CN110339554A - Map mirror symmetry method and system - Google Patents

Map mirror symmetry method and system Download PDF

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Publication number
CN110339554A
CN110339554A CN201910663414.5A CN201910663414A CN110339554A CN 110339554 A CN110339554 A CN 110339554A CN 201910663414 A CN201910663414 A CN 201910663414A CN 110339554 A CN110339554 A CN 110339554A
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game
map
camera
camp
axis
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CN110339554B (en
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刘泳
谢威
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Guangzhou Yinhan Technology Co Ltd
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Guangzhou Yinhan Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

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

Abstract

The invention discloses a kind of map mirror symmetry methods, comprising: before camera model executes rendering, camera position is overturn to the map lower left corner, by world's phase inversion machine Matrix Multiplication with mirror image matrix, and the reversion for opening underlying graphics interface is rejected;The camera model is rendered, and phase inversion machine matrix in the world's is reset after the completion of rendering, resets camera position, is closed reversion and is rejected;The X-axis positive direction of virtual rocking bar is revised as the X-axis opposite direction corresponding to game charater, Y-axis positive direction is revised as the Z axis opposite direction corresponding to game charater.In addition, the invention also discloses a kind of map mirror symmetry systems.It is consistent using the visual angle that game both sides can be completely secured in map mirror symmetry method and system of the invention, will not will not there are problems that disagreement occurs in the Path selection of map for game player because of visual angle difference bring game balance problem.

Description

Map mirror symmetry method and system
Technical field
The present invention relates to mobile phone games technical field, in particular to a kind of map mirror symmetry method and system.
Background technique
With the online tactics competitive game of the more people of host side (Multiplayer Online Battle Arena, abbreviation Moba) game is burning hot, and this upsurge has also extended into mobile phone games market.Many mobile phone games manufacturers release oneself one after another MOBA hand trip, because of the difference of mouse and contact action mode, the game visual angle of host side be it is nonlocking, can very easily Mobile handoff visual angle is carried out by mouse.And the game visual angle of MOBA class hand trip is substantially locking-type, and in order to very big Improve player game experiencing, be arranged to by overlook it is inclined in a manner of, real-time lock simultaneously follows personage to move.
However, inventor it has been investigated that, as shown in Figure 1, this third person overlooks oblique viewing angle band in the prior art The benefit come be visual angle be it is asymmetrical, the personage of player's control is not in visual field center, but inclined lower left position, from camera Closer, so that personage is fuller in picture, perception also can be more comfortable.The player in lower-left camp can see for it simultaneously To the area of visual field, that is, danger zone in the more upper right corner, but the area of visual field i.e. safety zone in the lower left corner is decreased simultaneously; Similarly, the player in upper right camp can see the area of visual field i.e. safety zone in more upper right corner, while decrease the lower left corner Area of visual field, that is, safety zone.However, since the inevitable visual field is poor, such both sides are belligerent under this mechanism When, the player in lower-left camp there is advantage, and the player in upper right camp there is disadvantage.
Under the premise of not changing third person vertical view oblique viewing angle, guarantee game balance, current most of hands again The half-way house that machine game uses is upper right camp map to be carried out to the rotation of 180 degree, while keeping camera offset constant.By It is still symmetrical, while the upper right visual field of the player in upper right camp becomes dangerous from safety after map overturns 180 degree, it is left Downward view is to maintain consistent from the visual field for the player that danger becomes safety and lower-left camp, and just there is no subtense angles to bring for this Strengths and weaknesses.But it brings another question again simultaneously, as shown in Fig. 2, after overturning in player's eye in upper right camp The lower road thought is the upper road thought in player's eye in lower-left camp in fact, this allows for setting out in hero and produce in branch problem Contradiction is given birth to, for example, road is gone down in MOBA game No. 1 position and No. 5 position selections, road is gone in No. 4 position selections.It is double before not overturning Road is all gone down in No. 1 position and No. 5 positions of side, and both sides are normally belligerent, this is reasonable situation.But after overturning, the object for appreciation in upper right camp No. 1 position and No. 5 positions of family, have but met No. 4 positions of the player in lower-left camp, this allows for player and produces in branch problem Contradiction.
