CN111714895B - Game data processing method and device, storage medium and computer equipment - Google Patents

Game data processing method and device, storage medium and computer equipment Download PDF

Info

Publication number
CN111714895B
CN111714895B CN202010602378.4A CN202010602378A CN111714895B CN 111714895 B CN111714895 B CN 111714895B CN 202010602378 A CN202010602378 A CN 202010602378A CN 111714895 B CN111714895 B CN 111714895B
Authority
CN
China
Prior art keywords
resource
data
game
voxel
height data
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN202010602378.4A
Other languages
Chinese (zh)
Other versions
CN111714895A (en
Inventor
程小三
韩永强
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tianjin Yake Interactive Technology Co ltd
Original Assignee
Tianjin Yake Interactive Technology Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tianjin Yake Interactive Technology Co ltd filed Critical Tianjin Yake Interactive Technology Co ltd
Priority to CN202010602378.4A priority Critical patent/CN111714895B/en
Publication of CN111714895A publication Critical patent/CN111714895A/en
Priority to PCT/CN2020/130312 priority patent/WO2022000952A1/en
Application granted granted Critical
Publication of CN111714895B publication Critical patent/CN111714895B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F13/69Generating 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 by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application discloses a game data processing method and device, a storage medium and computer equipment, wherein the method comprises the following steps: acquiring resource data of a game scene, wherein the resource data comprises resource horizontal position data of game resources in the game scene, and resource upper surface height data and resource lower surface height data which correspond to the resource horizontal position data; determining voxel information of corresponding voxels on each area block matched with the game scene based on the resource data, and generating a voxel file of the game scene, wherein the voxel information of the corresponding voxels on each area block is the resource horizontal position data corresponding to the area block horizontal position, the resource upper surface height data and the resource lower surface height data. The method and the device reduce the memory occupation size of the voxel file, improve the memory use efficiency, can adopt high-precision floating point number representation in the height direction, and are favorable for improving the resource representation precision.

