CN106991713A - Method and apparatus, medium, processor and the terminal of scene in more new game - Google Patents

Method and apparatus, medium, processor and the terminal of scene in more new game Download PDF

Info

Publication number
CN106991713A
CN106991713A CN201710238596.2A CN201710238596A CN106991713A CN 106991713 A CN106991713 A CN 106991713A CN 201710238596 A CN201710238596 A CN 201710238596A CN 106991713 A CN106991713 A CN 106991713A
Authority
CN
China
Prior art keywords
scene
adjacent
game
block
current
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
Application number
CN201710238596.2A
Other languages
Chinese (zh)
Inventor
朱启宏
叶永盛
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN201710238596.2A priority Critical patent/CN106991713A/en
Publication of CN106991713A publication Critical patent/CN106991713A/en
Pending legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5027Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
    • G06F9/505Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals considering the load
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/506Illumination models

Abstract

The application is related to method and apparatus, medium, processor and the terminal of the scene in a kind of more new game, and methods described includes:Determine that the virtual lens scope for the role that player controls in gaming enters adjacent scene from current scene, and the block covered in adjacent scene by virtual lens scope is loaded in current game, with the scene in more new game, wherein, current scene and adjacent scene include multiple blocks respectively, and the block covered by virtual lens scope in adjacent scene is one or more of multiple blocks in adjacent scene block.The present invention realizes unified many scene plot administrative mechanism, and scene editor is improved, and realizes the slitless connection of scene boundary.

