CN111552458B - Construction method, implementation method, device and system of game system architecture - Google Patents

Construction method, implementation method, device and system of game system architecture Download PDF

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Publication number
CN111552458B
CN111552458B CN202010239681.2A CN202010239681A CN111552458B CN 111552458 B CN111552458 B CN 111552458B CN 202010239681 A CN202010239681 A CN 202010239681A CN 111552458 B CN111552458 B CN 111552458B
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entity
function
controller
objects
entity object
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CN111552458A (en
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陈瑽
田吉亮
寇京博
王朔
庄涛
杨凯允
陈嘉伟
殷宏亮
张峰
姚逸宁
徐丹
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Beijing Perfect Chijin Technology Co ltd
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Beijing Perfect Chijin Technology Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/20Software design
    • G06F8/24Object-oriented
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/36Software reuse

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  • Software Systems (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Stored Programmes (AREA)

Abstract

The invention provides a method for constructing a game system architecture, a method for realizing the same, a device and a system for realizing the same. The embodiment of the invention can effectively realize the decoupling of the data and the logic functions, improves the multiplexing rate of the data and the logic functions and saves the development resources of games.

Description

Construction method, implementation method, device and system of game system architecture
Technical Field
The invention relates to the technical field of game system architecture, in particular to a method for constructing a game system architecture, a method for realizing the same, a device and a system.
Background
In the prior art, the game architecture ECS (Entity-Component-System) is very powerful in terms of data decoupling, logic multiplexing and the like, so that the game efficiency can be improved, the memory and the size of data transmission can be reduced, and the MVC (Model View Controller, model-view-controller) architecture used in the conventional game architecture is divided into three layers of data, view and control, generally one view layer corresponds to one control layer, part of codes of the control layer can be repeated, and a large amount of logic processing contents exist in a database.
The Unity has very good implementation on the front-end architecture of the ECS, which can be well combined with Unity, but the combination is also very complex, and much extra work is needed to do data decoupling (EC part) and solve the multiplexing problem of logic (S part). In the use of architecture, there is also a certain requirement on the level of architecture understanding of the programmer itself to achieve an effective separation of entity E and component C.
There are a number of problems associated with applying an architecture ECS to the backend. Because the back end does not have as many objects as the front end and does not need to do too much work for decomposing objects, in the development of the back end system, if the ECS architecture is used, many problems will occur for the splitting of the entity E and the component C, and many contents may be reconstructed from time to time according to the change of the requirement. In order to achieve the ECS architecture, the complexity of the architecture is improved to a certain extent, and the execution efficiency is reduced.
Disclosure of Invention
In view of the foregoing, the present invention has been developed to provide a method, apparatus, and system for constructing a game system architecture that overcome, or at least partially solve, the foregoing problems.
According to an aspect of an embodiment of the present invention, there is provided a method for constructing a game system architecture, including:
defining, by a controller, an initial function and a logical function of a gaming system, a context object of the gaming system being defined in the initial function;
controlling the context object to create a plurality of entity objects containing entity attributes through the controller;
creating a plurality of different function subsystems by controlling context objects through the controller, wherein the function subsystems are used for receiving the call of the controller so as to execute a logic function on entity objects referenced by the controller according to the logic function;
and constructing and obtaining a game system architecture based on the context object, the entity object and different functional subsystems.
Optionally, the entity object includes an identity attribute, and the controller controls the context object to create a plurality of entity objects including the entity attribute, including:
controlling the context object to create a plurality of entity objects through the controller, and forming an entity object array by the plurality of entity objects and storing the entity object array in the context object;
And respectively distributing unique identifiers for all the entity objects in the entity object array for identifying the identity of the entity object.
Optionally, the entity object includes a grouping attribute, and controlling, by the controller, the context object to create a plurality of entity objects including the entity attribute includes:
and controlling the context object to create a plurality of entity objects through the controller, dividing the entity objects into different groups according to a preset rule, and recording the groups to which each entity object belongs.
Optionally, the entity object includes a feature attribute, and controlling, by the controller, the context object to create a plurality of entity objects including the entity attribute includes:
and controlling the context object to create a plurality of entity objects through the controller, respectively configuring corresponding object characteristics for the plurality of entity objects, and recording the object characteristics in a key-value form.
Optionally, the logic function comprises an update function, and the function subsystem is configured to update the state of the feature attribute of the entity object referenced by the controller according to the update function.
Optionally, the object characteristics of the entity object include at least one of entity speed, entity position, entity orientation.
According to another aspect of the embodiment of the present invention, there is also provided a method for implementing a game system architecture, including:
determining an entity object to be controlled, a function subsystem to be called and an entity object control mode according to a control instruction received by a controller;
searching the entity object to be controlled from an entity object array which is stored by the context object and contains a plurality of entity objects through the controller and referring to the entity object to be controlled;
and calling the function subsystem through the controller, and controlling the referenced entity object to be controlled by utilizing the called function subsystem according to an entity object control mode.
Optionally, each entity object in the entity object array has a unique identifier, and the controller searches for and references the entity object to be controlled from the entity object array containing a plurality of entity objects stored by the context object, including:
acquiring a unique identifier of the entity object to be controlled through the controller;
and searching the entity object corresponding to the acquired unique identifier from the entity object array which is stored by the context object and contains a plurality of entity objects, and referring to the entity object.
Optionally, the controller defines an initial function and a logic function of the game system in advance, calls the function subsystem through the controller, and controls the referenced entity object to be controlled according to an entity object control mode by using the called function subsystem, including:
Calling the function subsystem through the controller, and configuring control parameters for the logic function according to the entity control mode;
the called functional subsystem initializes the referenced entity object to be controlled based on the initial function, and controls the initialized entity object according to the logic function configured with the control parameter.