Description

Game data processing method and device, storage medium and computer equipment
Technical Field
The present application relates to the field of data processing technologies, and in particular, to a method and an apparatus for processing game data, a storage medium, and a computer device.
Background
With the improvement of the user's demand for Game quality, MMORPG (Massive Multiplayer Online Role Playing Game) as an important Game type in Online games is also continuously evolving in the trend. At present, MMORPGs have entered into the 3D (three dimensional) era substantially, and the play of 3D games is not only on the ground, but also players can fly in the air, fight, etc. in the games.
Currently, three methods are generally used for 3D games: one is Voxel (Voxel), which is the smallest unit of representation in 3D space, analogous to a pixel in 2D space; one is polygonal mesh, which has the disadvantages of low search efficiency and high background performance pressure; one is a layered or multi-layer grid, but this method has the disadvantage that it is difficult to define the layers above the ground, and for complex buildings, when the number of building layers is large, if the complete representation is needed, a large number of block diagrams are needed, and the memory occupation is too large.
For the voxel, in the related art at present, the voxel occupies too much storage space, which makes it difficult to popularize. How to optimize the storage space occupied by the voxels is one of the important problems which need to be solved urgently for popularizing the voxels.
Disclosure of Invention
In view of this, the present application provides a game data processing method and apparatus, a storage medium, and a computer device, which reduce the memory occupation size of a voxel file, greatly improve the memory usage efficiency, and can adopt high-precision floating point number representation in the height direction, thereby contributing to improving the resource representation precision.
According to an aspect of the present application, there is provided a game data processing method including:
acquiring resource data of a game scene, wherein the resource data comprises resource horizontal position data of game resources in the game scene, and resource upper surface height data and resource lower surface height data corresponding to the resource horizontal position data;
determining voxel information of a corresponding voxel on each area block matched with the game scene based on the resource data, and generating a voxel file of the game scene, wherein the voxel information of the corresponding voxel on each area block is the resource horizontal position data corresponding to the area block horizontal position, the resource upper surface height data and the resource lower surface height data.
Specifically, each of the area blocks includes an area on a horizontal plane in the game scene, and the shape and size of each area is the shape and size of the upper surface or the lower surface of any voxel in the game scene.
Specifically, the resource upper surface height data and the resource lower surface height data include at least one pair, any resource upper surface height data and any resource lower surface height data corresponding to the same resource horizontal position are different from each other, and any pair of the resource upper surface height data and the resource lower surface height data is used for describing the heights of the upper surface and the lower surface of the game resource at the corresponding resource horizontal position.
Specifically, after generating the voxel file of the game scene, the method further includes:
acquiring closed space data corresponding to the game scene, wherein the closed space data comprise closed space horizontal position data, closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data;
and modifying the resource upper surface height data and the resource lower surface height data corresponding to the closed space horizontal position in the voxel file according to the closed space upper surface height data and the closed space lower surface height data.
Specifically, before obtaining the closed space data corresponding to the game scene, the method further includes:
receiving a game scene derivation instruction;
after the modifying the resource upper surface height data and the resource lower surface height data corresponding to the closed space horizontal position in the voxel file, the method further includes:
and exporting the game scene based on the modified voxel file.
Specifically, the modifying the height data of the upper surface of the resource and the height data of the lower surface of the resource corresponding to the horizontal position of the closed space in the voxel file specifically includes:
deleting the resource upper surface height data and the resource lower surface height data between the closed space upper surface height data and the closed space lower surface height data in the voxel file.
Specifically, the deriving a game scene based on the modified voxel file specifically includes:
acquiring invalid terrain data, wherein the invalid terrain data comprises invalid terrain horizontal position data;
and exporting the game scene according to the modified voxel file and the invalid terrain data.
Specifically, the deriving the game scene according to the modified voxel file and the invalid terrain data specifically includes:
creating a mask layer for a game scene based on the resource horizontal position data and the invalid terrain horizontal position data, wherein the mask layer comprises the resource horizontal position data in addition to the invalid terrain horizontal position data;
exporting the game scene according to the mask layer and the modified voxel file.
Specifically, the closed space is an area where a game character and an NPC cannot enter, and the ineffective terrain is an area where the game scene is not displayed.
Specifically, after the game scene is derived, the method further includes:
receiving an article placement request, wherein the article placement request comprises article voxel information before placement and article voxel information after placement;
based on the modified voxel file and the placed article voxel information, judging whether the placed article voxel information is overlapped with the voxel information corresponding to the game resource;
if not, placing the objects in the game scene based on the voxel information of the objects before placement and the voxel information of the objects after placement, updating the modified voxel file, and generating and sending an object placement log based on the voxel information of the objects before placement and the voxel information of the objects after placement;
and if so, rejecting the article placement request.
According to another aspect of the present application, there is provided a game data processing apparatus including:
the system comprises a resource data acquisition module, a resource data acquisition module and a resource data processing module, wherein the resource data acquisition module is used for acquiring resource data of a game scene, and the resource data comprises resource horizontal position data of game resources in the game scene and resource upper surface height data and resource lower surface height data corresponding to the resource horizontal position data;
and the voxel file generating module is used for determining voxel information of corresponding voxels on each area block matched with the game scene based on the resource data and generating a voxel file of the game scene, wherein the voxel information of the corresponding voxels on each area block is the resource horizontal position data corresponding to the area block horizontal position, the resource upper surface height data and the resource lower surface height data.
Specifically, each of the area blocks includes an area on a horizontal plane in the game scene, and the shape and size of each area is the shape and size of the upper surface or the lower surface of any voxel in the game scene.
Specifically, the resource upper surface height data and the resource lower surface height data include at least one pair, any resource upper surface height data and any resource lower surface height data corresponding to the same resource horizontal position are different from each other, and any pair of the resource upper surface height data and the resource lower surface height data is used for describing the heights of the upper surface and the lower surface of the game resource at the corresponding resource horizontal position.
Specifically, the apparatus further comprises:
a closed space data obtaining module, configured to obtain closed space data corresponding to the game scene after the voxel file of the game scene is generated, where the closed space data includes closed space horizontal position data, and closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data;
and the voxel file modification module is used for modifying the height data of the upper surface of the resource and the height data of the lower surface of the resource corresponding to the horizontal position of the closed space in the voxel file according to the height data of the upper surface of the closed space and the height data of the lower surface of the closed space.
Specifically, the apparatus further comprises:
a scene derivation instruction receiving module, configured to receive a game scene derivation instruction before the closed space data corresponding to the game scene is acquired;
and the scene derivation module is used for deriving a game scene based on the modified voxel file after modifying the height data of the upper surface of the resource and the height data of the lower surface of the resource corresponding to the horizontal position of the closed space in the voxel file.
Specifically, the voxel file modification module is specifically configured to:
deleting the resource upper surface height data and the resource lower surface height data between the closed space upper surface height data and the closed space lower surface height data in the voxel file.
Specifically, the scene derivation module specifically includes:
an invalid terrain data acquisition unit, configured to acquire invalid terrain data, where the invalid terrain data includes invalid terrain horizontal position data;
and the scene export unit is used for exporting the game scene according to the modified voxel file and the invalid terrain data.
Specifically, the scene derivation unit specifically includes:
a mask layer creating subunit, configured to create a mask layer of a game scene based on the resource horizontal position data and the invalid terrain horizontal position data, wherein the mask layer includes the resource horizontal position data other than the invalid terrain horizontal position data;
a scene export subunit, configured to export the game scene according to the mask layer and the modified voxel file.
Specifically, the closed space is an area where a game character and an NPC cannot enter, and the ineffective terrain is an area where the game scene is not displayed.
Specifically, the apparatus further comprises:
a placing request receiving module, configured to receive an article placing request after the game scene is derived, where the article placing request includes article voxel information before placing and article voxel information after placing;
a placement request determining module, configured to determine, based on the modified voxel file and the item voxel information, whether voxel information corresponding to the game resource coincides with the item after the item is placed according to the item placement request;
an article placement module, configured to, if not, place the articles in the game scene based on the pre-placement article voxel information and the post-placement article voxel information and update the modified voxel file, and generate and send an article placement log based on the pre-placement article voxel information and the post-placement article voxel information;
and the placement request rejection module is used for rejecting the article placement request if the article placement request exists.
According to still another aspect of the present application, there is provided a storage medium having stored thereon a computer program which, when executed by a processor, implements the above-described game data processing method.
According to yet another aspect of the present application, there is provided a computer device comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, the processor implementing the above game data processing method when executing the program.
By means of the technical scheme, the game data processing method and device, the storage medium and the computer equipment are provided by the application, the resource data of the game scene are represented by the resource horizontal position data and the resource height data corresponding to the resource horizontal position data, the resource height data specifically comprise the height of the upper surface of the resource and the height of the lower surface of the resource, therefore the voxel information corresponding to each area block in the game scene is determined by utilizing the resource data, and the voxel file is generated. Compared with the mode of carrying out space division according to the voxel unit size in the height direction in the prior art, the method has the advantages that the height data corresponding to each area block is divided hierarchically according to the game resource height data, one layer of game resources correspond to one pair of height data, namely the upper surface height data and the lower surface height data, the memory occupation size of the voxel file is greatly reduced by the sparse voxel file representation mode, the memory use efficiency is greatly improved, high-precision floating point representation can be adopted in the height direction, and the height description mode can enable the game resources to be smoother in the height direction when a game scene is exported subsequently, so that the precision of terrain representation is improved.
The foregoing description is only an overview of the technical solutions of the present application, and the present application can be implemented according to the content of the description in order to make the technical means of the present application more clearly understood, and the following detailed description of the present application is given in order to make the above and other objects, features, and advantages of the present application more clearly understandable.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a flow chart illustrating a method for processing game data according to an embodiment of the present disclosure;
FIG. 2 is a flow chart illustrating another game data processing method provided by an embodiment of the present application;
FIG. 3 is a flow chart illustrating a method for processing game data according to an embodiment of the present disclosure;
FIG. 4 is a schematic diagram illustrating a game scene provided by an embodiment of the present application;
FIG. 5 is a schematic structural diagram illustrating a game data processing apparatus according to an embodiment of the present application;
fig. 6 is a schematic structural diagram illustrating another game data processing apparatus according to an embodiment of the present application.
Detailed Description
The present application will be described in detail below with reference to the accompanying drawings in conjunction with embodiments. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
In this embodiment, a method for processing game data is provided, as shown in fig. 1, the method includes:
step 101, acquiring resource data of a game scene, wherein the resource data comprises resource horizontal position data of game resources in the game scene, and resource upper surface height data and resource lower surface height data corresponding to the resource horizontal position data;
step 102, determining voxel information of a corresponding voxel on each area block matched with the game scene based on the resource data, and generating a voxel file of the game scene, wherein the voxel information of the corresponding voxel on each area block is the resource horizontal position data corresponding to the area block horizontal position, the resource upper surface height data and the resource lower surface height data.
The embodiment of the application can be applied to a game scene, and various terrain resource data in the game scene are stored and described by utilizing the voxel file (the terrain resource data can comprise outdoor terrain, such as grassland, mountain peaks, rivers and the like, and can also comprise indoor terrain, such as houses, city walls and the like). The voxel is the minimum representation unit of a 3D space, the concept of the voxel is derived from the minimum unit pixel of a two-dimensional space, the pixel is used for describing a two-dimensional image, the voxel can be used for describing a three-dimensional object on a three-dimensional space, is the minimum unit on three-dimensional space segmentation, and can be used for collision detection such as walking, flying, cameras and the like in games. Aiming at the problems in the prior art, the scheme provided by the embodiment of the application is beneficial to optimizing the memory space occupation of the voxel file, and is suitable for a front end (client) and a background (server).
In the method shown in fig. 1, before the method is implemented, voxels in the game scene are defined for the game scene, the voxels are used to represent basic constituent units in the game scene, and the game scene is composed of at least one voxel. The specific generation mode of the voxel can be realized by adopting the prior art, in an optional mode, the generation mode can be realized based on an open source project Recast, the project generates NavMesh by steps of Mesh (grid) such as voxelization, region generation, contour generation, polygon grid generation, height detail generation and the like, and the voxel can be generated by extracting a Mesh voxelization code by the Recast. In the embodiment of the application, each voxel is a cuboid, the game resource model in the game scene is completely formed by the cuboids, and the voxel information of each voxel comprises the height of the upper surface and the height of the lower surface of the corresponding cuboid. In practical applications, the area size of the surfaces (upper and lower surfaces) of the rectangular parallelepiped can be configured according to practical requirements, and in an alternative, the length and width of the surfaces of the rectangular parallelepiped can be equal, that is, the upper and lower surfaces are square, for example, the length and width of the upper and lower surfaces can be 0.5m (meter).
