CN117599419A - Method, device, system and program product for displaying virtual wall in virtual scene - Google Patents

Method, device, system and program product for displaying virtual wall in virtual scene Download PDF

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Publication number
CN117599419A
CN117599419A CN202311640563.2A CN202311640563A CN117599419A CN 117599419 A CN117599419 A CN 117599419A CN 202311640563 A CN202311640563 A CN 202311640563A CN 117599419 A CN117599419 A CN 117599419A
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CN
China
Prior art keywords
state information
virtual
virtual wall
sub
display state
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202311640563.2A
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Chinese (zh)
Inventor
沈丹
顾扬帆
徐阳
王倩
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Wuming Technology Hangzhou Co ltd
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Wuming Technology Hangzhou Co ltd
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Priority to CN202311640563.2A priority Critical patent/CN117599419A/en
Publication of CN117599419A publication Critical patent/CN117599419A/en
Pending legal-status Critical Current

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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/60Generating 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
    • A63F13/63Generating 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 by the player, e.g. authoring using a level editor
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application discloses a method, a device, equipment and a program product for displaying a virtual wall in a virtual scene, wherein the method comprises the following steps: acquiring first display state information of a first virtual wall to be displayed, and displaying the first virtual wall in a virtual scene according to the first display state information, wherein a three-dimensional model of the first virtual wall is composed of a plurality of pre-segmented sub-block models, and the first display state information comprises first sub-state information of each sub-block model; receiving a first operation of a user on a first virtual wall, and determining second display state information of the first virtual wall according to the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model; and displaying the updated first virtual wall body in the virtual scene according to the second display state information. According to the method, the virtual wall body can be displayed to be in the corresponding shape according to the operation of the player, and the game experience of the player is improved.

Description

Method, device, system and program product for displaying virtual wall in virtual scene
Technical Field
The embodiment of the application relates to the technical field of computers, in particular to a method, a device, a system and a program product for displaying a virtual wall in a virtual scene.
Background
In online games, a number of virtual walls are usually set in a virtual scene, and some of the virtual walls cannot be destroyed and are only used for scenery, and some of the virtual walls can be destroyed and form a road through which players can pass.
In the prior art, when a player wishes to destroy a virtual wall to form a new passage, it is common to display a preset effect of breaking the virtual wall in response to a destruction operation of the player, and then delete the wall. This approach, while allowing new pathways to be formed, is not a lively presentation process and the player's gaming experience is poor.
Disclosure of Invention
The embodiment of the application provides a method, a device, a system and a program product for displaying a virtual wall body in a virtual scene, which improve the game experience of a player. The technical scheme is as follows:
in one aspect, an embodiment of the present application provides a method for displaying a virtual wall in a virtual scene, where the method includes:
acquiring first display state information of a first virtual wall to be displayed, and displaying the first virtual wall in a virtual scene according to the first display state information, wherein a three-dimensional model of the first virtual wall is composed of a plurality of pre-segmented sub-block models, and the first display state information comprises first sub-state information of each sub-block model;
Receiving a first operation of a user on the first virtual wall body, and determining second display state information of the first virtual wall body according to the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model;
and displaying the updated first virtual wall body in the virtual scene according to the second display state information.
In one possible implementation, the first operation includes a user operation on the prop,
the determining, according to the first operation, second display state information of the first virtual wall body includes:
determining a first action range of the prop on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the first acting range.
In one possible implementation, the first operation includes a user initiated action operation on the first virtual wall,
the determining, according to the first operation, second display state information of the first virtual wall body includes:
determining a second action range of the action operation on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the second action range.
In one possible implementation manner, the determining, according to the first operation, the second display state information of the first virtual wall includes:
determining an action position of the first operation on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the action position and a preset display shape.
In another aspect of the present application, there is further provided a display device for a virtual wall in a virtual scene, where the device includes:
an acquisition module for acquiring first display state information of a first virtual wall to be displayed,
the display module is used for displaying the first virtual wall body in the virtual scene according to the first display state information, wherein the three-dimensional model of the first virtual wall body is composed of a plurality of sub-block models which are segmented in advance, and the first display state information comprises first sub-state information of each sub-block model;
a receiving module for receiving a first operation of a user on the first virtual wall,
the determining module is used for determining second display state information of the first virtual wall according to the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model;
The display module is further configured to display the updated first virtual wall in the virtual scene according to the second display state information.
In one possible implementation manner, the determining module is further configured to:
determining an action range of the first operation on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the action range.
In one possible implementation manner, the determining module is further configured to:
determining an action position of the first operation on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the action position and a preset display shape.
In another aspect, a display system for a virtual wall in a virtual scene is provided, the display system comprising a game server and a terminal, wherein,
the terminal is used for acquiring first display state information of a first virtual wall to be displayed and displaying the first virtual wall in a virtual scene according to the first display state information, wherein a three-dimensional model of the first virtual wall is composed of a plurality of sub-block models which are segmented in advance, and the first display state information comprises first sub-state information of each sub-block model;
The terminal is further used for receiving a first operation of a user on the first virtual wall body and notifying an operation result of the first operation to the game server;
the game server is used for determining second display state information of the first virtual wall according to an operation result of the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model;
the game server is further configured to broadcast the second sub-state information to the terminal;
and the terminal is further used for displaying the updated first virtual wall body in the virtual scene according to the second display state information.