Description

Method and apparatus, medium, processor and the terminal of scene in more new game
Technical field
The application is related to the scene editor field of game.Specifically, the application is related to the scene in a kind of more new game Method and apparatus.
Background technology
With the development of game technology, from client game to web game again to mobile phone games, present mobile phone games Become increasingly complex, function is more and more, player's demand is also increasing.Mobile phone games also gradually start client gameization.More Start to embody in mobile phone games come more client game technologies.How to lift player experience is that all big enterprises are all falling over each other The thing done.Many game can introduce the technology in seamless big world of being referred to as to improve Attraction Degree, i.e. see in client performance Be an incomparable huge, continuous map scene, including the various objects inside scene also all continuously occur.But Because technique is all a very big test for client, server, the fine arts (setting work personnel, such as similarly hereinafter). Client will consider how so huge map loads and smooth could run that server will consider so huge map needs How management talent reaches peak efficiency and a large amount of players can be supported to need to consider so huge without producing interim card, the fine arts Big map needs how to make.So almost few game can be realized.
Because the making of fine arts scene is limited, it is impossible to make an infinitely great map, and client is also without enough Internal memory goes to create a huge map, so existing mobile phone games are largely in units of a sheet by a sheet small map, clothes Business device is gone to create example in units of a sheet by a sheet small map, and each example can be distributed in different processes.Player reaches the standard grade relief angle Color is appeared in a map scene, and at this moment player can only see the object in current map scene, and object can be for example The game content of role, object and event etc..When player will be across this map scene, original map scene can be left, Redirected into new map scene, that is, between normal scene.Due to now need to unload completely current scene model and Object inside scene, and reload new model of place and new scene inside object, so client occurs The process emptying and that reappear new scene of end display, can not now allow player exercises, therefore general have one and enter Spend bar, for the object in new map scene, only the role of player can just see after entering new map scene, i.e., can not be every Wall sees thing, even if player station can not also see the object for closing on scene at the edge of map scene.And when a map scene Number it is more and more when, server stress can be caused excessive, player experience is not smooth.
Conventionally, if game designer wants to do the world of a super large, player is allowed in this super large The place that his all " sights " can be touched can be seen in World Scene, and works as player across the border for being originally a map When, it is not felt by the phenomenon of any switching.There are two schemes:
1st, the fine arts are still by small setting work one by one, and server is stitched together all scenes in a Zhang great worlds, group Into a scene, the things in all big worlds is all concentrated on inside a server scenario objects and managed.Because scene is too big, Client can not possibly disposably load whole big world, can only preload another scene when player is close to current map edge Plot.Although a super large world map, for server, meeting can be presented in client performance in this scheme All things inside All Around The World are piled up a process processing, the load pressure of server are added, when a big world It is likely to result in that server is too busy when number is numerous inside map, the Message Processing that client is sent not to come, Wan Jiati Test slack phenomenon.If current process goes wrong, the player inside whole big world can be influenceed.
If the 2, the fine arts are made between scene, scene by being redirected between the scene in as above prior art by larger size Loaded, such server is just without spelling all scenes inside big world get up.The problem of so existing be, a side The size of the single scene in face is limited after all, and generally requiring progress into another scene at the edge of scene redirects wait, it is difficult to Meet the seamless game demand freely explored in the open world;On the other hand, even if when player is close to current map edge Another scene is preloaded, but object is more in new scene, disposable loading is stilled need when actually entering new scene all Object in the scene, can so cause larger burden to client, and seem be not just it is seamless, mobile phone games this Plant to being infeasible in performance requirement more harsh environment.
Due to the resource-constrained of a process server, after the number of this process server reaches certain amount, Cpu/io can exceed its treatable threshold values of institute, therefore player can feel very interim card, and game has some setbacks.The server number upper limit does not have Method reaches a value felt quite pleased.
Due to that cannot accomplish load balancing, player is largely squeezed inside a process server, if this process Server breaks down, and can influence players all inside this process server, and the loss caused is too big.
The content of the invention
The embodiment of the present application provides method and apparatus, medium, processor and the end of the scene in a kind of more new game End, the problem of at least to solve that the slitless connection of scene can not be realized in the prior art.
According to one embodiment of the application there is provided a kind of method of the scene in more new game, including:Determine player The virtual lens scope of the role controlled in gaming enters adjacent scene, current scene and adjacent scene difference from current scene Including multiple blocks, and the block covered in adjacent scene by virtual lens scope is loaded in current game, to update The block covered in scene in game, adjacent scene by virtual lens scope is one in multiple blocks in adjacent scene Or multiple blocks.
Further, while the block covered in loading adjacent scene by virtual lens scope, current scene is loaded The block covered in the middle block covered by virtual lens scope, current scene by virtual lens scope is many in current scene One or more of individual block block.
Further, while the block covered in loading adjacent scene by virtual lens scope, current scene is unloaded In leave the block of virtual lens scope covering, during the block that the covering of virtual lens scope is left in current scene is current scene One or more of multiple blocks block.
Further, the edge of the marginal block in current scene and the edge of the adjacent block in adjacent scene are to add Carry correspondence adjustment before the block in adjacent scene.
Further, each block is made up of multiple summit grid with elevation information, the marginal zone in current scene The edge of the block height quilt for adjusting the summit grid for including marginal block corresponding with the edge of the adjacent block in adjacent scene It is set to summit grid identical height corresponding with adjacent block.
Further, the block in the adjacent scene of loading has the scene rendering information matched with current scene, scene Spatial cue includes the Lighting information in scene.
According to another embodiment of the application there is provided a kind of method of the scene in more new game, including:Foundation is matched somebody with somebody Table is put, is preserved in allocation list including the neighbouring relations between multiple scenes of the game including current scene and adjacent scene; The single Scene case of each scene creation in multiple scenes;And work as the role's that determination player controls in gaming When virtual lens scope is from current scene into adjacent scene, the phase in the range of virtual lens is sent to the corresponding client of role Game content in the corresponding Scene case of adjacent scene is with the scene in more new game, and game content includes and the angle in game The associated data of color, object and event.
Further, this method also includes:Game is logged in based on player, created in the corresponding Scene case of current scene Main object corresponding with the role that player controls, main object receives the behaviour associated with the operation of the player from client Make data, and the game content in the range of virtual lens corresponding with role is sent to client.
Further, the corresponding Scene case of adjacent scene in the range of virtual lens is sent to the corresponding client of role In game content include, if the virtual lens scope for the role that player controls in gaming enters opposite field from current scene Scape, then create corresponding with role from object in the corresponding Scene case of adjacent scene, adjacent scene correspondence received from object Scene case in role virtual lens in the range of the game content in addition to from object.
Further, the status information of role corresponding with main object is included from object.
Further, based on determine role from current scene enter adjacent scene, will be set to from object main object and Main object is set to from object.
Further, current scene is left based on the virtual lens scope for determining role, unloading it is current from object.
Further, Scene case is created in more than one process.
Further, it is the multiple Scene cases of each scene creation.
Further, the process and Scene case for distributing load are selected according to the load of each process.
Further, this method also includes:The interactive information between other game objects in based role and game, will Interactive information is sent to main object and/or from the Scene case where object, in the scope associated with interactive information All game objects, the feedback information of interactive information is sent to client corresponding with game object.
According to another embodiment of the application, a kind of device of the scene in more new game is additionally provided, including:Client Judge module is held, enters opposite field for determining the virtual lens scope of the role that player controls in gaming from current scene Scape, and update module, for loading the block covered in adjacent scene by virtual lens scope in current game, with more Scene in new game, wherein, current scene and adjacent scene include in multiple blocks, adjacent scene by virtual lens model respectively The block for enclosing covering is one or more of multiple blocks in adjacent scene block.
According to another embodiment of the application, a kind of device of the scene in more new game is additionally provided, including:Configuration Table module, for setting up allocation list, preserves multiple fields of the game including current scene and adjacent scene in allocation list Neighbouring relations between scape, transcript module, the single Scene case of each scene creation in multiple scenes;And send Module, when it is determined that the virtual lens scope for the role that player controls in gaming enters adjacent scene from current scene, to angle The corresponding client of color sends the game content in the corresponding Scene case of adjacent scene in the range of virtual lens to update trip Scene in play, game content includes the data associated with event with the role in game, object.
According to another embodiment of the application, a kind of storage medium is additionally provided, storage medium includes the program of storage, Wherein, equipment performs the side of the scene in the more new game of above-mentioned any one where controlling storage medium when program is run Method.
According to another embodiment of the application, a kind of processor is additionally provided, processor is used for operation program, wherein, Program performs the scene in the more new game of above-mentioned any one method when running.
According to another embodiment of the application, a kind of terminal is additionally provided, including:One or more processors, storage Device, display device and one or more programs, wherein, one or more programs are stored in memory, and are configured To be performed by one or more processors, one or more programs are included in the more new game for performing above-mentioned any one The method of scene.
