CN101071515A - Method for realizing three-dimensional game collision detection at server end - Google Patents
Method for realizing three-dimensional game collision detection at server end Download PDFInfo
- Publication number
- CN101071515A CN101071515A CNA2007101178266A CN200710117826A CN101071515A CN 101071515 A CN101071515 A CN 101071515A CN A2007101178266 A CNA2007101178266 A CN A2007101178266A CN 200710117826 A CN200710117826 A CN 200710117826A CN 101071515 A CN101071515 A CN 101071515A
- Authority
- CN
- China
- Prior art keywords
- player
- face
- room
- enclosure body
- game
- Prior art date
- 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
Links
Images
Landscapes
- Processing Or Creating Images (AREA)
Abstract
This invention provides a method which can realize games collision detection in server-side in the three-dimensional, including the following steps: 3D gaming scene in the pre-positioning objects outside a bounding box, referred to the bounding box of siege or a major part of that siege the face value of the documents stored on the map in the game; gamers outside preset a bounding box, which covers the bounding box player or players surrounded the main part of the plane that bounding box Numerical documents stored on the game map ; When mobile gamers collisions with objects, the players bounding box of the surface and the surface bounding box for collision detection. By optimizing the game scenes, the game will be the scene of various complex objects and gamers 'description' into a bounding box, thus change collision between complex objects into collision between the limited surface of the siege, then greatly reducing burden of the computer data processing.
Description
Technical field
The present invention relates to field of computer data processing, particularly relate to a kind of method that realizes the 3d gaming collision detection at server end.
Background technology
The internet is very rapid in development in the last few years, has become the part of modern humans's life.Online game based on the internet also develops rapidly, by increasing people is liked.In current PC single-play game, three-dimensional (3D) technology is widely used, and makes the game player can produce the sensation in body such as its border, has enriched player's game experiencing greatly, and is also big than the attractive force that 2D plays to player's attractive force.Because the raising of hardware arithmetic capability, the scene of game in single-play game can be realized 3Dization completely.Though realize that in single-play game the technology of 3D effect is ripe, but when applying in the online game, the developer is very careful but, realize that in client 3D does not have technical problem, because the computing machine of client institute data to be processed are very limited, but for online game, server end then can't bear because computing is in large scale.
This is that any player's operation is passed client executing back after all can being sent to the server effect again, and is broadcast to other players with server simultaneously because the logic determines of online game is as the criterion with server end.In the recreation of 2D type, player role moves this move operation and is based on two-dimensional array, and operand is minimum, little to the resource occupation of server end.In general recreation, all to relate to mutual between the object of which movement.Collision detection in the 2D picture will be easy to manyly by contrast, is to adopt pixel to judge to be to use also object plane is long-pending judges it all is feasible with distance.But very big trouble is just arranged in the 3D online game.Because the restriction of the arithmetic capability of computing machine may detect the polygon of each object and penetrating of summit hardly, such operand almost can not be finished computing machine.In the online game of 3D, need the algorithm of a large amount of collision detection, the player of thousands of meters is arranged again on the server simultaneously, connecting a large amount of clients.Because the restriction of hardware condition at present, the computing machine of server end can not be handled so huge, complicated data, therefore server end is realized the difficulty very that the collision detection of 3D becomes.
In the existing recreation, almost do not have in the 3D of server end collision detection.Most of recreation adopts some special modes to avoid this problem.1, adopts the detection of client, mail to server after the detection, owing to be that detection with client is a benchmark, therefore send again after easily packet being revised and realize cheating, extremely unfair for other game players of same server like this, also can allow everybody lose interest to this type of recreation.2, simplify map, in most cases adopt height map to realize the landforms of playing, but there is not complicated 3D indoor scene, can not bring real 3D to experience to the player, can not allow the player produce sensation on the spot in person, attractive force to the game player is not enough, and very big to the fine arts and planning developer's intention restriction.
Summary of the invention
Technical matters to be solved by this invention provides a kind of method that can realize 3D recreation collision detection at server end, makes the calculated amount of server end reduce, thereby collision detection can be carried out at server end.