Optionally, each entity object in the entity object array is preconfigured with an object feature, and the called functional subsystem initializes the referenced entity object to be controlled based on the initial function, including:
the called functional subsystem reads the object characteristics of the entity object to be controlled;
and initializing the referenced entity object to be controlled based on the initial function and according to the read object characteristics.
Optionally, the object characteristics of the entity object include at least one of entity speed, entity position, entity orientation.
Optionally, the logic function includes an update function, and the controlling the initialized entity object according to the logic function configured with the control parameter includes:
and updating the object characteristic state of the initialized entity object according to the updating function configured with the control parameters.
Optionally, the referenced entity object to be controlled includes at least two groups of entity objects, the control parameters include different control parameters configured for an update function for each group of entity objects, and updating the object feature states of the initialized entity objects according to the update function configured with the control parameters, including:
determining control parameters corresponding to each group of entity objects respectively;
and updating the object characteristic states of the corresponding initialized groups of entity objects according to the updating function of the configuration control parameters.
According to another aspect of the embodiment of the present invention, there is also provided a device for constructing a game system architecture, including:
a definition module adapted to define, by a controller, an initial function and a logical function of a game system, in which initial function a context object of the game system is defined;
a creation module adapted to control the context object to create a plurality of entity objects including entity attributes by the controller;
the creation module is further adapted to control the context object to create a plurality of different function subsystems through the controller, wherein the function subsystems are used for receiving the call of the controller to execute the logic function on the entity object referenced by the controller according to the logic function;
And the construction module is suitable for constructing a game system architecture based on the context object, the entity object and different functional subsystems.
Optionally, the entity object contains an identity attribute, and the creation module is further adapted to:
controlling the context object to create a plurality of entity objects through the controller, and forming an entity object array by the plurality of entity objects and storing the entity object array in the context object;
and respectively distributing unique identifiers for all the entity objects in the entity object array for identifying the identity of the entity object.
Optionally, the entity object contains a grouping attribute, and the creation module is further adapted to:
and controlling the context object to create a plurality of entity objects through the controller, dividing the entity objects into different groups according to a preset rule, and recording the groups to which each entity object belongs.
Optionally, the entity object contains a feature attribute, and the creation module is further adapted to:
and controlling the context object to create a plurality of entity objects through the controller, respectively configuring corresponding object characteristics for the plurality of entity objects, and recording the object characteristics in a key-value form.
Optionally, the logic function comprises an update function, and the function subsystem is configured to update the state of the feature attribute of the entity object referenced by the controller according to the update function.
Optionally, the object characteristics of the entity object include at least one of entity speed, entity position, entity orientation.
According to another aspect of the embodiment of the present invention, there is also provided an implementation apparatus of a game system architecture, including:
the determining module is suitable for determining an entity object to be controlled, a function subsystem to be called and an entity object control mode according to the control instruction received by the controller;
the reference module is suitable for searching the entity object to be controlled from an entity object array which is stored by the context object and contains a plurality of entity objects through the controller and referencing the entity object to be controlled;
and the control module is suitable for calling the function subsystem through the controller and controlling the referenced entity object to be controlled according to an entity object control mode by utilizing the called function subsystem.
Optionally, each entity object in the entity object array has a unique identifier, and the reference module is further adapted to:
acquiring a unique identifier of the entity object to be controlled through the controller;
and searching the entity object corresponding to the acquired unique identifier from the entity object array which is stored by the context object and contains a plurality of entity objects, and referring to the entity object.
Optionally, the controller is predefined with an initial function and a logical function of the game system, and the control module is further adapted to:
calling the function subsystem through the controller, and configuring control parameters for the logic function according to the entity control mode;
the called functional subsystem initializes the referenced entity object to be controlled based on the initial function, and controls the initialized entity object according to the logic function configured with the control parameter.
Optionally, each entity object in the entity object array is preconfigured with an object feature, and the control module is further adapted to:
the called functional subsystem reads the object characteristics of the entity object to be controlled;
and initializing the referenced entity object to be controlled based on the initial function and according to the read object characteristics.
The object characteristics of the entity object include at least one of entity speed, entity position, and entity orientation.
Optionally, the logic function comprises an update function, and the control module is further adapted to:
and updating the object characteristic state of the initialized entity object according to the updating function configured with the control parameters.
Optionally, the referenced entity objects to be controlled comprise at least two groups of entity objects, the control parameters comprising different control parameters for each group of entity objects configured for an update function, the control module being further adapted to:
determining control parameters corresponding to each group of entity objects respectively;
and updating the object characteristic states of the corresponding initialized groups of entity objects according to the updating function of the configuration control parameters.
According to another aspect of an embodiment of the present invention, there is also provided a game system including:
a controller for defining an initial function and a logic function of the game system, defining a context object in the initial function, and controlling the context object to create a plurality of entity objects and different function subsystems;
the storage unit is used for storing the context object and a plurality of entity objects created by the context object;
and the different function subsystems are used for executing logic functions on the entity objects referenced by the controller according to the logic function functions after being called by the controller.
Optionally, the plurality of entity objects in the storage unit respectively include an identity attribute for identifying the identity of the entity object, a grouping attribute for distinguishing the grouping to which each entity object belongs, and a feature attribute for identifying the object feature of each entity object.