In the embodiment of the present application there is provided the method and apparatus of the scene in more new game, it is directed to client, to many Scene carries out unified block management, can dynamically load the arbitrarily block message in different scenes, can be in game running During control visual range in ground number of blocks, so as to reduce the load of client;Utilize world subdivision editor's simultaneously Function, setting work personnel can the concurrently and independently relatively small scene of manufactured size, adjacent scene is loaded in edge Corresponding plot, the elevation information and fine arts style of one or two scene of being united when in editor, so as to solve the nothing at scene edge Seam docking.And service end solves server then by object mobility fast handover scheme between unified duplicate objects management and copy Load balancing and transregional fight problem, allow player to obtain happy game experiencing while the seamless world is experienced.
Brief description of the drawings
Accompanying drawing described herein is used for providing further understanding of the present application, constitutes the part of the application, this Shen Schematic description and description please is used to explain the application, does not constitute the improper restriction to the application.In the accompanying drawings:
Fig. 1 is the flow chart of the method for the scene in the more new game according to the application wherein embodiment;
Fig. 2 is the flow chart of the method for the scene in the more new game according to the application wherein embodiment;
Fig. 3 is the block diagram of the device of the scene in the more new game according to the application wherein embodiment;
Fig. 4 is the block diagram of the device of the scene in the more new game according to the application wherein embodiment;
Fig. 5 be many scenes according to the application wherein exemplary embodiment block management method schematic diagram;
Fig. 6 is the plot dynamic load schematic flow sheet according to the application wherein exemplary embodiment;
Fig. 7 is the schematic diagram according to the application wherein plot of the loading scenario of an exemplary embodiment;
Fig. 8 is the schematic diagram of the adjoining scene edge slitless connection according to the application wherein exemplary embodiment;
Fig. 9 is the schematic diagram of the service end scene management according to the application wherein exemplary embodiment;
Figure 10 is the schematic diagram of the visual field determination methods according to the application wherein server end of an exemplary embodiment;
Figure 11 is the schematic diagram of the visual field determination methods according to the application wherein server end of an exemplary embodiment;
Figure 12 is the schematic diagram of the visual field determination methods according to the application wherein server end of an exemplary embodiment;
Figure 13 is the schematic diagram of the visual field determination methods according to the application wherein server end of an exemplary embodiment;
Figure 14 is the schematic diagram of the visual field determination methods according to the application wherein server end of an exemplary embodiment;
Figure 15 is the schematic diagram of the visual field determination methods according to the application wherein server end of an exemplary embodiment;
Figure 16 is the schematic diagram according to the application wherein interactive approach of an exemplary embodiment;
Figure 17 is the schematic diagram according to the application wherein interactive approach of an exemplary embodiment.
Specific embodiment
In order that those skilled in the art more fully understand application scheme, below in conjunction with the embodiment of the present application Accompanying drawing, the technical scheme in the embodiment of the present application is clearly and completely described, it is clear that described embodiment is only The embodiment of the application part, rather than whole embodiments.Based on the embodiment in the application, ordinary skill people Member's every other embodiment acquired under the premise of creative work is not made, should all belong to the model of the application protection Enclose.
It should be noted that term " first " in the description and claims of this application and above-mentioned accompanying drawing, " Two " etc. be for distinguishing similar object, without for describing specific order or precedence.It should be appreciated that so using Data can exchange in the appropriate case, so as to embodiments herein described herein can with except illustrating herein or Order beyond those of description is implemented.In addition, term " comprising " and " having " and their any deformation, it is intended that cover Lid is non-exclusive to be included, for example, containing process, method, system, product or the equipment of series of steps or module or unit not Be necessarily limited to those steps or module or the unit clearly listed, but may include not list clearly or for these mistakes The intrinsic other steps of journey, method, product or equipment or module or unit.
According to one embodiment of the application there is provided a kind of method of the scene in more new game, Fig. 1 is according to this Shen The please flow chart of the method for the scene in the more new game of a wherein embodiment.The method of scene in more new game includes: S102, determines that the virtual lens scope for the role that player controls in gaming enters adjacent scene, current scene from current scene Include multiple blocks, and S104 respectively with adjacent scene, loaded in current game in adjacent scene by virtual lens model The block of covering is enclosed, with the scene in more new game, the block covered in adjacent scene by virtual lens scope is adjacent scene In one or more of multiple blocks block.In client-side, according to the method for the embodiment, game includes multiple fields Scape, the role of player in gaming is appeared in current scene.Multiple scenes of game are further divided into multiple areas Block, therefore, the adjacent scene of current scene and neighbouring current scene include multiple blocks.What if player controlled in gaming The virtual lens scope of role, such as field range of player in gaming, can be with from current scene enters adjacent scene The block covered in adjacent scene by the field range is carried in going game.Due in adjacent scene by the field range The block of covering is one or more of multiple blocks in whole adjacent scene block, and greatly reducing needs what is loaded Data volume, improves the fluency of scene loading, reduces the load of scene loading.
According to one embodiment of the application, the block covered in adjacent scene is loaded by virtual lens scope it is same When, load the block covered in the block covered in current scene by virtual lens scope, current scene by virtual lens scope It is one or more of multiple blocks in current scene block.The player of role in being played for control is, it is necessary to load All blocks within the vision, block within the vision includes the block covered in current scene by virtual lens and adjacent The block that camera lens scope is covered in scene.Because current scene and adjacent scene are divided into multiple blocks, therefore, it is not necessary to load whole Individual current scene and whole adjacent scene, you can display all blocks that can be seen within the vision.By this way, to object for appreciation Family shows all blocks only within the vision, reduces the data volume for needing to load, improves the speed of service.
According to one embodiment of the application, the block covered in adjacent scene is loaded by virtual lens scope it is same When, unload and the covering of virtual lens scope is left in the block that the covering of virtual lens scope is left in current scene, current scene Block is one or more of multiple blocks in current scene block.The role controlled with player is in the scene of game Mobile, virtual lens scope, i.e. field range are also moved.With the movement of field range, the block of adjacent scene is loaded While, one or more blocks of current scene leave field range.These blocks for leaving field range are to add Carry, therefore, after they leave field range, unloaded.By this way, Installed System Memory has been saved.
According to one embodiment of the application, edge and the adjacent region in adjacent scene of the marginal block in current scene The edge of block is the block correspondence adjustment in adjacent scene is loaded.In the above methods, with role in gaming It is mobile, constantly update the block in adjacent scene.Needing to ensure by editing between the block of adjacent scene can after loading To link up smoothly, accordingly, it would be desirable to be adjusted to corresponding block between adjacent scene.In the method, by accordingly adjusting The edge of adjacent block in the edge of marginal block in whole current scene and adjacent scene is to ensure the block energy newly loaded The block of enough and current scene is linked up smoothly.
According to one embodiment of the application, each block is made up of multiple summit grid with elevation information, currently The adjustment corresponding with the edge of the adjacent block in adjacent scene of the edge of marginal block in scene is included marginal block The height of summit grid is arranged to summit grid identical height corresponding with adjacent block.In order to adjust the side of block Edge, can be for example by adjusting multiple summit grid that each block has, and summit grid has elevation information, therefore, ought In preceding scene the block at the edge block adjacent with adjacent scene be adjusted to summit grid elevation information it is identical, you can ensure Edge between adjacent block is thereby guaranteed that smoothly in identical height.
According to one embodiment of the application, the block in the adjacent scene of loading has the scene matched with current scene Spatial cue, the scene rendering information includes the Lighting information in scene.Because each scene may be single use scene What spatial cue made, therefore the scene rendering information in different scenes is possible different, these scene rendering information can include The information for render scenes such as illumination.If be not adjusted to these scene rendering information, phase is being loaded with After the block of adjacent scene, the scene rendering information being likely to result between current scene and the adjacent block of adjacent scene is different, There is obvious illumination difference in such as possible adjacent block so that within sweep of the eye, in current scene and adjacent scene Intersection there is the suddenly change of illumination, this can reduce the game experiencing of player.Therefore, the block in the adjacent scene of loading It is adjusted to that there is scene rendering information corresponding with current scene so that the game of smooth excessiveness is shown after block loading Scene.
According to another embodiment of the application there is provided a kind of method of the scene in more new game, Fig. 2 is according to this The flow chart of the method for scene in the more new game of an application wherein embodiment.The method of scene in more new game includes: S202, sets up allocation list, is preserved in allocation list including between multiple scenes of the game including current scene and adjacent scene Neighbouring relations, S204, the single Scene case of each scene creation in multiple scenes, and S206, when it is determined that playing When the virtual lens scope for the role that family controls in gaming is from current scene into adjacent scene, to the corresponding client of role The game content in the corresponding Scene case of adjacent scene in the range of virtual lens is sent with the scene in more new game, game Content includes the data joined with the role in game, object and time correlation.In server side, controlled in gaming also according to player The virtual lens scope of the role of system is configured accordingly.First, multiple scenes of game are respectively included matching somebody with somebody for foundation Put in table, server manages the neighbouring relations between multiple scenes wherein by allocation list, therefore, be elected to settled preceding field Jing Hou, the adjacent scene of the current scene can be determined by allocation list.Server creates Scene case in units of scene, uses To manage the game content in each Scene case respectively.For example, first scene can be managed in first Scene case In game in role, object and event, can be managed in second scenario example in the game in second scenario Role, object and event.On the basis of management scene in this way, different Scene cases can be created in difference Process in.So, server only need not provide game services with single process, it is to avoid process load is excessive to cause game The interim card of service.Player is after game is logged in, and its role is created in one scenario, therefore by should Scene case Management of process.Correspondingly, the process pipe that the game content in other scenes passes through Scene case corresponding with other scenes Reason.When the border that the field range of role crosses current scene enters adjacent scene, server is by game within the vision Content is sent to role.For adjacent scene, game content within the vision be by the management of process of adjacent Scene case, Need to send the content in the copy of the management of process.In this way, the game content in game in multiple scenes is divided By multiple managements of process corresponding with multiple Scene cases, to reduce the load of each process, when updating scene of game, only Game content within the vision is updated, the load of more new scene is greatly reduced.