In order to address the above problem, the invention discloses a kind of method that realizes the 3d gaming collision detection at server end, may further comprise the steps: an enclosure body is preset in the object outside in the 3d gaming scene, described enclosure body surrounds the major part of this thing or thing, and the value storage of the face of expression enclosure body is in game map file; Preset an enclosure body in game player's outside, described enclosure body surrounds player or player's major part, and the value storage of the face of expression enclosure body is in game map file; When the player moves will collide with object the time, the face of the enclosure body of the face of player's enclosure body and thing is carried out collision detection.
Further, scene of game is divided into outdoor scene and indoor scene, described indoor scene comprises the room be made up of face and the object in the room, the value storage of the face in expression room is in game map file, when the player moves will collide with the face in room the time, the face of player's enclosure body and the face in room are carried out collision detection.
Further, when indoor scene is made up of a plurality of rooms, set up the concordance list in a room, the face by the expression door between room and the room is communicated with, and when the player moves will collide with the face of expression the time, the player can directly pass through this face.
Preferably,, preserved the index in the room on the correspondence position in the child node of Octree, player's coordinate constantly divided by two, has been determined the room at player place with these a plurality of rooms of Octree tissue.
Preferably, outdoor scene is made of the height map of two-dimensional array, outdoor scene is divided into obstacle on the face of land and the face of land, the data of the expression face of land and obstacle are used two-dimentional form stores respectively, when player role begins when mobile, calculate player's destination locations earlier, search the obstacle table then, relatively whether player's destination locations is designated obstacle, is that then the player is not movable to this destination locations.Face by the expression door between outdoor scene and the indoor scene is communicated with, and when the player moves will collide with the face of expression door the time, the player can directly pass through this face, enters and a room that is connected or outdoor.
Preferably, the encirclement player who presets or the enclosure body of thing are to surround ball, when the player moves will collide with object the time, player's the encirclement sphere and the encirclement sphere of thing are carried out collision detection.
Preferably, the encirclement player who presets or the enclosure body of thing are to surround ball, when the player moves will be with the face collision in room the time, player's the encirclement sphere and the face in room are carried out collision detection.
Compared with prior art, the present invention has the following advantages:
The method that realizes the collision detection of 3D online game at server end of the present invention, by optimizing scene of game, various complex objects in the scene of game are become an enclosure body with game player's " description ", thereby the collision between the complex object is become between the enclosure body limited collision, significantly reduced the data processing load of computing machine.Thereby can under present hardware condition, be implemented in the 3D scene of game collision of server end, prevent that the game player from practising fraud by revising data, guaranteed game player's fair competition.Owing to solved the collision detection of 3D online game, thereby can in online game, use the 3D technology in a large number, improved attractive force to the game player at server end.Removed intention restriction, made game developer's intention unlimited, attracted the player thereby can develop the more play scene to game developer.
Further, the present invention is divided into outdoor scene and indoor scene with scene of game, indoor scene adopts the 3D technology, and for outdoor scene, adopt the height map of two-dimensional array to make, like this, further reduced the calculated amount of server end collision detection, quicken the real time collision detection of server, further improved the speed of game processing.
Description of drawings
A kind of method flow diagram of realizing three-dimensional network recreation collision detection at server end of Fig. 1 embodiment of the invention;
Fig. 2 is a kind of method flow diagram of realizing three-dimensional network recreation collision detection at server end of another embodiment of the present invention;
Fig. 3 is the encirclement ball of expression game player in the embodiment of the invention and the synoptic diagram of bounding box;
Fig. 4 is the encirclement sphere of expression game ball man in the embodiment of the invention and the collision detection synoptic diagram of expression room face;
Fig. 5 is the bounding box face of expression game ball man in the embodiment of the invention and the collision detection synoptic diagram of expression room face.
Embodiment
For above-mentioned purpose of the present invention, feature and advantage can be become apparent more, the present invention is further detailed explanation below in conjunction with the drawings and specific embodiments.
With reference to Fig. 1, show that the present invention is a kind of to be realized specifically may further comprise the steps the process flow diagram of the method for 3d gaming collision detection at server end:
An enclosure body is preset in step 101, the outside of the object in the 3d gaming scene.
The enclosure body of object outside can be used the 3D tool making.Enclosure body can be formed by a plurality of.Forming the face of enclosure body and represent with 4 numerical value, is exactly common face equation, ax+bx+cx+d=0.
