CN111408132B - Game picture display method, device, equipment and storage medium - Google Patents

Game picture display method, device, equipment and storage medium Download PDF

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Publication number
CN111408132B
CN111408132B CN202010095744.1A CN202010095744A CN111408132B CN 111408132 B CN111408132 B CN 111408132B CN 202010095744 A CN202010095744 A CN 202010095744A CN 111408132 B CN111408132 B CN 111408132B
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change value
key frame
action
virtual
speed change
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CN111408132A (en
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邓共
余林路
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network 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
    • A63F13/50Controlling 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
    • A63F13/525Changing parameters of virtual cameras
    • 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
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Abstract

The application provides a game picture display method, a game picture display device, equipment and a storage medium, wherein the method comprises the following steps: under a first person visual angle, when a shooting visual angle changes, determining a first direction change value and a first speed change value of a current virtual camera; determining the offset action posture of the virtual character under the current shooting visual angle according to the first direction change value and the first speed change value; superposing the offset action posture on the basic action posture of the virtual character under the current shooting visual angle; the game picture shot by the virtual camera under the current shooting visual angle is displayed on the display device as the current frame, and the orientation and the shooting visual angle of the virtual weapon show a certain inertial lag effect by the method, so that the continuous game picture is smoother and closer to the real situation, and the operation hand feeling of a player on the handheld weapon in the game process is further improved.

Description

Game picture display method, device, equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a game screen display method, apparatus, device, and storage medium.
Background
In existing first-person shooter games, the orientation of a handheld weapon (e.g., a gun) of a virtual character and the orientation of a virtual camera are tied, i.e.: the pointing direction of the hand-held weapon and the shooting direction of the virtual camera are the same at the same time, and when any one of the pointing direction of the hand-held weapon and the shooting direction of the virtual camera changes, the other changes the same.
The player can control the virtual camera to change the shooting direction in the process of playing a game at the first person perspective, so that the game picture can display all directions of a game scene, when the shooting direction of the virtual camera is changed (namely the direction of the first person perspective in the game scene is changed), the direction of the handheld weapon is synchronously changed, and the game effect displayed by the game picture is relatively hard due to the arrangement that the direction of the handheld weapon and the direction of the virtual camera are bound.
Disclosure of Invention
In view of this, embodiments of the present application provide a game screen display method, apparatus, device and storage medium to improve a game effect exhibited by a game screen.
In a first aspect, an embodiment of the present application provides a game screen display method, where a game screen captured by a virtual camera is displayed through a display device, where the game screen displays a part of a game scene, the game screen at least includes a virtual weapon, a partially presented virtual character, and an aiming centroid, and the aiming centroid and a capturing angle of view of the virtual camera change synchronously in the game scene, and the game screen display method includes:
under a first person visual angle, when the shooting visual angle changes, determining a first direction change value and a first speed change value of the virtual camera at present;
determining the offset action attitude of the virtual role under the current shooting visual angle according to the first direction change value and the first speed change value;
superposing the offset action posture to the basic action posture of the virtual character under the current shooting visual angle;
and displaying the game picture shot by the virtual camera under the current shooting visual angle as a current frame on the display device.
Optionally, the obtaining, according to the first direction change value and the first speed change value, a shift action posture of the virtual character at a current shooting view angle includes:
respectively smoothing the first direction change value and the first speed change value, replacing a first direction change value exceeding a preset direction change value in the first direction change value with the preset direction change value, and replacing a first speed change value exceeding a preset speed change value in the first speed change value with the preset speed change value;
and obtaining the offset action attitude of the virtual character under the current shooting visual angle according to the first direction change value after the smoothing processing and the first speed change value after the smoothing processing.
Optionally, the obtaining, according to the first direction change value and the first speed change value, a shift action posture of the virtual character at a current shooting angle includes:
mapping a target two-dimensional coordinate formed by the first direction change value and the first speed change value to a specified two-dimensional graph to obtain the two-dimensional graph containing a target point;
determining a preset number of key frame points which are closest to the target point in the two-dimensional graph, wherein the two-dimensional graph comprises a plurality of key frame points, different key frame points correspond to different action key frames, key frame data in each action key frame comprise a standard deviation action attitude of the virtual character under the action key frame, a second direction change value of the shooting visual angle under the action key frame and a second speed change value of the shooting visual angle under the action key frame, and each action key frame is mapped into the two-dimensional graph based on the second direction change value and the second speed change value corresponding to the action key frame;
and obtaining the migration action posture of the virtual character under the current shooting visual angle according to the target point and the preset number of key frame points.
Optionally, the preset number is three, and obtaining the migration action posture of the virtual character under the current shooting view angle according to the target point and the preset number of the key frame points includes:
determining the distances between the target point and the three key frame points respectively;
and based on each distance, performing weighted average processing on the standard deviation action postures corresponding to the three key frame points to obtain the deviation action posture.
