can be effectively reduced, and a picture can be more vivid on the premise of effectively ensuring reality and reliability of the scene.

Description

Role collision avoidance method, device, equipment and storage medium
Technical Field
The disclosure relates to the technical field of games, and in particular relates to a character collision avoidance method, device, equipment and storage medium.
Background
With the development of electronic technology and the progress of network technology, electronic games become more and more people to play, and with the development of game technology, MMO games (Massively Multiplayer Online, large-scale multiplayer online games) are favored by users because of the strong interactivity, and players can perform strong interactions in games. Common MMO games are strategy or strategy classes, action classes, adventure classes, simulation classes, sports classes, racing classes, role playing classes, etc.
Currently, in the conventional MMO game, in order to protect the accuracy and performance of the NPC (Non-Player Character) controlled by the server, the NPC is often overlapped, that is, model interleaving occurs, resulting in loss of reality of the game screen.
Disclosure of Invention
The embodiment of the disclosure at least provides a role collision avoidance method, device, equipment and storage medium.
In a first aspect, an embodiment of the present disclosure provides a role collision avoidance method, including:
under the condition that a first virtual character moves in response to a target movement event, acquiring first movement information of the first virtual character and second movement information of a second virtual character within a preset range from the first virtual character; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character;
acquiring avoidance information of the first virtual character for avoiding the second virtual character under the condition that a character collision exists between the first virtual character and the second virtual character in a preset time period in the future based on the first motion information and the second motion information;
and controlling the first virtual character to move according to the avoidance information.
In an alternative embodiment, the presence of a character collision between the first virtual character and the second virtual character at a predetermined time in the future may be determined by:
determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period;
judging whether the first virtual character and the second virtual character have character collision in a future preset time period according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
In an alternative embodiment, determining whether the first virtual character and the second virtual character have a character collision in a preset time period in the future according to the first movement route and the first movement speed information, and the second movement route and the second movement speed information, includes:
determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route or two route points respectively positioned on the first movement route and the second movement route, and the distance between the two route points is smaller than a preset distance;
If the predicted collision position exists, determining a first time when the first virtual character moves to the predicted collision position based on the first movement speed information and the first movement route, and determining a second time when the second virtual character moves to the predicted collision position based on the second movement speed information and the second movement route;
and if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role in the future preset time period.
In an optional implementation manner, the obtaining avoidance information of the first virtual character to avoid the second virtual character includes:
detecting whether the road right priority of the second virtual character is higher than the road right priority of the first virtual character;
if the road weight priority of the second virtual character is higher than that of the first virtual character, acquiring the entity avoidance radius of the first virtual character;
based on the entity avoidance radius, the movement of the first virtual character is adjusted, and avoidance information of the first virtual character is obtained;
Wherein the avoidance information includes one or more of the following information:
avoiding a motion route; avoidance movement speed; avoiding the motion direction; and avoiding movement time.
In an alternative embodiment, after said detecting whether the road right priority of the second virtual character is higher than the road right priority of the first virtual character, the method further comprises:
and if the road weight priority of the second virtual character is lower than that of the first virtual character, determining that the first virtual character does not need to avoid, and controlling the first virtual character to move according to the first movement information.
In an alternative embodiment, when the second virtual character is a player character and the first virtual character has a higher priority than the player character, the method includes:
binding a player physical layer for the player character and binding a non-player physical layer for the first virtual character;
upon detecting that the player character is moving toward the first virtual character and that a collision can occur between the player character and the first virtual character, controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character.
In an alternative embodiment, the method comprises:
detecting whether the first virtual character attacks the player character in a close-proximity manner when the first virtual character moves towards the player character and attacks the player character;
if the first virtual character is a near body attack to the player character, when the first virtual character attacks the player character, the non-player physical layer is controlled to overlap with the player physical layer;
and when the non-player physical layer and the player physical layer are overlapped, controlling the first virtual character to be partially overlapped with the player character so that the first virtual character can attack the player character.
In a second aspect, an embodiment of the present disclosure further provides a role collision avoidance apparatus, including:
the motion information acquisition module is used for acquiring first motion information of a first virtual character and second motion information of a second virtual character within a preset range from the first virtual character under the condition that the first virtual character moves in response to a target motion event; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character;
The avoidance information acquisition module is used for acquiring avoidance information of the first virtual character for avoiding the second virtual character under the condition that a character collision exists between the first virtual character and the second virtual character in a preset time period in the future based on the first motion information and the second motion information;
and the avoidance control module is used for controlling the first virtual character to move according to the avoidance information.