The method of the calculating enclosure body that another is fairly simple is exactly to relatively more regular object, only calculates cubical bounding box, and is just passable by 2 important summits signs.Be exactly cubical maximum vertex in space and minimum vertex.Method is as follows: the x value of taking out all summits of object successively compares, and finds out maximum x value and minimum.Then find out y and z then.With the x of maximum, y, z and minimum 2 summits of composition, the minimax summit of Here it is this object boundary box.Mode according to square can be calculated all faces, thereby can form the face of enclosure body by data representation this each.
The bounding box that described enclosure body can be made up of a plurality of enveloping surfaces, also the encirclement ball that can be made up of a face can also be other shapes, and this present invention is not limited, the enclosure body that the present invention preferably takes is bounding box and surrounds ball.Because map all has corresponding map file with it, the various data in the described map file storage map, when the player plays, reading of data from map file, it is just passable to generate map.The numerical value of each face of the described enclosure body that calculates by preceding method or the value storage of surrounding ball are in game map file, by special visual processes, thereby realizing that the people has sees on the computer screen to various objects and game player, and for computing machine, they just " seeing " to describing the enclosure body of this object, institute's data to be processed also are this object of description or player's enclosure bodies.
The enclosure body of described encirclement object can wrap the object integral body of 3D object, can be the major part of 3D subject also, that is to say, in the present invention, the mode of employing enclosure body is come the object in " description " 3D scene of game.Calculate according to information such as the distance of the package body of describing object, positions afterwards and whether bump.Certainly except enclosure body and bounding box, other shapes also can, but compare calculated amount and convenience, preceding two kinds of shapes are more convenient, use so the enclosure body of other shapes only is used in some special parts.To this, the present invention is not limited yet.The volume of described enclosure body can be greater than object that is surrounded or player, and for more accurate " description " player or object, the present invention preferably volume of enclosure body is suitable with thing that is surrounded or player's volume.
The game player also can regard an object in the 3D scene of game as in fact, and is identical with the disposal route of object in the scene of game to this game player's processing, considers for length, no longer narrated at this, gets final product with reference to step 101.
Through step 102,103, we can be respectively describe object and game player in the 3D scene of game with enclosure body as can be known, therefore, when the player will collide with object, can detect with the collision of the face of the enclosure body of describing them.Thereby complicated, the collision of a plurality of summits or face is converted to the collision of limited face, can reduce the data processing amount of collision detection computer-chronograph, thereby realizes the collision detection of 3D online game at server end.
With reference to Fig. 2, show another kind of the present invention and realize the method flow diagram of 3d gaming collision detection at server end, itself and difference shown in Figure 1 are that present embodiment is to realize collision detection in the darts scene.Room that the darts scene is made up of face and the object in the room are formed, and the collision of game player and object is introduced in method shown in Figure 1 in detail, is not described in detail in this.Emphasis is described the collision of the face in player and room.Specifically may further comprise the steps:
Indoor scene is made up of room one by one.The room is made of face, and the normal of these faces points to house interior.Face is that game role can't penetrate.So the room is exactly the aggregate that can not pass face.In the scene manufacturing process, not penetrable face is indicated in the editing machine.
There is a unique number in each room, sets up the concordance list in room according to number.Adopt Octree to come between management house among the present invention, Octree is a kind of three-dimensional tree data structure that is used to describe.Each node of Octree is represented the volume element of a square, and each node has eight child nodes, and these eight represented volume elements of child node add the volume that together just equals father node.After adopting the mode of Octree to cut apart the gamespace, can determine the room at player place fast from player's coordinate position.Concrete grammar is as follows: the index of having preserved the room in the child node of Octree.By with player's coordinate constantly divided by 2, just can determine the player finally in which node, the while has just determined also the player is in which room.Because the room also is made up of face, has stored the numerical value of each face of room in game map file.
By a connection, the numerical value of the numerical value of the face of description door and description room face is stored respectively between step 202, a plurality of room.
When a plurality of room, connect each room by door, in scene of game, door also can come " description " with a face.In the data of storage, a room list is arranged, preserved all rooms.The room is made of face, and the table of a face has been preserved in each room, has also preserved the table of a door simultaneously, because a room has a plurality of doors.Door also is a face, and it has connected 2 rooms.Therefore in its information of preserving except face, also comprised two connection room index informations.These 2 concordance lists that index is exactly the room.