In step 101, game resource data in the game scene is obtained, where the game resource data may specifically include resource data that can block movement of the player in the game scene, for example, terrain resources such as a floor paved with stone bricks, a lawn, a house, a city wall, and the like, and for example, the player may not penetrate through a wall, may not penetrate through the floor, and enters the ground. In practical applications, resources that would not block player movement, such as leaves in the game scene, are not used to generate the voxel file. The game resource data may specifically include resource horizontal position data of the game resource and resource height data corresponding to the resource horizontal position data, in order to reduce the volume of voxel file data, the resource height data is usually described by resource upper surface height data and resource lower surface height data, and the resource between the upper surface height and the lower surface height is generally filled in an actual game scene and does not need to be directly displayed. For example, if a floor is paved by stone bricks, the floor is paved in an area a, then the resource horizontal position data corresponding to the resource on the floor should include the horizontal position corresponding to the area a, the resource lower surface height data corresponding to the corresponding horizontal position is the lower surface height of the stone brick (for example, 0), and the resource upper surface height data is the upper surface height of the stone brick (for example, the thickness of the stone brick is 20cm, and then the upper surface height is 20 cm). For another example, the pillar is used for supporting a house, the pillar is erected in the B area, the resource horizontal position data corresponding to the pillar should include the horizontal position corresponding to the B area, and the resource upper and lower surface height data corresponding to the corresponding horizontal position are the heights of the upper and lower surfaces of the pillar. The positions of each game resource in the three-dimensional space in the game scene can be described through the method, so that the voxel file corresponding to the game scene can be generated by utilizing the position information.
Specifically, the resource upper surface height data and the resource lower surface height data comprise at least one pair, any resource upper surface height data and any resource lower surface height data corresponding to the same resource horizontal position are different from each other, and any pair of resource upper surface height data and resource lower surface height data is used for describing the heights of the upper surface and the lower surface of the game resource at the corresponding resource horizontal position. The game resources should have a certain thickness, that is, the height data of the upper surface and the lower surface corresponding to any pair of game resources are different, and the game resources should not overlap each other, that is, the height data of the upper surface of any corresponding resource at the same horizontal position is different from the height data of the lower surface of any corresponding resource.
In step 102, for the voxels previously divided into the game scene, in combination with the game resource data, a voxel file corresponding to the game scene may be generated, specifically, the horizontal plane in the game scene is divided into regions according to the shapes and sizes of the voxels, in this embodiment, each region block includes a region on the horizontal plane in the game scene, and the shape and size of each region block are the shape and size of the upper surface or the lower surface of any voxel in the game scene. For example, the length, width, and height of the three-dimensional space corresponding to the game scene are L, W, H, each voxel is a 1 × 1 cube, the plane space is divided into L × W regions on the plane in a manner of 1 × 1 for each region, and 256 divisions are performed on each plane unit region in a manner of region division corresponding to a space with H being 256 according to the method provided in the prior art, and each plane unit region corresponds to 256 pieces of data. In the embodiment of the present application, the game resources are divided into layers instead of being divided into unit grids in height. For example, for outdoor grassland or mountains, although they are rugged, they are actually only one layer of terrain, and only the height values of the lower surface and the upper surface of the terrain are needed to represent, that is, a plane unit area, and only 2 floating point numbers are needed to represent the height (the height of the lower surface and the height of the upper surface). For another example, slightly more complex terrain, such as: indoor scenes, which have a floor and a roof and are only 2 layers in height, each planar unit area can be represented by 4 floating point numbers (the height of the lower surface of the floor, the height of the upper surface of the floor, the height of the lower surface of the roof and the height of the upper surface of the roof). For example, a certain plane area corresponds to a floor resource and a roof resource, the height data of the lower surface of the floor resource corresponding to the area is 0, the height data of the upper surface is 0.2m, the height data of the lower surface of the roof resource is 5m, and the height data of the upper surface is 5.5m, which indicates that an object is present in the height of 0-0.2 m above the area and an object is present in the height of 5-5.5 m.
In practical application, for a general scene, most of the terrain is a space of one layer, so that the memory use efficiency can be greatly improved by a sparse representation mode, and the terrain can be represented by a floating point number with higher precision in the height direction (without being limited to taking a voxel as a unit, in the prior art, the description on the height needs to be based on a corresponding voxel space grid on a certain region, the game resource only contains a certain grid or does not contain a certain grid, and cannot contain a part of a certain voxel grid, but the floating point number representation is not limited to the description mode and can also contain a part of a certain voxel grid). The sparse representation enables the voxel-based three-dimensional space to be applied to hand games with strict memory requirements, and provides a theoretical basis for the technology of the solution.
By applying the technical scheme of the embodiment, the resource data of the game scene is represented by the resource horizontal position data and the resource height data corresponding to the resource horizontal position data, and the resource height data specifically comprises the resource upper surface height and the resource lower surface height, so that the voxel information corresponding to each area block in the game scene is determined by using the resource data, and the voxel file is generated. Compared with the mode of carrying out space division according to the voxel unit size in the height direction in the prior art, the method and the device have the advantages that the height data corresponding to each area block is divided hierarchically according to the game resource height data, one layer of game resources correspond to one pair of height data, namely the upper surface height data and the lower surface height data, the memory occupation size of the voxel file is greatly reduced in the sparse voxel file representation mode, the memory use efficiency is greatly improved, high-precision floating point number representation can be adopted in the height direction, and the resource representation precision is favorably improved.
Further, as a refinement and an extension of the specific implementation of the above embodiment, in order to fully describe the specific implementation process of the embodiment, another game data processing method is provided, as shown in fig. 2, and the method includes:
step 201, acquiring resource data of a game scene, wherein the resource data includes resource horizontal position data of game resources in the game scene, and resource upper surface height data and resource lower surface height data corresponding to the resource horizontal position data.
Step 202, determining voxel information of a corresponding voxel on each area block matched with the game scene based on the resource data, and generating a voxel file of the game scene, wherein the voxel information of the corresponding voxel on each area block is the resource horizontal position data corresponding to the area block horizontal position, the resource upper surface height data and the resource lower surface height data.
Step 203, obtaining closed space data corresponding to the game scene, wherein the closed space data includes closed space horizontal position data, and closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data.
And 204, modifying the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the closed space in the voxel file according to the closed space upper surface height data and the closed space lower surface height data.
In the embodiment of the application, the voxel file of the game scene is used for describing resources in the game scene, the game scene can be exported based on the voxel file, so that the game scene is displayed, in some game scenes, closed spaces exist, and the closed spaces do not allow a player character or an NPC character to enter in the game, such as a room with a closed door and window. If the voxel file is generated according to the resource data, the height data corresponding to the horizontal position of the room should include at least two layers, for example, one layer of floor height data and one layer of roof height data, however, in an actual game scene, since the room is inaccessible to the player, the resources inside the room are not revealed to the player, and therefore, the resources inside the room can be ignored.
In the above embodiment, the closed space data corresponding to the game scene is obtained, the closed space data is similar to the resource data, the closed space data includes closed space horizontal position data and closed space height data corresponding to the closed space horizontal position data, the closed space height data specifically includes the heights of the upper and lower surfaces of the closed space, and the voxel file is modified based on the closed space data.