Summary of the invention
Based on this, for solve in the prior art the technical issues of, spy proposes a kind of map mirror symmetry method.
The present invention provides a kind of map mirror symmetry method, includes the following steps:
Step 1, binary file is exported according to the grid data of client map resource, the binary file is provided To server end as the movement of server end artificial intelligence unit and pathfinding file, to guarantee that client and server end are moving It is dynamic synchronous with holding in pathfinding processing;
Step 2, game resource is loaded into game process, and according to data with table by personage and it is wild it is strange be placed in it is specified Place;The game resource includes map, game charater model, wild strange model;
Step 3, virtual rocking bar is loaded in game process, the X-axis positive direction of the virtual rocking bar corresponds to game charater X-axis positive direction, the Y-axis positive direction of the virtual rocking bar corresponds to the Z axis positive direction of game charater;Game player passes through operation The X/Z axis of virtual rocking bar control game charater is mobile, so that the game charater of its operation is walked on map;
Step 4, camera model is loaded in game process and parameter is set, from reading position offset, Euler in table Angle and field range initialize camera model, so that the game charater that the every frame of camera all follows player to manipulate carries out It is mobile;
Step 5, setting camera is positive shade machine of trading, and position offset data are arranged, the offset including X/Y/Z axis Amount, the angle value rotated around Y-axis, field range value;
Step 6, judge camp position locating for going game player;When game player is located at lower-left camp, terminate to work as Preceding operation;When game player is located at upper right camp, following steps are executed;
Step 7, before the camera model in going game player's client executes rendering, camera position is overturn to current Bottom figure by world's phase inversion machine Matrix Multiplication of camera model with mirror image matrix, and is opened in the map lower left corner of game player The reversion of shape interface is rejected;
Step 8, the camera model is rendered, and world's phase inversion of camera model is reset after the completion of camera model rendering Machine matrix resets camera position, and the reversion for closing underlying graphics interface is rejected, so that camera model restores to rendering Initial state, in order to repaint camera view when next frame rendering;
Step 9, the X-axis positive direction of virtual rocking bar described in the client of going game player is revised as corresponding to game The Y-axis positive direction of the virtual rocking bar is revised as the Z axis opposite direction corresponding to game charater by the X-axis opposite direction of personage;Terminate Current operation.
In one embodiment, the virtual rocking bar has the Double Circle region for being divided into inside and outside two circle;Game player passes through The pressing of finger is slided to control the movement of inner ring, and the inner ring, which is limited in outer ring, to be moved;XY is established with the center of outer ring to sit Mark system;Wherein, the value range of the X-axis of the virtual rocking bar is [- 1,1], the value range of the Y-axis of the virtual rocking bar be [- 1,1];
In one embodiment, the position offset read in the data configuration table is (0,14, -8.5), Euler angle For (45,0,0), field range is 45 °;When initializing camera be arranged camera angle be reading Euler angle, field range, It is handled by every frame so that camera position is equal to game charater position plus position offset, to guarantee camera to overlook effect Personage is followed to move in real time;
In one embodiment, the map is rectangle, and game camp is divided into lower-left camp and upper right camp, each Game camp is divided into three game routes of upper, middle and lower;The intermediate clinodiagonal that lower-left camp and upper right camp are separated is river Road;Region between different game routes is wild area, and the open country area can fix time really in game process, definitely point occurs Open country is strange;
In one embodiment, before camera executes rendering by world's phase inversion machine Matrix Multiplication of camera with mirror image matrix, from And the object on map is overturn along the intermediate clinodiagonal of the map;The mirror image matrix are as follows:
Camera position coordinate (x, y, z) overturning is become into (- z, y ,-x) before camera model executes rendering, i.e., along game The intermediate clinodiagonal (river) of map is overturn, because the game charater in upper right camp has been turned to trip at this time The lower left corner of play map;
In addition, the technical issues of to solve in the prior art, spy proposes a kind of map mirror symmetry system.