Because describing the data of the face of door deposits with the another one tables of data.When the player walks about in a room, earlier with the tables of data of the face of forming the room relatively, then with the numeric ratio of the face of expression door.Just can distinguish out and to have run into door or wall.
Indoor scene is made up of room one by one.The room is made of face, in the scene manufacturing process, not penetrable face is indicated in the editing machine.Little object does not have obstacle to the moving of role, and can ignore.Big object adopts the mode of enveloping surface to be surrounded.Therefore, the room is made up of the face of stationary body enveloping surface in wall surface, the room and expression door.
The collision detection of object has a detailed description in front in player and the room, below main introduce the wall surface of realizing game player and room and collision detection.As previously mentioned, the player in the scene of game, the wall surface of forming the room, door can be described with face, and because of a little, the collision of face also is converted to the collision between face and the face between player and the composition room.Because describing the data of the face of door is to deposit with different tables of data with the data of describing wall surface.When the player walks about in a room, earlier with the tables of data of the face of forming the room relatively, then with the numeric ratio of the face of expression door.Just can distinguish out and to have run into door or wall.When the player runs into wall surface, can not pass through; When the player runs into,, can pass through because door is two rooms of UNICOM.Because adopted the data of different data table stores wall surfaces and the data of the face of expression door, therefore, this is easy to realize.
Further, in present big game, except colourful indoor scene, also has a large amount of outdoor scenes, because the game player requires unlike the indoor scene height the vision of outdoor scene, data processing amount when carrying out collision detection in order further to reduce computing machine improves the real time collision detection at server end.The present invention preferably takes the height map of two-dimensional array to make to outdoor scene.
In brief, outdoor scene is simplified as the grid of 2D, is placed on the form that object on the face of land is simplified as the occupy-place piece.According to the ratio of setting, object is changed into erect-position indicate.Grid at the object place is labeled as and can not passes through.When the player mobile the time, becomes occupy-place piece coordinate to player's coordinate transformation outdoor.Whether have occupy-place indicate, if having, then can not move on the purpose piece if just going to inquire about on the purpose piece that current player moves.Specifically, the outdoor face of land is represented with the two-dimensional array table, the expression mode of bivariate table in calculator memory, be the table of an one dimension in fact, by given two-dimensional coordinate x, y, add the width information w of bivariate table, just can calculate the index position of one dimension, formula is index=y * w+x.When player role outdoor the time, only use its x, y information, z information are to calculate according to face of land height map.Except height map, also need an obstacle figure, equally also be a two-dimentional form, stored at x, whether y coordinate place has the information of obstacle.Obstacle figure can be drawn out with instrument by fine arts personnel in map_editor.In general, in recreation, the place that player role can not pass through as one section wall, need indicate obstacle in the drawings.At server end, when player role begins to move, precompute player's destination locations x, y.Search the obstacle table then, see, whether be designated obstacle on the y position at x.If then the player is not movable to the relevant position.Looking into bivariate table is a process very fast, can significantly reduce the operand of computing machine, improves the real time collision detection at server end.
The indoor scene of map and outdoor scene also connect by door, the collision detection of game player and door, the front has a detailed description, no longer introduce at this, when the game player when outdoor and door knob hit, then can enter indoor scene, promptly in the room.When the game player when indoor scene and door knob hit, can enter outdoor scene or other room.
Below with two concrete example in detail implementation procedures of the present invention.
Example one, object is described and face carries out collision detection with the encirclement ball.
With reference to Fig. 3, Fig. 4, describe with surrounding ball and bounding box respectively game player described in Fig. 3.In Fig. 4, that surround the ball description is the game player, and face is the wall surface in room, and A is the centre of sphere, is to surround the current position of ball, the destination locations of B for moving to.With A, 2 of B connect a line segment, intersect when this line segment and plane 0, judge this point more whether in plane 0, if, then think not to be movable to the B point from A.If non-intersect, also might be that ball does not pass completely through the plane, need to continue to calculate.Do a vertical line from the B point to plane 0, with Plane intersects.If whether the length that intersection point in planar range, continues to judge intersection point and B less than the radius of ball, if less than, illustrate that then ball in new position B, has collided with wall, not removable.
Example two, object is described and face carries out collision detection with bounding box.