In an optional embodiment of the present application, the resource upper surface height data and the resource lower surface height data between the enclosure upper surface height data and the enclosure lower surface height data in the voxel file are specifically deleted. For example, for a house containing floor resources and roof resources, the height data of the lower surface of the floor resources corresponding to the house area is 0, the height data of the upper surface is 0.2m, the height data of the lower surface of the roof resources is 5m, the height data of the upper surface is 5.5m, the room is a closed space, namely the height data of the closed space is 0m of the lower surface and 5.5m of the upper surface, the data between 0 and 5.5m in the resource height data corresponding to the horizontal position of the closed space in the voxel file is deleted (namely the height data of the upper surface of the floor resources is 0.2m and the height data of the lower surface of the roof resources is 5m), the closed space is regarded as a layer of resources of 0 to 5.5m, namely the height data of the lower surface of the closed space is 0 and the height data of the upper surface is 5.5m, so that the data volume of the height data corresponding to the closed space is modified from the original 4 floating points to 2 floating points, the data volume of the voxel file is further reduced, when game scene resources are exported based on the voxel file, the closed space is directly filled, the export of detailed resources in the closed space is not needed, and the export speed is improved on the premise of not influencing game experience of players.
In addition, in another optional embodiment, the resource height data between the height of the upper surface and the height of the lower surface of the closed space can be marked, so that when a game scene is exported, the marked height data can be skipped, the closed space is directly exported as a layer of resource, and the exporting speed is increased on the premise of keeping a complete voxel file.
An embodiment of the present application further provides another game data processing method, as shown in fig. 3, the method includes:
301, acquiring resource data of a game scene, wherein the resource data comprises resource horizontal position data of game resources in the game scene, and resource upper surface height data and resource lower surface height data corresponding to the resource horizontal position data;
step 302, determining voxel information of a corresponding voxel on each area block in a voxel file matched with the game scene based on the resource data, and generating the voxel file of the game scene, wherein the voxel information of the corresponding voxel on each area block is the resource horizontal position data corresponding to the horizontal position of the area block, the resource upper surface height data and the resource lower surface height data.
Step 303, receiving a game scene derivation instruction;
step 304, obtaining closed space data corresponding to a game scene, wherein the closed space data comprise closed space horizontal position data, closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data;
and 305, modifying the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the closed space in the voxel file according to the closed space upper surface height data and the closed space lower surface height data.
And step 306, exporting the game scene based on the modified voxel file.
In the embodiment shown in fig. 3, unlike the embodiment shown in fig. 2, the step of modifying the voxel file based on the closed space data is triggered by a game scene export instruction, and the step of modifying the voxel file is executed after the game scene export instruction is received, and the voxel file is saved as an original file when the game scene does not need to be exported. While the embodiment of figure 2 is a save of the modified voxel file. From the viewpoint of the game scene export speed, the export speed is higher by directly utilizing the modified voxel file to carry out export.
However, since some closed spaces may be gradually opened or closed in the game scene with the version update of the game, for example, the open and close situations of rooms in different versions of the game including a plurality of rooms ABCDEF … … in the originally designed game scene are different, assuming that the room a belongs to the closed space in the version 1.0 of the game and the NPC character is set in the room a in the version 2.0 of the game, the player can enter the room a to get tasks with the NPC dialog. For this situation, if the voxel file is modified based on the closed space data of the 1.0 version of the game in the manner shown in fig. 2, when the game is updated to the 2.0 version, the original closed space becomes an open space, and at this time, when a new game scene needs to be derived, the corresponding resources need to be modified based on the 1.0 version of the voxel file, that is, the room a is modified from the original closed space to the open space, the room a is modified from one-layer resources to multi-layer resources, and then NPC resources are added to the room a. And the room a in the initially designed game scene may itself contain multiple layers of resources, and if the game scene can be derived based on the original voxel file, only NPC resources need to be added to the room a, so that the modified content is less and the speed is higher. Therefore, in this embodiment, the original voxel file is saved, and after a game scene export instruction is received, the original voxel file and the closed space data are used for scene export, which facilitates the export of game scenes of various versions.
In some scenarios, step 306 specifically further includes:
step 306-1, acquiring invalid terrain data, wherein the invalid terrain data comprises invalid terrain horizontal position data;
and step 306-2, exporting the game scene according to the modified voxel file and the invalid terrain data.
In this embodiment, in some game scenes, there may be some areas where the player is not permitted to enter temporarily and is not desired to be seen by the player, for example, an open area at the edge of a map, game content is not designed temporarily, and when the game scene is exported, scene export is performed based on invalid terrain data and a voxel file, so that the displayed game scene does not include an invalid terrain area, and memory usage during game operation is reduced. For example, the resource data corresponding to the invalid terrain horizontal position data in the voxel file is deleted, so that the scene export speed is increased.
In addition, in some optional embodiments, step 306-1 may specifically include:
step 306-1-1, creating a mask layer of the game scene based on the resource horizontal position data and the invalid terrain horizontal position data, wherein the mask layer comprises the resource horizontal position data except the invalid terrain horizontal position data;
step 306-1-2, derive the game scene based on the mask layer and the modified voxel file.
In this embodiment, a mask layer is created based on the resource horizontal position data in the voxel file and the horizontal position data of the invalid terrain, the region covered by the mask layer is the valid terrain region, the terrain not under the mask layer belongs to the invalid terrain, and only the region under the mask layer is displayed when deriving. Fig. 4 shows a game scene diagram provided by an embodiment of the present application, where the game scene diagram is derived based on the voxel file obtained by the above method, and a game scene finally presented to a player can be obtained by performing subsequent rendering based on the game scene diagram shown in fig. 4.
Step 307, receiving an article placement request, wherein the article placement request comprises article voxel information before placement and article voxel information after placement;
step 308, judging whether the voxel information of the placed article is overlapped with the voxel information corresponding to the game resource or not based on the modified voxel file and the voxel information of the placed article;
step 309, if not, placing the objects in the game scene based on the voxel information of the objects before placement and the voxel information of the objects after placement, updating the modified voxel file, and generating and sending an object placement log based on the voxel information of the objects before placement and the voxel information of the objects after placement;
and step 310, if the object exists, rejecting the object placement request.
After deriving the game scene, in steps 307 to 310, when the player experiences in the game scene, the player may implement an action of moving some game resources in the game scene, for example, moving furniture in a certain room in the game scene, such as placing a bed in the room, placing a table on the bed, and then placing a stool on the table. The player can simulate and place the objects in the game scene firstly, an object placing request is generated based on the simulated and placed objects by the player, the request specifically comprises position information before the simulated and placed objects, namely voxel information of the objects before the placement and position information after the simulated and placed objects, namely voxel information of the objects after the placement, whether the voxel information of the placed objects conflicts with voxel information corresponding to the game scene or not is checked firstly in order to avoid collision of the placed objects with other game resources in the game scene, namely whether each voxel corresponding to the placed objects is occupied by other game resources in the game scene or not, if not occupied by other game resources, the objects can be placed at the simulated and placed position, further, the placement of the objects in the game scene can be realized, and the corresponding positions in the game space can be blocked due to the placement of the objects, in addition, in the online game, the moving of the articles in the game by the player can also affect the game scenes of other players, so that corresponding data generated by article placement is uploaded to the game server, and the data is forwarded to the terminals of other players by the server, so that the synchronization of the article placement data in the clients of other players is realized, the update of the server-side voxel file and the other player terminal voxel file is completed, and the in-game errors caused by the inconsistency of the game scene data of the terminals of other players are avoided. And if any voxel corresponding to the placed article is occupied by other game resources, the article cannot be placed on the simulated placement position, the article placement fails, and the article placement request is rejected.