In another aspect, a computer device is provided, where the computer device includes a processor and a memory, where at least one computer program is stored in the memory, where the at least one computer program is loaded and executed by the processor, so that the computer device implements the method for displaying a virtual wall in any one of the virtual scenes described above.
In another aspect, there is further provided a computer readable storage medium, where at least one computer program is stored, where the at least one computer program is loaded and executed by a processor, so that a computer implements the method for displaying a virtual wall in any one of the virtual scenes described above.
In another aspect, a computer program product is provided, where the computer program product includes a computer program or computer instructions, where the computer program or the computer instructions are loaded and executed by a processor, so that a computer implements a method for displaying a virtual wall in any of the above virtual scenes.
The technical scheme provided by the embodiment of the application at least brings the following beneficial effects:
according to the method for displaying the virtual wall in the virtual scene, the first virtual wall is divided into a plurality of sub-block models, after a first operation of a user on the first virtual wall is received, second display state information of the first virtual wall is determined according to the first operation, and the second display state information comprises updated second sub-state information of each sub-block model; and displaying the updated first virtual wall body in the virtual scene according to the second display state information. By the method, the virtual wall body with the corresponding shape can be displayed in the virtual scene according to the operation of the player, and the game experience of the player is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a block diagram of an electronic device for executing a method for displaying a virtual wall in a virtual scene according to an embodiment of the present application;
fig. 2 is a schematic diagram of an implementation environment of a method for displaying a virtual wall in a virtual scene according to an embodiment of the present application;
FIG. 3 is a flowchart of a method for displaying a virtual wall in a virtual scene according to an embodiment of the present disclosure;
FIG. 4 is a schematic diagram of a sub-block model of a virtual wall in a virtual scene according to an embodiment of the present disclosure;
FIG. 5 is another schematic diagram of a sub-block model of a virtual wall in a virtual scene according to an embodiment of the present disclosure;
FIG. 6 is a schematic diagram of an implementation environment of a method for displaying a virtual wall in another virtual scene according to an embodiment of the present application;
FIG. 7 is a flowchart of a method for displaying a virtual wall in another virtual scene according to an embodiment of the present disclosure;
fig. 8 is a schematic diagram of a display device of a virtual wall in a virtual scene according to an embodiment of the present application;
fig. 9 is a block diagram of a computer device according to an embodiment of the present application.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail below with reference to the accompanying drawings, and it is apparent that the described embodiments are some, but not all, embodiments of the present application. All other embodiments, which can be made by one of ordinary skill in the art without undue burden from the present disclosure, are within the scope of the present disclosure.
It should be noted that, in this application, the term "comprising" and its similar terms should be interpreted as open-ended, i.e. "including but not limited to. The term "based on" should be understood as "based at least in part on". The term "one embodiment" or "the embodiment" should be understood as "at least one embodiment". The terms "first," "second," and the like, may refer to different or the same object and are used solely to distinguish one from another without implying a particular spatial order, temporal order, order of importance, etc. of the referenced objects. In some embodiments, the values, processes, selected items, determined items, devices, means, parts, components, etc. are referred to as "best," "lowest," "highest," "smallest," "largest," etc. It should be understood that such description is intended to indicate that a selection may be made among many available options of functionality, and that such selection need not be better, lower, higher, smaller, larger, or otherwise preferred in further or all respects than other selections. As used herein, the term "determining" may encompass a wide variety of actions. For example, "determining" may include computing, calculating, processing, deriving, investigating, looking up (e.g., looking up in a table, a database or another data structure), ascertaining and the like. Further, "determining" may include receiving (e.g., receiving information), accessing (e.g., accessing data in memory), and so forth. Further, "determining" may include parsing, selecting, choosing, establishing, and the like. The word "exemplary" or "such as" is used to mean serving as an example, instance, or illustration. Any embodiment or design described herein as "exemplary" or "for example" should not be construed as preferred or advantageous over other embodiments or designs. Rather, the use of words such as "exemplary" or "such as" is intended to present related concepts in a concrete fashion.
In the present application, "at least one" means one or more, and "a plurality" means two or more. "and/or", describes an association relationship of an association object, and indicates that there may be three relationships, for example, a and/or B, and may indicate: a alone, a and B together, and B alone, wherein a, B may be singular or plural. The character "/" generally indicates that the context-dependent object is an "or" relationship. "at least one of" or the like means any combination of these items, including any combination of single item(s) or plural items(s).
First, a brief description will be given of terms involved in the embodiments of the present application.
Virtual scene: is the scene that an application displays (or provides) while running on a terminal. The virtual scene is a semi-simulated semi-fictional virtual environment or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, which is not limited in this application. For example, a virtual scene includes sky, land, sea, etc., the land includes environmental elements of a desert, city, etc., and a user can control a virtual object to move in the virtual scene. Of course, virtual objects in the virtual scene, such as throwing objects, buildings, carriers, and props required for being equipped with themselves or interacting with other virtual objects, can also be used for simulating real environments in different weather, such as sunny days, rainy days, foggy days, or night days. The variety of scene elements enhances the diversity and realism of virtual scenes.