Optionally, the plurality of entity objects in the storage unit are stored in the form of entity arrays, and attribute values corresponding to identity attributes of the entity objects in the entity arrays are unique identifiers of the entity objects;
the controller is also used for searching and referring to the entity object to be controlled according to the unique identifier of the entity object, and the referred entity object to be controlled is controlled by utilizing the called function subsystem according to the logic function.
Optionally, the controller is further configured to read a feature attribute of the to-be-controlled entity object before controlling the referenced to-be-controlled entity object, and initialize the referenced to-be-controlled entity object based on the initial function and according to the read object feature.
Optionally, the context object includes groups attribute and idxs attribute, which are used for distinguishing and managing entity objects and attributes in the entity array.
According to yet another aspect of embodiments of the present invention, there is also provided a computer storage medium storing computer program code which, when run on a computing device, causes the computing device to perform the method of constructing a gaming system architecture in any of the embodiments above and the method of implementing a gaming system architecture in any of the embodiments.
According to yet another aspect of an embodiment of the present invention, there is also provided a computing device including: a processor; a memory storing computer program code; the computer program code, when executed by the processor, causes the computing device to perform the method of constructing a gaming system architecture in any of the embodiments above and the method of implementing a gaming system architecture in any of the embodiments.
The embodiment of the invention defines the context object of the game system through the controller, creates the entity object and the different function subsystems by utilizing the context object, further refers to the entity object and the different function subsystems through the controller, and executes the logic function on the entity object referred to by the controller by utilizing the logic function defined by the controller through the different function subsystems. The embodiment of the invention adopts a relatively simple process to construct the game system architecture, can effectively realize the effective decoupling of the entity object and the different function subsystems, and can execute the logic function because the entity object is data without logic, namely effectively realize the decoupling of the data and the logic function, and effectively improve the multiplexing rate of the data and the logic function and save the development resources of the game.
The foregoing description is only an overview of the present invention, and is intended to be implemented in accordance with the teachings of the present invention in order that the same may be more clearly understood and to make the same and other objects, features and advantages of the present invention more readily apparent.
The above, as well as additional objectives, advantages, and features of the present invention will become apparent to those skilled in the art from the following detailed description of a specific embodiment of the present invention when read in conjunction with the accompanying drawings.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the invention and do not constitute a limitation on the invention. In the drawings:
FIG. 1 is a flow diagram of a method of building a gaming system architecture according to one embodiment of the invention;
FIG. 2 shows a schematic structural diagram of a controller and gaming system architecture according to an embodiment of the present invention;
FIG. 3 is a flow diagram illustrating a method of implementing a gaming system architecture according to one embodiment of the invention;
FIG. 4 shows a schematic structural diagram of a building apparatus of a game system architecture according to an embodiment of the present invention;
FIG. 5 shows a schematic structural diagram of an implementation of a gaming system architecture in accordance with an embodiment of the present invention;
fig. 6 shows a schematic structural diagram of a game system according to an embodiment of the present invention.
Detailed Description
Exemplary embodiments of the present invention will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the present invention are shown in the drawings, it should be understood that the present invention may be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the invention to those skilled in the art.
To solve the above technical problems, an embodiment of the present invention provides a method for constructing a game system architecture, and fig. 1 is a flow chart of a method for constructing a game system architecture according to an embodiment of the present invention. Referring to fig. 1, the method for constructing a game system architecture at least includes the following steps S102 to S108.
Step S102, defining an initial function and a logic function of the game system by the controller, wherein a context object of the game system is defined in the initial function.
In the embodiment of the invention, the context object can be used as a unified strong life cycle management and control object of a game system, and a plurality of context objects can be defined for one game system.
In step S104, the controller controls the context object to create a plurality of entity objects including entity attributes.
The physical object in the embodiment of the present invention may include various types, for example, the physical object created for the combat system includes a Player, a organization, an interactive, an enemy, an NPC (Non-Player Character), and the like.
In step S106, the controller controls the context object to create a plurality of different function subsystems, and the function subsystems are used for receiving the call of the controller to execute the logic function on the entity object referenced by the controller according to the logic function.
The different functional subsystems of embodiments of the present invention include subsystem business logic, and context objects may be created based on entity objects when creating the functional subsystems. The different functional subsystems may include in-game network systems, BUFF systems, navigation systems, single player logic systems, single enemy logic systems, mobile systems, institutional systems, attack systems, skill systems, flight attendant systems, hit systems, pet systems, interactive systems, time systems, win/lose judgment systems, and the like, as embodiments of the present invention are not limited in this regard.
Step S108, a game system architecture is built based on the context object, the entity object and different functional subsystems.
The embodiment of the invention defines the context object of the game system through the controller, creates the entity object and the different function subsystems by utilizing the context object, further refers to the entity object and the different function subsystems through the controller, and executes the logic function on the entity object referred to by the controller by utilizing the logic function defined by the controller through the different function subsystems. The embodiment of the invention adopts a relatively simple process to construct the game system architecture, can effectively realize the effective decoupling of the entity object and the different function subsystems, and can execute the logic function because the entity object is data without logic, namely effectively realize the decoupling of the data and the logic function, and effectively improve the multiplexing rate of the data and the logic function and save the development resources of the game.
In the embodiment of the invention, the entity object may include an identity attribute uid, a grouping attribute comp and a feature attribute content, and the process of creating a plurality of entity objects including the entity attribute for different entity attributes is described below.
In an alternative embodiment of the present invention, the entity object includes an identity attribute uid, and when the entity object is created, the controller controls the context object to create a plurality of entity objects, and the plurality of entity objects form an entity object array and are stored in the context object. Then, each entity object in the entity object array is respectively allocated with a unique identifier for identifying the identity of the entity object. The unique identifier assigned to the entity object may be a global unique ID that may be used as an index when searching for the entity object from the array of entity objects.