Further, as a specific implementation of the method in fig. 1, an embodiment of the present application provides a device for processing game data, and as shown in fig. 5, the device includes:
a resource data obtaining module 41, configured to obtain resource data of a game scene, where the resource data includes resource horizontal position data of a game resource in the game scene, and resource upper surface height data and resource lower surface height data corresponding to the resource horizontal position data;
and a voxel file generating module 42, configured to determine voxel information of a corresponding voxel on each area block matched with the game scene based on the resource data, and generate a voxel file of the game scene, where the voxel information of the corresponding voxel on each area block is resource horizontal position data corresponding to the horizontal position of the area block, and resource upper surface height data and resource lower surface height data.
In some application scenarios, each region block includes a region on a horizontal plane in the game scenario, and the shape and size of each region is the shape and size of the upper surface or the lower surface of any voxel in the game scenario.
In some application scenarios, specifically, the resource upper surface height data and the resource lower surface height data include at least one pair, any resource upper surface height data and any resource lower surface height data corresponding to the same resource horizontal position are different from each other, and any pair of resource upper surface height data and resource lower surface height data is used for describing the heights of the upper surface and the lower surface of the game resource at the corresponding resource horizontal position.
In some application scenarios, as shown in fig. 6, specifically, the apparatus further includes:
a closed space data obtaining module 43, configured to obtain closed space data corresponding to the game scene after generating the voxel file of the game scene, where the closed space data includes closed space horizontal position data, and closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data;
and the voxel file modification module 44 is configured to modify the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the closed space in the voxel file according to the closed space upper surface height data and the closed space lower surface height data.
In some application scenarios, as shown in fig. 6, specifically, the apparatus further includes:
a scene derivation instruction receiving module 45, configured to receive a game scene derivation instruction before acquiring closed space data corresponding to a game scene;
and a scene export module 46, configured to, after modifying the height data of the upper surface of the resource and the height data of the lower surface of the resource corresponding to the horizontal position of the closed space in the voxel file, export a game scene based on the modified voxel file.
In some application scenarios, in particular, voxel file modification module 44 is configured to delete resource upper surface height data and resource lower surface height data between the enclosure upper surface height data and the enclosure lower surface height data in the voxel file.
In some application scenarios, as shown in fig. 6, specifically, the scenario derivation module 46 specifically includes:
an invalid terrain data acquiring unit 461, configured to acquire invalid terrain data, where the invalid terrain data includes invalid terrain horizontal position data;
and a scene deriving unit 462, configured to derive a game scene according to the modified voxel file and the invalid terrain data.
In some application scenarios, specifically, not shown in the figure, the scenario deriving unit 462 specifically includes:
a mask layer creation subunit 4621 configured to create a mask layer of the game scene based on the resource horizontal position data and the invalid terrain horizontal position data, wherein the mask layer includes the resource horizontal position data other than the invalid terrain horizontal position data;
a scene export subunit 4622, configured to export a game scene according to the mask layer and the modified voxel file.
In some application scenarios, the closed space is specifically an area where the game character and the NPC cannot enter, and the invalid terrain is an area where the game scenario is not displayed.
In some application scenarios, as shown in fig. 6, specifically, the apparatus further includes:
a placement request receiving module 47, configured to receive an article placement request after deriving a game scene, where the article placement request includes article voxel information before placement and article voxel information after placement;
a placement request determining module 48, configured to determine, based on the modified voxel file and the item voxel information, whether there is a coincidence between the voxel information corresponding to the game resource and the item after the item is placed according to the item placement request;
an article placing module 49, configured to place the articles in the game scene based on the article voxel information before placement and the article voxel information after placement and update the modified voxel file if the article does not exist, and generate and send an article placing log based on the article voxel information before placement and the article voxel information after placement;
and a placement request rejecting module 50, configured to reject the item placement request if the item placement request exists.
It should be noted that, other corresponding descriptions of the functional units related to the game data processing device provided in the embodiment of the present application may refer to the corresponding descriptions in fig. 1 and fig. 2, and are not repeated herein.
Based on the methods shown in fig. 1 to 3, correspondingly, the present application further provides a storage medium, on which a computer program is stored, and the computer program, when executed by a processor, implements the processing method of the game data shown in fig. 1 to 3.
Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the implementation scenarios of the present application.
Based on the methods shown in fig. 1 to fig. 3 and the virtual device embodiments shown in fig. 5 and fig. 6, in order to achieve the above object, an embodiment of the present application further provides a computer device, which may specifically be a personal computer, a server, a network device, and the like, where the computer device includes a storage medium and a processor; a storage medium for storing a computer program; a processor for executing a computer program to implement the above-described processing method of game data as shown in fig. 1 to 3.
Optionally, the computer device may also include a user interface, a network interface, a camera, Radio Frequency (RF) circuitry, sensors, audio circuitry, a WI-FI module, and so forth. The user interface may include a Display screen (Display), an input unit such as a keypad (Keyboard), etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (e.g., a bluetooth interface, WI-FI interface), etc.
It will be appreciated by those skilled in the art that the present embodiment provides a computer device architecture that is not limiting of the computer device, and that may include more or fewer components, or some components in combination, or a different arrangement of components.
The storage medium may further include an operating system and a network communication module. An operating system is a program that manages and maintains the hardware and software resources of a computer device, supporting the operation of information handling programs, as well as other software and/or programs. The network communication module is used for realizing communication among components in the storage medium and other hardware and software in the entity device.
Through the above description of the embodiments, those skilled in the art can clearly understand that the present application can be implemented by software plus a necessary general hardware platform, and also can be implemented by hardware, where resource data of a game scene is represented by resource horizontal position data and resource height data corresponding to the resource horizontal position data, and the resource height data specifically includes a resource upper surface height and a resource lower surface height, so that voxel information corresponding to each area block in the game scene is determined by using the resource data, and a voxel file is generated. Compared with the mode of carrying out space division according to the voxel unit size in the height direction in the prior art, the method and the device have the advantages that the height data corresponding to each area block is divided hierarchically according to the game resource height data, one layer of game resources correspond to one pair of height data, namely the upper surface height data and the lower surface height data, the memory occupation size of the voxel file is greatly reduced in the sparse voxel file representation mode, the memory use efficiency is greatly improved, high-precision floating point number representation can be adopted in the height direction, and the resource representation precision is favorably improved.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be made by those skilled in the art are intended to fall within the scope of the present application.