Resource loading module, the resource loading module is for loading in game resource to game process;The game money Source includes map, person model, wild strange model;
Virtual rocking bar control module, the rocking bar control module are existed for game player using client control game charater Movement on map, and realize the mapping of two-dimensional coordinate to three-dimensional coordinate;
Map breviary module, the map breviary module are used for the conversion by three-dimensional space to two-dimensional surface space Algorithm checks the war situation on two-dimensional map image in three-dimensional map real-time display to two-dimensional map image with convenience gaming player Situation;
Camera model, the camera model are used to rendering and showing the war on map component and going game map Struggle against unit;
Server end pathfinding mesh module, the server-side pathfinding mesh module are supplied for exporting client map grid The movement and pathfinding operation of server end progress artificial intelligence unit.
Implement the embodiment of the present invention, will have the following beneficial effects:
Do not use overturning symmetrical but mirror symmetry, ensure that in this way the player in upper right camp the visual field can and lower-left The player in camp is consistent, while also can guarantee that the player on upper, middle and lower road and lower-left camp that the player in upper right camp is seen is seen To upper, middle and lower road be consistent.It sufficiently solves the problems, such as visual field difference bring game balance, also can solve overturning and symmetrically bring Branch problem.
Detailed description of the invention
In order to more clearly explain the embodiment of the invention or the technical proposal in the existing technology, to embodiment or will show below There is attached drawing needed in technical description to be briefly described, it should be apparent that, the accompanying drawings in the following description is only this Some embodiments of invention for those of ordinary skill in the art without creative efforts, can be with It obtains other drawings based on these drawings.
Wherein:
Fig. 1 is the schematic diagram that map is shown in the prior art;
Fig. 2 turns counterclockwise the schematic diagram that 180 degree is shown along central point for map in the prior art;
Fig. 3 is the schematic diagram that map is shown along intermediate clinodiagonal mirror symmetry in the present invention;
Fig. 4 is the flow diagram of map mirror symmetry method in the present invention.
Specific embodiment
Following will be combined with the drawings in the embodiments of the present invention, and technical solution in the embodiment of the present invention carries out clear, complete Site preparation description, it is clear that described embodiments are only a part of the embodiments of the present invention, instead of all the embodiments.It is based on Embodiment in the present invention, it is obtained by those of ordinary skill in the art without making creative efforts every other Embodiment shall fall within the protection scope of the present invention.
The invention discloses a kind of method and system of map mirror symmetry, the principle based on mirror-reflection makes first One three-dimensional rectangle map, the map are full symmetric with diagonally opposing corner.The map is loaded into game process, then to camera mould Block projection matrix, the torque battle array of camera model carries out related conversion, and carries out reversion rejecting to the element that can be rendered.
The present invention provides a kind of map mirror symmetry system, comprising:
Resource loading module, the resource loading module is for loading in game resource to game process;The game money Source includes map, person model, wild strange model;
Virtual rocking bar control module, the rocking bar control module are existed for game player using client control game charater Movement on map, and realize the mapping of two-dimensional coordinate to three-dimensional coordinate;
Map breviary module, the map breviary module are used for the conversion by three-dimensional space to two-dimensional surface space Algorithm checks the war situation on two-dimensional map image in three-dimensional map real-time display to two-dimensional map image with convenience gaming player Situation;
Camera model, the camera model are used to rendering and showing the battle unit on map components and current map;
Server end pathfinding mesh module, the server-side pathfinding mesh module are supplied for exporting client map grid The movement and pathfinding operation of server end progress artificial intelligence unit.