Virtual object: refers to a virtual character that is movable in a virtual scene, the movable object being a virtual character, a virtual animal, a cartoon character, or the like. The virtual object is a virtual avatar in the virtual scene for representing a user. The virtual scene comprises a plurality of virtual objects, and each virtual object has a shape and a volume thereof in the virtual scene and occupies a part of space in the virtual scene. Alternatively, the virtual object is a Character controlled by operating on the terminal, or an artificial intelligence (Artificial Intelligence, AI) set in the virtual environment by training, or a Non-Player Character (NPC) set in the virtual scene. Optionally, the virtual object is a virtual character playing an athletic in the virtual scene. Optionally, the number of virtual objects in the virtual scene is preset, or is dynamically determined according to the number of terminals joining the virtual scene, which is not limited in the embodiment of the present application.
Virtual prop: refers to props that virtual objects in a virtual scene may use. Taking shooting games as an example, shooting games are provided with throwing object props, virtual launchers and other shooting props, wherein the virtual launchers are objects launched when the virtual launchers execute launching operation, the throwing object props and the shooting props can cause damage to the hit virtual objects, and skill props such as virtual chips and the like are also provided, so that operation rights corresponding to the equipped virtual objects can be given. The virtual prop can also assist the virtual object to achieve a certain purpose, for example, the virtual smoke bullet can assist the virtual object in obscuring the figure. It should be noted that, the embodiments of the present application do not limit the types of virtual props.
Fig. 1 shows a block diagram of an electronic device according to an exemplary embodiment of the present application. The electronic device 100 includes: an operating system 120 and application programs 122.
Operating system 120 is the underlying software that provides applications 122 with secure access to computer hardware.
The application 122 is an application supporting a virtual environment. Alternatively, the application 122 is an application that supports a three-dimensional virtual environment. The application 122 may be any one of a virtual reality application, a three-dimensional map application, a self-propelled chess game, an educational game, a Third person shooter game (Third-Person Shooting game, TPS), a First-person shooter game (First-Person Shooting game, FPS), a multiplayer online tactical competition game (Multiplayer Online Battle Arena Games, MOBA), and a multiplayer gunfight survival game. The application 122 may be a stand-alone application, such as a stand-alone three-dimensional game, or a network-connected application.
Next, an implementation environment related to the embodiment of the present application will be described, schematically, with reference to fig. 2, where the implementation environment relates to a terminal 210, a server 220, and a communication network 230, where the terminal 210 and the server 220 are connected through the communication network 230.
The method for controlling the virtual object in the virtual scene provided in the embodiment of the present application may be implemented by the terminal 110 alone or by the terminal 110 and the server 120 through data interaction, which is not limited in the embodiment of the present application.
The terminal 210 supports the display of various interfaces in the target application. Illustratively, the terminal 210 displays a virtual scene interface and the like through a target application program, wherein the virtual scene comprises a virtual object, a virtual wall body, a virtual prop and the like, and the virtual wall body has an initial display state; after the terminal 210 receives the first operation for the first virtual wall, an animation corresponding to the first operation is displayed in the virtual scene. Illustratively, after receiving the first operation, the terminal 210 renders rendering data corresponding to the first operation onto a screen of the terminal 210, thereby displaying a corresponding animation; alternatively, the terminal 210 feeds back the control operation to the server 220, animation rendering data of the corresponding animation is transmitted to the terminal 210 by the server 220, and the terminal 210 displays the animation corresponding to the execution of the first operation based on the animation rendering data.
It should be noted that the above-mentioned terminals include, but are not limited to, mobile terminals such as mobile phones, tablet computers, portable laptop computers, intelligent voice interaction devices, intelligent home appliances, vehicle-mounted terminals, and the like, and may also be implemented as desktop computers and the like; the server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (Content Delivery Network, CDN), basic cloud computing services such as big data and artificial intelligence platforms.
Cloud technology (Cloud technology) refers to a hosting technology that unifies serial resources such as hardware, application programs, networks and the like in a wide area network or a local area network to realize calculation, storage, processing and sharing of data.
In some embodiments, the servers described above may also be implemented as nodes in a blockchain system.
In combination with the noun introduction and the application scenario, a method for controlling a virtual object in a virtual scenario provided in the present application is described, and the method is applied to a terminal as an example, as shown in fig. 3, and the method includes the following steps 301 to 303.
Step 301, obtaining first display state information of a first virtual wall to be displayed, and displaying the first virtual wall in a virtual scene according to the first display state information, wherein a three-dimensional model of the first virtual wall is composed of a plurality of pre-segmented sub-block models, and the first display state information comprises first sub-state information of each sub-block model.
In one embodiment of the present application, the virtual scene may be a 3D game scene, in which a plurality of virtual walls are provided, wherein some virtual walls may be destroyed and some virtual walls may not be destroyed. If the virtual wall can be destroyed, its appearance is altered after the virtual wall is destroyed. To distinguish this attribute, it is possible to indicate whether the appearance of the virtual wall can be altered by attribute information of the virtual wall. If the wall body cannot be changed, the appearance of the wall body is not changed no matter the player performs any operation on the wall body; if it can be changed, the appearance of the updated virtual wall can be displayed according to the operation of the player, such as throwing a grenade or the like.