Claims (10)

1. A method for processing game data, comprising:
acquiring resource data of a game scene, wherein the resource data comprises resource horizontal position data of game resources in the game scene, and resource upper surface height data and resource lower surface height data corresponding to the resource horizontal position data;
determining voxel information of corresponding voxels on each area block matched with the game scene based on the resource data, and dividing the game resources into voxel files of the game scene according to layers, wherein the voxel information of the corresponding voxels on each area block is the resource horizontal position data corresponding to the area block horizontal position and the height data of each layer of game resources, and the height data of each layer of game resources comprises the resource upper surface height data and the resource lower surface height data of the corresponding game resources;
receiving a game scene derivation instruction;
acquiring closed space data corresponding to the game scene, wherein the closed space data comprise closed space horizontal position data, closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data; according to the height data of the upper surface of the closed space and the height data of the lower surface of the closed space, modifying the height data of the upper surface of the resource and the height data of the lower surface of the resource corresponding to the horizontal position of the closed space in the voxel file to delete or mark the height data of the upper surface of the resource and the height data of the lower surface of the resource between the height data of the upper surface of the closed space and the height data of the lower surface of the closed space in the voxel file, wherein the closed space is an area which a game role and an NPC (neutral point controller) can not enter;
and exporting the game scene based on the modified voxel file.
2. The method of claim 1, wherein each of the area blocks comprises an area on a horizontal plane in the game scene, and a shape and a size of each area is a shape and a size of an upper surface or a lower surface of any voxel in the game scene.
3. The method of claim 2, wherein the resource upper surface height data and the resource lower surface height data comprise at least one pair, any resource upper surface height data and any resource lower surface height data corresponding to the same resource horizontal position are different from each other, and any pair of the resource upper surface height data and the resource lower surface height data is used for describing the heights of the upper surface and the lower surface of the game resource at the corresponding resource horizontal position.
4. The method according to claim 1, wherein deriving a game scene based on the modified voxel file comprises:
acquiring invalid terrain data, wherein the invalid terrain data comprises invalid terrain horizontal position data;
and exporting the game scene according to the modified voxel file and the invalid terrain data.
5. The method according to claim 4, wherein deriving the game scene from the modified voxel file and the invalid terrain data comprises:
creating a mask layer for a game scene based on the resource horizontal position data and the invalid terrain horizontal position data, wherein the mask layer comprises the resource horizontal position data in addition to the invalid terrain horizontal position data;
exporting the game scene according to the mask layer and the modified voxel file.
6. The method of claim 5, wherein the invalid terrain is an area where the game scene is not displayed.
7. The method of claim 1, wherein after said deriving a game scene, the method further comprises:
receiving an article placement request, wherein the article placement request comprises article voxel information before placement and article voxel information after placement;
based on the modified voxel file and the placed article voxel information, judging whether the placed article voxel information is overlapped with the voxel information corresponding to the game resource;
if not, placing the objects in the game scene based on the voxel information of the objects before placement and the voxel information of the objects after placement, updating the modified voxel file, and generating and sending an object placement log based on the voxel information of the objects before placement and the voxel information of the objects after placement;
and if so, rejecting the article placement request.
8. A game data processing apparatus, comprising:
the system comprises a resource data acquisition module, a resource data acquisition module and a resource data processing module, wherein the resource data acquisition module is used for acquiring resource data of a game scene, and the resource data comprises resource horizontal position data of game resources in the game scene and resource upper surface height data and resource lower surface height data corresponding to the resource horizontal position data;
a voxel file generating module, configured to determine voxel information of a corresponding voxel on each area block matched with the game scene based on the resource data, and divide the game resource into voxel files of the game scene by layers, where the voxel information of the corresponding voxel on each area block is the resource horizontal position data corresponding to the area block horizontal position and height data of each layer of game resource, and the height data of each layer of game resource includes the resource upper surface height data and the resource lower surface height data of the corresponding game resource;
the scene derivation instruction receiving module is used for receiving game scene derivation instructions;
a closed space data obtaining module, configured to obtain closed space data corresponding to the game scene, where the closed space data includes closed space horizontal position data, and closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data, and the closed space is an area where a game character and an NPC cannot enter;
a voxel file modification module, configured to modify the resource upper surface height data and the resource lower surface height data corresponding to the closed space horizontal position in the voxel file according to the closed space upper surface height data and the closed space lower surface height data, so as to delete or mark the resource upper surface height data and the resource lower surface height data between the closed space upper surface height data and the closed space lower surface height data in the voxel file;
and the scene deriving module is used for deriving the game scene based on the modified voxel file.
9. A storage medium on which a computer program is stored, characterized in that the program realizes a processing method of game data according to any one of claims 1 to 7 when executed by a processor.
10. A computer device comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the method of processing game data according to any one of claims 1 to 7 when executing the program.
CN202010602378.4A 2020-06-29 2020-06-29 Game data processing method and device, storage medium and computer equipment Active CN111714895B (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
CN202010602378.4A CN111714895B (en) 2020-06-29 2020-06-29 Game data processing method and device, storage medium and computer equipment
PCT/CN2020/130312 WO2022000952A1 (en) 2020-06-29 2020-11-20 Method and apparatus for processing game data, computer program and readable medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202010602378.4A CN111714895B (en) 2020-06-29 2020-06-29 Game data processing method and device, storage medium and computer equipment