In an alternative embodiment, the apparatus further includes a collision prediction module that determines that there is a role collision between the first virtual role and the second virtual role at a future preset time by:
determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period;
judging whether the first virtual character and the second virtual character have character collision in a future preset time period according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
In an optional implementation manner, the collision prediction module is configured to, when determining whether a role collision exists between the first virtual role and the second virtual role within a preset time period in the future according to the first motion route and the first motion speed information, and the second motion route and the second motion speed information, specifically:
determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route or two route points respectively positioned on the first movement route and the second movement route, and the distance between the two route points is smaller than a preset distance;
if the predicted collision position exists, determining a first time when the first virtual character moves to the predicted collision position based on the first movement speed information and the first movement route, and determining a second time when the second virtual character moves to the predicted collision position based on the second movement speed information and the second movement route;
And if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role in the future preset time period.
In an optional implementation manner, the avoidance information acquisition module is specifically configured to:
detecting whether the road right priority of the second virtual character is higher than the road right priority of the first virtual character;
if the road weight priority of the second virtual character is higher than that of the first virtual character, acquiring the entity avoidance radius of the first virtual character;
based on the entity avoidance radius, the movement of the first virtual character is adjusted, and avoidance information of the first virtual character is obtained;
wherein the avoidance information includes one or more of the following information:
avoiding a motion route; avoidance movement speed; avoiding the motion direction; and avoiding movement time.
In an alternative embodiment, the avoidance control module is further configured to:
and if the road weight priority of the second virtual character is lower than that of the first virtual character, determining that the first virtual character does not need to avoid, and controlling the first virtual character to move according to the first movement information.
In an alternative embodiment, when the second virtual character is a player character and the first virtual character has a higher priority than the player character, the apparatus further includes a physical layer binding module, where the physical layer binding module is configured to:
binding a player physical layer for the player character and binding a non-player physical layer for the first virtual character;
upon detecting that the player character is moving toward the first virtual character and that a collision can occur between the player character and the first virtual character, controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character.
In an alternative embodiment, the apparatus further includes a near-body attack control module, where the near-body attack control module is configured to:
detecting whether the first virtual character attacks the player character in a close-proximity manner when the first virtual character moves towards the player character and attacks the player character;
if the first virtual character is a near body attack to the player character, when the first virtual character attacks the player character, the non-player physical layer is controlled to overlap with the player physical layer;
And when the non-player physical layer and the player physical layer are overlapped, controlling the first virtual character to be partially overlapped with the player character so that the first virtual character can attack the player character.
In a third aspect, embodiments of the present disclosure further provide a computer device, comprising: the system comprises a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, when the computer device runs, the processor and the memory are communicated through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the role collision avoidance method.
In a fourth aspect, the disclosed embodiments also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the character collision avoidance method described above.
According to the character collision avoidance method, device, equipment and storage medium, under the condition that a first virtual character moves in response to a target movement event, first movement information of the first virtual character and second movement information of a second virtual character within a preset range from the first virtual character are obtained; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character; acquiring avoidance information of the first virtual character for avoiding the second virtual character under the condition that a character collision exists between the first virtual character and the second virtual character in a preset time period in the future based on the first motion information and the second motion information; and controlling the first virtual character to move according to the avoidance information.
In this way, under the condition that the first movement information of the first virtual character and the second movement information of the second virtual character are obtained to determine that the collision of the characters exists, the first virtual character is controlled to perform movement avoidance, so that the accuracy and performance of virtual character control can be ensured, the collision of the characters in the action can be effectively avoided, the probability of model penetration caused by the collision of the characters in an actual scene can be effectively reduced, and the picture is more lifelike on the premise of effectively ensuring the authenticity and reliability of the scene.
The foregoing objects, features and advantages of the disclosure will be more readily apparent from the following detailed description of the preferred embodiments taken in conjunction with the accompanying drawings.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for the embodiments are briefly described below, which are incorporated in and constitute a part of the specification, these drawings showing embodiments consistent with the present disclosure and together with the description serve to illustrate the technical solutions of the present disclosure. It is to be understood that the following drawings illustrate only certain embodiments of the present disclosure and are therefore not to be considered limiting of its scope, for the person of ordinary skill in the art may admit to other equally relevant drawings without inventive effort.