With reference to Fig. 3, Fig. 5, in Fig. 5, P1 represents game player's current location, and P2 represents game player's target location.At first, can be according to interim Bounding Box A of initial sum final position structure of Bounding Box, this Bounding Box has comprised initial sum terminal point bounding box.We use this interim Bounding Box traversal to need the face of checking.
Detection method is as follows:
1, the collision of the face of 8 of Bounding Box summits and scene
Test 8 summits of bounding box, check whether their operations on direction of motion can bump against the face in the scene.In order to reduce calculated amount, the dot product that can remove those normal vectors and direction of motion is negative summit.The algorithm of this detection is not described in detail in this with the same with the mode of encirclement ball in the example one.
2, the collision of the summit of face and 6 faces of Bounding Box in the scene
Summit on the face in the scene and the collision of the face of bounding box, fundamental sum step 1 unanimity.Can regard that face in the scene is the operation on the opposite direction of bounding box motion as.Be that bounding box is motionless, and the face in the scene has oppositely moved identical distance.Same, for computation optimization, the dot product that can abandon those normal vectors and direction of motion is the point on the positive face.
More than to a kind of method that realizes the collision detection of three-dimensional network recreation at server end provided by the present invention, be described in detail, used specific case herein principle of the present invention and embodiment are set forth, the explanation of above embodiment just is used for helping to understand method of the present invention and core concept thereof; Simultaneously, for one of ordinary skill in the art, according to thought of the present invention, the part that all can change in specific embodiments and applications, in sum, this description should not be construed as limitation of the present invention.
Claims (10)
1, a kind of method in server end realization 3d gaming collision detection is characterized in that, comprising:
An enclosure body is preset in object outside in the 3d gaming scene, and described enclosure body surrounds the major part of this thing or thing, and the value storage of the face of expression enclosure body is in game map file;
Preset an enclosure body in game player's outside, described enclosure body surrounds player or player's major part, and the value storage of the face of expression enclosure body is in game map file;
When the player moves will collide with object the time, the face of the enclosure body of the face of player's enclosure body and thing is carried out collision detection.
2, the method for claim 1 is characterized in that, further comprises:
Scene of game is divided into outdoor scene and indoor scene, described indoor scene comprises the room be made up of face and the object in the room, the value storage of the face in expression room is in game map file, when the player moves will collide with the face in room the time, the face of player's enclosure body and the face in room are carried out collision detection.
3, method as claimed in claim 2 is characterized in that:
When indoor scene is made up of a plurality of rooms, set up the concordance list in a room, the face by the expression door between room and the room is communicated with, and when the player moves will collide with the face of expression the time, the player can directly pass through this face.
4, method as claimed in claim 3 is characterized in that:
With these a plurality of rooms of Octree tissue, preserved the index in the room on the correspondence position in the child node of Octree, player's coordinate constantly divided by two, is determined the room at player place.
5, method as claimed in claim 2 is characterized in that:
Described outdoor scene is made of the height map of two-dimensional array, outdoor scene is divided into obstacle on the face of land and the face of land, the data of the expression face of land and obstacle are used two-dimentional form stores respectively, when player role begins when mobile, calculate player's destination locations earlier, search the obstacle table then, relatively whether player's destination locations is designated obstacle, is that then the player is not movable to this destination locations.
6, method as claimed in claim 5 is characterized in that:
Face by the expression door between outdoor scene and the indoor scene is communicated with, and when the player moves will collide with the face of expression door the time, the player can directly pass through this face, enters and a room that is connected or outdoor.
7, the method for claim 1 is characterized in that:
The volume of described enclosure body and thing or player's volume is suitable.
8, the method for claim 1 is characterized in that:
The enclosure body of described encirclement player who presets or thing is to surround ball, when the player moves will collide with object the time, player's the encirclement sphere and the encirclement sphere of thing is carried out collision detection.
9, as claim 2 or 5 described methods, it is characterized in that:
The enclosure body of described encirclement player who presets or thing is to surround ball, when the player moves will be with the face collision in room the time, player's the encirclement sphere and the face in room is carried out collision detection.