According to another embodiment of the application, this method also includes:Game is logged in based on player, in current scene correspondence Scene case in create the corresponding main object of role controlled with player, main object reception is from client and the player The associated peration data of operation, and the game content in the range of virtual lens corresponding with the role is sent to institute State client.The activity of role in the scene is completed by creating object., it is necessary in current scene correspondence in current scene Copy in create corresponding with role main object, main object can receive all agreements and data from client, be used for Handle the operation of such as player, interaction between other game contents in the movement and role and game of such as role etc.. Thereby, it is possible to the movement of control role and character view scope in the scene, meanwhile, except hereafter in the field range of main object Described can be received outside object by client, as player it can be seen that content.
According to another embodiment of the application, the opposite field in the range of virtual lens is sent to the corresponding client of role Game content in the corresponding Scene case of scape includes, if the virtual lens scope for the role that player controls in gaming from work as Preceding scene enters adjacent scene, then creates corresponding with role from object in the corresponding Scene case of adjacent scene, from object Receive the game content in addition to from object in the range of the virtual lens of role in the corresponding Scene case of adjacent scene.Angle Field range of the color in adjacent scene is configured in the following manner.Current scene, which is crossed over, when the field range of role enters adjacent Scene, creates from object in the corresponding Scene case of adjacent scene, can be received within sweep of the eye except itself from object Outside game content.So, for player, it can be seen that the game content in the corresponding Scene case of adjacent scene, Without can be appreciated that, virtual role is in itself.
According to another embodiment of the application, the status information of role corresponding with main object is included from object.At angle In the moving process of color, main object and from object due to be all based on Role Information setting, its field range is required to accordingly Movement, therefore, from object need it is synchronous with the status information of main object, for example, both possess identical positional information.This Sample, in the game including current scene and adjacent scene, results in the correct field range across different scenes example.
According to another embodiment of the application, adjacent scene is entered from current scene based on determination role, will be from object It is set to main object and main object is set to from object.In role in itself across the edge of current scene when, role and its The major part of field range enters the corresponding Scene case of adjacent scene, role including within sweep of the eye in adjacent scene Role is in itself, it is therefore desirable to make main object and from the mutual phase transformation of object with the accuracy of content in ensureing field range.After conversion, Player is still it can be seen that game content in two scenes, and new main object receives all agreement sums from client The operation of player is handled according to this.
According to another embodiment of the application, current scene is left based on the virtual lens scope for determining role, unloaded It is current from object.Before the role of player's control further moves in current scene as adjacent scene, until it is regarded Wild scope leave completely before as current scene scene, be therefore unwanted from object, thus unloaded to save Resource.
According to another embodiment of the application, Scene case is created in more than one process.Due in this method Scene case can be managed in multiple processes, can further realize and be shared to entering stroke pressure.
It is the multiple Scene cases of each scene creation according to another embodiment of the application.So, can be to same The multiple Scene cases of scene creation, when the game content in a copy is excessive, for example, the players number in some scene is excessively led Cause process burden is excessive, it is necessary to using multiple Scene case share loads, and each Scene case is by single process pipe Reason, thus multiple processes can be realized while managing the game content in a scene, disperse the pressure of one process.
According to another embodiment of the application, the process for distributing load and field are selected according to the load of each process Scape example.Load in a process, such as number of players are reached after certain amount, according to the number of players of each process, For example, the less process of selection number of players, the player in the excessive process of number of players is assigned in the process and is used for adjusting Section process load, realizes load balancing.
According to another embodiment of the application, this method also includes:Based role and other game objects in game Between interactive information, interactive information is sent to main object and/or from the Scene case where object, in interaction letter All game objects in the range of manner of breathing association, client corresponding with game object is sent to by the feedback information of interactive information End.It has been assigned to due to game content in different Scene cases, in order to avoid the role in a Scene case can not be with Game content in adjacent copy is interactive, the interactive information that this method is sent according to role, real in the corresponding scene of current scene All game contents that can be interactive with the interactive information are searched in example and the corresponding Scene case of adjacent scene, then by interaction Information be sent to these game contents where the corresponding process of Scene case, after these game contents and interactive information are interactive Feedback information is sent to client corresponding with game object, is achieved in mutual between different processes, different scenes example It is dynamic.
According to another embodiment of the application, a kind of device of the scene in more new game is additionally provided, Fig. 3 is basis The block diagram of the device of scene in the more new game of the application wherein embodiment.The device of scene in more new game includes: Client judge module 302, for determining that the virtual lens scope for the role that player controls in gaming enters from current scene Adjacent scene, current scene and adjacent scene include multiple blocks, and update module 304 respectively, in current game The block covered in the adjacent scene of middle loading by virtual lens scope, it is virtual in adjacent scene with the scene in more new game The block of camera lens scope covering is one or more of multiple blocks in adjacent scene block.
According to another embodiment of the application, a kind of device of the scene in more new game is additionally provided, Fig. 4 is basis The block diagram of the device of scene in the more new game of the application wherein embodiment.The device of scene in more new game includes: Allocation list module 402, for setting up allocation list, game of the preservation including current scene and adjacent scene in allocation list Neighbouring relations between multiple scenes;Transcript module 404, the single scene of each scene creation in multiple scenes is real Example;And sending module 406, when it is determined that the virtual lens scope for the role that player controls in gaming from current scene enters phase During adjacent scene, the game in the corresponding Scene case of adjacent scene in the range of virtual lens is sent to the corresponding client of role Content includes the data associated with event with the role in game, object with the scene in more new game, game content.
According to another embodiment of the application, a kind of storage medium is additionally provided, storage medium includes the program of storage, Wherein, equipment performs the side of the scene in the more new game of above-mentioned any one where controlling storage medium when program is run Method.
According to another embodiment of the application, a kind of processor is additionally provided, processor is used for operation program, wherein, Program performs the scene in the more new game of above-mentioned any one method when running.
According to another embodiment of the application, a kind of terminal is additionally provided, including:One or more processors, storage Device, display device and one or more programs, wherein, one or more programs are stored in memory, and are configured To be performed by one or more processors, one or more programs are included in the more new game for performing above-mentioned any one The method of scene.
In the more new game that the device of scene in the more new game of the another aspect of the embodiment of the present application is realized The method of scene is identical with the method for the one side of above the embodiment of the present application, possess for implementation method each is corresponding Module, will not be repeated here.
Present invention also provides many scene plot (chunks) managers according to the application wherein exemplary embodiment Method.Fig. 5 be many scenes according to the application wherein exemplary embodiment block management method schematic diagram.
First, the scene of client can be divided into multiple plot (each plot is as one in scene in editor Individual block) save, and operationally loaded according to the visual range of video camera.In traditional client is realized, The world entirely played is managed using a scene as core, and the plot of loading can be stored in the corresponding loaded of scene In chunks, the plot outside the visual field is therefrom being removed.
The present invention has carried out the abstract of one layer of the world again on scene, the dynamic importing in plot and is discharged in one layer of the world It is managed, each scene still retains chunks information during editor, the corresponding plot that certain scene is loaded into the world can root It is loaded into according to indexing in corresponding scene for plot according to the deviation post of scene.
Fig. 6 is the plot dynamic load schematic flow sheet according to the application wherein exemplary embodiment.As shown in fig. 6, Manage and realize for traditional world subdivision, client directly can be found in current scene according to the position of player and visual range The plot that can be loaded into is loaded, while unloading the plot outside field range.And invention introduces the plot of many scenes After management, current location and the scene belonging to visual range can be first calculated, is needing what is be loaded into according to the calculations of offset of scene The index in plot is loaded, shown in actual effect schematic diagram 7, and Fig. 7 is added according to the application wherein exemplary embodiment The schematic diagram in the plot of scene is carried, wherein black represents to unload plot.
When player crosses scenario B from scenario A, the plot meeting dynamic load of scenario B within the vision is come in, and field Departing from the plot of field range in scape A can then unload from the block manager (loaded chunks), so that with controlling in internal memory The quantity of block.
During solving setting work, the problem of abutting scene edge slitless connection, the present invention is to scene editor Device is improved, and can load the adjacent plot of adjacent scene, and docks its height and pathfinding information, and effect is as schemed Shown in 8, Fig. 8 is the schematic diagram of the adjoining scene edge slitless connection according to the application wherein exemplary embodiment.
From figure 8, it is seen that single plot is made up of multiple summit grid with elevation information, in order to ensure side Edge is continuous, and the height of adjacent summit grid must be consistent.Improvement by the present invention to edit tool, with editing new scene The plot (the dark plot in such as Fig. 8) closed on and editted in scene can be dynamically loaded during block, then passes through editing machine work( Can, all summit grid in edge plot in new scene can be highly disposably disposed adjacent to scene plot corresponding Grid apex height, makes the more natural without mutation of edge transition, realizes really seamless spliced (such as the light color in Fig. 8 Block).On the other hand, the plot of loading can attach corresponding light information so that when scene is bakeed, the light information at edge will not Undergo mutation.