When the virtual wall initially appears in the virtual scene, the virtual wall has an initial display state, and the display state can be expressed and represented by display state information, and as shown in fig. 4, for example, the display state of the first virtual wall 40 can be a complete wall, and the first display state information of the first virtual wall 40 includes first sub-state information of each sub-block model; the display state of the sub-block model is expressed and embodied by sub-state information. At this time, the player cannot directly pass through the wall; the attribute information is destructible, and if the player destroys the attribute information, a channel can be formed to pass through.
In the related art, when a virtual wall is damaged, a predetermined few damage animations and the damaged virtual wall appearance are usually displayed. However, different players are different from each other in the game process according to the operation of the virtual wall body, the operation is changed into thousands, and the prior art cannot meet the game experience of the difference of the players.
Therefore, as shown in fig. 4, in the embodiment of the present application, the three-dimensional model of the first virtual wall 40 that can be broken is divided into a plurality of sub-block models, for example, sub-block model 401, sub-block model 402, and sub-block model 403 are three sub-block models therein, and sub-state information of each sub-block model may be set independently, and the sub-state information includes, but is not limited to: whether to display, material, color, special rendering effect, etc.
Step 302, receiving a first operation of a user on the first virtual wall, and determining second display state information of the first virtual wall according to the first operation, where the second display state information includes updated second sub-state information of each sub-block model.
In 3D games, players may operate on virtual walls, e.g., virtual props may be used to operate on virtual walls; the virtual object may also be controlled to directly operate on the virtual wall, e.g., to kick the virtual wall.
For example, a player may install a blasting apparatus on a virtual wall or destroy the virtual wall by throwing a grenade into the virtual wall or using a hand-held virtual firearm. The material of the virtual wall body can be various, such as brick wall, wooden board wall, etc., and the strength of the virtual wall body is different when the material of the virtual wall body is different. When the player executes the identical first operation, the display effects presented by the virtual walls made of different materials are different, and correspondingly, the determined second display state information is different.
In addition, in the embodiment of the present application, the step of determining the second display status information of the first virtual wall according to the first operation may be performed by a terminal or may be performed by a server, which is not limited herein.
In some embodiments of the present application, the first operation may be a use operation of the prop by a user, where the step of determining, according to the first operation, the second display state information of the first virtual wall may further include:
determining a first action range of the prop on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the first acting range.
As shown in fig. 5, the operation of throwing a grenade is described in detail by taking the first operation as an example, when the grenade thrown by a player collides with the virtual wall 40, the action range 50 of the grenade on the virtual wall 40 is determined by a preset algorithm according to the attribute parameters of the grenade and the attribute parameters of the virtual wall 40 in the 3D game, for example, the action range 50 obtained by the algorithm may be a set of sub-block models contained in a sphere with the coordinate position of the grenade as the center, or a set of sub-block models contained in a square with the coordinate position of the grenade as the center, or the action range 50 may be obtained by other algorithms. The attribute parameters of the grenade may include the coordinate position where the grenade collides with the virtual wall 40, the breaking strength value, etc., and the radius of the sphere with the coordinate position of the grenade as the center of the sphere and the side length of the cube with the coordinate position of the grenade as the center may be proportional to the breaking strength coefficient of the grenade; the attribute parameters of the virtual wall 40 may include material attribute and corresponding strength coefficient.
After the scope of action 50 is determined, the sub-block models included therein are determined. In order to form a hole effect, the sub-state information of all sub-block models in the action range 50 may be set to be not displayed; in other embodiments of the present application, the color of the sub-block models of the partial edge regions within the range of action 50 may also be changed, such as to dark gray, to realistically simulate the effects of an explosion. The sub-state information of the sub-block model outside the scope of action 50 may remain unchanged.
In other embodiments of the present application, the first operation may also be actions such as kicking performed by the virtual character controlled by the player, recording a coordinate position of the virtual wall corresponding to each time the virtual character performs the kicking, and accumulating and superposing results of each time the virtual character performs the kicking according to a breaking strength value of the kicking and a strength coefficient of the virtual wall, to obtain a final action range.
When the first operation is different, the range 50 is also different, so that a hole in a wall of an arbitrary shape can be obtained.
And 303, displaying the updated first virtual wall in the virtual scene according to the second display state information.
The second display state information includes updated sub-state information of each sub-block model, each sub-block model is in a display state before the virtual wall 40 acts on the grenade, and after updating, the sub-block models in the acting range 50 can be changed into a non-display state so as to form a hole effect.
After the hole effect is formed, whether a channel can be formed or not can be further judged according to the size of the hole, and when the damaged area of the virtual wall body is larger than a preset threshold value, the virtual wall body can be determined to pass through; when the damaged area of the virtual wall is smaller than a preset threshold value, the virtual wall cannot form a channel to pass through. The destroyed area may be the area of the active area 50, i.e. as the sum of the planar areas of all sub-block modules within the area 50.
In other embodiments of the present application, the virtual wall may be a single wall or may be made of multiple layers of walls of different materials. For the case of multi-layer walls, the action ranges of each layer of wall can be calculated respectively, and then the action ranges are overlapped according to a certain rule, so that the final action range is obtained.
In some embodiments of the present application, after determining the action range, the preset hole shape gallery may be further matched according to the area of the action range, to determine the display shape; then determining the sub-state information of each sub-block model according to the display shape. Because the preset display shape has higher reality, the player can have better game experience.