10, the method for claim 1 is characterized in that:
The enclosure body of described encirclement player who presets or thing is by a plurality of the bounding boxs of forming.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CNA2007101178266A CN101071515A (en) | 2007-06-25 | 2007-06-25 | Method for realizing three-dimensional game collision detection at server end |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CNA2007101178266A CN101071515A (en) | 2007-06-25 | 2007-06-25 | Method for realizing three-dimensional game collision detection at server end |
Publications (1)
Publication Number | Publication Date |
---|---|
CN101071515A true CN101071515A (en) | 2007-11-14 |
Family
ID=38898720
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CNA2007101178266A Pending CN101071515A (en) | 2007-06-25 | 2007-06-25 | Method for realizing three-dimensional game collision detection at server end |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN101071515A (en) |
Cited By (25)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN101593367B (en) * | 2009-06-25 | 2011-03-23 | 北京航空航天大学 | Method for detecting self collision of flexible fabric based on quad bounding box tree |
CN101615305B (en) * | 2009-07-24 | 2011-07-20 | 腾讯科技(深圳)有限公司 | Method and device for detecting collision |
CN101546435B (en) * | 2008-03-24 | 2012-03-28 | 鸿富锦精密工业(深圳)有限公司 | System and method for detecting article collision |
CN102509317A (en) * | 2011-09-27 | 2012-06-20 | 北京像素软件科技股份有限公司 | Implementation method of real-time collision detection system |
CN102682466A (en) * | 2011-03-17 | 2012-09-19 | 腾讯科技(深圳)有限公司 | Method, device and system for realizing dynamic blocking in three-dimensional role playing game |
CN102693363A (en) * | 2012-05-10 | 2012-09-26 | 北京像素软件科技股份有限公司 | Scene management method in online game based on quad-tree |
CN101911129B (en) * | 2007-11-01 | 2013-08-28 | 科乐美数码娱乐株式会社 | Image processing device, image processing method, information recording medium and program |
CN103279968A (en) * | 2013-05-09 | 2013-09-04 | 四三九九网络股份有限公司 | Method and device for detecting GPU (Graphics Processing Unit) rendering animation pixel collision on mobile terminal equipment |
CN103413348A (en) * | 2013-07-08 | 2013-11-27 | 中国大唐集团科学技术研究院有限公司 | Virtual reality roaming process collision detection optimization design method and system thereof |
WO2014026647A1 (en) * | 2012-08-17 | 2014-02-20 | Tencent Technology (Shenzhen) Company Limited | Network game system without dynamic obstructions and processing method thereof |
CN102292749B (en) * | 2009-01-21 | 2014-03-12 | 西门子产品生命周期管理软件公司 | System and method for determining translation vector which separates two interference objects |
CN104606887A (en) * | 2014-12-30 | 2015-05-13 | 北京像素软件科技股份有限公司 | Collision judgment method |
CN104766371A (en) * | 2015-04-13 | 2015-07-08 | 南京工程学院 | Collision detection method for objects in large-scale scene |
CN104932872A (en) * | 2014-03-18 | 2015-09-23 | 腾讯科技(深圳)有限公司 | Message processing method and server |
CN105224179A (en) * | 2015-09-30 | 2016-01-06 | 北京恒华伟业科技股份有限公司 | Method for information display and device |
CN105512194A (en) * | 2015-11-26 | 2016-04-20 | 北京像素软件科技股份有限公司 | Game scene management method and device |
CN106582024A (en) * | 2016-10-14 | 2017-04-26 | 网易(杭州)网络有限公司 | Processing method and apparatus when object is collided |
CN107067475A (en) * | 2017-03-30 | 2017-08-18 | 北京乐动卓越科技有限公司 | A kind of the scene management system and its implementation of 3D game |
WO2018019160A1 (en) * | 2016-07-28 | 2018-02-01 | 腾讯科技(深圳)有限公司 | Collision control method, device, and storage medium |
CN107970605A (en) * | 2017-12-18 | 2018-05-01 | 苏州蜗牛数字科技股份有限公司 | A kind of dragging method of game object, storage device and client |
CN108597027A (en) * | 2018-04-09 | 2018-09-28 | 腾讯科技(上海)有限公司 | The access method and device of graph data |
CN109829976A (en) * | 2018-12-18 | 2019-05-31 | 武汉西山艺创文化有限公司 | One kind performing method and its system based on holographic technique in real time |