Besides the solution of service end, Fig. 9 is the service end scene pipe according to the application wherein exemplary embodiment The schematic diagram of reason.First, the big world scene a game is divided into several scenes, and setting work personnel are in units of scene To make big world scene.
Server can arrange all scenes inside a allocation list management big world, and the adjacent scene comprising each scene is Which.
Server creates Scene case in units of scene, and each Scene case manages all inside this scene Player, monster and other all events of activity.Different Scene cases can be created in different processes.
Figure 10 is the schematic diagram of the visual field determination methods according to the application wherein server end of an exemplary embodiment.When Player can create player's main object to some Scene case the inside when reaching the standard grade, main object receives all associations from client View, for handling player exercises, such as player's movement, player put technical ability.Main object can update relevant state data simultaneously.
The field range set according to main object, can be received in the game in all Scene cases within sweep of the eye Hold, but do not include in the Scene case from object.Even if player goes to the Scene case edge, the main object also can only see Above-mentioned game content.
When player goes to map boundary line, it can be configured according to server and find the Scene case for closing on scene, in the example The inside creates one from object.The game content in all Scene cases within sweep of the eye can be received from object, but not Including in the Scene case from object.
Main object still receives all agreements from client, handles player's every operation, upgating object status data. Then main object synchronous regime data are to from object.Such as positional information etc..
One main object can have multiple from object, such as:(the junction of three roads when a map boundary line is adjacent with multiple maps Deng), it can be created inside multiple the map examples closed on from object.
Figure 11 and Figure 12 are showing according to the visual field determination methods of the application wherein server end of an exemplary embodiment It is intended to.When player is across map boundary line, master-slave swap is carried out.Originally become main object from object, main object originally becomes Into from object.New main object receives all agreements from client, handles player's every operation, upgating object status number According to.Then new main object synchronous regime data are to new from object.Such as positional information etc..
Figure 13 is the schematic diagram of the visual field determination methods according to the application wherein server end of an exemplary embodiment.When Before player's field range is left during scene, i.e., from when the field range of object is completely outside the map boundary line where object, Need unloading should be from object.
Figure 14 is the schematic diagram of the visual field determination methods according to the application wherein server end of an exemplary embodiment.When Player is in finding during map boundary line, and present invention agreement main object can only see non-from object in current map scene.
As shown in figure 14, seamless Part I is just completed, scenario A (RegionA) and scenario B now (RegionB) different processes can be distributed in, server stress can be alleviated to a certain extent.
But after the people of a scene exceedes certain upper limit, can be to current process build-up of pressure, it is necessary to player point Scatter and.
Such as:New hand village or main city, player typically understand bulk deposition in place, are made if as the number upper limit It is serious into the server processes load where main city, experience of the player inside game can be largely effected on.
The concept of lead-in is now accomplished by, same scene can create the example of N bar lines.Same scene it is not collinear Example can be distributed in different processes.
Each scene can select a current optimal line, after the player of certain line reaches certain amount, can adjust and work as Preceding optimal line, is assigned to other players on other line.Disperse one process pressure with this.
When player station is in scene boundary, a plurality of line for closing on scene can be searched, the example of current optimal line is found, to create Build player from object.
Now, player, which can not see, closes on the wired persons or thingses of scene, and can only see it is current oneself from object institute That line persons or thingses.
When player is across scene boundary, also only from object master/slave switching can be done with current player.
Now the finding of player is extended to as shown in figure 15, and Figure 15 is according to the application wherein exemplary embodiment The schematic diagram of the visual field determination methods of server end.
Thus, strategy is just basically completed in a balanced way for seamless loading.But current framework also has one very big lack Fall into, be exactly seamless transregional fight.
When player needs to put technical ability to the player for closing on scenario B on a scenario A border, the scenario A example of server The inside can not find the object for needing to attack.
An antinomy is now occurred as soon as, i.e.,:Player can see the object in some adjacent scene, but player can not be with The object is interactive.
Because server is the example created with a scene unit, all working as only is managed inside this example The object created in preceding example.And be sightless by all objects institute from object.
Therefore when player, which wants attack one, closes on other objects of scenario A, the main object of the object is in fact In the example for the scenario B closed on, without in the scenario A that player is currently located, so needing combat system to take apart, institute There is fight to split into man-to-man unit operation.
Figure 16 is the schematic diagram according to the application wherein interactive approach of an exemplary embodiment.As shown in figure 16,
Such as player's release range technical ability, then the interactive approach is as follows:
1. player stands in scene boundary;
2. player's needs and all objects interaction in the range of technical ability, for example, discharge an effect to all objects;
3. in the Scene case where searching player's main object, all objects in technical ability scope;
4. in the Scene case where searching player from object, all objects in technical ability scope;
5. one player of objects trigger found for each is to the effect agreement of object, i.e., interactive for player and object Interactive information;
6. the case process where each object is searched upwards;
7. send out effect agreement of the player to the object to the case process where each object;
8. synchronous regime is to client.
Figure 17 is the schematic diagram according to the application wherein interactive approach of an exemplary embodiment.As shown in figure 17,
For example player to map outside people put technical ability, then interactive approach is as follows:
1. player stands on the border of scenario A;
2. player needs to discharge a technical ability effect to the object in the scenario B closed on;
3. search the server processes where the destination object;
4. send out effect agreement of the player to object to the process where destination object;
5. synchronous regime is to client.
Player's scope technical ability is only player's one form of which interactive with object, and player can also be in other forms It is interactive with object, for example information can be sent mutually with object.Synchronous regime i.e. using the interactive result of player and object as Feedback information returns to client so that player can be observed interactive with object such as discharge technical ability by client As a result.As long as the information crosses relevant with interaction scene, interaction can be realized through the above way.
On the one hand many scene plot (block) management of client of the present invention, the loading in dynamic control scene plot is realized Real client smoothly loads many scenes, realizes the slitless connection of client, while also reducing the memory consumption of mobile phone; On the other hand, the fine arts can make multiple scenes simultaneously, improve the producing efficiency of the fine arts.Improvement to Scene Editor is also big It is big to promote the efficiency that the fine arts make for adjacent scene edge.
And managed by the Unified frame of service end, can be by from right when player is in map (scene) border Persons or thingses as removing to observe the map closed on for closing on this map, when player crosses another map from a map, Seamless switching can be accomplished by reverse principal and subordinate, any change is not felt by for player end, therefore accomplished seamlessness.
By separated time mechanism, when certain informant's number of a scene is full, follow-up player can be assigned to people automatically few That line, can be distributed in different processes, therefore alleviate server stress significantly due to not collinear.When a process server The number of players influenceed during failure is also than few before.
By the unique design of combat system, even can accomplish it is transregional can also fight, therefore when player in a map When the people of edge to another map puts technical ability, also can easily it handle.Truly accomplish that map is seamless.
In above-described embodiment of the application, the description to each embodiment all emphasizes particularly on different fields, and does not have in some embodiment The part of detailed description, may refer to the associated description of other embodiment.
In several embodiments provided herein, it should be understood that disclosed technology contents, others can be passed through Mode is realized.Wherein, device embodiment described above is only schematical, such as division of described unit or module, It is only a kind of division of logic function, there can be other dividing mode when actually realizing, such as multiple units or module or group Part can combine or be desirably integrated into another system, or some features can be ignored, or not perform.It is another, it is shown Or the coupling each other discussed or direct-coupling or communication connection can be by some interfaces, module or unit it is indirect Coupling is communicated to connect, and can be electrical or other forms.
The unit illustrated as separating component or module can be or may not be it is physically separate, as The part that unit or module are shown can be or may not be physical location or module, you can with positioned at a place, or Person can also be distributed in multiple NEs or module.Some or all of list therein can be selected according to the actual needs Member or module realize the purpose of this embodiment scheme.
In addition, each functional unit or module in the application each embodiment can be integrated in a processing unit or mould In block or unit or module are individually physically present, can also two or more units or module be integrated in In one unit or module.Above-mentioned integrated unit or module can both be realized in the form of hardware, it would however also be possible to employ software The form of functional unit or module is realized.
If the integrated unit is realized using in the form of SFU software functional unit and as independent production marketing or used When, it can be stored in a computer read/write memory medium.Understood based on such, the technical scheme of the application is substantially The part contributed in other words to prior art or all or part of the technical scheme can be in the form of software products Embody, the computer software product is stored in a storage medium, including some instructions are to cause a computer Equipment (can for personal computer, server or network equipment etc.) perform the application each embodiment methods described whole or Part steps.And foregoing storage medium includes:USB flash disk, read-only storage (ROM, Read-Only Memory), arbitrary access are deposited Reservoir (RAM, Random Access Memory), mobile hard disk, magnetic disc or CD etc. are various can be with store program codes Medium.
Described above is only the preferred embodiment of the application, it is noted that for those skilled in the art For, on the premise of the application principle is not departed from, some improvements and modifications can also be made, these improvements and modifications should also be regarded For the protection domain of the application.

Claims (21)

1. a kind of method of the scene in more new game, it is characterised in that including:
Determine that the virtual lens scope for the role that player controls in gaming enters adjacent scene, the current field from current scene Scape and the adjacent scene include multiple blocks respectively, and
The block covered in the adjacent scene by the virtual lens scope is loaded in current game, with more new game Scene, during the block covered by the virtual lens scope in the adjacent scene is multiple blocks in the adjacent scene One or more blocks.
2. according to the method described in claim 1, it is characterised in that by the virtual lens model in the adjacent scene is loaded While enclosing the block of covering, the block covered in the current scene by the virtual lens scope, the current field are loaded The block covered in scape by the virtual lens scope is one or more of multiple blocks in current scene block.
3. method according to claim 1 or 2, it is characterised in that by the virtual mirror in the adjacent scene is loaded While the block of head scope covering, the block that the virtual lens scope covering is left in the current scene is unloaded, it is described The block that virtual lens scope covering is left in current scene be one in multiple blocks in the current scene or Multiple blocks.
4. method according to claim 1 or 2, it is characterised in that the edge of the marginal block in the current scene with The edge of adjacent block in the adjacent scene is the correspondence adjustment before the block in loading the adjacent scene.
5. method according to claim 4, it is characterised in that each block is by multiple summit grid with elevation information Constitute, the edge adjustment corresponding with the edge of the adjacent block in the adjacent scene of the marginal block in the current scene The height of summit grid including the marginal block is arranged to summit grid identical corresponding with the adjacent block Highly.
6. according to the method described in claim 1, it is characterised in that the block in the adjacent scene of loading have with it is described The scene rendering information of current scene matching, the scene rendering information includes the Lighting information in scene.
7. a kind of method of the scene in more new game, it is characterised in that including:
Set up allocation list, preserved in the allocation list game including current scene and adjacent scene multiple scenes it Between neighbouring relations;
The single Scene case of each scene creation in the multiple scene;And
When it is determined that the role that player controls in gaming virtual lens scope from the current scene enter the adjacent scene When, sent to the corresponding client of the role in the corresponding Scene case of the adjacent scene in the range of the virtual lens Game content with the scene in more new game, the game content includes associated with the role in game, object and event Data.
8. method according to claim 7, it is characterised in that also include:
Game is logged in based on the player, the angle controlled with the player is created in the corresponding Scene case of the current scene The corresponding main object of color, the main object receives the operand associated with the operation of the player from the client According to,
And the game content in the range of virtual lens corresponding with the role is sent to the client.
9. method according to claim 8, it is characterised in that send the virtual mirror to the corresponding client of the role The game content in the corresponding Scene case of the adjacent scene in the range of head includes, if the angle that player controls in gaming The virtual lens scope of color enters the adjacent scene from the current scene, then in the corresponding Scene case of the adjacent scene It is middle to create corresponding with the role from object, it is described to receive angle described in the corresponding Scene case of the adjacent scene from object In the range of the virtual lens of color except it is described from object in addition to game content.
10. method according to claim 9, it is characterised in that described to include institute corresponding with the main object from object State the status information of role.
11. the method according to claim 9 or 10, it is characterised in that based on determining the role from the current scene Into the adjacent scene, it is set to main object by described from object and the main object is set to from object.
12. method according to claim 11, it is characterised in that left based on the virtual lens scope for determining the role The current scene, unloading it is current from object.
13. method according to claim 9, it is characterised in that the Scene case is created in more than one process.
14. method according to claim 13, it is characterised in that be the multiple Scene cases of each scene creation.
15. method according to claim 14, it is characterised in that selected to be used to distribute load according to the load of each process Process and Scene case.
16. method according to claim 9, it is characterised in that also include:
Based on the interactive information between other game objects in the role and game, the interactive information is sent to described Main object and/or described from the Scene case where object, owning in the scope associated with the interactive information Game object, client corresponding with the game object is sent to by the feedback information of the interactive information.
17. a kind of device of the scene in more new game, it is characterised in that including:
Client judge module, for determining that the virtual lens scope for the role that player controls in gaming enters from current scene Adjacent scene, the current scene and the adjacent scene include multiple blocks respectively, and
Update module, for loading the area covered in the adjacent scene by the virtual lens scope in current game Block, with the scene in more new game, the block covered in the adjacent scene by the virtual lens scope is the opposite field One or more of multiple blocks in scape block.
18. a kind of device of the scene in more new game, it is characterised in that including:
Allocation list module, for setting up allocation list, is preserved including current scene and adjacent scene in the allocation list Neighbouring relations between multiple scenes of game;
Transcript module, the single Scene case of each scene creation in the multiple scene;And
Sending module, when it is determined that the virtual lens scope for the role that player controls in gaming is described from current scene entrance During adjacent scene, the corresponding field of the adjacent scene in the range of the virtual lens is sent to the corresponding client of the role Game content in scape example is with the scene in more new game, and the game content includes and the role in game, object and thing The associated data of part.
19. a kind of storage medium, it is characterised in that the storage medium includes the program of storage, wherein, in described program operation When control the storage medium where scene in more new game in equipment perform claim requirement 1 to 16 described in any one Method.
20. a kind of processor, it is characterised in that the processor is used for operation program, wherein, right of execution when described program is run The method that profit requires the scene in the more new game in 1 to 16 described in any one.
21. a kind of terminal, including:One or more processors, memory, display device and one or more programs, wherein, One or more of programs are stored in the memory, and are configured as being held by one or more of processors OK, one or more of programs include the field being used in the more new game in perform claim requirement 1 to 16 described in any one The method of scape.
CN201710238596.2A 2017-04-13 2017-04-13 Method and apparatus, medium, processor and the terminal of scene in more new game Pending CN106991713A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201710238596.2A CN106991713A (en) 2017-04-13 2017-04-13 Method and apparatus, medium, processor and the terminal of scene in more new game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201710238596.2A CN106991713A (en) 2017-04-13 2017-04-13 Method and apparatus, medium, processor and the terminal of scene in more new game

Publications (1)

Publication Number Publication Date
CN106991713A true CN106991713A (en) 2017-07-28

Family

ID=59415085

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201710238596.2A Pending CN106991713A (en) 2017-04-13 2017-04-13 Method and apparatus, medium, processor and the terminal of scene in more new game

Country Status (1)

Country Link
CN (1) CN106991713A (en)

Cited By (24)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108114467A (en) * 2018-02-01 2018-06-05 网易(杭州)网络有限公司 Switching method, device, processor and the terminal of reality-virtualizing game scene
CN108499103A (en) * 2018-04-16 2018-09-07 网易(杭州)网络有限公司 The display methods and device of situation elements
CN108579092A (en) * 2018-04-24 2018-09-28 深圳云步互娱网络科技有限公司 Data-updating method, terminal and server
CN109316750A (en) * 2018-11-21 2019-02-12 北京像素软件科技股份有限公司 Scene of game region partitioning method and device
CN109446452A (en) * 2018-11-08 2019-03-08 网易(杭州)网络有限公司 Pathfinding data processing method and device, electronic equipment, storage medium
CN109621408A (en) * 2018-11-01 2019-04-16 苏州蜗牛数字科技股份有限公司 A kind of game server scene process load-balancing method
CN109675309A (en) * 2019-02-01 2019-04-26 网易(杭州)网络有限公司 A kind of building method and device of scene of game
CN110141863A (en) * 2019-04-24 2019-08-20 深圳市腾讯网域计算机网络有限公司 Application scenarios acquisition methods, device, electronic equipment and medium
CN110716766A (en) * 2019-10-17 2020-01-21 网易(杭州)网络有限公司 Game scene loading method and device, computer readable medium and electronic equipment
CN111124226A (en) * 2019-12-17 2020-05-08 网易(杭州)网络有限公司 Game screen display control method and device, electronic equipment and storage medium
WO2020098531A1 (en) * 2018-11-15 2020-05-22 腾讯科技(深圳)有限公司 Object loading method, device, storage medium, and electronic device
CN111318016A (en) * 2020-01-20 2020-06-23 腾讯科技(深圳)有限公司 Map element display method and device, storage medium and electronic device
CN111459626A (en) * 2020-03-11 2020-07-28 完美世界(北京)软件科技发展有限公司 Method and device for realizing non-branching seamless game world
CN111569426A (en) * 2020-06-09 2020-08-25 网易(杭州)网络有限公司 Game scene editing method and device, storage medium and electronic device
CN111617484A (en) * 2020-06-04 2020-09-04 珠海金山网络游戏科技有限公司 Map processing method and device
CN111784810A (en) * 2019-04-04 2020-10-16 网易(杭州)网络有限公司 Virtual map display method and device, storage medium and electronic equipment
CN112090071A (en) * 2020-09-18 2020-12-18 腾讯科技(深圳)有限公司 Virtual environment loading method and device, electronic equipment and computer storage medium
CN112231104A (en) * 2020-10-19 2021-01-15 珠海金山网络游戏科技有限公司 Game data processing method and device
CN112597326A (en) * 2020-12-11 2021-04-02 联想(北京)有限公司 Scene map file processing method and device
CN112822397A (en) * 2020-12-31 2021-05-18 上海米哈游天命科技有限公司 Game picture shooting method, device, equipment and storage medium
WO2021143255A1 (en) * 2020-01-13 2021-07-22 腾讯科技(深圳)有限公司 Data processing method and apparatus, computer device, and readable storage medium
CN113546416A (en) * 2021-08-16 2021-10-26 网易(杭州)网络有限公司 Game scene processing method and device, computer equipment and storage medium
CN114153307A (en) * 2020-09-04 2022-03-08 中移(成都)信息通信科技有限公司 Scene block processing method, device, electronic equipment and computer storage medium
WO2023155506A1 (en) * 2022-02-21 2023-08-24 腾讯科技(深圳)有限公司 Method and apparatus for shifting virtual object between maps, and device and medium

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102655581A (en) * 2011-03-04 2012-09-05 联咏科技股份有限公司 Device and method for detecting mixed-mode films
CN106502670A (en) * 2016-10-20 2017-03-15 网易(杭州)网络有限公司 A kind of scene of game changing method and device

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102655581A (en) * 2011-03-04 2012-09-05 联咏科技股份有限公司 Device and method for detecting mixed-mode films
CN106502670A (en) * 2016-10-20 2017-03-15 网易(杭州)网络有限公司 A kind of scene of game changing method and device