In the embodiment of the invention, a plurality of entity objects contained in the entity object array stored by the context object are actually logic-free data, and the data storage can be optimized by taking the entity object as a unit for data storage, so that the subsequent reference to the entity object is convenient, and the running efficiency of the game system is improved.
In an optional embodiment of the present invention, the entity object includes a grouping attribute comp, and when the entity object is created, the controller may control the context object to create a plurality of entity objects, divide the plurality of entity objects into different groupings according to a preset rule, and record the groupings to which each entity object belongs.
In an alternative embodiment of the present invention, the preset rule may be a random number generation rule, that is, a plurality of entity objects are randomly grouped, and the plurality of entity objects are divided into different groups by generating random numbers for each entity object. For example, grouping entity objects of different player character types among the entity objects may divide a plurality of different player characters into two groups, a sense group and a evil group, by generating random numbers.
In an alternative embodiment of the present invention, one entity object may correspond to a plurality of different groupings, for example, the entity object is a player character, which may belong to a sense group, or may belong to other groupings. Therefore, the object group attribute comp of the entity object may be an array to record group information of a plurality of groups to which the multi-entity object belongs.
In an alternative embodiment of the present invention, the entity object contains a feature attribute content, and when creating the entity object, a config configuration is required to create the entity object content. If the controller controls the context object to create a plurality of entity objects, corresponding object features are respectively configured for the plurality of entity objects, and the object features are recorded in the context object in a key-value form. Since a physical object may be configured with multiple object features, such as a real object speed, a real object position, a real object orientation, etc., the feature attribute content may be an array, i.e. configure config as a KV array, corresponding to an attribute structure of a physical object.
The configuration config of the embodiment of the invention not only can be used for initializing the entity object in the follow-up process, but also can be used for network transmission. When the embodiment of the invention carries out config configuration on the entity object, serverid and ip can be configured, for example, content [ entity id ] [ serverid ] =100, content [ entity id ] [ ip ] =127.0.0.1.
In an alternative embodiment of the present invention, the logic function may include an update function, and after a subsequent controller invokes the function subsystem, the invoked function subsystem is utilized to update the state of the feature attribute of the physical object referenced by the controller according to the update function. For example, the feature attribute of the referenced entity object includes a location attribute, the invoked function subsystem is a mobile system, and the location state of the referenced entity object can be updated by the mobile system to realize the movement of the corresponding entity object.
In one embodiment of the invention, the logic function may also include other functions, such as systems where the main logic of a battle system in a game is generally similar to that of a plurality of battles, but may be divided into a plurality of PVPs (Player ve rsus player, players against players). The controller is used as an entry to a combat system, defining a logic function associated with the system. Such as a general PVE (Player VS Environm ent, player engagement environment) system, various functions of break-through success, break-through failure, fight initiation, sweep, etc., may be defined, as embodiments of the invention are not specifically limited in this regard.
In the embodiment of the invention, before the called functional subsystem is used for updating the state of the characteristic attribute of the entity object referenced by the controller according to the updating function, the called functional subsystem can also initialize the entity object referenced by the controller based on the defined initial function. Further, the state of the characteristic attribute of the entity object referenced by the controller is updated according to the update function. For example, an initial function defined in a combat system of a game is a combat initial function, and physical objects referenced by a controller may be initialized based on the defined combat initial function.
The game System architecture including the Context, the Entity and the function subsystem System in fig. 2 can be obtained based on the above construction process of the game System architecture.
One functional subsystem System is schematically shown in fig. 2, and in practice a plurality of functional subsystem systems may be included in the gaming System architecture. The entries stored in the Context are Entity object arrays, the Entity object arrays contain a plurality of Entity entities, and the Entity entities contain attributes and do not contain logic methods. When the entity object is created, the Context can divide the entity objects of different types into a plurality of groups, the Context contains the groups attribute and the idxs attribute, and the groups attribute and the idxs attribute can be adopted to distinguish and manage the entity objects and the attributes contained in the entities array.
Each Entity contains an identity attribute uid, a grouping attribute comp and a feature attribute content, and the object features are recorded in the form of key-value. The initial function defined by the controller is an init function and the update function contained in the logic function is an update function, the controller Control is used as a main entry in the System architecture and inherits from the Context, the Context can be controlled to generate the Entity and can refer to the Entity, in addition, the controller Control can also call a function subsystem System, and the called function subsystem System updates the state of the characteristic attribute of the referenced Entity by using the update function.
Based on the same inventive concept, a method for implementing a game system architecture is also provided, and fig. 3 shows a flow chart of a method for implementing a game system architecture according to an embodiment of the present invention. Referring to fig. 3, the implementation method of the game system architecture may at least include steps S302 to S306.
Step S302, determining the entity object to be controlled, the function subsystem to be called and the entity object control mode according to the control instruction received by the controller.
In step S304, the controller searches for the entity object to be controlled from the entity object array containing the plurality of entity objects stored in the context object and refers to the entity object.
Step S306, calling a function subsystem through the controller, and controlling the referenced entity object to be controlled according to the entity object control mode by utilizing the called function subsystem.
In an embodiment of the present invention, each entity object in the entity object array has a unique identifier, and the unique identifier may be used as an index of the entity object in the entity object array. The unique identification of the entity object may be a globally unique ID to be used to identify the entity.
When the controller in step S304 is executed to find the entity object to be controlled from the entity object array containing the plurality of entity objects stored in the context object, the controller obtains the unique identifier of the entity object to be controlled. And then, obtaining the entity object corresponding to the obtained unique identifier from the index of the entity object array stored by the context object according to the obtained unique identifier.