Optionally, the key frame corresponding to each key frame point included in the two-dimensional map is selected from consecutive image frames generated when the shooting angle of view of the virtual camera is changed according to a specified operation.
Optionally, the consecutive image frames are obtained by performing a moving view angle operation within a range of 360 ° on a shooting view angle of the virtual camera, and the number of the moving view angle operations is at least one.
Optionally, a direction change value when the moving view angle operation is performed is not greater than a preset direction change value, and a speed change value when the moving view angle operation is performed is not greater than a preset speed change value.
Optionally, the virtual item associated with the virtual weapon in the game screen and the shooting angle of view of the virtual camera change synchronously in the game scene.
In a second aspect, an embodiment of the present application provides a game screen display device, which displays a game screen shot by a virtual camera through a display device, where the game screen displays a part of a game scene, and the game screen at least includes a virtual weapon, a partially-presented virtual character, and an aiming centroid, and the aiming centroid and a shooting perspective of the virtual camera change synchronously in the game scene, and the game screen display device includes:
the first determining unit is used for determining a first direction change value and a first speed change value of the current virtual camera when the shooting visual angle changes under a first person visual angle;
a second determining unit, configured to determine, according to the first direction change value and the first speed change value, a shift action posture of the virtual character at a current shooting view angle;
the posture superposition unit is used for superposing the shifting action posture to the basic action posture of the virtual character under the current shooting visual angle;
and the display unit is used for displaying the game picture shot by the virtual camera under the current shooting visual angle as a current frame on the display device.
Optionally, when the second determining unit is configured to obtain the moving action posture of the virtual character in the current shooting view according to the first direction change value and the first speed change value, the second determining unit includes:
respectively smoothing the first direction change value and the first speed change value, replacing a first direction change value exceeding a preset direction change value in the first direction change value with the preset direction change value, and replacing a first speed change value exceeding a preset speed change value in the first speed change value with the preset speed change value;
and obtaining the offset action attitude of the virtual character under the current shooting visual angle according to the first direction change value subjected to the smoothing processing and the first speed change value subjected to the smoothing processing.
Optionally, the second determining unit, when configured to obtain the offset action posture of the virtual character at the current shooting view angle according to the first direction change value and the first speed change value, includes:
mapping a target two-dimensional coordinate formed by the first direction change value and the first speed change value to a specified two-dimensional graph to obtain the two-dimensional graph containing a target point;
determining a preset number of key frame points which are closest to the target point in the two-dimensional graph, wherein the two-dimensional graph comprises a plurality of key frame points, different key frame points correspond to different action key frames, key frame data in each action key frame comprise a standard deviation action attitude of the virtual character under the action key frame, a second direction change value of the shooting visual angle under the action key frame and a second speed change value of the shooting visual angle under the action key frame, and each action key frame is mapped into the two-dimensional graph based on the second direction change value and the second speed change value corresponding to the action key frame;
and obtaining the migration action posture of the virtual character under the current shooting view angle according to the target point and the preset number of key frame points.
Optionally, the preset number is three, and the configuration of the second determining unit is configured to obtain, according to the target point and the preset number of the key frame points, a shift action posture of the virtual character under the current shooting view angle, including:
determining the distances between the target point and the three key frame points respectively;
and based on each distance, carrying out weighted average processing on the standard deviation action postures corresponding to the three key frame points to obtain the deviation action postures.
Optionally, the key frame corresponding to each key frame point included in the two-dimensional map is selected from consecutive image frames generated when the shooting angle of view of the virtual camera is changed according to a specified operation.
Optionally, the consecutive image frames are obtained by performing a moving view angle operation within a range of 360 ° on a shooting view angle of the virtual camera, and the number of the moving view angle operation is at least one.
Optionally, the direction change value when the moving view angle operation is performed is not greater than a preset direction change value, and the speed change value when the moving view angle operation is performed is not greater than a preset speed change value.
Optionally, the virtual item associated with the virtual weapon in the game screen and the shooting angle of view of the virtual camera change synchronously in the game scene.
In a third aspect, an embodiment of the present application provides an electronic device, including: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to execute the steps of the game picture display method according to any one of the first aspect.
In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the game screen display method according to any one of the first aspect.