Fig. 1 is a flowchart of a method for avoiding a role collision according to an embodiment of the present disclosure;
FIG. 2 is a flow chart of determining that there is a character collision in an embodiment of the present disclosure;
fig. 3 is a schematic diagram of a role collision avoidance device according to an embodiment of the present disclosure;
FIG. 4 is a schematic diagram of a role collision avoidance device according to an embodiment of the present disclosure;
fig. 5 is a schematic diagram of a computer device according to an embodiment of the disclosure.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present disclosure more apparent, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the drawings in the embodiments of the present disclosure, and it is apparent that the described embodiments are only some embodiments of the present disclosure, but not all embodiments. The components of the embodiments of the present disclosure, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the disclosure, as claimed, but is merely representative of selected embodiments of the disclosure. All other embodiments, which can be made by those skilled in the art based on the embodiments of this disclosure without making any inventive effort, are intended to be within the scope of this disclosure.
According to research, in the current game scene, in order to ensure the accuracy and performance of characters under the control of a server, the phenomenon that Cashmere collides or even the characters overlap is frequently generated in an actual scene, so that character models are mutually inserted, the reality of pictures is greatly reduced, and the picture expressive is poor.
Based on the above study, the disclosure provides a role collision avoidance method, by acquiring the first motion information of the first virtual role and the second motion information of the second virtual role in the scene, and under the condition that the first virtual role and the second virtual role collide, the first virtual role is controlled to perform the motion avoidance, so that the accuracy and performance of virtual role control can be ensured, the collision of the roles in the action can be effectively avoided, the probability of model penetration caused by the collision of the roles in the actual scene can be effectively reduced, and the picture can be more vivid on the premise of effectively ensuring the authenticity and reliability of the scene.
The present invention is directed to a method for manufacturing a semiconductor device, and a semiconductor device manufactured by the method.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
For the sake of understanding the present embodiment, first, a detailed description will be given of a method for avoiding a role collision disclosed in the embodiments of the present disclosure, where an execution subject of the method for avoiding a role collision provided in the embodiments of the present disclosure is generally a computer device having a certain computing capability, where the computer device includes, for example: the terminal device, or server or other processing device, may be a User Equipment (UE), mobile device, user terminal, cellular telephone, cordless telephone, personal digital assistant (Personal Digital Assistant, PDA), handheld device, computing device, vehicle mounted device, wearable device, etc. In some possible implementations, the character collision avoidance method may be implemented by way of a processor invoking computer readable instructions stored in a memory.
The role collision avoidance method provided by the embodiment of the present disclosure is described below by taking an execution subject as a terminal device as an example.
Referring to fig. 1, fig. 1 is a flowchart of a method for avoiding a role collision according to an embodiment of the disclosure. As shown in fig. 1, the method includes:
s101: under the condition that a first virtual character moves in response to a target movement event, acquiring first movement information of the first virtual character and second movement information of a second virtual character within a preset range from the first virtual character; the first virtual character is a non-player character and the second virtual character is a player character or a non-player character.
In this step, when the first virtual character moves, for example, in a moving state or when the first virtual character is ready to start moving, first movement information of the first virtual character may be acquired, and a second virtual character within a preset range from the first virtual character may be determined by position information or first movement information of the first virtual character, for example, within a preset range centered on the first virtual character, or a second virtual character in an area of a preset range in which a movement track of the first virtual character is located, and then second movement information of the second virtual character may be acquired. Further, it is possible to determine whether there is a possibility of collision of the first virtual character and the second virtual character from the first motion information and the second motion information later.
The first virtual Character is a Non-Player Character, that is, the first virtual Character is a virtual Character controlled by a system, such as a monster NPC (Non-Player Character), a scenario NPC, a combat NPC, a service NPC, and the like, the second virtual Character is a Player Character or a Non-Player Character, and the Player Character is a virtual Character controlled by a Player.
The first virtual character moves in response to the target movement event, which means that the first virtual character responds to and executes a task event such as a given seek, patrol, etc. under the control of the server, or a non-combat event moving after interacting with the player character or the non-player character, or a combat event after being triggered by the player character, etc.
S102: and acquiring avoidance information of the first virtual character for avoiding the second virtual character under the condition that a character collision exists between the first virtual character and the second virtual character in a preset time period in the future based on the first motion information and the second motion information.
In the step, if it is determined that there is a possibility that a role collision exists between the first virtual role and the second virtual role in a preset time period in the future through the first motion information and the second motion information, it can be confirmed that avoidance is needed, and then avoidance information of the first virtual role for avoiding the second virtual role can be obtained.