In one embodiment of the invention, the controller is pre-defined with an initial function init and a logical function of the game system. When the called function subsystem in step S306 is executed to control the referenced entity object to be controlled according to the entity object control manner, the controller may first configure control parameters for the logic function according to the entity control manner. And initializing the referenced entity object to be controlled based on the initial function init through the called functional subsystem. And finally, controlling the initialized entity object according to the logic function configured with the control parameters through the called function subsystem. Of course, before the entity object is controlled by the called functional subsystem, the functional subsystem may be initialized, which is not described in detail in the embodiment of the present invention.
In this embodiment, each entity object in the entity object array is preconfigured with an object feature, and when the invoked function subsystem initializes the referenced entity object to be controlled based on the initial function init, the object feature of the entity object to be controlled may be read first. Then, the referenced entity object to be controlled is initialized based on the initial function and according to the read object characteristics.
The object features in this embodiment may include the physical location, physical speed, physical orientation, etc. of the physical object, which is not particularly limited in the embodiments of the present invention.
The logic function may include an update function update whereby, upon invocation of the function subsystem, the object feature state of the initialized physical object may be updated by the invoked function subsystem in accordance with the update function configured with the control parameter.
In the embodiment of the present invention, the entity objects to be controlled that are referred to may include at least two groups of entity objects, such as two groups of entity objects, respectively, a sense role of a sense group and a evil role of a evil group. The control parameters may include different control parameters for each set of entity objects configured for the update function, such as different control parameters configured for sense roles for sense groups and for evil roles for evil groups. Therefore, when the object feature states of the initialized entity objects are updated according to the update function configured with the control parameters, the control parameters corresponding to each group of entity objects can be determined first, and then the object feature states of the corresponding initialized groups of entity objects are updated according to the update function configured with the control parameters.
For example, the entity object to be controlled determined according to the control instruction is a sense role belonging to a sense group and a evil role belonging to a evil group, the function subsystem to be called is a mobile system, and the entity object control mode is to control the position movement of the sense role and the evil role.
After the controller refers to the entity object to be controlled and calls the mobile system, when the control parameters are configured for the update function according to the entity control mode, the random values of the position + (1-3) of the character in each evil group are configured every 10 milliseconds, and the random values of the position- (1-3) of the character in each sense group are configured every 10 milliseconds. The mobile system reads the position of the entity object to be controlled, initializes the referenced entity object to be controlled based on the initial function and according to the read position, and updates the object characteristic state of the initialized entity object according to the update function configured with the control parameter. Since the update function update is a continuous loop function, the mobile system updates the position state of the physical object by the update function after configuring the control parameters, so that the update can be performed every 10 ms.
After determining the entity object to be controlled, the function subsystem to be called and the entity object control mode according to the control instruction received by the controller, the embodiment of the invention searches the entity object to be controlled from the entity object array by the controller, refers to the entity object to be controlled and calls the function subsystem by the controller, so that the referenced entity object to be controlled can be controlled by using the called function subsystem according to the entity object control mode.
The plurality of entity objects contained in the entity object array stored by the context object are actually logic-free data, and the data storage can be optimized by taking the entity object as a unit for data storage, so that the subsequent reference to the entity object is convenient, and the running efficiency of the game system is improved.
Based on the same inventive concept, there is also provided a construction apparatus of a game system architecture, and fig. 4 shows a schematic structural diagram of the construction apparatus of the game system architecture according to an embodiment of the present invention. Referring to fig. 4, the construction apparatus of the game system architecture includes a definition module 410, a creation module 420, and a construction module 430.
The definition module 410 is adapted to define, by the controller, an initial function and a logical function of the gaming system, in which initial function a context object of the gaming system is defined.
The creation module 420 is adapted to control, by the controller, the context object to create a plurality of entity objects comprising entity attributes.
The creation module 420 is further adapted to create a plurality of different functional subsystems by the controller controlling the context objects, the functional subsystems for receiving a call from the controller to perform a logical function on an entity object referenced by the controller in accordance with the logical function.
The construction module 430 is adapted to construct a game system architecture based on the context object, the entity object and the different functional subsystems.
In an alternative embodiment of the present invention, the entity object includes an identity attribute, and the creation module 420 is further adapted to control, by the controller, the context object to create a plurality of entity objects, and to compose the plurality of entity objects into an entity object array and store the entity object array in the context object. Unique identifiers are respectively allocated to each entity object in the entity object array for identifying the identity of the entity object.
In an alternative embodiment of the present invention, the entity object includes a grouping attribute, and the creating module 420 is further adapted to control the context object to create a plurality of entity objects by the controller, divide the plurality of entity objects into different groupings according to a preset rule, and record the groupings to which each entity object belongs.
In an alternative embodiment of the present invention, the entity object includes a feature attribute, and the creation module 420 is further adapted to control, by using the controller, the context object to create a plurality of entity objects, configure corresponding object features for the plurality of entity objects, and record the object features in a key-value form.
In an alternative embodiment of the present invention, the logic function comprises an update function, and the function subsystem is configured to update the state of the feature attribute of the physical object referenced by the controller according to the update function.
In an alternative embodiment of the present invention, the object characteristics of the physical object include at least one of physical speed, physical location, physical orientation, and the like.
Based on the same inventive concept, there is also provided an implementation device of a game system architecture, and fig. 5 shows a schematic structural diagram of an implementation device of a game system architecture according to an embodiment of the present invention. Referring to fig. 5, an implementation of the gaming system architecture includes a determination module 510, a reference module 520, and a control module 530.