The technical scheme provided by the embodiment of the application can have the following beneficial effects:
in this application, under a first person's perspective, when a shooting perspective of a virtual camera changes, a first direction change value and a first speed change value of the current virtual camera are determined, and a direction change rate of the virtual camera can be determined by the first direction change value and the first speed change value, so that a shift action posture of a virtual character under the shooting perspective of the current virtual camera can be determined according to the first direction change value and the first speed change value, that is: when the shooting visual angle changes, the variation of the action posture of the virtual character occurs, and then the offset action posture is superposed on the basic action posture of the virtual character under the current shooting visual angle, at this time, the action posture of the virtual character after the change of the offset action posture under the current shooting visual angle by taking the basic action posture of the virtual character as a reference can be obtained, namely: the action attitude of the virtual character in the next frame of game picture can be obtained, at this time, the orientation of the aiming centroid in the next frame of game picture is the same as the orientation of the aiming centroid in the current frame of game picture, but the action attitude of the virtual character in the next frame of game picture is different from the action attitude of the virtual character in the current frame of game picture by the obtained offset action attitude, at this time, the orientation of the virtual weapon is not directed to the aiming centroid any more, but a deviation corresponding to the offset action attitude occurs, and the game effect of the multi-frame game pictures is that the aiming centroid also changes the same after the orientation of the virtual weapon changes, namely: the virtual weapon is followed by the aiming center, and the shooting visual angles of the aiming center and the virtual camera are synchronously changed, so that the game effect that the multi-frame game pictures are linked is that after the orientation of the virtual weapon is changed, the shooting visual angles of the aiming center and the virtual camera are changed in the same way, the orientation and the shooting visual angle of the virtual weapon show a certain inertial hysteresis effect, the continuous game pictures are smoother and closer to the real situation, and the operation hand feeling and the game experience of a player on the handheld weapon in the game process are improved.
In order to make the aforementioned objects, features and advantages of the present application comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
To more clearly illustrate the technical solutions of the embodiments of the present application, the drawings needed in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and those skilled in the art can also obtain other related drawings based on the drawings without inventive efforts.
Fig. 1 is a schematic flow chart illustrating a game screen display method according to an embodiment of the present disclosure;
fig. 2 is a schematic view of a game screen according to an embodiment of the present disclosure;
FIG. 3 is a schematic view of another game screen provided in an embodiment of the present application;
FIG. 4 is a flowchart illustrating another game screen display method according to an embodiment of the present disclosure;
FIG. 5 is a flowchart illustrating another game screen display method according to an embodiment of the present disclosure;
FIG. 6 is a flowchart illustrating another game screen display method according to an embodiment of the present disclosure;
FIG. 7 is a schematic diagram of a two-dimensional map provided in accordance with an embodiment of the present application;
fig. 8 is a schematic structural diagram of a game screen display device according to a second embodiment of the present application;
fig. 9 is a schematic structural diagram of an electronic device according to a third embodiment of the present disclosure.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, as generally described and illustrated in the figures herein, could be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
In the existing first-person shooter game, the orientation of a handheld weapon (such as a gun) of a virtual character and the orientation of a virtual camera are bound, that is: the pointing direction of the handheld weapon and the shooting direction of the virtual camera are the same at the same moment, and when any one of the pointing direction of the handheld weapon and the shooting direction of the virtual camera changes, the other one also changes the same, but the true situation is that the pointing direction of the handheld weapon changes, inertia exists, and the mode embodied in the game picture is that the shooting direction of the virtual camera changes only after the change of the handheld weapon, so the setting that the pointing direction of the handheld weapon and the orientation of the virtual camera are bound in the prior art can make the game effect exhibited by the game picture harder, namely: the inertia lag effect is not shown, so that the game picture is not smooth relatively, and the operation hand feeling of the player on the hand-held weapon is poor in the game process.
In order to enable a game picture to show an inertial hysteresis effect and improve the flow of the game picture, the embodiment of the application provides a game picture display method, a device, equipment and a storage medium, in the application, a sighting center and a shooting visual angle of a virtual camera synchronously change in a game scene, under a first person visual angle, when the shooting visual angle changes, a deviation action posture of a virtual character under the current shooting visual angle is determined firstly, then the deviation action posture is superposed on a basic action posture of the virtual character under the current shooting visual angle, at the moment, the reference of the basic action posture of the virtual character changes, but the sighting center and the shooting visual angle both change, namely: the action posture of the virtual character is changed before the aiming center and the shooting visual angle, and the virtual weapon is held by the virtual character, so that the orientation of the virtual weapon is synchronously changed after the action posture of the virtual character is changed, further, the orientation of the virtual weapon is changed before the aiming center and the shooting visual angle, so that the orientation of the virtual weapon in a game picture shot by the virtual camera does not point to the aiming center, and the continuous animation effect of a plurality of frames of game pictures is that the shooting visual angles of the aiming center and the virtual camera are changed the same after the orientation of the virtual weapon is changed, so that the orientation and the shooting visual angle of the virtual weapon show a certain inertial lag effect, and the continuous game pictures are smoother and closer to the real situation, thereby being beneficial to improving the operation hand feeling of a player on the holding weapon in the game process.
It should be noted in advance that the virtual weapon is hung on the virtual character, and the change of the action posture of the virtual character drives the change of the orientation of the virtual weapon.
Example one
Fig. 1 is a schematic flow chart of a game picture display method according to an embodiment of the present application, in which a game picture shot by a virtual camera is displayed through a display device, the game picture displays a part of a game scene, the game picture at least includes a virtual weapon, a partially-presented virtual character, and an aiming centroid, and the aiming centroid and the shooting angle of view of the virtual camera change synchronously in the game scene, and the game picture display method includes the following steps:
step 101, under a first person viewing angle, when the shooting viewing angle changes, determining a first direction change value and a first speed change value of the current virtual camera.
And 102, determining the offset action posture of the virtual character under the current shooting visual angle according to the first direction change value and the first speed change value.
And 103, superposing the shifting action posture to the basic action posture of the virtual character under the current shooting visual angle.
And 104, displaying a game picture shot by the virtual camera under the current shooting visual angle as a current frame on the display device.
Specifically, in a real situation, when an object moves, the object has an inertial characteristic, and the larger the direction and speed change is, the more obvious the inertial effect is, in order to make a game picture exhibit an inertial lag effect, and make the game picture more real, it is necessary to set the aiming centroid and the shooting angle of view of the virtual camera to change synchronously in the game scene. Under a first person's visual angle, when a shooting visual angle of a virtual camera changes, a first direction change value and a first speed change value of the current virtual camera need to be determined, and a direction change rate of the virtual camera can be determined through the first direction change value and the first speed change value, so that a shift action attitude of a virtual character under the shooting visual angle of the current virtual camera can be determined according to the first direction change value and the first speed change value, and the shift action attitude can represent a variation amount of an action attitude of the virtual character when the shooting visual angle changes, and then the shift action attitude is superposed on a basic action attitude of the virtual character under the current shooting visual angle, and at this time, an action attitude of the virtual character after the change according to the shift action attitude under the current shooting visual angle can be obtained by taking the basic action attitude of the virtual character as a reference, namely: the motion pose of the virtual character in the next frame game picture can be obtained, the orientation of the aiming centroid in the next frame game picture is the same as the orientation of the aiming centroid in the current frame game picture, but the motion pose of the virtual character in the next frame game picture is different from the motion pose of the virtual character in the current frame game picture by the obtained shift motion pose, and the orientation of the virtual weapon is not directed to the aiming centroid but has a deviation corresponding to the shift motion pose.
For example, fig. 2 is a schematic diagram of a game picture provided by an embodiment of the present application, fig. 3 is a schematic diagram of another game picture provided by an embodiment of the present application, fig. 2 is a game picture when a shooting angle of a virtual camera is not changed, at this time, an orientation of a virtual weapon points to a sighting center, when the shooting angle of the virtual camera is changed, a shift action posture of the virtual character at the current shooting angle is determined according to a first direction change value and a first speed change value of the current virtual camera, and then the shift action posture is superimposed on a basic action posture of the virtual character at the current shooting angle, at this time, the game picture is obtained as shown in fig. 3, in the game picture shown in fig. 3, an orientation of the virtual weapon does not point to the sighting center any more, but a deviation corresponding to the shift action posture occurs, when the shooting angle of the virtual camera is continuously changed, in a next frame of game picture, the action posture of the virtual character continues to be superimposed on a basis of the previous frame of image, and thus the shooting angle of the virtual weapon in the next frame of game picture shows a more smooth change of the orientation of the virtual weapon, thereby improving a shooting angle of the virtual weapon when the virtual camera is changed, and the shooting angle of the virtual camera is changed, and the virtual weapon is more favorable to follow-up to a change of the virtual weapon in a situation that the virtual weapon in a shooting angle of the virtual weapon.
In a possible embodiment, fig. 4 is a schematic flow chart of another game screen display method provided in the first embodiment of the present application, and as shown in fig. 4, when step 102 is executed, the method can be implemented by:
step 401, respectively performing smoothing processing on the first direction change value and the first speed change value, replacing a first direction change value exceeding a preset direction change value in the first direction change value with the preset direction change value, and replacing a first speed change value exceeding a preset speed change value in the first speed change value with the preset speed change value.
And 402, obtaining the offset action attitude of the virtual character under the current shooting visual angle according to the first direction change value after the smoothing processing and the first speed change value after the smoothing processing.
Specifically, in order to avoid the situation that the shooting angle changes greatly in a unit time to cause that the game pictures of two adjacent game images are similar to frame skipping, smoothing processing needs to be performed on a first direction change value and a first speed change value to determine whether the first direction change value exceeds a preset direction change value, if the first direction change value exceeds the preset direction change value, the first direction change value needs to be replaced by the preset direction change value, and whether the first speed change value exceeds a preset speed change value, and if the first speed change value exceeds the preset speed change value, the first speed change value needs to be replaced by the preset speed change value, and then the first direction change value after smoothing processing and the first speed change value after smoothing processing are used for obtaining the offset action posture of the virtual character at the current shooting angle.
It should be noted that, the specific preset direction change value and the preset speed change value may be set according to actual needs, and are not specifically limited herein.
In a possible embodiment, fig. 5 is a schematic flowchart of another game screen display method provided in the first embodiment of the present application, and as shown in fig. 5, when step 102 is executed, the method may be implemented by:
step 501, mapping a target two-dimensional coordinate formed by the first direction change value and the first speed change value to a specified two-dimensional map to obtain the two-dimensional map containing the target point.
Step 502, determining a preset number of key frame points closest to the target point in the two-dimensional graph, where the two-dimensional graph includes a plurality of key frame points, different key frame points correspond to different action key frames, key frame data in each action key frame includes a standard deviation action attitude of the virtual character under the action key frame, a second direction change value of the shooting angle under the action key frame, and a second speed change value of the shooting angle under the action key frame, and each action key frame is mapped to the two-dimensional graph based on the second direction change value and the second speed change value corresponding to the action key frame.
Step 503, obtaining the migration action posture of the virtual character under the current shooting view angle according to the target point and the preset number of key frame points.
Specifically, a standard deviation motion attitude is pre-established, wherein a second direction change value and a second speed change value of a shooting angle of view corresponding to different standard deviation motion attitudes are different, that is: the method comprises the steps of obtaining standard deviation action postures corresponding to different second direction change values and second speed change values of a shooting visual angle in advance, using the second direction change values, the second speed change values and the standard deviation action postures which have corresponding relations as a group of key frame data, using two-dimensional coordinates formed by the second direction change values and the second speed change values in the key frame data as different key frame points, and mapping the key frame points into a two-dimensional graph, wherein the two-dimensional graph comprises a plurality of key frame points, after a target two-dimensional coordinate formed by the first direction change values and the first speed change values is mapped into a specified two-dimensional graph, the two-dimensional graph comprises a target point, the two-dimensional graph comprises the key frame points and points corresponding to the target two-dimensional coordinate, and after the two-dimensional graph comprising the target point is obtained, the deviation action posture of the virtual character under the current shooting visual angle can be determined according to the standard deviation action posture corresponding to the key frame points adjacent to the points corresponding to the target two-dimensional coordinate.
It should be noted that, the specific preset number can be set according to actual needs, for example: one key frame point closest to the target point may be selected, or three key frame points closest to the target point may be selected, and the specific number is not specifically limited herein. Meanwhile, the number and density of the key frame points may be set according to actual needs, and are not specifically limited herein.
In a possible embodiment, fig. 6 is a schematic flow chart of another game screen display method provided in the first embodiment of the present application, where the preset number is three, as shown in fig. 6, and when step 503 is executed, the method can be implemented by:
and 601, determining the distances between the target point and the three key frame points respectively.
Step 602, based on each distance, performing weighted average processing on the standard shift action postures corresponding to the three keyframe points to obtain the shift action posture.
Specifically, the distances between the target point and each keyframe point represent the similarity between the shift action pose corresponding to the target point and the standard shift action pose corresponding to each keyframe point, wherein the closer the distance is, the closer the month is, the more similar the distance is, and since the obtained three keyframe points are the three keyframe points closest to the target point, the shift action pose corresponding to the target point and the standard shift action poses corresponding to the three keyframe points are both similar but not completely the same, so that after the distances between the target point and the three keyframe points are determined, weights can be assigned to the standard shift action poses corresponding to the three keyframe points based on the distances, wherein the smaller the distance is, the higher the weights are, and then the shift action poses corresponding to the three keyframe points are weighted and averaged to obtain the shift action pose.
For example: after the vector corresponding to each standard deviation action posture is multiplied by the weight of the standard deviation action posture, the three multiplication results are added, finally, the addition result is averaged, and the movement action posture corresponding to the finally obtained vector is taken as the deviation action posture.
For another example: the standard deviation action postures corresponding to the three key frame points can be weighted and averaged through the following formula to obtain the deviation action posture:
P=(P0×D0+P1×D1+P2×D2)/(D0+D1+D2);
wherein, P0, P1, P2 represent 3 key frame points respectively, D0, D1, D2 are reciprocal of distance from the target point to the three key frame points respectively, and D0, D1, D2 are weights of the corresponding key frame points respectively.
In one possible embodiment, the key frame corresponding to each key frame point included in the two-dimensional map is selected from consecutive image frames generated when the photographing angle of view of the virtual camera is changed according to a specified operation.
Specifically, in order to make the obtained offset action pose more accurate, the shooting angle of the virtual camera needs to be continuously changed according to a specified operation, a specified number of key frames are selected from the continuously changed image frames, and corresponding key frame points are determined according to the selected key frames, for example: the key frame point can be determined according to the direction change value and the speed change value corresponding to each selected key frame, and the action posture in the key frame is used as the standard deviation action posture corresponding to the key frame point.
In one possible embodiment, the consecutive image frames are obtained by performing a moving view angle operation within a range of 360 ° on a photographing view angle of the virtual camera, and the number of the moving view angle operations is at least one.
Specifically, in the actual game process, the direction change and the speed change of the shooting angle of view of the virtual camera may be arbitrary, so when consecutive image frames are obtained according to the designated operation, a plurality of different operations may be performed, wherein the angle of view change of 360 ° is completed through a plurality of sub-operations in each operation, in this way, consecutive image frames under a plurality of angle of view changes may be obtained, in the actual game process, after the angle of view changes, a key frame point relatively similar to the change may be found in the two-dimensional map, for example, fig. 7 is a schematic diagram of a two-dimensional map provided in the embodiment of the present application, the three designated operations may be performed, and the angle of view change in each operation is 360 °, and the obtained three groups of consecutive image frames are mapped to the key frame point in the two-dimensional map as shown in fig. 7.