Publications (2)

Publication Number Publication Date
CN111714895A CN111714895A (en) 2020-09-29
CN111714895B true CN111714895B (en) 2021-07-23

Family

ID=72569703

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202010602378.4A Active CN111714895B (en) 2020-06-29 2020-06-29 Game data processing method and device, storage medium and computer equipment

Country Status (2)

Country Link
CN (1) CN111714895B (en)
WO (1) WO2022000952A1 (en)

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111714895B (en) * 2020-06-29 2021-07-23 天津亚克互动科技有限公司 Game data processing method and device, storage medium and computer equipment
CN113744400A (en) * 2021-09-09 2021-12-03 网易(杭州)网络有限公司 Method and device for determining terrain mask selection area and computer equipment
CN116963811A (en) * 2021-09-30 2023-10-27 上海莉莉丝互娱网络科技有限公司 Voxel data-based data processing method, server, medium and computer program product
CN117015424A (en) * 2021-10-15 2023-11-07 上海莉莉丝互娱网络科技有限公司 Voxel data-based data processing method, server, medium and computer program product

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107172136A (en) * 2017-05-04 2017-09-15 腾讯科技(深圳)有限公司 The synchronous method and device of voxel data
WO2017167167A1 (en) * 2016-03-29 2017-10-05 腾讯科技(深圳)有限公司 Model object construction method, server, and system
CN109701273A (en) * 2019-01-16 2019-05-03 腾讯科技(北京)有限公司 Processing method, device, electronic equipment and the readable storage medium storing program for executing of game data
CN110738733A (en) * 2019-10-14 2020-01-31 北京代码乾坤科技有限公司 Three-dimensional terrain model generation method, storage medium, processor and electronic device

Family Cites Families (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6700573B2 (en) * 2001-11-07 2004-03-02 Novalogic, Inc. Method for rendering realistic terrain simulation
US10410403B1 (en) * 2018-03-05 2019-09-10 Verizon Patent And Licensing Inc. Three-dimensional voxel mapping
CN108986205B (en) * 2018-06-08 2023-05-26 广州虎牙信息科技有限公司 Method, device, equipment and storage medium for drawing voxel model
CN110738734B (en) * 2019-10-14 2023-05-30 北京代码乾坤科技有限公司 Three-dimensional topography model generation method and device, processor and electronic device
CN111068313B (en) * 2019-12-05 2021-02-19 腾讯科技(深圳)有限公司 Scene update control method and device in application and storage medium
CN111714895B (en) * 2020-06-29 2021-07-23 天津亚克互动科技有限公司 Game data processing method and device, storage medium and computer equipment

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2017167167A1 (en) * 2016-03-29 2017-10-05 腾讯科技(深圳)有限公司 Model object construction method, server, and system
CN107172136A (en) * 2017-05-04 2017-09-15 腾讯科技(深圳)有限公司 The synchronous method and device of voxel data
CN109701273A (en) * 2019-01-16 2019-05-03 腾讯科技(北京)有限公司 Processing method, device, electronic equipment and the readable storage medium storing program for executing of game data
CN110738733A (en) * 2019-10-14 2020-01-31 北京代码乾坤科技有限公司 Three-dimensional terrain model generation method, storage medium, processor and electronic device

Also Published As

Publication number Publication date
CN111714895A (en) 2020-09-29
WO2022000952A1 (en) 2022-01-06

Similar Documents

Publication Publication Date Title
CN111714895B (en) Game data processing method and device, storage medium and computer equipment
US11224814B2 (en) Processing method and apparatus for virtual resource in game scene
CN109701273B (en) Game data processing method and device, electronic equipment and readable storage medium
KR101352843B1 (en) Methods, devices and programmes for transmitting a roof and building structure of a three-dimensional representation of a building roof based on said structure
CN112915542B (en) Collision data processing method and device, computer equipment and storage medium
JP7456644B2 (en) Map generation method, device, electronic device and computer storage medium
JP6864753B2 (en) Object movement method and device, storage medium, electronic device
CN111714892A (en) Game way finding method and device, storage medium and computer equipment
CN112386911A (en) Navigation grid generation method and device, nonvolatile storage medium and electronic device
CN112699223B (en) Data searching method, device, electronic equipment and storage medium
CN114255312A (en) Processing method and device of vegetation image and electronic equipment
CN113786615A (en) Interaction method, device and terminal
CN115515691A (en) Image data generation method, image data generation device, electronic device, and storage medium
CN115115800A (en) BIM model simplification method and device
CN110827303A (en) Image editing method and device for virtual scene
CN113900804A (en) Game resource configuration data generation method and game resource construction method
CN116524133B (en) Virtual vegetation generation method, device, equipment and storage medium
CN115496876B (en) Building modeling method, map rendering method, device and equipment
WO2021233046A1 (en) Collision range determination method and related device
CN115970279A (en) Method and device for generating road finding map, computer equipment and storage medium
Li et al. Real-time visualization for large scale terrain based on linear quadtree
CN117959707A (en) Terrain generation method, device, equipment and storage medium
CN114022623A (en) Method and device for drawing three-dimensional model in Unity3D based on map data
CN114404948A (en) Game map display method and device, electronic equipment and computer readable storage medium
CN115888079A (en) Game scene data processing method and device, storage medium and computer equipment

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant