CN110124316B - Method and device for processing special effects in game, electronic equipment and storage medium - Google Patents

Method and device for processing special effects in game, electronic equipment and storage medium Download PDF

Info

Publication number
CN110124316B
CN110124316B CN201910403840.5A CN201910403840A CN110124316B CN 110124316 B CN110124316 B CN 110124316B CN 201910403840 A CN201910403840 A CN 201910403840A CN 110124316 B CN110124316 B CN 110124316B
Authority
CN
China
Prior art keywords
game
special effect
state information
current state
target
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.)
Active
Application number
CN201910403840.5A
Other languages
Chinese (zh)
Other versions
CN110124316A (en
Inventor
郭姿滢
张立志
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 CN201910403840.5A priority Critical patent/CN110124316B/en
Publication of CN110124316A publication Critical patent/CN110124316A/en
Application granted granted Critical
Publication of CN110124316B publication Critical patent/CN110124316B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6692Methods for processing data by generating or executing the game program for rendering three dimensional images using special effects, generally involving post-processing, e.g. blooming

Abstract

The embodiment of the invention provides a method and a device for special effect processing in a game, electronic equipment and a storage medium, wherein the method comprises the following steps: detecting current state information corresponding to game roles; when the current state information meets a preset condition, determining a target hanging point corresponding to the specified special effect from one or more hanging points of the game role; and when the calling operation of the target hanging point is detected, limiting the playing of the specified special effect. By the embodiment of the invention, the processing of the game special effect is realized, the number of unnecessary special effect particles can be reduced in a short time, the load and consumption of the server are reduced, and the display effect of the necessary special effect can be improved.

Description

Method and device for processing special effects in game, electronic equipment and storage medium
Technical Field
The present invention relates to the field of games, and in particular, to a method and an apparatus for special effect processing in a game, an electronic device, and a storage medium.
Background
In the online game, with the increasing content of online items, there may be the following situations:
1. the requirement on the appearance effect of the special payment effect is high;
2. multiple effects occur in superposition, such as hands, weapons, shoulders, etc.
Based on the above situation, the consumption of special effect particles may be excessive, and further the number of particles on the same screen exceeds the standard, which causes the game performance to be stuck and the frame number to be reduced, and the situation of reducing other important special effect performances, such as the particle special effect that Boss skill cannot be loaded, may also occur, and the game experience is affected.
Disclosure of Invention
In view of the above problems, the present invention is proposed to provide a method and apparatus for special effects processing in a game, an electronic device, and a storage medium, which overcome or at least partially solve the above problems, including:
a method of in-game effect processing, the method comprising:
detecting current state information corresponding to game roles;
when the current state information meets a preset condition, determining a target hanging point corresponding to the specified special effect from one or more hanging points of the game role;
and when the calling operation of the target hanging point is detected, limiting the playing of the specified special effect.
Optionally, before the step of limiting the playing of the specified special effect when the call operation to the target hang point is detected, the method further includes:
shielding the target hanging point;
the step of restricting the play of the specified special effect when the call operation to the target hang point is detected includes:
and when the calling operation of the target hanging point is detected, canceling the playing of the specified special effect.
Optionally, the step of determining a target hang point corresponding to the specified special effect from the one or more hang points of the game character includes:
determining a hitch point name of the one or more hitch points, respectively;
and determining the hitching point with the name meeting the specified naming format from the one or more hitching points as a target hitching point corresponding to the specified special effect.
Optionally, whether the current state information meets the preset condition is judged in the following manner:
determining a current game scene and/or a current game mode corresponding to the current state information;
and when the current game scene is an appointed game scene and/or the current game mode is an appointed game mode, judging that the current state information meets a preset condition.
Optionally, the designated game scenario includes a duplicate scenario, and the designated game mode includes a battle mode.
Optionally, the method further comprises:
and when the current state information does not meet the preset condition, canceling the shielding of the target hanging point.
Optionally, the specified effect comprises a fashion effect or an equipment effect.
An apparatus for in-game special effects processing, the apparatus comprising:
the detection module is used for detecting current state information corresponding to the game role;
the determining module is used for determining a target hanging point corresponding to the specified special effect from one or more hanging points of the game role when the current state information meets a preset condition;
and the limiting module is used for limiting the playing of the specified special effect when the calling operation of the target hanging point is detected.
An electronic device comprising a processor, a memory and a computer program stored on the memory and being executable on the processor, the computer program, when executed by the processor, implementing the steps of the method of in-game special effects processing as described above.
A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the steps of the method of in-game effect processing as set forth above.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, the current state information corresponding to the game role is detected, when the current state information meets the preset condition, the target hang-up point corresponding to the specified special effect is determined from one or more hang-up points of the game role, and when the calling operation of the target hang-up point is detected, the playing of the specified special effect is limited, so that the special effect processing of the game is realized, the number of unnecessary special effect particles can be reduced in a short time, the load and the consumption of a server are reduced, and the display effect of the necessary special effect can be improved.
Drawings
In order to more clearly illustrate the technical solution of the present invention, the drawings needed to be used in the description of the present invention will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive exercise.
FIG. 1 is a flow chart illustrating steps of a method for in-game special effects processing according to an embodiment of the present invention;
fig. 2 is a schematic structural diagram of an apparatus for processing special effects in a game according to an embodiment of the present invention.
Detailed Description
In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below. It is to be understood that the embodiments described are only a few embodiments of the present invention, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Referring to fig. 1, a flowchart illustrating steps of a method for processing special effects in a game according to an embodiment of the present invention is shown, where the game may include a Massively Multiplayer Online (MMO) game, and specifically may include the following steps:
step 101, detecting current state information corresponding to a game role;
in the process of the game, the game engine can detect each game role in the game in real time and acquire the current state information corresponding to the game role.
The current state information may include current scene information, such as identification information of a duplicate scene, current operation information, such as operation information of a combat mode of performing an attack, being attacked, and the like, and of course, other information of the game character, such as current coordinate information, a life value, and the like.
Step 102, when the current state information meets a preset condition, determining a target hanging point corresponding to a specified special effect from one or more hanging points of the game role;
the specified special effect can comprise a fashionable dress special effect or an equipment special effect, the specified special effect can also be a payment special effect, the special effect has higher requirement on the appearance effect, and the problem of excessive consumption of special effect particles is easy to occur.
In practical applications, the game engine may update state information such as a game scene and a game mode in response to an operation of a game player, and when the current state information satisfies a preset condition, a hook point corresponding to a specified special effect may be determined from one or more hook points of the game character, which may be referred to as a target hook point.
In an embodiment of the present invention, whether the current state information satisfies the preset condition may be determined as follows:
determining a current game scene and/or a current game mode corresponding to the current state information; and when the current game scene is an appointed game scene and/or the current game mode is an appointed game mode, judging that the current state information meets a preset condition.
It should be noted that, it may be determined whether the current state meets a preset condition through the game scene, so that the current game scene corresponding to the current state information may be determined, and when the current game scene is the designated game scene, it is determined that the current state information meets the preset condition; whether the current state meets the preset condition can be judged through the current game mode, so that the current game mode corresponding to the current state information can be determined, and when the current game mode is the appointed game mode, the current state information is determined to meet the preset condition; of course, the game scene and the game mode may be simultaneously used as a criterion for determining whether the current state meets the preset condition, so that the current game scene and the current game mode may be determined, and when the current game scene is the designated game scene and the current game mode is the designated game mode, it is determined that the current state information meets the preset condition.
In practical application, a designated game scene and a designated game mode can be preset by a background engineer, and if the designated game scene is a copy scene and the designated game mode is a fighting mode, after the current state information is obtained, the game engine can analyze the current state information and determine the current game scene and the current game mode corresponding to the current state information.
After the game scene and the game mode are determined, whether the current game scene is the appointed game scene or not can be judged, whether the current game mode is the appointed game mode or not can be judged, and when the current game scene is the appointed game scene and/or the current game mode is the appointed game mode, the current state information is judged to meet the preset condition.
Specifically, the designated game scene may include a duplicate scene, and when the current scene information in the current state information is the identification information of the duplicate scene, it may be determined that the current game scene is the designated game scene, and by setting the designated game scene as the duplicate scene, it may be ensured that the game experience of the duplicate is not affected.
The designated game mode can comprise a fighting mode, the current operation information in the current state information is the operation information of the fighting mode, the current game mode can be judged to be the designated game mode, and the condition that the consumption of special effect particles is excessive due to the superposition of a plurality of special effects in the multi-player fighting mode can be avoided by setting the designated game mode to be the fighting mode.
In an embodiment of the present invention, step 102 may include the following sub-steps:
determining a hitch point name of the one or more hitch points, respectively; and determining the hitching point with the name meeting the specified naming format from the one or more hitching points as a target hitching point corresponding to the specified special effect.
In the embodiment of the invention, the special effect types are classified firstly, various special effects are hung on gim files of respective role models, and names in a unified format are given to hanging nodes of specified special effects such as fashion special effects or weapon special effects on the role models.
In specific implementation, the special effects may be classified in the art level, the specified special effects are divided into separate classes, and then the hitching points corresponding to the specified special effects are named in a unified manner according to a specified naming format, where the example of the specified naming format is as follows: fx _ crash.
Of course, a unique naming format can be set for each type of special effect, for example, if an "SZ" identifier is added to the naming of the fashion special effect, an "WQ" identifier is added to the naming of the weapon special effect, and a "SY" identifier is added to the naming of the sound special effect, the naming format corresponding to the specified special effect can be used as the specified naming format after the specified special effect is determined. After one or more hanging points are determined, the hanging points with the names meeting the specified naming format can be determined from the one or more hanging points, and then the hanging points are used as target hanging points corresponding to the specified special effects.
In the embodiment of the invention, the hitching points corresponding to the specified special effect are named according to the specified naming format, so that the hitching point names of the hitching points corresponding to the specified special effect are different from the hitching point names of other special effects, the hitching points needing to be limited can be determined in a short time, and the condition that the quality of game pictures is greatly increased and greatly reduced for a game bag body can be ensured.
Moreover, the requirement that Bug is required to be solved in a short time for the online project is met without major modification and excessive dependence on planning and manufacturing in the early stage.
And 103, limiting the playing of the specified special effect when the calling operation of the target hanging point is detected.
In the game process, the game engine can execute the update of the hanging point position, responds to the calling operation of a game player to the target hanging point, and the game engine updates the target hanging point, so that the playing of the specified special effect corresponding to the target hanging point can be limited.
For example, the playing of the specified special effect may be cancelled, or, for example, the backup special effect may be played to replace the playing of the specified special effect, the consumption of the special effect particles for playing the backup special effect is less than the consumption of the special effect particles for playing the specified characteristic, or, for example, the playing duration of the specified special effect may be reduced, for example, the specified special effect is played by default for 10 seconds, now reduced to 5 seconds, or, for example, the priority of the specified special effect may be reduced, for example, the special effects with other high priorities are played first, the special effect particles are sufficient, and then the specified special effect with the low priority is played.
In an embodiment of the present invention, before step 103, the following steps may be further included:
and shielding the target hanging point.
In practical application, the target hook point can be shielded, so that the game engine can update the position of the hook point and cannot detect the target hook point.
Accordingly, step 103 may include the steps of:
and when the calling operation of the target hanging point is detected, canceling the playing of the specified special effect.
Since the target hanging point is shielded firstly, when the calling operation of the target hanging point is detected, the target hanging point can be skipped directly without calculation, and the playing of the specified special effect corresponding to the target hanging point is cancelled in the game client, so that the rendering performance consumption is reduced.
In an embodiment of the present invention, the method may further include the following steps:
and when the current state information does not meet the preset condition, the shielding of the target hanging point is cancelled.
In a specific implementation, the current state information of the game character can be changed in response to the operation of the game player, and when the current state information does not meet a preset condition, for example, the game character exits from a duplicate scene and/or exits from a combat mode, shielding of a target hang point can be cancelled.
In the embodiment of the invention, the current state information corresponding to the game role is detected, when the current state information meets the preset condition, the target hanging point corresponding to the specified special effect is determined from one or more hanging points of the game role, and when the calling operation of the target hanging point is detected, the playing of the specified special effect is limited, so that the special effect processing of the game is realized, the number of unnecessary special effect particles can be reduced in a short time, the load and consumption of a server are reduced, and the display effect of the necessary special effect can be improved.
It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the illustrated order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments of the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no particular act is required to implement the invention.
Referring to fig. 2, a schematic structural diagram of a device for processing special effects in a game according to an embodiment of the present invention is shown, and the device specifically includes the following modules:
a detection module 201, configured to detect current state information corresponding to a game role;
a determining module 202, configured to determine, when the current state information meets a preset condition, a target hook point corresponding to a specified special effect from one or more hook points of the game character;
a limiting module 203, configured to limit the playing of the specified special effect when the call operation to the target hang point is detected.
In an embodiment of the present invention, the method further includes:
the shielding module is used for shielding the target hanging point;
the limiting module 203 comprises:
and the playing cancellation submodule is used for canceling the playing of the specified special effect when the calling operation of the target hanging point is detected.
In an embodiment of the present invention, the determining module 202 includes:
a name determination submodule for determining hitch point names of the one or more hitch points, respectively;
and the target hanging point determining submodule is used for determining the hanging points of which the name meets the specified naming format from the one or more hanging points as the target hanging points corresponding to the specified special effect.
In an embodiment of the present invention, whether the current state information satisfies the preset condition is determined as follows:
determining a current game scene and/or a current game mode corresponding to the current state information;
and when the current game scene is an appointed game scene and/or the current game mode is an appointed game mode, judging that the current state information meets a preset condition.
In an embodiment of the present invention, the designated game scene includes a duplicate scene, and the designated game mode includes a battle mode.
In an embodiment of the present invention, the method further includes:
and the shielding canceling module is used for canceling shielding of the target hanging point when the current state information does not meet the preset condition.
In an embodiment of the invention, the specified effect includes a fashion effect or an equipment effect.
In the embodiment of the invention, the current state information corresponding to the game role is detected, when the current state information meets the preset condition, the target hanging point corresponding to the specified special effect is determined from one or more hanging points of the game role, and when the calling operation of the target hanging point is detected, the playing of the specified special effect is limited, so that the special effect processing of the game is realized, the number of unnecessary special effect particles can be reduced in a short time, the load and consumption of a server are reduced, and the display effect of the necessary special effect can be improved.
For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.
An embodiment of the present invention further provides an electronic device, which may include a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the steps of the method for special effects processing in the above game.
An embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements the steps of the method for processing special effects in a game as described above.
The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.
As will be appreciated by one of skill in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "include", "including" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, article, or terminal device including a series of elements includes not only those elements but also other elements not explicitly listed or inherent to such process, method, article, or terminal device. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.
The method and apparatus for processing special effects in a game, the electronic device, and the storage medium provided by the present invention are described in detail above, and a specific example is applied in the present document to explain the principle and the implementation of the present invention, and the description of the above embodiment is only used to help understanding the method and the core idea of the present invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

Claims (9)

1. A method for special effects processing in a game, the method comprising:
detecting current state information corresponding to game roles;
when the current state information meets a preset condition, determining a target hanging point corresponding to the specified special effect from one or more hanging points of the game role;
shielding the target hanging point;
when the calling operation of the target hanging point is detected, the playing of the specified special effect is limited;
wherein, whether the current state information meets the preset condition is judged in the following way:
determining a current game scene and/or a current game mode corresponding to the current state information;
and when the current game scene is an appointed game scene and/or the current game mode is an appointed game mode, judging that the current state information meets a preset condition.
2. The method of claim 1, wherein the step of restricting the play of the specified special effect when the call operation to the target hang point is detected comprises:
and when the calling operation of the target hanging point is detected, canceling the playing of the specified special effect.
3. The method of claim 2, wherein the step of determining a target hang point corresponding to the specified special effect from the one or more hang points of the game character comprises:
determining hitching point names of the one or more hitching points respectively;
and determining the hitching point with the name meeting the specified naming format from the one or more hitching points as a target hitching point corresponding to the specified special effect.
4. The method of claim 1, wherein the designated game scene comprises a transcript scene and the designated game mode comprises a combat mode.
5. The method of claim 2, further comprising:
and when the current state information does not meet the preset condition, canceling the shielding of the target hanging point.
6. The method of claim 1, wherein the specified effect comprises a fashion effect or an equipment effect.
7. An apparatus for in-game special effects processing, the apparatus comprising:
the detection module is used for detecting the current state information corresponding to the game role;
the determining module is used for determining a target hanging point corresponding to the specified special effect from one or more hanging points of the game role when the current state information meets a preset condition;
the shielding module is used for shielding the target hanging point;
the restriction module is used for restricting the playing of the specified special effect when the calling operation of the target hanging point is detected;
wherein, whether the current state information meets the preset condition is judged in the following way:
determining a current game scene and/or a current game mode corresponding to the current state information;
and when the current game scene is an appointed game scene and/or the current game mode is an appointed game mode, judging that the current state information meets a preset condition.
8. An electronic device comprising a processor, a memory, and a computer program stored on the memory and capable of running on the processor, the computer program, when executed by the processor, implementing the steps of the method of in-game effect processing according to any one of claims 1 to 6.
9. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the steps of the method of in-game effect processing according to any one of claims 1 to 6.
CN201910403840.5A 2019-05-15 2019-05-15 Method and device for processing special effects in game, electronic equipment and storage medium Active CN110124316B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201910403840.5A CN110124316B (en) 2019-05-15 2019-05-15 Method and device for processing special effects in game, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201910403840.5A CN110124316B (en) 2019-05-15 2019-05-15 Method and device for processing special effects in game, electronic equipment and storage medium

Publications (2)

Publication Number Publication Date
CN110124316A CN110124316A (en) 2019-08-16
CN110124316B true CN110124316B (en) 2022-07-12

Family

ID=67574279

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201910403840.5A Active CN110124316B (en) 2019-05-15 2019-05-15 Method and device for processing special effects in game, electronic equipment and storage medium

Country Status (1)

Country Link
CN (1) CN110124316B (en)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111013143B (en) * 2019-12-05 2023-08-29 北京像素软件科技股份有限公司 Method and device for optimizing special effect particle quantity
CN111068327B (en) * 2019-12-26 2024-02-09 珠海金山数字网络科技有限公司 Method and device for adjusting back decoration of game character
CN112435323B (en) * 2020-11-26 2023-08-22 网易(杭州)网络有限公司 Light effect processing method, device, terminal and medium in virtual model

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105597314B (en) * 2015-10-29 2020-07-10 网易(杭州)网络有限公司 Rendering system and method of 2D game and terminal equipment
CN105447902B (en) * 2016-01-15 2018-06-22 网易(杭州)网络有限公司 Animation processing method and device
US10573091B2 (en) * 2017-02-22 2020-02-25 Andre R. Vincelette Systems and methods to create a virtual object or avatar
CN108648259B (en) * 2018-03-27 2022-07-15 Oppo广东移动通信有限公司 Image drawing method and device, storage medium and intelligent terminal

Also Published As

Publication number Publication date
CN110124316A (en) 2019-08-16

Similar Documents

Publication Publication Date Title
CN110124316B (en) Method and device for processing special effects in game, electronic equipment and storage medium
CN108339270B (en) The processing method, rendering method and device of static component in scene of game
CN111111215B (en) Game matching method, game matching device, server and readable storage medium
CN109359003B (en) Game server pressure testing method, device and equipment
CN111467798B (en) Frame display method, device, terminal and storage medium in game application program
CN110507989B (en) Cloud game control method and device, electronic equipment and readable storage medium
US20210402301A1 (en) Server-Based Mechanics Help Determination from Aggregated User Data
CN108939535B (en) Sound effect control method and device for virtual scene, storage medium and electronic equipment
CN109731337B (en) Method and device for creating special effect of particles in Unity, electronic equipment and storage medium
CN109925712B (en) Virtual object control system
US11534694B2 (en) Server-based game activity suggestions
US10238971B2 (en) Dynamic quality of service management in multiplayer gaming
CN110602027B (en) Automatic control method and device for game
CN113672757B (en) Audio playing method and device
WO2015197838A1 (en) Systems and methods for managing data
CN115591226B (en) Service processing method, device, equipment and medium
EP2775414A1 (en) Role clearing method, device and system for emulator game
CN113144606B (en) Skill triggering method of virtual object and related equipment
JP6560807B2 (en) System, method, and program for providing game
CN113694521A (en) Injury processing method, apparatus, electronic device and storage medium
CN117046111B (en) Game skill processing method and related device
CN111921193A (en) Game data processing method and related equipment
CN111494955A (en) Game-based role interaction method, device, server and medium
JP2019154667A (en) Server, method, and program for providing game
CN116351063B (en) Skill release processing method and device, electronic equipment and storage medium

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
GR01 Patent grant
GR01 Patent grant