The present invention also provides a kind of map mirror symmetry methods, include the following steps:
Step 1, binary file is exported according to the grid data of client map resource, the binary file is provided To server end as the movement of server end artificial intelligence unit and pathfinding file, to guarantee that client and server end are moving It is dynamic synchronous with holding in pathfinding processing;
Step 2, game resource is loaded into game process, and according to data with table by personage and it is wild it is strange be placed in it is specified Place;The game resource includes map, game charater model, wild strange model;
Step 3, virtual rocking bar is loaded in game process, the X-axis positive direction of the virtual rocking bar corresponds to game charater X-axis positive direction, the Y-axis positive direction of the virtual rocking bar corresponds to the Z axis positive direction of game charater;Game player passes through operation The X-axis and Z axis of virtual rocking bar control game charater are mobile, so that the game charater of its operation is walked on map;
In one embodiment, the virtual rocking bar has the Double Circle region for being divided into inside and outside two circle;Game player passes through The pressing of finger is slided to control the movement of inner ring, and the inner ring, which is limited in outer ring, to be moved;XY is established with the center of outer ring to sit Mark system;Wherein, the value range of the X-axis of the virtual rocking bar is [- 1,1], the value range of the Y-axis of the virtual rocking bar be [- 1,1];
Step 4, camera model is loaded in game process and parameter is set, from reading position offset, Euler in table Angle and field range initialize camera model, so that the game charater that the every frame of camera all follows player to manipulate carries out It is mobile;
In one embodiment, the position offset read in the data configuration table is (0,14, -8.5), Euler angle For (45,0,0), field range is 45 °;When initializing camera be arranged camera angle be reading Euler angle, field range, It is handled by every frame so that camera position is equal to game charater position plus position offset, to guarantee camera to overlook effect Personage is followed to move in real time;
Step 5, setting camera is positive shade machine of trading, and position offset data are arranged, the offset including X/Y/Z axis Amount, the angle value rotated around Y-axis, field range value;
As shown in figure 3, in one embodiment, the map is rectangle, and game camp is divided into lower-left camp and the right side Upper camp, each game camp are divided into three game routes of upper, middle and lower;The centre that lower-left camp and upper right camp are separated is oblique Diagonal line is river (L);Region between different game routes is wild area, and the open country area can the timing really in game process Between, definitely point occur it is wild strange;
More online tactics competitive games of people can be fallen into 5 types by the heroic attribute of game charater, including shooter, soldier, auxiliary Help role, Master and assassin.The 5 class game charater carries out branch, the shooter and the auxiliary when game is fought and started Road under role selecting, the Master select Road, road in soldier's selection, road in assassin's selection;
If game player is located at lower-left camp, it is arranged by above-mentioned camera model, game player can obtain well Visual angle experience, because it can see the danger zone at more upper right visual angles, so as to quickly see the game in enemy camp Dynamically;
However, if the camera model of the game player in upper right camp is also equally arranged, hence it is evident that for upper right camp Game player be inequitable, it is therefore desirable to mirror image processing is carried out to the map for the game player for being located at upper right camp, i.e., it is right The game player in upper camp can also show the visual angle as the game player in lower-left camp on the client, to guarantee double The game experiencing of side is consistent, and guarantees the fairness and balance of game;
Step 6, judge camp position locating for going game player;When game player is located at lower-left camp, terminate to work as Preceding operation;When game player is located at upper right camp, following steps are executed;
Step 7, before the camera model in going game player's client executes rendering, camera position is overturn to current The map lower left corner of game player, by world's phase inversion machine matrix (WorldToCameraMatrix) of camera model multiplied by Mirror image matrix, and (InvertCulling) is rejected in the reversion for opening underlying graphics interface;
In one embodiment, before camera executes rendering by world's phase inversion machine Matrix Multiplication of camera with mirror image matrix, from And the object on map is overturn along the intermediate clinodiagonal (river) of the map;The mirror image matrix Are as follows:
Camera position coordinate (x, y, z) overturning is become into (- z, y ,-x) before camera model executes rendering, i.e., along game The intermediate clinodiagonal (river) of map is overturn, because the game charater in upper right camp has been turned to trip at this time The lower left corner of play map;
In game process, in order to improve effectiveness of performance, the front of object is usually only rendered when GPU is rendered;Phase Machine sees being front, and can't see is reverse side;And after being arranged through the above steps, camera is it is seen that institute on map There is the reverse side that can render object.Therefore needing to be arranged reversed reject (InvertCulling) is open state, to notify that GPU is real The rendering of row object reverse side;
Step 8, the camera model is rendered, and world's phase inversion of camera model is reset after the completion of camera model rendering Machine matrix resets camera position, and the reversion for closing underlying graphics interface is rejected, so that camera model restores to rendering Initial state, in order to repaint camera view when next frame rendering;
Step 9, the X-axis positive direction of virtual rocking bar described in the client of going game player is revised as corresponding to game The Y-axis positive direction of the virtual rocking bar is revised as the Z axis opposite direction corresponding to game charater by the X-axis opposite direction of personage;Terminate Current operation.
Since the map of upper right camp player has carried out mirror image processing, virtual rocking bar is correspondingly also required to carry out mirror As processing;When game player is upper left Zhengying, the X/Y axis of virtual rocking bar corresponds respectively to the X/Z axis of game charater;When When game player is upper right camp, since map have passed through mirror image processing, the X/Y axis of virtual rocking bar corresponds respectively to game The Z/X axis of personage.
So far, the game player in lower-left camp and upper right camp sees its game respectively operated on game client Personage is all located at the lower left corner, and enemy is respectively positioned on the upper right corner.
Implement the embodiment of the present invention, will have the following beneficial effects:
The map of MOBA hand trip compared to the prior art overturns symmetrical method with map and compares, and the present invention proposes Map mirror image pile method and system the visual angle of game both sides can be completely secured and be consistent, will not be because of visual angle difference Bring game balance problem will not have that disagreement occurs in the Path selection of map for game player.
The above embodiments are merely illustrative of the technical solutions of the present invention, rather than its limitations;Although with reference to the foregoing embodiments Invention is explained in detail, those skilled in the art should understand that: it still can be to aforementioned each implementation Technical solution documented by example is modified or equivalent replacement of some of the technical features;And these modification or Replacement, can't be such that the essence of corresponding technical solution departs from the spirit and scope of the technical scheme of various embodiments of the present invention.

Claims (6)

1. a kind of map mirror symmetry method characterized by comprising
Step 1, binary file is exported according to the grid data of client map resource, the binary file is supplied to clothes Device end be engaged in as server end artificial intelligence unit is mobile and pathfinding file, with guarantee client and server end it is mobile with It keeps synchronizing in pathfinding processing;
Step 2, game resource is loaded into game process, and specified ground by personage and wild strange is placed according to data configuration table Point;The game resource includes map, game charater model, wild strange model;
Step 3, virtual rocking bar is loaded in game process, the X-axis positive direction of the virtual rocking bar corresponds to the X-axis of game charater Positive direction, the Y-axis positive direction of the virtual rocking bar correspond to the Z axis positive direction of game charater;Game player is virtual by operation The X/Z axis that rocking bar controls game charater is mobile, so that the game charater of its operation is walked on map;
Step 4, camera model is loaded in game process and parameter is set, from reading position offset, Euler angle in table And field range initializes camera model, so that the game charater that the every frame of camera all follows player to manipulate is moved It is dynamic;
Step 5, setting camera is positive shade machine of trading, and position offset data are arranged, offset including X/Y/Z axis, The angle value that is rotated around Y-axis, field range value;
Step 6, judge camp position locating for going game player;When game player is located at lower-left camp, terminate current behaviour Make;When game player is located at upper right camp, following steps are executed;
Step 7, before the camera model in going game player's client executes rendering, camera position is overturn to going game The map lower left corner of player by world's phase inversion machine Matrix Multiplication of camera model with mirror image matrix, and is opened underlying graphics and is connect The reversion of mouth is rejected;
Step 8, the camera model is rendered, and world's phase inversion machine square of camera model is reset after the completion of camera model rendering Battle array resets camera position, and the reversion for closing underlying graphics interface is rejected, so that camera model restores the starting to rendering State, in order to repaint camera view when next frame rendering;
Step 9, the X-axis positive direction of virtual rocking bar described in the client of going game player is revised as corresponding to game charater X-axis opposite direction, the Y-axis positive direction of the virtual rocking bar is revised as to the Z axis opposite direction corresponding to game charater;Terminate current Operation.