According to the method for displaying the virtual wall in the virtual scene, the first virtual wall is divided into a plurality of sub-block models, after a first operation of a user on the first virtual wall is received, second display state information of the first virtual wall is determined according to the first operation, and the second display state information comprises updated second sub-state information of each sub-block model; and displaying the updated first virtual wall body in the virtual scene according to the second display state information. By the method, the virtual wall body with the corresponding shape can be displayed in the virtual scene according to the operation of the player, and the game experience of the player is improved.
Referring to fig. 6, a schematic diagram of another implementation environment of a virtual wall display method according to an embodiment of the present application is shown. The implementation environment may include: the game server 61 and the plurality of terminals are connected to each other through a network.
Step 701, the first terminal 62 obtains the current position of the first virtual object controlled by the player.
In some embodiments of the present application, multiple players are jointly engaged in a game play, each player logging in to the game through their respective terminals, the first terminal 62 being one of the multiple terminals, the player controlling the movement of the first virtual object through the virtual scene through the first terminal 62. In some large-scale 3D games, when the area of the virtual scene is relatively large, the first terminal generally does not render all objects in the virtual scene at one time, but renders objects in the field of view of the player camera in real time according to the position of the first virtual object. Therefore, the first terminal 62 acquires the current position of the first virtual object controlled by the player in real time, and determines which objects need to be displayed according to the current position.
Step 702, determining whether to generate a virtual wall in a designated area according to the current position of the first virtual object.
The first terminal 62 determines whether to display the virtual wall that has been set in the designated area according to the current position of the first virtual object controlled by the player, and specifically, determines to generate the virtual wall when the first virtual object enters the area where the virtual wall can be generated; if the first virtual object does not enter the area where the virtual wall can be generated, the generation of the virtual wall is canceled.
In step 703, when the determination is yes, the first terminal 62 notifies the game server to generate a virtual wall in the designated area.
After determining that the virtual wall needs to be generated, the first terminal 62 sends a message to the game server that the virtual wall needs to be generated, and notifies the game server to generate the virtual wall in the designated area.
Step 704, the game server obtains first display state information of the virtual wall to be displayed, generates the virtual wall in the virtual scene according to the first display state information, and synchronizes the message of generating the virtual wall to other terminals.
After receiving the message that needs to generate the virtual wall sent by the first terminal 62, the game server 61 obtains the first display status information of the virtual wall. In some embodiments of the present application, a plurality of virtual walls are provided in a game scene, wherein some virtual walls may be destroyed and some virtual walls may not be destroyed. If the virtual wall can be destroyed, its appearance is altered after the virtual wall is destroyed. To distinguish this attribute, it is possible to indicate whether the appearance of the virtual wall can be altered by attribute information of the virtual wall. If the wall body cannot be changed, the appearance of the wall body is not changed no matter the player performs any operation on the wall body; if it can be changed, the appearance of the updated virtual wall can be displayed according to the operation of the player, such as throwing a grenade or the like.
When the virtual wall body initially appears in the virtual scene, the virtual wall body has an initial display state, the display state can be expressed and embodied through display state information, and the display state of the virtual wall body can be an integral wall body, and the first display state information of the virtual wall body comprises first sub-state information of each sub-block model; the display state of the sub-block model is expressed and embodied by sub-state information. At this time, the player cannot directly pass through the wall; the attribute information is destructible, and if the player destroys the attribute information, a channel can be formed to pass through.
In the related art, when a virtual wall is damaged, a predetermined few damage animations and the damaged virtual wall appearance are usually displayed. However, different players are different from each other in the game process according to the operation of the virtual wall body, the operation is changed into thousands, and the prior art cannot meet the game experience of the difference of the players.
Therefore, in the embodiment of the present application, the three-dimensional model of the virtual wall that can be destroyed is divided into a plurality of sub-block models, and sub-state information of each sub-block model can be set independently, where the sub-state information includes, but is not limited to: whether to display, material, color, special rendering effect, etc.
Step 705, the first terminal receives a first operation of the user on the first virtual wall, and sends the content of the first operation to the game server.
In the game process, the player can operate the virtual wall body, for example, the virtual prop can be used for operating the virtual wall body; the virtual object may also be controlled to directly operate on the virtual wall, e.g., to kick the virtual wall. For example, a player may install a blasting apparatus on a virtual wall or destroy the virtual wall by throwing a grenade into the virtual wall or using a hand-held virtual firearm. The material of the virtual wall body can be various, such as brick wall, wooden board wall, etc., and the strength of the virtual wall body is different when the material of the virtual wall body is different.
Step 706, the game server determines second display state information of the virtual wall according to the operation, where the second display state information includes updated second sub-state information of each sub-block model.
In some embodiments of the present application, the first operation may be a use operation of the prop by a user, where the step of determining, according to the first operation, the second display state information of the first virtual wall may further include:
Determining a first action range of the prop on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the first acting range.