The first virtual role avoids the second virtual role, which may mean that the first virtual role actively avoids the second virtual role, that is, the first virtual role actively makes an avoidance by controlling the first virtual role to avoid collision between the first virtual role and the second virtual role, or that the first virtual role passively avoids the second virtual role, that is, the second virtual role actively makes an avoidance by controlling the second virtual role to achieve passive avoidance of the first virtual role, so as to avoid collision between the first virtual role and the second virtual role, or that the first virtual role and the second virtual role all perform corresponding active avoidance to cooperate to avoid collision between the first virtual role and the second virtual role.
Correspondingly, if the first virtual character actively dodges, corresponding dodging information, that is, different from the first motion information, needs to be adjusted for the first motion information to obtain dodging information, and if the first virtual character passively dodges, then motion information adjustment is performed for the second virtual character, and the first virtual character may not be adjusted, that is, the dodging information may be the same as the first motion information.
S103: and controlling the first virtual character to move according to the avoidance information.
In the step, after the avoidance information is acquired, the first virtual character can be controlled to move according to the avoidance information, so that the purpose of avoiding collision between the first virtual character and the second virtual character is achieved.
In this way, according to the role collision avoidance method provided by the embodiment of the disclosure, when the first motion information of the first virtual role and the second motion information of the second virtual role determine that the first virtual role and the second virtual role have role collision, the first virtual role is controlled to perform motion avoidance so as to avoid collision of the first virtual role and the second virtual role, so that not only can the accuracy and performance of virtual role control be ensured, but also the collision of the roles in action can be effectively avoided, further the probability of model penetration caused by collision of the roles in an actual scene can be effectively reduced, and the picture can be more vivid on the premise of effectively ensuring the authenticity and reliability of the scene.
The above-described S101 to S103 will be described in detail with reference to specific embodiments.
Accordingly, referring to fig. 2, fig. 2 is a flowchart illustrating a determination that there is a role collision in an embodiment of the present disclosure. In some possible real-time approaches, the presence of a character collision between the first virtual character and the second virtual character at a future preset time may be determined by:
S201: determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period.
In this step, after the first motion information and the second motion information are acquired, information extraction may be performed from the first motion information and the second motion information, respectively, so as to obtain a first motion route and first motion speed information of the first virtual character in the future preset time period, and a second motion route and second motion speed information of the second virtual character indicated by the second motion information in the future preset time period.
The first movement route and the second movement route may be movement routes that are planned for the corresponding roles in advance through a route planning algorithm, for example, a movement route that is planned for the roles through a VO (Velocity Obstacle) algorithm, a RVO (Reciprocal Velocity Obstacle) algorithm, a ORCA (Optimal Reciprocal Collision Avoidance) algorithm, a Dijkstra algorithm, or the like.
S202: judging whether the first virtual character and the second virtual character have character collision in a future preset time period according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
In this step, whether or not the two virtual characters collide in a preset time period in the future can be judged by the movement route, movement speed information, and the like of the two characters.
Specifically, in some possible embodiments, S202 includes:
s2021: and determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route or two route points respectively positioned on the first movement route and the second movement route, and the distance between the two route points is smaller than a preset distance.
In this step, it is possible to see whether a predicted collision position exists between the first movement path and the second movement path, i.e. whether there is a crossing and/or an adjacent nearer position of the first movement path and the second movement path, by comparing the first movement path and the second movement path.
The predicted collision position is an intersection point of the first movement route and the second movement route, or two route points respectively positioned on the first movement route and the second movement route, wherein the distance between the two route points is smaller than a preset distance. In an actual game scene, the characters are three-dimensional and occupy a certain three-dimensional space, so that the phenomenon of overlapping of the characters and even model penetration can exist if two characters are closely spaced, and the predicted collision position which can cause the collision of the characters can be considered if two route points are closely spaced.
S2022: if the predicted collision position exists, determining a first time for the first virtual character to move to the predicted collision position based on the first movement speed information and the first movement route, and determining a second time for the second virtual character to move to the predicted collision position based on the second movement speed information and the second movement route.
In this step, if the predicted collision position exists between the first movement route and the second movement route, it may be considered that there is a collision probability in a spatial dimension between the first virtual character and the second virtual character, and then it may be seen whether there is a collision probability in a temporal dimension between the first virtual character and the second virtual character, so that a first time to the predicted collision position when the first virtual character moves along the first movement route according to the first movement speed information may be determined by the first movement speed information and the first movement route, and a second time to the predicted collision position when the second virtual character moves along the second movement route according to the second movement speed information may be determined by the second movement speed information and the second movement route.
S2023: and if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role in the future preset time period.