CN110496390A (en) * | 2019-07-23 | 2019-11-26 | 网易(杭州)网络有限公司 | Information processing method, device and storage medium |
CN112150619A (en) * | 2020-11-26 | 2020-12-29 | 武大吉奥信息技术有限公司 | Method for rapidly loading large data volume in GIS three-dimensional scene |
CN112402972A (en) * | 2020-05-22 | 2021-02-26 | 上海哔哩哔哩科技有限公司 | Game unit dispersion method and system |
-
2007
- 2007-06-25 CN CNA2007101178266A patent/CN101071515A/en active Pending
Cited By (35)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN101911129B (en) * | 2007-11-01 | 2013-08-28 | 科乐美数码娱乐株式会社 | Image processing device, image processing method, information recording medium and program |
CN101546435B (en) * | 2008-03-24 | 2012-03-28 | 鸿富锦精密工业(深圳)有限公司 | System and method for detecting article collision |
CN102292749B (en) * | 2009-01-21 | 2014-03-12 | 西门子产品生命周期管理软件公司 | System and method for determining translation vector which separates two interference objects |
CN101593367B (en) * | 2009-06-25 | 2011-03-23 | 北京航空航天大学 | Method for detecting self collision of flexible fabric based on quad bounding box tree |
CN101615305B (en) * | 2009-07-24 | 2011-07-20 | 腾讯科技(深圳)有限公司 | Method and device for detecting collision |
CN102682466B (en) * | 2011-03-17 | 2016-02-24 | 腾讯科技(深圳)有限公司 | The method, the Apparatus and system that dynamically stop is realized in three-dimensional character game for play |
CN102682466A (en) * | 2011-03-17 | 2012-09-19 | 腾讯科技(深圳)有限公司 | Method, device and system for realizing dynamic blocking in three-dimensional role playing game |
CN102509317A (en) * | 2011-09-27 | 2012-06-20 | 北京像素软件科技股份有限公司 | Implementation method of real-time collision detection system |
CN102693363A (en) * | 2012-05-10 | 2012-09-26 | 北京像素软件科技股份有限公司 | Scene management method in online game based on quad-tree |
CN102693363B (en) * | 2012-05-10 | 2015-03-25 | 北京像素软件科技股份有限公司 | Scene management method in online game based on quad-tree |
WO2014026647A1 (en) * | 2012-08-17 | 2014-02-20 | Tencent Technology (Shenzhen) Company Limited | Network game system without dynamic obstructions and processing method thereof |
US9149724B2 (en) | 2012-08-17 | 2015-10-06 | Tencent Technology (Shenzhen) Company Limited | Network game system without dynamic obstructions and processing method thereof |
CN103279968A (en) * | 2013-05-09 | 2013-09-04 | 四三九九网络股份有限公司 | Method and device for detecting GPU (Graphics Processing Unit) rendering animation pixel collision on mobile terminal equipment |
CN103279968B (en) * | 2013-05-09 | 2015-11-18 | 四三九九网络股份有限公司 | Detect the method and apparatus of GPU rendering animation pixel collision on the equipment of mobile terminal |
CN103413348A (en) * | 2013-07-08 | 2013-11-27 | 中国大唐集团科学技术研究院有限公司 | Virtual reality roaming process collision detection optimization design method and system thereof |
CN103413348B (en) * | 2013-07-08 | 2016-06-01 | 中国大唐集团科学技术研究院有限公司 | Virtual reality roam procedure collision detection optimization design method and system |
CN104932872A (en) * | 2014-03-18 | 2015-09-23 | 腾讯科技(深圳)有限公司 | Message processing method and server |
CN104606887A (en) * | 2014-12-30 | 2015-05-13 | 北京像素软件科技股份有限公司 | Collision judgment method |
CN104766371A (en) * | 2015-04-13 | 2015-07-08 | 南京工程学院 | Collision detection method for objects in large-scale scene |
CN105224179A (en) * | 2015-09-30 | 2016-01-06 | 北京恒华伟业科技股份有限公司 | Method for information display and device |
CN105512194A (en) * | 2015-11-26 | 2016-04-20 | 北京像素软件科技股份有限公司 | Game scene management method and device |
WO2018019160A1 (en) * | 2016-07-28 | 2018-02-01 | 腾讯科技(深圳)有限公司 | Collision control method, device, and storage medium |
US10751626B2 (en) | 2016-07-28 | 2020-08-25 | Tencent Technology (Shenzhen) Company Limited | Collision control method and apparatus, and storage medium |
CN106582024B (en) * | 2016-10-14 | 2020-05-29 | 网易(杭州)网络有限公司 | Method and device for processing object impact |
CN106582024A (en) * | 2016-10-14 | 2017-04-26 | 网易(杭州)网络有限公司 | Processing method and apparatus when object is collided |
CN107067475A (en) * | 2017-03-30 | 2017-08-18 | 北京乐动卓越科技有限公司 | A kind of the scene management system and its implementation of 3D game |