Taking the throwing grenade as an example for the first operation to describe in detail, when the grenade thrown by the player collides with the virtual wall, the action range of the grenade on the virtual wall is determined by a preset algorithm according to the attribute parameters of the grenade and the attribute parameters of the virtual wall in the game, for example, the action range obtained by the algorithm may be a set of sub-block models contained in a sphere with the coordinate position of the grenade as the center of the sphere, or a set of sub-block models contained in a square with the coordinate position of the grenade as the center, or the action range can be obtained by other algorithms, which is not limited herein. The attribute parameters of the grenade can comprise the coordinate position, the damage strength value and the like of the collision between the grenade and the virtual wall body, and the attribute parameters of the virtual wall body can comprise the material attribute, the corresponding strength coefficient and the like. After the range of action is determined, the sub-block models included therein are determined. In order to form a hole effect, sub-state information of all sub-block models in the action range can be set to be not displayed; in other embodiments of the present application, the color of the sub-block model of the partial edge area in the action range may also be changed, for example, changed to dark gray, so as to realistically simulate the explosion effect. Sub-state information of sub-block models outside the scope of action may remain unchanged.
In other embodiments of the present application, the first operation may also be actions such as kicking performed by the virtual character controlled by the player, recording a coordinate position of the virtual wall corresponding to each time the virtual character performs the kicking, and accumulating and superposing results of each time the virtual character performs the kicking according to a breaking strength value of the kicking and a strength coefficient of the virtual wall, to obtain a final action range.
When the first operation is different, the range is also different, so that the hole on the wall body with any shape can be obtained.
In addition, when the player executes the identical first operation, the display effects presented by the virtual walls made of different materials are different, and correspondingly, the determined second display state information is different.
In some embodiments of the present application, after determining the action range, the preset hole shape gallery may be further matched according to the area of the action range, to determine the display shape; then determining the sub-state information of each sub-block model according to the display shape. Because the preset display shape has higher reality, the player can have better game experience.
Step 707, the game server broadcasts the second display status information to the plurality of terminals.
After determining the second display state information, the game server broadcasts the second display state information to terminals except the first terminal, so that terminals of other players in the same game can acquire the second display state information.
And 708, each terminal displays the updated virtual wall body in the virtual scene according to the second display state information.
After each terminal receives the second display state information, after the virtual wall body is required to be displayed in the virtual scene, the updated virtual wall body is displayed according to the second display state information. The second display state information comprises updated sub-state information of each sub-block model, each sub-block model is in a display state before the virtual wall body acts on the grenade, and the sub-block models in the acting range can be changed into non-display states after updating so as to form a hole effect.
After the hole effect is formed, whether a channel can be formed or not can be judged according to the size of the hole, namely the action range, and when the damaged area of the virtual wall body is larger than a preset threshold value, the virtual wall body can be determined to pass through; when the damaged area of the virtual wall is smaller than a preset threshold value, the virtual wall cannot form a channel to pass through. The destroyed area may be the area of the active area, i.e. as the sum of the planar areas of all sub-block modules within the area.
According to the method for displaying the virtual wall in the virtual scene, a first virtual wall is divided into a plurality of sub-block models, and after a first operation of a user on the first virtual wall is received, second display state information of the first virtual wall is determined according to the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model; and displaying the updated first virtual wall body in the virtual scene according to the second display state information. By the method, the virtual wall body with the corresponding shape can be displayed in the virtual scene according to the operation of the player, and the game experience of the player is improved.
The embodiment of the application also provides a display system of the virtual wall body in the virtual scene, which comprises a game server and a terminal, wherein,
the terminal is used for acquiring first display state information of a first virtual wall to be displayed and displaying the first virtual wall in a virtual scene according to the first display state information, wherein a three-dimensional model of the first virtual wall is composed of a plurality of sub-block models which are segmented in advance, and the first display state information comprises first sub-state information of each sub-block model;
The terminal is further used for receiving a first operation of a user on the first virtual wall body and notifying an operation result of the first operation to the game server;
the game server is used for determining second display state information of the first virtual wall according to an operation result of the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model;
the game server is further configured to broadcast the second sub-state information to the terminal;
and the terminal is further used for displaying the updated first virtual wall body in the virtual scene according to the second display state information.
According to the display system, a first virtual wall body is divided into a plurality of sub-block models, and after a first operation of a user on the first virtual wall body is received, second display state information of the first virtual wall body is determined according to the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model; and displaying the updated first virtual wall body in the virtual scene according to the second display state information. By the method, the virtual wall body with the corresponding shape can be displayed in the virtual scene according to the operation of the player, and the game experience of the player is improved.
The embodiment of the application also provides a display device of the virtual wall in the virtual scene, as shown in fig. 8, the device includes:
an obtaining module 81, configured to obtain first display status information of a first virtual wall to be displayed,
a display module 82, configured to display the first virtual wall in a virtual scene according to the first display state information, where a three-dimensional model of the first virtual wall is formed by a plurality of pre-segmented sub-block models, and the first display state information includes first sub-state information of each sub-block model;
a receiving module 83, configured to receive a first operation of a user on the first virtual wall,
a determining module 84, configured to determine second display state information of the first virtual wall according to the first operation, where the second display state information includes updated second sub-state information of each sub-block model;
the display module 82 is further configured to display the updated first virtual wall in the virtual scene according to the second display status information.
In one possible implementation, the determining module 84 is further configured to:
determining an action range of the first operation on the first virtual wall body;
And determining second sub-state information of each updated sub-block model according to the action range.
In one possible implementation, the determining module 84 is further configured to:
determining an action position of the first operation on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the action position and a preset display shape.