The determining module 510 is adapted to determine the entity object to be controlled, the function subsystem to be invoked, and the entity object control mode according to the control instruction received by the controller.
The reference module 520 is adapted to search, by the controller, for an entity object to be controlled from an entity object array comprising a plurality of entity objects stored in the context object and to reference the entity object.
The control module 530 is adapted to call a functional subsystem through the controller, and control the referenced entity object to be controlled according to the entity object control mode by using the called functional subsystem.
In an alternative embodiment of the present invention, each entity object in the entity object array has a unique identifier, and the reference module 520 is further adapted to obtain, by using the controller, the unique identifier of the entity object to be controlled, and search, from the entity object array stored by the context object and including a plurality of entity objects, the entity object corresponding to the obtained unique identifier, and reference the entity object.
In an alternative embodiment of the present invention, the controller defines an initial function and a logic function of the game system in advance, and the control module 530 is further adapted to call a function subsystem through the controller, configure control parameters for the logic function according to an entity control manner, initialize the referenced entity object to be controlled based on the initial function, and control the initialized entity object according to the logic function configured with the control parameters.
In an alternative embodiment of the present invention, each entity object in the entity object array is preconfigured with an object feature, and the control module 530 is further adapted to invoke a functional subsystem to read the object feature of the entity object to be controlled. And initializing the referenced entity object to be controlled based on the initial function and according to the read object characteristics.
In an alternative embodiment of the present invention, the object characteristics of the physical object include at least one of physical speed, physical location, physical orientation, and the like.
In an alternative embodiment of the present invention, the logic function comprises an update function, and the control module 530 is further adapted to update the object feature status of the initialized physical object according to the update function configured with the control parameters.
In an alternative embodiment of the present invention, the referenced entity objects to be controlled include at least two groups of entity objects, the control parameters include different control parameters configured for the update function for each group of entity objects, and the control module 530 is further adapted to determine the control parameters corresponding to each group of entity objects respectively, and then update the object feature states of each group of initialized entity objects according to the update function configured with the control parameters.
Based on the same inventive concept, there is also provided a game system, and fig. 6 shows a schematic diagram of a game system according to an embodiment of the present invention. Referring to fig. 6, the game system includes a controller 610, a storage unit 620, and different functional subsystems, and fig. 6 shows three functional subsystems of a functional subsystem 631, a functional subsystem 632, and a functional subsystem 633, and the number of the functional subsystems is not specifically limited in the embodiment of the present invention.
A controller 610 for defining an initial function and a logical function of the game system, defining a context object in the initial function, and controlling the context object to create a plurality of entity objects and different function subsystems.
The storage unit 620 is configured to store the context object and a plurality of entity objects created by the context object.
And different functional subsystems for executing logic functions on the entity objects referenced by the controller 610 according to the logic function functions after being called by the controller 610.
In an alternative embodiment of the present invention, the plurality of entity objects in the storage unit 620 respectively include an identity attribute for identifying the identity of the entity object, a grouping attribute for distinguishing the grouping to which each entity object belongs, and a feature attribute for identifying the object feature of each entity object.
In an alternative embodiment of the present invention, the plurality of entity objects in the storage unit 620 are stored in the form of entity arrays, and the attribute value corresponding to the identity attribute of each entity object in the entity arrays is the unique identifier of the entity object. The controller 610 is further configured to search and reference the entity object to be controlled according to the unique identifier of the entity object, and control the referenced entity object to be controlled according to the logic function using the called function subsystem.
In an alternative embodiment of the present invention, the controller 610 is further configured to read a feature attribute of the entity object to be controlled before controlling the referenced entity object to be controlled, and initialize the referenced entity object to be controlled based on the initial function and according to the read object feature.
In an alternative embodiment of the present invention, the context object includes groups attributes and idxs attributes, which are used to distinguish and manage entity objects and attributes in the entity array.
In the game system of the embodiment of the invention, the initial function and the logic function of the game system are defined through the controller, the context object is defined in the initial function, and the context object is controlled to create a plurality of entity objects and different function subsystems. The controller can be used for calling different function subsystems and referencing the entity objects, and the called function subsystems execute logic functions on the entity objects referenced by the controller according to the logic function functions. The embodiment of the invention can effectively realize the effective decoupling of the entity object and the subsystems with different functions, namely the decoupling of the data and the logic functions, and the multiplexing rate of the data and the logic functions is effectively improved, so that the development resources of the game are saved.
The plurality of entity objects stored in the storage unit are actually logic-free data, and the data storage is carried out by taking the entity objects as units, so that the data storage can be optimized, the subsequent reference to the entity objects is convenient, and the running efficiency of the game system is improved.
Embodiments of the present invention also provide a computer storage medium storing computer program code that, when run on a computing device, causes the computing device to perform the method of constructing a gaming system architecture in any of the embodiments above and the method of implementing a gaming system architecture in any of the embodiments above.
The embodiment of the invention also provides a computing device, which comprises: a processor; a memory storing computer program code; the computer program code, when executed by the processor, causes the computing device to perform the method of constructing a gaming system architecture in any of the embodiments and the method of implementing a gaming system architecture in any of the embodiments above.
It will be clear to those skilled in the art that the specific working processes of the above-described systems, devices, modules and units may refer to the corresponding processes in the foregoing method embodiments, and for brevity, the description is omitted here.
In addition, each functional unit in the embodiments of the present invention may be physically independent, two or more functional units may be integrated together, or all functional units may be integrated in one processing unit. The integrated functional units may be implemented in hardware or in software or firmware.