2. map mirror symmetry method according to claim 1, which is characterized in that
The virtual rocking bar has the Double Circle region for being divided into inside and outside two circle;Game player is slided by the pressing of finger to control The movement of inner ring, the inner ring, which is limited in outer ring, to be moved;XY coordinate system is established with the center of outer ring;Wherein, described virtually to shake The value range of the X-axis of bar is [- 1,1], and the value range of the Y-axis of the virtual rocking bar is [- 1,1].
3. map mirror symmetry method according to claim 1, which is characterized in that
The position offset read in the data configuration table is (0,14, -8.5), and Euler angle is (45,0,0), field range It is 45 °;It is the Euler angle read, field range that camera angle is arranged when initializing camera, is handled by every frame so that phase It sets equal to game charater position plus position offset, to guarantee camera to overlook effect and follow personage to move in real time seat in the plane.
4. map mirror symmetry method according to claim 1, which is characterized in that
The map is rectangle, and game camp is divided into lower-left camp and upper right camp, and each game camp is divided into upper, middle and lower Three game routes;The intermediate clinodiagonal that lower-left camp and upper right camp are separated is river;Between different game routes Region be wild area, the open country area can fix time really in game process, definitely point occur it is wild strange.
5. map mirror symmetry method according to claim 4, which is characterized in that
By world's phase inversion machine Matrix Multiplication of camera with mirror image matrix before camera executes rendering, thus by the object on map It is overturn along the intermediate clinodiagonal of the map;The mirror image matrix are as follows:
Camera position coordinate (x, y, z) overturning is become into (- z, y ,-x) before camera model executes rendering, i.e., along map Intermediate clinodiagonal overturn.
6. a kind of map mirror symmetry system characterized by comprising
Resource loading module, the resource loading module is for loading in game resource to game process;The game resource packet Include map, person model, wild strange model;
Virtual rocking bar control module, the virtual rocking bar control module are existed for game player using client control game charater Movement on map, and realize the mapping of two-dimensional coordinate to three-dimensional coordinate;
Map breviary module, the map breviary module are used for the transfer algorithm by three-dimensional space to two-dimensional surface space By in three-dimensional map real-time display to two-dimensional map image, the war situation feelings on two-dimensional map image are checked with convenience gaming player Condition;
Camera model, the camera model are used to render and show the game war on map component and going game map Struggle against unit;
Server end pathfinding mesh module, the server-side pathfinding mesh module is for exporting client map grid, for service The movement and pathfinding operation of device end progress artificial intelligence unit.
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CN111672107A (en) * 2020-05-28 2020-09-18 腾讯科技(深圳)有限公司 Virtual scene display method and device, computer equipment and storage medium
CN112245920A (en) * 2020-11-13 2021-01-22 腾讯科技(深圳)有限公司 Virtual scene display method, device, terminal and storage medium
CN112843717A (en) * 2021-03-12 2021-05-28 网易(杭州)网络有限公司 Resource allocation method, device, storage medium and computer equipment
CN113808271A (en) * 2020-06-17 2021-12-17 广东博智林机器人有限公司 Rendering method and device of three-dimensional model, electronic equipment and storage medium
CN114832376A (en) * 2022-04-29 2022-08-02 完美世界(北京)软件科技发展有限公司 Method and device for data interaction in game map

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