It should be noted that fig. 7 is only a schematic illustration and is not a limitation to the present application, and the specific operation times and the acquisition density of consecutive image frames may be set according to actual needs, and are not specifically limited herein.
In a feasible implementation scheme, the direction change value during the operation of moving the view angle is not greater than a preset direction change value, and the speed change value during the operation of moving the view angle is not greater than a preset speed change value, so that the change amplitude of the standard deviation action attitude corresponding to each key frame point in the two-dimensional graph is relatively small, the change amplitude of the finally obtained deviation action attitude is relatively small, the occurrence of a situation similar to frame skipping on adjacent game pictures can be avoided, and the display effect of the game pictures can be improved.
In one possible embodiment, the virtual item associated with the virtual weapon and the shooting perspective of the virtual camera in the game screen change synchronously in the game scene.
In particular, a virtual weapon in a game may be associated with other virtual items, such as: virtual props associated with virtual firearms may include: for the virtual props to exhibit the effect of inertial lag, the virtual props associated with the virtual weapons and the shooting angles of the virtual cameras need to be changed synchronously in the game scene, that is: the virtual items associated with the virtual weapon track the same changes as the virtual weapon occurs.
Example two
Fig. 8 is a schematic structural diagram of a game screen display device according to a second embodiment of the present application, where a game screen shot by a virtual camera is displayed through a display device, where the game screen displays a part of a game scene, the game screen at least includes a virtual weapon, a partially-presented virtual character, and an aiming centroid, and the aiming centroid and the shooting perspective of the virtual camera change synchronously in the game scene, as shown in fig. 8, the game screen display device includes:
a first determining unit 81, configured to determine, when the shooting angle of view changes under a first person angle of view, a first direction change value and a first speed change value of the current virtual camera;
a second determining unit 82, configured to determine a shift action posture of the virtual character at a current shooting view angle according to the first direction change value and the first speed change value;
a posture superimposing unit 83 configured to superimpose the offset action posture on a basic action posture of the virtual character at a current shooting view;
a display unit 84, configured to display a game picture captured by the virtual camera at a current capturing angle as a current frame on the display device.
In a possible embodiment, the second determining unit 82, when configured to obtain the offset action posture of the virtual character in the current shooting view according to the first direction change value and the first speed change value, includes:
respectively smoothing the first direction change value and the first speed change value, replacing a first direction change value exceeding a preset direction change value in the first direction change value with the preset direction change value, and replacing a first speed change value exceeding a preset speed change value in the first speed change value with the preset speed change value;
and obtaining the offset action attitude of the virtual character under the current shooting visual angle according to the first direction change value after the smoothing processing and the first speed change value after the smoothing processing.
In a possible embodiment, the second determining unit 82, when configured to obtain the offset action posture of the virtual character in the current shooting view according to the first direction change value and the first speed change value, includes:
mapping a target two-dimensional coordinate formed by the first direction change value and the first speed change value into a specified two-dimensional graph to obtain the two-dimensional graph containing a target point;
determining a preset number of key frame points which are closest to the target point in the two-dimensional graph, wherein the two-dimensional graph comprises a plurality of key frame points, different key frame points correspond to different action key frames, key frame data in each action key frame comprise a standard deviation action attitude of the virtual character under the action key frame, a second direction change value of the shooting visual angle under the action key frame and a second speed change value of the shooting visual angle under the action key frame, and each action key frame is mapped to the two-dimensional graph based on the second direction change value and the second speed change value corresponding to the action key frame;
and obtaining the migration action posture of the virtual character under the current shooting view angle according to the target point and the preset number of key frame points.
In a possible embodiment, the preset number is three, and the configuration of the second determining unit 82 is configured to obtain the offset action pose of the virtual character at the current shooting view angle according to the target point and the preset number of the key frame points, and includes:
determining the distances between the target point and the three key frame points respectively;
and based on each distance, carrying out weighted average processing on the standard deviation action postures corresponding to the three key frame points to obtain the deviation action postures.
In one possible embodiment, the keyframes corresponding to the keyframe points included in the two-dimensional map are selected from consecutive image frames generated when the viewing angle of the virtual camera is changed according to a specified operation.
In one possible embodiment, the consecutive image frames are obtained by performing a moving view angle operation within a range of 360 ° on a shooting view angle of the virtual camera, and the number of the moving view angle operations is at least one.
In one possible embodiment, the direction change value at the time of performing the moving view operation is not greater than a preset direction change value, and the speed change value at the time of performing the moving view operation is not greater than a preset speed change value.
In one possible embodiment, the virtual item associated with the virtual weapon and the shooting perspective of the virtual camera in the game screen change synchronously in the game scene.
Regarding the related principles of the second embodiment, reference may be made to the related description of the first embodiment, and the detailed description thereof is omitted here.
In this application, under a first person's perspective, when a shooting perspective of a virtual camera changes, a first direction change value and a first speed change value of the current virtual camera are determined, and a direction change rate of the virtual camera can be determined by the first direction change value and the first speed change value, so that a shift action posture of a virtual character under the shooting perspective of the current virtual camera can be determined according to the first direction change value and the first speed change value, that is: when the shooting visual angle changes, the variation of the action posture of the virtual character occurs, and then the shift action posture is superposed on the basic action posture of the virtual character under the current shooting visual angle, at this moment, the action posture of the virtual character after the change according to the shift action posture under the current shooting visual angle by taking the basic action posture of the virtual character as a reference can be obtained, namely: the action attitude of the virtual character in the next frame of game picture can be obtained, at this time, the orientation of the aiming centroid in the next frame of game picture is the same as the orientation of the aiming centroid in the current frame of game picture, but the action attitude of the virtual character in the next frame of game picture is different from the action attitude of the virtual character in the current frame of game picture by the obtained offset action attitude, at this time, the orientation of the virtual weapon is not directed to the aiming centroid any more, but a deviation corresponding to the offset action attitude occurs, and the game effect of the multi-frame game pictures is that the aiming centroid also changes the same after the orientation of the virtual weapon changes, namely: the aiming center follows the virtual weapon, and the shooting visual angles of the aiming center and the virtual camera are synchronously changed, so that the game effect of the multi-frame game pictures is that after the orientation of the virtual weapon is changed, the aiming center and the shooting visual angles of the virtual camera are changed in the same way, the orientation and the shooting visual angles of the virtual weapon show a certain inertial lag effect, the continuous game pictures are smoother and closer to the real situation, and the operation hand feeling of a player on the handheld weapon in the game process is further improved.
EXAMPLE III
Fig. 9 is a schematic structural diagram of an electronic device according to a third embodiment of the present disclosure, including: a processor 901, a storage medium 902 and a bus 903, where the storage medium 902 stores machine-readable instructions executable by the processor 901, when the electronic device executes the above-mentioned game screen display method, the processor 901 and the storage medium 902 communicate with each other through the bus 903, and the processor 901 executes the machine-readable instructions to perform the following steps:
under a first-person visual angle, when the shooting visual angle changes, determining a first direction change value and a first speed change value of the virtual camera;
determining the offset action attitude of the virtual role under the current shooting visual angle according to the first direction change value and the first speed change value;
superposing the offset action posture to the basic action posture of the virtual character under the current shooting visual angle;
displaying a game picture shot by the virtual camera under a current shooting visual angle as a current frame on the display device;
the method comprises the steps that a game picture shot by a virtual camera is displayed through a display device, a part of game scene is displayed on the game picture, the game picture at least comprises a virtual weapon, a part of displayed virtual character and a aiming sighting center, and the aiming sighting center and the shooting visual angle of the virtual camera synchronously change in the game scene.
In the embodiment of the present disclosure, the storage medium 902 may further execute other machine-readable instructions to execute other methods as described in the first embodiment, and for the method steps and principles to be specifically executed, reference is made to the description of the first embodiment, and details are not further described herein.
Example four
A fourth embodiment of the present disclosure further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the computer program performs the following steps:
under a first person visual angle, when the shooting visual angle changes, determining a first direction change value and a first speed change value of the virtual camera at present;
determining the offset action posture of the virtual character under the current shooting visual angle according to the first direction change value and the first speed change value;
superposing the offset action posture to the basic action posture of the virtual character under the current shooting visual angle;
displaying a game picture shot by the virtual camera under a current shooting visual angle as a current frame on the display device;
the method comprises the steps that a game picture shot by a virtual camera is displayed through a display device, the game picture displays a part of game scene, the game picture at least comprises a virtual weapon, a part of presented virtual character and an aiming sighting center, and the aiming sighting center and the shooting visual angle of the virtual camera synchronously change in the game scene.
In the embodiments of the present disclosure, when being executed by a processor, the computer program may further execute other machine-readable instructions to perform other methods as described in the first embodiment, and for the specific method steps and principles to be performed, reference is made to the description of the first embodiment, which is not described in detail herein.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions may be stored in a computer-readable storage medium if they are implemented in the form of software functional units and sold or used as separate products. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk, and various media capable of storing program codes.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus once an item is defined in a figure, it need not be further defined or explained in subsequent figures, and moreover, the terms "first", "second", etc. are used merely to distinguish one description from another, and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present application. Are intended to be covered by the scope of this application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (10)

1. A game screen display method for displaying a game screen shot by a virtual camera through a display device, the game screen displaying a part of a game scene, the game screen at least including a virtual weapon, a partially presented virtual character, and an aiming centroid, the aiming centroid and a shooting angle of view of the virtual camera changing synchronously in the game scene, the game screen display method comprising:
under a first person visual angle, when the shooting visual angle changes, determining a first direction change value and a first speed change value of the virtual camera at present;
determining the offset action posture of the virtual character under the current shooting visual angle according to the first direction change value and the first speed change value;
superposing the shifting action posture to the basic action posture of the virtual role under the current shooting visual angle;
displaying a game picture shot by the virtual camera under the current shooting visual angle as a current frame on the display device;
wherein, obtaining the migration action attitude of the virtual character under the current shooting visual angle according to the first direction change value and the first speed change value comprises:
mapping a target two-dimensional coordinate formed by the first direction change value and the first speed change value into a specified two-dimensional graph to obtain the two-dimensional graph containing a target point;
determining a preset number of key frame points which are closest to the target point in the two-dimensional graph, wherein the two-dimensional graph comprises a plurality of key frame points, different key frame points correspond to different action key frames, key frame data in each action key frame comprise a standard deviation action attitude of the virtual character under the action key frame, a second direction change value of the shooting visual angle under the action key frame and a second speed change value of the shooting visual angle under the action key frame, and each action key frame is mapped to the two-dimensional graph based on the second direction change value and the second speed change value corresponding to the action key frame;
and obtaining the migration action posture of the virtual character under the current shooting view angle according to the target point and the preset number of key frame points.
2. The game screen display method according to claim 1, wherein the obtaining of the shift action posture of the virtual character at the current shooting angle based on the first direction change value and the first speed change value includes:
respectively smoothing the first direction change value and the first speed change value, replacing a first direction change value exceeding a preset direction change value in the first direction change value with the preset direction change value, and replacing a first speed change value exceeding a preset speed change value in the first speed change value with the preset speed change value;
and obtaining the offset action attitude of the virtual character under the current shooting visual angle according to the first direction change value subjected to the smoothing processing and the first speed change value subjected to the smoothing processing.
3. The game screen display method according to claim 1, wherein the preset number is three, and the obtaining of the shift action pose of the virtual character at the current shooting view angle according to the target point and the preset number of the key frame points comprises:
determining the distances between the target point and the three key frame points respectively;
and based on each distance, carrying out weighted average processing on the standard deviation action postures corresponding to the three key frame points to obtain the deviation action postures.
4. The game screen display method according to claim 1, wherein the key frame corresponding to each key frame point included in the two-dimensional map is selected from consecutive image frames generated when a photographing angle of view of the virtual camera is changed according to a specified operation.
5. The game screen display method according to claim 4, wherein the consecutive image frames are obtained by performing a moving view angle operation within a range of 360 ° with respect to a photographing view angle of the virtual camera, the number of the moving view angle operation being at least one.
6. The game screen display method according to claim 5, wherein a direction change value at the time of performing the movement angle operation is not more than a preset direction change value, and a speed change value at the time of performing the movement angle operation is not more than a preset speed change value.
7. The game screen display method according to claim 1, wherein a virtual item associated with the virtual weapon in the game screen and a shooting angle of view of the virtual camera change in synchronization in the game scene.
8. A game screen display device for displaying a game screen captured by a virtual camera through a display device, the game screen displaying a part of a game scene, the game screen including at least a virtual weapon, a partially presented virtual character, and an aiming centroid, the aiming centroid and a capturing angle of view of the virtual camera changing synchronously in the game scene, the game screen display device comprising:
the first determining unit is used for determining a first direction change value and a first speed change value of the current virtual camera when the shooting visual angle changes under a first person visual angle;
a second determining unit, configured to determine, according to the first direction change value and the first speed change value, a shift action posture of the virtual character at a current shooting view angle;
the posture superposition unit is used for superposing the shifting action posture to a basic action posture of the virtual character under the current shooting visual angle;
the display unit is used for displaying a game picture shot by the virtual camera under a current shooting visual angle as a current frame on the display device;
wherein the second determining unit, when configured to obtain the offset action posture of the virtual character at the current shooting perspective according to the first direction change value and the first speed change value, includes:
mapping a target two-dimensional coordinate formed by the first direction change value and the first speed change value to a specified two-dimensional graph to obtain the two-dimensional graph containing a target point;
determining a preset number of key frame points which are closest to the target point in the two-dimensional graph, wherein the two-dimensional graph comprises a plurality of key frame points, different key frame points correspond to different action key frames, key frame data in each action key frame comprise a standard deviation action attitude of the virtual character under the action key frame, a second direction change value of the shooting visual angle under the action key frame and a second speed change value of the shooting visual angle under the action key frame, and each action key frame is mapped into the two-dimensional graph based on the second direction change value and the second speed change value corresponding to the action key frame;
and obtaining the migration action posture of the virtual character under the current shooting view angle according to the target point and the preset number of key frame points.
9. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the game screen display method according to any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that a computer program is stored thereon, which computer program, when being executed by a processor, carries out the steps of a game screen display method according to any one of claims 1 to 7.
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