Those of ordinary skill in the art will appreciate that: the integrated functional units, if implemented in software and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in essence or in whole or in part in the form of a software product stored in a storage medium, which includes instructions for causing a computing device (e.g., a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods of embodiments of the present invention when the instructions are executed. And the aforementioned storage medium includes: a usb disk, a removable hard disk, a read-only memory (ROM), a random-access memory (RAM), a magnetic disk, or an optical disk, etc.
Alternatively, all or part of the steps of implementing the foregoing method embodiments may be implemented by hardware (such as a personal computer, a server, or a computing device such as a network device) associated with program instructions, where the program instructions may be stored on a computer-readable storage medium, and where the program instructions, when executed by a processor of the computing device, perform all or part of the steps of the method according to the embodiments of the present invention.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present invention, and not for limiting the same; although the invention has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some or all technical features thereof can be replaced by others within the spirit and principle of the present invention; such modifications and substitutions do not depart from the scope of the invention.

Claims (26)

1. A method of constructing a gaming system architecture, comprising:
defining, by a controller, an initial function and a logical function of a gaming system, a context object of the gaming system being defined in the initial function;
Controlling the context object to create a plurality of entity objects containing entity attributes through the controller; wherein the entity object contains an identity attribute, and controlling, by the controller, the context object to create a plurality of entity objects containing entity attributes comprises: controlling the context object to create a plurality of entity objects through the controller, and forming an entity object array by the plurality of entity objects and storing the entity object array in the context object; respectively distributing unique identifiers for each entity object in the entity object array to be used for identifying the identity of the entity object; the entity object containing a characteristic attribute, and controlling, by the controller, the context object to create a plurality of entity objects containing entity attributes includes: the controller controls the context object to create a plurality of entity objects, corresponding object features are respectively configured for the entity objects, and the object features are recorded in a key-value form;
creating a plurality of different function subsystems by controlling context objects through the controller, wherein the function subsystems are used for receiving the call of the controller so as to execute a logic function on entity objects referenced by the controller according to the logic function;
Constructing a game system architecture based on the context object, the entity object and different functional subsystems; the method comprises the steps of defining a context object of a game system through a controller, creating an entity object and different function subsystems by using the context object, referencing the entity object and the different function subsystems through the controller, and executing a logic function on the entity object referenced by the controller by using a logic function defined by the controller through the different function subsystems.
2. The method of claim 1, wherein the entity object contains a grouping attribute, wherein controlling, by the controller, the context object to create a plurality of entity objects containing entity attributes comprises:
and controlling the context object to create a plurality of entity objects through the controller, dividing the entity objects into different groups according to a preset rule, and recording the groups to which each entity object belongs.
3. The method of claim 1, wherein the logical function comprises an update function, and wherein the function subsystem is configured to update the state of the property attribute of the physical object referenced by the controller in accordance with the update function.
4. The method of claim 1, wherein the step of determining the position of the substrate comprises,
The object characteristics of the entity object include at least one of entity speed, entity position, and entity orientation.
5. A method for implementing a gaming system architecture, comprising:
determining an entity object to be controlled, a function subsystem to be called and an entity object control mode according to a control instruction received by a controller;
searching the entity object to be controlled from an entity object array which is stored by the context object and contains a plurality of entity objects through the controller and referring to the entity object to be controlled;
invoking the function subsystem through the controller, and controlling the referenced entity object to be controlled according to an entity object control mode by utilizing the invoked function subsystem; wherein, the controller is predefined with an initial function and a logic function of the game system; calling the function subsystem through the controller, and configuring control parameters for the logic function according to the entity control mode; the called functional subsystem initializes the referenced entity object to be controlled based on the initial function, and controls the initialized entity object according to the logic function configured with the control parameter.
6. The method of claim 5, wherein each entity object in the entity object array has a unique identifier, and wherein searching, by the controller, the entity object to be controlled from the entity object array containing the plurality of entity objects stored in the context object and referencing the entity object, comprises:
acquiring a unique identifier of the entity object to be controlled through the controller;
and searching the entity object corresponding to the acquired unique identifier from the entity object array which is stored by the context object and contains a plurality of entity objects, and referring to the entity object.
7. The method of claim 5, wherein each entity object in the array of entity objects is pre-configured with object features, wherein the invoked function subsystem initializes the referenced entity object to be controlled based on the initial function, comprising:
the called functional subsystem reads the object characteristics of the entity object to be controlled;
and initializing the referenced entity object to be controlled based on the initial function and according to the read object characteristics.
8. The method of claim 7, wherein the step of determining the position of the probe is performed,
the object characteristics of the entity object include at least one of entity speed, entity position, and entity orientation.
9. The method of claim 5, wherein the logical function comprises an update function that controls the initialized physical object according to the logical function configured with the control parameter, comprising:
and updating the object characteristic state of the initialized entity object according to the updating function configured with the control parameters.
10. The method according to claim 9, wherein the referenced entity objects to be controlled include at least two groups of entity objects, the control parameters include different control parameters for each group of entity objects configured for an update function, and updating the object feature states of the initialized entity objects according to the update function configured with the control parameters includes:
determining control parameters corresponding to each group of entity objects respectively;
and updating the object characteristic states of the corresponding initialized groups of entity objects according to the updating function of the configuration control parameters.