In this step, if the time difference between the first time and the second time is smaller than a preset time threshold, it is considered that the first virtual character and the second virtual character may collide between the first time and the second time, that is, there is a character collision in the future preset time period.
Therefore, whether collision exists between the first virtual character and the second virtual character or not can be judged through the movement route and the movement speed information, prediction is simple and clear at the time, the prediction result is accurate to determine to be higher, and accurate control of the characters is facilitated to achieve avoidance.
In some possible embodiments, step S102 includes:
s1021: and detecting whether the road right priority of the second virtual role is higher than the road right priority of the first virtual role.
In order to distinguish who carries out active avoidance by the first virtual character and the second virtual character, who carries out passive avoidance can be configured with corresponding road right levels for the first virtual character and the second virtual character in advance according to factors such as character attributes, for example, in an actual game scene, a monster NPC of a BOSS level can be higher than a road right level of a monster NPC of a common level, namely, the monster NPC of the BOSS level has priority road right, for example, a monster NPC of a combat type can be higher than a road right level of a monster NPC of a non-combat type, and the road right level of the NPC with high flexibility is higher than the road right level of the NPC with low flexibility, and the corresponding factors which specifically influence the road right level can be determined according to specific contents in a game.
Therefore, in this step, it is possible to detect whether or not the road right priority of the second virtual character is higher than the road right priority of the first virtual character by acquiring information such as the road right information or the character information of the first virtual character which can indicate the road right condition of the first virtual character, and information such as the road right information or the character information of the second virtual character which can indicate the road right condition of the second virtual character.
S1022: and if the road weight priority of the second virtual character is higher than that of the first virtual character, acquiring the entity avoidance radius of the first virtual character.
In this step, when the road weight priority of the second virtual character is detected to be higher than the road weight priority of the first virtual character, it can be known that the first virtual character is required to avoid compared with the second virtual character, that is, the first virtual character needs to actively avoid, and accordingly, the entity avoidance radius of the first virtual character can be obtained.
The entity avoidance radius may be a radius of a space volume occupied by the virtual character in the game space, or a radius of an avoidance space required to be occupied by the virtual character during avoidance, and may be preconfigured by attribute information such as types, volumes, flexibility, and the like of different characters. For example, in an actual game application, the entity avoidance radius corresponding to a large character or the entity avoidance radius corresponding to a character with poor flexibility is large.
S1023: and adjusting the movement of the first virtual character based on the entity avoidance radius to obtain avoidance information of the first virtual character.
In the step, the movement information of the first virtual character can be adjusted through the entity avoidance radius so as to obtain avoidance information aiming at the first virtual character.
Wherein the avoidance information includes one or more of the following information:
avoiding a motion route; avoidance movement speed; avoiding the motion direction; and avoiding movement time.
The avoidance information may include, in addition to the above information, that is, information that is adjusted accordingly, other information that needs to control the first virtual character to perform movement, for example, other information that is not adjusted in the first movement information.
Accordingly, in some possible embodiments, after S1021, the method further comprises:
and if the road weight priority of the second virtual character is lower than that of the first virtual character, determining that the first virtual character does not need to avoid, and controlling the first virtual character to move according to the first movement information.
In this step, if the detection result indicates that the priority of the road right of the second virtual character is lower than the priority of the road right of the first virtual character, it may be considered that the first virtual character does not need to avoid relative to the second virtual character, that is, the first virtual character passively avoids relative to the second virtual character, so that the first movement information may be used as the avoidance information, that is, the first virtual character may be controlled to move according to the first movement information.
In the foregoing, no matter the second virtual character is a player character or a non-player character, the second virtual character is not actively moved, that is, the movement of the second virtual character is not under real-time control of the player, for example, when the second virtual character is a player character, the second virtual character may not be controlled by the player in real time, but may be adapted to avoid, specifically, the player controls the player to perform automatic road finding, the player character may perform an avoidance judgment during the automatic road finding, and if the player controls the player character in real time, the player character may be mainly controlled by the player, and even if the situation accords with the avoidance situation, the player may not perform avoidance, but may perform movement according to the control of the player.
Correspondingly, for the active motion of the non-player character, the phenomena of collision, model penetration and the like of the character can be avoided by binding the form of a protective layer such as a capsule body, and the non-player character can also be correspondingly bound with the protective layer such as the capsule body, for example, a client physical layer is set, a player is set as a player layer, and an NPC character is set as an NPC layer, so that the collision of the player character and the non-player character is avoided. "capsule" is understood to include a hierarchical arrangement of characters, wrapping the characters therein, similar to the structure of a capsule.