CN107970605A (en) * | 2017-12-18 | 2018-05-01 | 苏州蜗牛数字科技股份有限公司 | A kind of dragging method of game object, storage device and client |
CN108597027A (en) * | 2018-04-09 | 2018-09-28 | 腾讯科技(上海)有限公司 | The access method and device of graph data |
CN108597027B (en) * | 2018-04-09 | 2022-04-15 | 腾讯科技(上海)有限公司 | Method and device for accessing graphic data |
CN109829976A (en) * | 2018-12-18 | 2019-05-31 | 武汉西山艺创文化有限公司 | One kind performing method and its system based on holographic technique in real time |
CN110496390A (en) * | 2019-07-23 | 2019-11-26 | 网易(杭州)网络有限公司 | Information processing method, device and storage medium |
US11998839B2 (en) | 2019-07-23 | 2024-06-04 | Netease (Hangzhou) Network Co., Ltd. | Information processing method, apparatus and computer storage medium |
CN112402972A (en) * | 2020-05-22 | 2021-02-26 | 上海哔哩哔哩科技有限公司 | Game unit dispersion method and system |
CN112150619A (en) * | 2020-11-26 | 2020-12-29 | 武大吉奥信息技术有限公司 | Method for rapidly loading large data volume in GIS three-dimensional scene |
CN112150619B (en) * | 2020-11-26 | 2021-04-13 | 武大吉奥信息技术有限公司 | Method for rapidly loading large data volume in GIS three-dimensional scene |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
CN101071515A (en) | Method for realizing three-dimensional game collision detection at server end | |
KR101401607B1 (en) | Position tracking in a virtual world | |
US20030117402A1 (en) | Systems and methods for simulating frames of complex virtual environments | |
US20030117405A1 (en) | Systems and methods for performing memory management operations to provide displays of complex virtual environments | |
EP2745892B1 (en) | Partition of a 3D scene into a plurality of zones processed by a computing resource | |
CN101615305B (en) | Method and device for detecting collision | |
CN101281654A (en) | Method for processing cosmically complex three-dimensional scene based on eight-fork tree | |
CN102831631A (en) | Rendering method and rendering device for large-scale three-dimensional animations | |
Doulamis et al. | Serious games for cultural applications | |
KR20140121901A (en) | network game system without dynamic obstructions and processing method thereof | |
CN103886638A (en) | Simulation Of The Physical Behavior Of An Object In A 3d Scene Divided Into A Plurality Of Zones | |
CN111798562B (en) | Virtual building space building and roaming method | |
CN111714895B (en) | Game data processing method and device, storage medium and computer equipment | |
Aktaş et al. | A survey of computer game development | |
Ammirato et al. | Active vision dataset benchmark | |
CN107016727A (en) | A kind of three-dimensional scenic optimum management method of transmission line of electricity | |
KR20040010038A (en) | Server for online role playing game | |
CN116109756B (en) | Ray tracing method, device, equipment and storage medium | |
Akaydın et al. | Adaptive grids: an image-based approach to generate navigation meshes | |
Maria et al. | Constrained convex space partition for ray tracing in architectural environments | |
CN112657201B (en) | Role arm length determining method, role arm length determining device, role arm length determining equipment and storage medium | |
CN116212388A (en) | Shelter position determining method, shelter shielding method, corresponding device and electronic equipment | |
An et al. | Collision Detection Technology based on bounding box of Virtual Reality | |
Chao et al. | Research on Bounding Volume Boxes Collision Detection Algorithm in Virtual Reality Technology | |
Daman | Crowd Rendering Optimization for Virtual Heritage System |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
C06 | Publication | ||
PB01 | Publication | ||
C10 | Entry into substantive examination | ||
SE01 | Entry into force of request for substantive examination | ||
C02 | Deemed withdrawal of patent application after publication (patent law 2001) | ||
WD01 | Invention patent application deemed withdrawn after publication |
Open date: 20071114 |