11. A game system architecture building apparatus, comprising:
a definition module adapted to define, by a controller, an initial function and a logical function of a game system, in which initial function a context object of the game system is defined;
A creation module adapted to control the context object to create a plurality of entity objects including entity attributes by the controller;
the creation module is further adapted to control the context object to create a plurality of different function subsystems through the controller, wherein the function subsystems are used for receiving the call of the controller to execute the logic function on the entity object referenced by the controller according to the logic function;
the building module is suitable for building a game system architecture based on the context object, the entity object and different functional subsystems; defining a context object of the game system through the controller, creating an entity object and different function subsystems by using the context object, referencing the entity object and the different function subsystems through the controller, and executing a logic function on the entity object referenced by the controller by using a logic function defined by the controller by using the different function subsystems;
the entity object comprising an identity attribute, the creation module being further adapted to: controlling the context object to create a plurality of entity objects through the controller, and forming an entity object array by the plurality of entity objects and storing the entity object array in the context object; respectively distributing unique identifiers for each entity object in the entity object array to be used for identifying the identity of the entity object;
The entity object comprising a feature attribute, the creation module being further adapted to: and controlling the context object to create a plurality of entity objects through the controller, respectively configuring corresponding object characteristics for the plurality of entity objects, and recording the object characteristics in a key-value form.
12. The apparatus of claim 11, wherein the physical object comprises a grouping attribute, the creation module further adapted to:
and controlling the context object to create a plurality of entity objects through the controller, dividing the entity objects into different groups according to a preset rule, and recording the groups to which each entity object belongs.
13. The apparatus of claim 11, wherein the logical function comprises an update function, and wherein the function subsystem is configured to update a state of a feature attribute of the physical object referenced by the controller in accordance with the update function.
14. The apparatus of claim 11, wherein the object characteristics of the physical object include at least one of physical speed, physical location, physical orientation.
15. An apparatus for implementing a gaming system architecture, comprising:
The determining module is suitable for determining an entity object to be controlled, a function subsystem to be called and an entity object control mode according to the control instruction received by the controller;
the reference module is suitable for searching the entity object to be controlled from an entity object array which is stored by the context object and contains a plurality of entity objects through the controller and referencing the entity object to be controlled;
the control module is suitable for calling the function subsystem through the controller and controlling the referenced entity object to be controlled according to an entity object control mode by utilizing the called function subsystem;
the controller is predefined with an initial function and a logical function of the game system, and the control module is further adapted to: calling the function subsystem through the controller, and configuring control parameters for the logic function according to the entity control mode; the called functional subsystem initializes the referenced entity object to be controlled based on the initial function, and controls the initialized entity object according to the logic function configured with the control parameter.
16. The apparatus of claim 15, wherein each entity object in the array of entity objects has a unique identity, the referencing module further adapted to:
Acquiring a unique identifier of the entity object to be controlled through the controller;
and searching the entity object corresponding to the acquired unique identifier from the entity object array which is stored by the context object and contains a plurality of entity objects, and referring to the entity object.
17. The apparatus of claim 15, wherein each entity object in the array of entity objects is preconfigured with an object feature, the control module further adapted to:
the called functional subsystem reads the object characteristics of the entity object to be controlled;
and initializing the referenced entity object to be controlled based on the initial function and according to the read object characteristics.
18. The apparatus of claim 15, wherein the object characteristics of the physical object include at least one of physical speed, physical location, physical orientation.
19. The apparatus of claim 15, wherein the logical function comprises an update function, the control module further adapted to:
and updating the object characteristic state of the initialized entity object according to the updating function configured with the control parameters.
20. The apparatus of claim 15, wherein the referenced entity objects to be controlled comprise at least two sets of entity objects, the control parameters comprising different control parameters for each set of entity objects configured for an update function, the control module further adapted to:
Determining control parameters corresponding to each group of entity objects respectively;
and updating the object characteristic states of the corresponding initialized groups of entity objects according to the updating function of the configuration control parameters.
21. A gaming system, comprising:
a controller for defining an initial function and a logic function of the game system, defining a context object in the initial function, and controlling the context object to create a plurality of entity objects and different function subsystems;
the storage unit is used for storing the context object and a plurality of entity objects created by the context object; the plurality of entity objects in the storage unit respectively comprise identity attributes for identifying the identity of the entity object;
the different function subsystems are used for executing logic functions on the entity objects referenced by the controller according to the logic function functions after being called by the controller;
the storage unit stores a plurality of entity objects in the form of entity arrays, and attribute values corresponding to identity attributes of the entity objects in the entity arrays are unique identifiers of the entity objects;
the controller is also used for searching and referring to the entity object to be controlled according to the unique identifier of the entity object, and the referred entity object to be controlled is controlled by utilizing the called function subsystem according to the logic function.
22. The system of claim 21, wherein the plurality of physical objects in the storage unit each include a grouping attribute for distinguishing a grouping to which each physical object belongs and a feature attribute for identifying an object feature of each physical object.
23. The system of claim 22, wherein the system further comprises a controller configured to control the controller,
the controller is further configured to read a feature attribute of the to-be-controlled entity object before controlling the referenced to-be-controlled entity object, and initialize the referenced to-be-controlled entity object based on the initial function and according to the read object feature.
24. The system of any one of claims 21-23, wherein,
the context object comprises groups attribute and idxs attribute and is used for distinguishing and managing entity objects and attributes in the entity array.
25. A computer storage medium, the computer being stored
The storage medium stores computer program code which, when run on a computing device, causes the computing device to perform the method of constructing a gaming system architecture of any one of claims 1-4, and the method of implementing a gaming system architecture of any one of claims 5-10.
26. A computing device, comprising: a processor; a memory storing computer program code; the computer program code, when executed by the processor, causes the computing device to perform the method of constructing a gaming system architecture of any of claims 1-4, and the method of implementing a gaming system architecture of any of claims 5-10.
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