Accordingly, in some possible embodiments, when the second virtual character is a player character and the first virtual character has a higher priority than the player character, the method includes:
binding a player physical layer for the player character and binding a non-player physical layer for the first virtual character; upon detecting that the player character is moving toward the first virtual character and that a collision can occur between the player character and the first virtual character, controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character.
In this step, the player physical layer may be bound to the player character, and the non-player physical layer may be bound to the first virtual character to implement a character binding "capsule", and then, when the player character is detected to move toward the first virtual character and a collision can occur between the two, batch extrusion between the player physical layer and the non-player physical layer may be controlled during the collision, but no cross and overlap may occur between the layers, so that at least partial character overlapping that may occur between the player character and the first virtual character may be avoided.
Therefore, by arranging the protective layers for the characters, the collision effect can be realized through extrusion between the protective layers in the collision, but the characters cannot move to the overlapping or interpenetration steps, so that the phenomenon that the player characters and the non-player characters do not physically collide and the model interpenetration is avoided.
In some possible embodiments, the method further comprises:
detecting whether the first virtual character attacks the player character in a close-proximity manner when the first virtual character moves towards the player character and attacks the player character; if the first virtual character is a near body attack to the player character, when the first virtual character attacks the player character, the non-player physical layer is controlled to overlap with the player physical layer; and when the non-player physical layer and the player physical layer are overlapped, controlling the first virtual character to be partially overlapped with the player character so that the first virtual character can attack the player character.
In this step, if the first virtual character moves towards the player character and wants to apply an attack to the player character, for example, the player character triggers the hues of the first virtual character, so that the first virtual character moves towards the player character and wants to make the attack, whether the first virtual character is a near-body attack to the player character needs to be checked, if the first virtual character is a near-body attack, then it is considered that a collision may be required between the first virtual character and the player character, when the first virtual character attacks the player character, the non-player physical layer and the player physical layer may be controlled to overlap, so that the first virtual character and the player character partially overlap when the non-player physical layer and the player physical layer overlap, so as to realize the effect of the first virtual character attacking the player character, but after the first virtual character performs an active displacement such as an attack, a path is replied to avoid, for example, a path is pursued to the player character is pursued, so as to ensure that the first virtual character is separated from the player character.
The movement of the first virtual character to the player character may be because the player character triggers an hate of the first virtual character, for example, triggers an hate of the first virtual character that needs to attack, or triggers a mechanism that needs to interact with the player character.
Therefore, the non-player physical layer can be overlapped with the player physical layer to ensure the effect of the attack of the first virtual player, after the attack, the separation of the non-player physical layer and the player physical layer is controlled, the non-interference of the positions between the two characters is realized, the time of collision and even the unrealistic picture caused by model penetration is avoided, and after the attack is finished, even after the two characters are in short collision contact, the two characters can be quickly separated by controlling the movement of the non-player characters, and the active movement of the player characters or the secondary control input of the player to control the player characters.
It will be appreciated by those skilled in the art that in the above-described method of the specific embodiments, the written order of steps is not meant to imply a strict order of execution but rather should be construed according to the function and possibly inherent logic of the steps.
Based on the same inventive concept, the embodiment of the disclosure further provides a role collision avoidance device corresponding to the role collision avoidance method, and since the principle of solving the problem by the device in the embodiment of the disclosure is similar to that of the role collision avoidance method in the embodiment of the disclosure, the implementation of the device can refer to the implementation of the method, and the repetition is omitted. The character collision avoidance device may be a server or may be a separate device connected to the server.
Referring to fig. 3 and fig. 4, fig. 3 is a schematic diagram of a role collision avoidance device according to an embodiment of the disclosure, and fig. 4 is a schematic diagram of a role collision avoidance device according to an embodiment of the disclosure. As shown in fig. 3, a character collision avoidance apparatus 300 provided by an embodiment of the present disclosure includes:
a motion information obtaining module 310, configured to obtain, when a first virtual character moves in response to a target motion event, first motion information of the first virtual character and second motion information of a second virtual character within a preset range from the first virtual character; the first virtual character is a non-player character and the second virtual character is a player character or a non-player character.
The avoidance information obtaining module 320 is configured to obtain, when it is determined that there is a collision of a character between the first virtual character and the second virtual character in a preset time period in the future based on the first motion information and the second motion information, avoidance information that the first virtual character avoids the second virtual character.
And the avoidance control module 330 is configured to control the first virtual character to move according to the avoidance information.
In an alternative embodiment, as shown in fig. 4, the character collision avoidance apparatus 300 further includes a collision prediction module 340, and the collision prediction module 340 may determine that there is a character collision between the first virtual character and the second virtual character at a preset time in the future by:
determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period;
judging whether the first virtual character and the second virtual character have character collision in a future preset time period according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
In an alternative embodiment, the collision prediction module 340 is configured to determine, when the first virtual character and the second virtual character have a character collision within a future preset time period according to the first movement route and the first movement speed information, and the second movement route and the second movement speed information, specifically:
determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route or two route points respectively positioned on the first movement route and the second movement route, and the distance between the two route points is smaller than a preset distance;
if the predicted collision position exists, determining a first time when the first virtual character moves to the predicted collision position based on the first movement speed information and the first movement route, and determining a second time when the second virtual character moves to the predicted collision position based on the second movement speed information and the second movement route;
And if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role in the future preset time period.
In an optional embodiment, the avoidance information obtaining module 320 is specifically configured to:
detecting whether the road right priority of the second virtual character is higher than the road right priority of the first virtual character;
if the road weight priority of the second virtual character is higher than that of the first virtual character, acquiring the entity avoidance radius of the first virtual character;
based on the entity avoidance radius, the movement of the first virtual character is adjusted, and avoidance information of the first virtual character is obtained;
wherein the avoidance information includes one or more of the following information:
avoiding a motion route; avoidance movement speed; avoiding the motion direction; and avoiding movement time.
In an alternative embodiment, the avoidance control module 330 is further configured to:
and if the road weight priority of the second virtual character is lower than that of the first virtual character, determining that the first virtual character does not need to avoid, and controlling the first virtual character to move according to the first movement information.
In an alternative embodiment, as shown in fig. 4, when the second virtual character is a player character and the priority of the first virtual character is higher than the priority of the player character, the character collision avoidance apparatus 300 further includes a physical layer binding module 350, where the physical layer binding module 350 is configured to:
binding a player physical layer for the player character and binding a non-player physical layer for the first virtual character;
upon detecting that the player character is moving toward the first virtual character and that a collision can occur between the player character and the first virtual character, controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character.
In an alternative embodiment, as shown in fig. 4, the character collision avoidance apparatus 300 further includes a near body attack control module 360, where the near body attack control module 360 is configured to:
detecting whether the first virtual character attacks the player character in a close-proximity manner when the first virtual character moves towards the player character and attacks the player character;
If the first virtual character is a near body attack to the player character, when the first virtual character attacks the player character, the non-player physical layer is controlled to overlap with the player physical layer;
and when the non-player physical layer and the player physical layer are overlapped, controlling the first virtual character to be partially overlapped with the player character so that the first virtual character can attack the player character.
In this way, the role collision avoidance device provided by the embodiment of the disclosure can control the first virtual role to perform motion avoidance under the condition that the first motion information of the first virtual role and the second motion information of the second virtual role determine that the first virtual role and the second virtual role have role collision, so as to avoid collision of the first virtual role and the second virtual role, ensure the accuracy and performance of virtual role control, effectively avoid collision of the roles in action, further effectively reduce the probability of model penetration caused by collision of the roles in an actual scene, and enable the picture to be more lifelike on the premise of effectively ensuring the authenticity and reliability of the scene.
Corresponding to the role collision avoidance method in fig. 1, the embodiment of the present disclosure further provides a computer device 500, as shown in fig. 5, which is a schematic structural diagram of the computer device 500 provided in the embodiment of the present disclosure, including: a processor 510, a memory 520, and a bus 530. The memory 520 stores machine-readable instructions executable by the processor 510 that, when the computer device 500 is running, communicate between the processor 510 and the memory 520 over a bus 530, the machine-readable instructions when executed by the processor 510 can perform the steps of the character collision avoidance method as shown in fig. 1.
The specific execution process of the above instruction may refer to steps of the role collision avoidance method described in the embodiments of the present disclosure, and will not be described herein.
The embodiments of the present disclosure also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the character collision avoidance method described in the above-described method embodiments. Wherein the storage medium may be a volatile or nonvolatile computer readable storage medium.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described system and apparatus may refer to corresponding procedures in the foregoing method embodiments, which are not described herein again. In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices, and methods may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present disclosure may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on such understanding, the technical solution of the present disclosure may be embodied in essence or a part contributing to the prior art or a part of the technical solution, or in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in the embodiments of the present disclosure. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Finally, it should be noted that: the foregoing examples are merely specific embodiments of the present disclosure, and are not intended to limit the scope of the disclosure, but the present disclosure is not limited thereto, and those skilled in the art will appreciate that while the foregoing examples are described in detail, it is not limited to the disclosure: any person skilled in the art, within the technical scope of the disclosure of the present disclosure, may modify or easily conceive changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features thereof; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the disclosure, and are intended to be included within the scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.

Claims (9)

1. A character collision avoidance method, the method comprising:
under the condition that a first virtual character moves in response to a target movement event, acquiring first movement information of the first virtual character and second movement information of a second virtual character within a preset range from the first virtual character; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character;
Acquiring avoidance information of the first virtual character for avoiding the second virtual character under the condition that a character collision exists between the first virtual character and the second virtual character in a preset time period in the future based on the first motion information and the second motion information;
controlling the first virtual character to move according to the avoidance information;
when the second virtual character is a player character and the first virtual character has a higher priority than the player character, the method includes:
binding a player physical layer for the player character and binding a non-player physical layer for the first virtual character;
upon detecting that the player character is moving toward the first virtual character and that a collision can occur between the player character and the first virtual character, controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character.
2. The method of claim 1, wherein a character collision is determined to exist between the first virtual character and the second virtual character for a predetermined time in the future by:
Determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period;
judging whether the first virtual character and the second virtual character have character collision in a future preset time period according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
3. The method of claim 2, wherein determining whether the first virtual character and the second virtual character have a character collision within a future preset time period based on the first movement route and the first movement speed information, and the second movement route and the second movement speed information, comprises:
determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route or two route points respectively positioned on the first movement route and the second movement route, and the distance between the two route points is smaller than a preset distance;
If the predicted collision position exists, determining a first time when the first virtual character moves to the predicted collision position based on the first movement speed information and the first movement route, and determining a second time when the second virtual character moves to the predicted collision position based on the second movement speed information and the second movement route;
and if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role in the future preset time period.
4. The method of claim 1, wherein the obtaining avoidance information for the first virtual character to avoid the second virtual character comprises:
detecting whether the road right priority of the second virtual character is higher than the road right priority of the first virtual character;
if the road weight priority of the second virtual character is higher than that of the first virtual character, acquiring the entity avoidance radius of the first virtual character;
based on the entity avoidance radius, the movement of the first virtual character is adjusted, and avoidance information of the first virtual character is obtained;
Wherein the avoidance information includes one or more of the following information:
avoiding a motion route; avoidance movement speed; avoiding the motion direction; and avoiding movement time.
5. The method of claim 4, wherein after said detecting whether the road right priority of the second virtual character is higher than the road right priority of the first virtual character, the method further comprises:
and if the road weight priority of the second virtual character is lower than that of the first virtual character, determining that the first virtual character does not need to avoid, and controlling the first virtual character to move according to the first movement information.
6. The method according to claim 1, characterized in that the method comprises:
detecting whether the first virtual character attacks the player character in a close-proximity manner when the first virtual character moves towards the player character and attacks the player character;
if the first virtual character is a near body attack to the player character, when the first virtual character attacks the player character, the non-player physical layer is controlled to overlap with the player physical layer;
and when the non-player physical layer and the player physical layer are overlapped, controlling the first virtual character to be partially overlapped with the player character so that the first virtual character can attack the player character.
7. A character collision avoidance apparatus, the apparatus comprising:
the motion information acquisition module is used for acquiring first motion information of a first virtual character and second motion information of a second virtual character within a preset range from the first virtual character under the condition that the first virtual character moves in response to a target motion event; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character;
the avoidance information acquisition module is used for acquiring avoidance information of the first virtual character for avoiding the second virtual character under the condition that a character collision exists between the first virtual character and the second virtual character in a preset time period in the future based on the first motion information and the second motion information;
the avoidance control module is used for controlling the first virtual character to move according to the avoidance information;
when the second virtual character is a player character and the first virtual character has a higher priority than the player character, the apparatus further includes a physical layer binding module configured to:
Binding a player physical layer for the player character and binding a non-player physical layer for the first virtual character;
upon detecting that the player character is moving toward the first virtual character and that a collision can occur between the player character and the first virtual character, controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character.
8. A computer device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory in communication via the bus when the computer device is running, the machine-readable instructions when executed by the processor performing the steps of the character collision avoidance method of any of claims 1 to 6.
9. A computer-readable storage medium, characterized in that the computer-readable storage medium has stored thereon a computer program which, when executed by a processor, performs the steps of the character collision avoidance method according to any one of claims 1 to 6.
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