According to the display device of the virtual wall body in the virtual scene, a first virtual wall body is divided into a plurality of sub-block models, and after a first operation of a user on the first virtual wall body is received, second display state information of the first virtual wall body is determined according to the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model; and displaying the updated first virtual wall body in the virtual scene according to the second display state information. By the method, the virtual wall body with the corresponding shape can be displayed in the virtual scene according to the operation of the player, and the game experience of the player is improved.
It should be noted that: in the display device for a virtual wall in a virtual scene provided in the above embodiment, only the division of the above functional modules is used as an example, and in practical application, the above functional allocation may be performed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules, so as to complete all or part of the functions described above. In addition, the control display device and the control display method provided in the foregoing embodiments belong to the same concept, and specific implementation processes of the control display device and the control display method are detailed in the method embodiments, which are not repeated herein.
Fig. 9 shows a block diagram of a computer device 900 provided in an exemplary embodiment of the present application. The computer device 900 may be: a smart phone, a tablet computer, a dynamic video expert compression standard audio layer player (Moving Picture Experts Group Audio Layer III, MP 3), a dynamic video expert compression standard audio layer (Moving Picture Experts Group Audio Layer IV, MP 4) player, a notebook computer or a desktop computer. Computer device 900 may also be referred to by other names as user device, portable computer device, laptop computer device, desktop computer device, etc.
In general, the computer device 900 includes: a processor 901 and a memory 902.
Processor 901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 901 may be implemented in hardware in at least one of digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), programmable logic array (Programmable Logic Array, PLA). The processor may also include a main processor, which is a processor for processing data in an awake state, also called a central processor (Central Processing Unit, CPU), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor may be integrated with an image processor (Graphics Processing Unit, GPU) for use in connection with rendering and rendering of content to be displayed by the display screen. In some embodiments, the processor 901 may also include an artificial intelligence (Artificial Intelligence, AI) processor for processing computing operations related to machine learning.
The memory 902 may include one or more computer-readable storage media, which may be non-transitory. The memory 902 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 902 is used to store at least one instruction for execution by processor 901 to implement a method of rendering a subtitle element provided by a method embodiment in the present application.
Illustratively, the computer device 900 also includes other components, and those skilled in the art will appreciate that the structure illustrated in FIG. 9 is not limiting of the computer device 900, and may include more or fewer components than illustrated, or may combine certain components, or employ a different arrangement of components.
In another aspect, the disclosure provides a computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, where the at least one instruction, the at least one program, the set of codes, or the set of instructions are loaded and executed by a processor to implement a method for displaying a virtual wall in a virtual scene as described in any one of the embodiments of the present application.
In general, the various example embodiments of the present application may be implemented in hardware or special purpose circuits, software, logic or any combination thereof. Some aspects may be implemented in hardware, while other aspects may be implemented in firmware or software which may be executed by a controller, microprocessor or other electronic device. For example, in some embodiments, various examples of the disclosure (e.g., methods, apparatus, or devices) may be implemented, in part or in whole, on a computer-readable medium. While aspects of the embodiments of the present disclosure are illustrated or described as block diagrams, flow charts, or using some other pictorial representation, it is well understood that blocks, apparatus, systems, techniques or methods described herein may be implemented in, as non-limiting examples, hardware, software, firmware, special purpose circuits or logic, general purpose hardware or controller or other electronic devices, or some combination thereof.
In another aspect, the present application also provides at least one computer program product stored on a non-transitory computer-readable storage medium, the computer program product comprising computer-executable instructions stored in the computer-readable storage medium, such as program modules included for execution in a device on a physical or virtual processor of a target, to perform the example methods described above with respect to fig. 3 and 7. Generally, program modules may include routines, programs, libraries, objects, classes, components, data structures, etc. that perform particular tasks or implement particular abstract data types. In various embodiments, the functionality of the program modules may be combined or split between described program modules. Computer-executable instructions for program modules may be executed within local or distributed devices. In a distributed device, program modules may be located in both local and remote memory storage media.
Program code for carrying out methods of the present application may be written in one or more programming languages. These computer program code may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus such that the program code, when executed by the computer or other programmable data processing apparatus, causes the functions/operations specified in the flowchart and/or block diagram to be implemented. The program code may execute entirely on the computer, partly on the computer, as a stand-alone software package, partly on the computer and partly on a remote computer or entirely on the remote computer or server. In the context of this disclosure, computer program code or related data may be carried by any suitable carrier to enable an apparatus, device or processor to perform the various processes and operations described above. Examples of carriers include signals, computer readable media, and the like.
In the above embodiments, it may be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When loaded and executed on a computer, produces a flow or function in accordance with embodiments of the present application, in whole or in part. The computer may be a general purpose computer, a special purpose computer, a computer network, or other programmable apparatus. The computer instructions may be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another computer-readable storage medium, for example, the computer instructions may be transmitted from one website, computer, server, or data center to another website, computer, server, or data center by a wired (e.g., coaxial cable, fiber optic, digital subscriber line), or wireless (e.g., infrared, wireless, microwave, etc.). The computer readable storage medium may be any available medium that can be accessed by a computer or a data storage device such as a server, data center, etc. that contains an integration of one or more available media. The usable medium may be a magnetic medium (e.g., floppy disk, hard disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., solid state disk), etc.
Those of ordinary skill in the art will appreciate that implementing all or part of the above-described method embodiments may be accomplished by a computer program to instruct related hardware, the program may be stored in a computer readable storage medium, and the program may include the above-described method embodiments when executed. And the aforementioned storage medium includes: ROM or random access memory RAM, magnetic or optical disk, etc. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. The computer readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination thereof. More detailed examples of machine-readable storage media include an electrical connection with one or more wires, a portable computer diskette, a hard disk, a random access Memory (RAM, random Access Memory), a Read-Only Memory (ROM), a solid state disk (SSD, solid State Drives), an erasable programmable Read-Only Memory (EPROM or flash Memory), an optical fiber, a portable compact disc Read-Only Memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof. The random access memory may include resistive random access memory (ReRAM, resistance Random Access Memory), dynamic random access memory (DRAM, dynamic Random Access Memory), and the like.
In addition, although operations are depicted in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order, or that all illustrated operations be performed, to achieve desirable results. In some cases, multitasking or parallel processing may be beneficial. Likewise, while the foregoing discussion contains certain specific implementation details, this should not be construed as limiting the scope of any invention or claims, but rather as describing particular embodiments that may be directed to particular inventions. Certain features that are described in this specification in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination. In addition, the foregoing embodiment numbers of the present application are merely for description, and do not represent advantages or disadvantages of the embodiments.
Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims. The various examples and processes described above may be used independently of one another or may be combined in various ways. Different combinations and sub-combinations are intended to fall within the scope of the present disclosure, and certain steps or processes may be omitted in some implementations. The foregoing is merely a specific implementation of the embodiments of the disclosure, but the protection scope of the embodiments of the disclosure is not limited thereto, and any changes or substitutions within the technical scope of the embodiments of the disclosure should be covered by the protection scope of the embodiments of the disclosure. Therefore, the protection scope of the embodiments of the present disclosure shall be subject to the protection scope of the claims.

Claims (10)

1. A method for displaying a virtual wall in a virtual scene, the method comprising:
acquiring first display state information of a first virtual wall to be displayed, and displaying the first virtual wall in a virtual scene according to the first display state information, wherein a three-dimensional model of the first virtual wall is composed of a plurality of pre-segmented sub-block models, and the first display state information comprises first sub-state information of each sub-block model;
receiving a first operation of a user on the first virtual wall body, and determining second display state information of the first virtual wall body according to the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model;
and displaying the updated first virtual wall body in the virtual scene according to the second display state information.
2. The method according to claim 1, wherein the method further comprises:
obtaining attribute information of the first virtual wall to be displayed, wherein the attribute information is used for indicating whether the appearance of the first virtual wall can be changed,
if yes, displaying the updated first virtual wall in the virtual scene according to the second display state information;
If not, the display state of the first virtual wall is not updated.
3. The method of claim 1, wherein the first operation comprises a user operation of using the prop,
the determining, according to the first operation, second display state information of the first virtual wall body includes:
determining a first action range of the prop on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the first acting range.
4. The method of claim 1, wherein the first operation comprises a user initiated action operation on the first virtual wall,
the determining, according to the first operation, second display state information of the first virtual wall body includes:
determining a second action range of the action operation on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the second action range.
5. The method of claim 1, wherein the determining second display status information of the first virtual wall according to the first operation comprises:
Determining an action position of the first operation on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the action position and a preset display shape.
6. A display device for a virtual wall in a virtual scene, the device comprising:
an acquisition module for acquiring first display state information of a first virtual wall to be displayed,
the display module is used for displaying the first virtual wall body in the virtual scene according to the first display state information, wherein the three-dimensional model of the first virtual wall body is composed of a plurality of sub-block models which are segmented in advance, and the first display state information comprises first sub-state information of each sub-block model;
a receiving module for receiving a first operation of a user on the first virtual wall,
the determining module is used for determining second display state information of the first virtual wall according to the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model;
the display module is further configured to display the updated first virtual wall in the virtual scene according to the second display state information.
7. The apparatus of claim 6, wherein the means for determining is further for:
determining an action range of the first operation on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the action range.
8. The apparatus of claim 6, wherein the means for determining is further for:
determining an action position of the first operation on the first virtual wall body;
and determining second sub-state information of each updated sub-block model according to the action position and a preset display shape.
9. A display system of a virtual wall in a virtual scene is characterized in that the display system comprises a game server and a terminal, wherein,
the terminal is used for acquiring first display state information of a first virtual wall to be displayed and displaying the first virtual wall in a virtual scene according to the first display state information, wherein a three-dimensional model of the first virtual wall is composed of a plurality of sub-block models which are segmented in advance, and the first display state information comprises first sub-state information of each sub-block model;
The terminal is further used for receiving a first operation of a user on the first virtual wall body and notifying an operation result of the first operation to the game server;
the game server is used for determining second display state information of the first virtual wall according to an operation result of the first operation, wherein the second display state information comprises updated second sub-state information of each sub-block model;
the game server is further configured to broadcast the second sub-state information to the terminal;
and the terminal is further used for displaying the updated first virtual wall body in the virtual scene according to the second display state information.
10. A computer program product comprising computer instructions which, when executed by a processor, implement a method of displaying a virtual wall in a virtual scene as claimed in any one of claims 1 to 4.
CN202311640563.2A 2023-12-01 2023-12-01 Method, device, system and program product for displaying virtual wall in virtual scene Pending CN117599419A (en)

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