Cited By (34)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108114467B (en) * 2018-02-01 2022-03-22 网易(杭州)网络有限公司 Virtual reality game scene switching method and device, processor and terminal
CN108114467A (en) * 2018-02-01 2018-06-05 网易(杭州)网络有限公司 Switching method, device, processor and the terminal of reality-virtualizing game scene
CN108499103A (en) * 2018-04-16 2018-09-07 网易(杭州)网络有限公司 The display methods and device of situation elements
CN108579092A (en) * 2018-04-24 2018-09-28 深圳云步互娱网络科技有限公司 Data-updating method, terminal and server
CN109621408A (en) * 2018-11-01 2019-04-16 苏州蜗牛数字科技股份有限公司 A kind of game server scene process load-balancing method
CN109446452A (en) * 2018-11-08 2019-03-08 网易(杭州)网络有限公司 Pathfinding data processing method and device, electronic equipment, storage medium
US11270497B2 (en) 2018-11-15 2022-03-08 Tencent Technology (Shenzhen) Company Limited Object loading method and apparatus, storage medium, and electronic device
WO2020098531A1 (en) * 2018-11-15 2020-05-22 腾讯科技(深圳)有限公司 Object loading method, device, storage medium, and electronic device
CN109316750B (en) * 2018-11-21 2022-01-11 北京像素软件科技股份有限公司 Game scene area dividing method and device
CN109316750A (en) * 2018-11-21 2019-02-12 北京像素软件科技股份有限公司 Scene of game region partitioning method and device
CN109675309B (en) * 2019-02-01 2022-09-13 网易(杭州)网络有限公司 Construction method and device of game scene
CN109675309A (en) * 2019-02-01 2019-04-26 网易(杭州)网络有限公司 A kind of building method and device of scene of game
CN111784810A (en) * 2019-04-04 2020-10-16 网易(杭州)网络有限公司 Virtual map display method and device, storage medium and electronic equipment
CN111784810B (en) * 2019-04-04 2023-12-29 网易(杭州)网络有限公司 Virtual map display method and device, storage medium and electronic equipment
CN110141863A (en) * 2019-04-24 2019-08-20 深圳市腾讯网域计算机网络有限公司 Application scenarios acquisition methods, device, electronic equipment and medium
CN110716766A (en) * 2019-10-17 2020-01-21 网易(杭州)网络有限公司 Game scene loading method and device, computer readable medium and electronic equipment
CN111124226A (en) * 2019-12-17 2020-05-08 网易(杭州)网络有限公司 Game screen display control method and device, electronic equipment and storage medium
WO2021143255A1 (en) * 2020-01-13 2021-07-22 腾讯科技(深圳)有限公司 Data processing method and apparatus, computer device, and readable storage medium
CN111318016A (en) * 2020-01-20 2020-06-23 腾讯科技(深圳)有限公司 Map element display method and device, storage medium and electronic device
CN111459626A (en) * 2020-03-11 2020-07-28 完美世界(北京)软件科技发展有限公司 Method and device for realizing non-branching seamless game world
CN111459626B (en) * 2020-03-11 2021-06-01 完美世界(北京)软件科技发展有限公司 Method and device for realizing non-branching seamless game world
CN111617484B (en) * 2020-06-04 2023-09-05 珠海金山数字网络科技有限公司 Map processing method and device
CN111617484A (en) * 2020-06-04 2020-09-04 珠海金山网络游戏科技有限公司 Map processing method and device
CN111569426A (en) * 2020-06-09 2020-08-25 网易(杭州)网络有限公司 Game scene editing method and device, storage medium and electronic device
CN114153307A (en) * 2020-09-04 2022-03-08 中移(成都)信息通信科技有限公司 Scene block processing method, device, electronic equipment and computer storage medium
CN112090071A (en) * 2020-09-18 2020-12-18 腾讯科技(深圳)有限公司 Virtual environment loading method and device, electronic equipment and computer storage medium
CN112090071B (en) * 2020-09-18 2022-02-11 腾讯科技(深圳)有限公司 Virtual environment loading method and device, electronic equipment and computer storage medium
CN112231104A (en) * 2020-10-19 2021-01-15 珠海金山网络游戏科技有限公司 Game data processing method and device
CN112231104B (en) * 2020-10-19 2024-04-09 珠海金山数字网络科技有限公司 Game data processing method and device
CN112597326A (en) * 2020-12-11 2021-04-02 联想(北京)有限公司 Scene map file processing method and device
CN112822397B (en) * 2020-12-31 2022-07-05 上海米哈游天命科技有限公司 Game picture shooting method, device, equipment and storage medium
CN112822397A (en) * 2020-12-31 2021-05-18 上海米哈游天命科技有限公司 Game picture shooting method, device, equipment and storage medium
CN113546416A (en) * 2021-08-16 2021-10-26 网易(杭州)网络有限公司 Game scene processing method and device, computer equipment and storage medium
WO2023155506A1 (en) * 2022-02-21 2023-08-24 腾讯科技(深圳)有限公司 Method and apparatus for shifting virtual object between maps, and device and medium

Similar Documents

Publication Publication Date Title
CN106991713A (en) Method and apparatus, medium, processor and the terminal of scene in more new game
US20210362049A1 (en) Machine learning driven resource allocation
KR101342228B1 (en) Rendering control apparatus, control method thereof, computer-readable storage medium, rendering server, and rendering system
CN108463273B (en) Game system for performing path finding of non-player character based on movement history of player
CN103442774B (en) Double mode program performs and loads
CN108888958A (en) Virtual object control method, device, equipment and storage medium in virtual scene
CN101266633B (en) Seamless super large scale dummy game world platform
KR102258278B1 (en) Seasonal reward distribution system
TWI789087B (en) Method and apparatus for selecting virtual role, computer device, computer-readable storage medium, and computer program product
CN105261055B (en) A kind of game role costume changing method, device and terminal
WO2022127376A1 (en) Virtual object control method and apparatus, and terminal, storage medium and program product
CN110047123A (en) A kind of map rendering method, device, storage medium and computer program product
US20220274021A1 (en) Display method and apparatus for virtual scene, storage medium, and electronic device
CN110288688A (en) Rendering method, device, storage medium and the electronic equipment of virtual vegetation
US8339392B2 (en) Intelligent demand loading of regions for virtual universes
KR20230145430A (en) Method and device for displaying coordinate axes in a virtual environment, and terminals and media
CN111228813B (en) Virtual object control method, device, equipment and storage medium
JP2023552212A (en) Display method, device, equipment and computer program for game payment interface
WO2015070235A1 (en) Data collection for multiple view generation
CN107493184A (en) Virtualize network function dispositions method and system
WO2023010690A1 (en) Virtual object skill releasing method and apparatus, device, medium, and program product
CN113546416A (en) Game scene processing method and device, computer equipment and storage medium
CN101529474A (en) Image processing device, control method for image processing device and information recording medium
CN116531758A (en) Virtual character control method, virtual character control device, storage medium and electronic device
CN111589115B (en) Visual field control method and device for virtual object, storage medium and computer equipment

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination