CN111752994B - Game digital asset management method, system, storage medium and computing device - Google Patents

Game digital asset management method, system, storage medium and computing device Download PDF

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Publication number
CN111752994B
CN111752994B CN202010587536.3A CN202010587536A CN111752994B CN 111752994 B CN111752994 B CN 111752994B CN 202010587536 A CN202010587536 A CN 202010587536A CN 111752994 B CN111752994 B CN 111752994B
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game
digital
relational database
resource
authoring
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CN111752994A (en
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苏柏华
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Perfect World Beijing Software Technology Development Co Ltd
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Perfect World Beijing Software Technology Development Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/25Integrating or interfacing systems involving database management systems
    • 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
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/24Querying
    • G06F16/245Query processing
    • G06F16/2458Special types of queries, e.g. statistical queries, fuzzy queries or distributed queries
    • G06F16/2462Approximate or statistical queries
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/28Databases characterised by their database models, e.g. relational or object models
    • G06F16/284Relational databases

Abstract

The invention provides a game digital asset management method, a system, a storage medium and a computing device, wherein the method comprises the steps of importing digital authoring resources into a relational database through a data importing tool; setting a relational database reading interface for the game engine to read the game digital assets imported into the relational database; when game making is performed through the game engine, the game digital assets in the relational database are used in game making through the reading interface; and real-time querying/analyzing information of game digital assets read from the relational database for use in game making, giving query/analysis results. The embodiment of the invention can inquire/analyze the information of the game digital assets read from the relational database used by game production in real time, and quickly locate the performance problem of the game digital assets, thereby effectively improving the quality of the game digital assets and improving the management efficiency and management level of the game digital assets.

Description

Game digital asset management method, system, storage medium and computing device
Technical Field
The invention relates to the technical field of data management, in particular to a game digital asset management method, a game digital asset management system, a storage medium and computing equipment.
Background
Aiming at the complex variety of digital assets in the existing MMORPG (MassiveMultiplayer Online Role-PlayingGam) game based on Unity development, the Unityeditor (Unityeditor) cannot effectively manage, bear and analyze digital resources used in projects. Although the existing digital asset management specifications can realize customizable and expandable digital asset management schemes and tools, the resource use conditions in the game scene cannot be well evaluated, more performance problems are easily caused, and the existing technology for whether the game digital asset accords with the positioning and standard of the current game does not participate in the management category of the digital asset.
Disclosure of Invention
The present invention has been made in view of the above-mentioned problems, and has as its object to provide a game digital asset management method, system, storage medium and computing device that overcome or at least partially solve the above-mentioned problems, and that can conveniently implement management of digital assets of a designated application range in a game by making full use of the related functions of a database, effectively improving the management efficiency and management level of digital assets of game items.
According to an aspect of an embodiment of the present invention, there is provided a game digital asset management method including:
importing the digital authoring resource into a relational database through a data importing tool;
providing a relational database reading interface for a game engine to read game digital assets imported into the relational database;
when game making is performed through a game engine, using the game digital assets in the relational database through the reading interface in game making; and is combined with
Real-time querying/analyzing information of game digital assets read from the relational database used in game making, and giving query/analysis results.
According to another aspect of an embodiment of the present invention, there is also provided a game digital asset management system including:
the importing module is suitable for importing digital authoring resources into a relational database through the data importing tool;
the setting module is suitable for setting a relational database reading interface for the game engine so as to read the game digital assets imported into the relational database;
a reading module adapted to use the game digital assets in the relational database in game production through the reading interface when the game production is performed through the game engine;
And the query/analysis module is suitable for querying/analyzing the information of the game digital assets read from the relational database and used in game production in real time to give a query/analysis result.
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 gaming digital asset management method of any of the embodiments above.
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 gaming digital asset management method of any of the embodiments above.
After the digital creation resource is imported into a relational database by using the data importing tool, the relation between the game engine and the relational database is established by arranging the reading interface for the game engine, so that the digital creation resource in the relational database can be conveniently used by using the reading interface in the game making process, the good performance of the relational database can be fully utilized, such as the data storage process speed is higher, the information calculating speed is high, the data can be directly inquired by adopting inquiry sentences, and the like, the information of the game digital asset read from the relational database used by the game making process can be inquired/analyzed in real time in the game making process, the performance problem of the game digital asset can be rapidly positioned, the quality of the game digital asset can be effectively improved, and the management efficiency and management level of the game digital asset can be effectively improved.
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 illustrates a flow diagram of a method of game digital asset management according to one embodiment of the invention;
FIG. 2 is a schematic diagram illustrating the interaction of a game engine with a relational database in accordance with one embodiment of the invention;
FIG. 3 is a data table showing key information of grid resources according to an embodiment of the present invention;
FIG. 4 is a data table showing key information of an animation resource according to an embodiment of the present invention;
FIG. 5 is a data table showing key information of a generic resource according to an embodiment of the present invention;
FIG. 6 is a data table showing key information of scene nodes of a time-replica scene according to an embodiment of the present invention;
FIG. 7 is a data table showing key information in blocking information of a time-copy scene according to an embodiment of the present invention;
FIG. 8 is a diagram showing query results for an animation duration failure animation according to an embodiment of the invention;
FIG. 9 is a diagram of query results for an animation key frame rate failure animation according to an embodiment of the invention;
FIG. 10 is a diagram of query results for redundant resources according to one embodiment of the invention;
FIG. 11 is a perspective result diagram of a time replica flip-flop according to an embodiment of the present invention;
FIG. 12 is a schematic diagram illustrating the construction of a gaming digital asset management system according to one embodiment of the present invention;
FIG. 13 is a schematic diagram of a game digital asset management system according to another embodiment of the 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 managing a game digital asset, and fig. 1 is a schematic flow chart of a method for managing a game digital asset according to an embodiment of the present invention. Referring to fig. 1, the game digital asset management method includes the following steps S102 to S108.
Step S102, importing digital authoring resources into a relational database through a data importing tool.
In the embodiment of the present invention, the digital authoring resources may include three-dimensional model resources, material resources, texture resources, font resources, skeleton resources, collision resources, physical parameters, game world/map resources, grid resources, map resources, animation resources, audio resources, scene resources, altitude maps of terrains, and other types of digital authoring resources, and the embodiment of the present invention does not specifically limit the types and contents of the digital authoring resources.
Step S104, a relational database reading interface is set for the game engine to read the game digital assets imported into the relational database.
In the embodiment of the invention, the relational database can adopt a light relational database SQLite so as to introduce the support of the SQLite database in the game development process based on a game engine, and of course, other types of databases can also be introduced, and the embodiment of the invention is not limited to the above. The game engine of the embodiment of the invention can adopt a Unity engine or a UE4 engine, and the embodiment of the invention is not particularly limited.
In step S106, when the game is created by the game engine, the game digital assets in the relational database are used for the game creation by the reading interface.
Step S108, inquiring/analyzing the information of the game digital assets read from the relational database used in game making in real time, and giving an inquiring/analyzing result.
After the digital creation resource is imported into a relational database by using the data importing tool, the relation between the game engine and the relational database is established by setting the reading interface for the game engine, so that the digital creation resource in the relational database can be conveniently used by using the reading interface in the game making process, the good performance of the relational database can be fully utilized, such as the speed of data storage process is higher, the information calculating speed is high, the data can be directly inquired by adopting inquiry sentences, the perspective of the game digital asset is realized by using the mathematical algorithm of the relational database and the data manipulation capability of SQL (Structured Query Language, structured inquiry language) language, and the like.
FIG. 2 is a schematic diagram showing the interaction of a game engine with a relational database, where the game engine cannot directly read resources in the relational database, and a read interface provided for the game engine can connect the relational database with the game engine. The game engine can read the digital authoring resources imported into the relational database by the import tool through the read interface. The embodiment can be realized by setting an intermediate component and a dynamic link library file Dll file of the game engine when the game engine is provided with a reading interface. Further, the information of the game digital assets read from the relational database used in game production can be queried/analyzed in real time and the query/analysis result can be given when the game engine makes a game using the production tool.
In an embodiment of the present invention, the digital authoring resource may be an art resource of a game item or a third party digital resource, and as shown in fig. 2, the digital authoring resource imported into the relational database through the data importing tool may originate from an art producer or from a third party resource. In performing step S102, the digital authoring resource may be imported into different relational databases corresponding to different sources through the data importing tool based on the different sources of the digital authoring resource. The digital authoring resources from different sources can be correspondingly imported into different relational databases, so that the management and maintenance of the digital authoring resources in the relational databases can be facilitated. In addition, the mode of importing digital authoring resources from different sources into the relational database through the data importing tool can be different, the data importing tool can adopt a third party warehouse-in plug-in, and the type of the data importing tool is not particularly limited in the embodiment of the invention.
With continued reference to fig. 2, in one embodiment of the present invention, after real-time querying/analyzing information of game digital assets read from a relational database used in game production and providing the query/analysis result, the query/analysis result may be fed back to a corresponding digital authoring resource provider (e.g., an art resource or a third party digital resource). The embodiment of the invention can set a feedback interface for the game engine so as to feed back the query/analysis result to the corresponding digital authoring resource provider through the feedback interface.
After the digital creation resource provider adjusts the corresponding game digital assets according to the received query/analysis result, the adjusted game digital assets can be reintroduced into the relational database through the data importing tool, so that the update of the game digital assets in the relational database is effectively realized.
In an embodiment of the present invention, the relational database may be located locally or at a cloud server. If the relational database is set in the cloud server, after the step S102 is executed to import the digital authoring resource into a relational database through the data import tool, a comparison analysis request of different game digital assets is sent to the cloud server, so that the cloud server performs comparison analysis on the different game digital assets by using the comparison analysis request, and further receives a comparison analysis result fed back by the cloud server.
In this embodiment, the request for contrast analysis of different game digital assets includes a request for contrast analysis of game digital assets for a homogeneous scene level of a different game item and/or a request for contrast analysis of game digital assets for a different scene level of the same game item. For example, digital authoring resources stored in a relational database in a cloud server can be utilized to compare and analyze game digital assets of similar scene checkpoints of different game items, and also can compare and analyze game digital assets of different scene checkpoints (such as a first scene and a second scene) of the same game item, so that comparison and analysis results fed back by the cloud server are received, and optimization and improvement of game digital assets of the game items can be conveniently carried out by related technicians.
In the embodiment of the invention, if the relational database is arranged at the cloud server, when the game digital assets in the relational database are used in game production through the reading interface, a reading request is required to be sent to the cloud server through the reading interface, so that the cloud server can read the corresponding game digital assets from the relational database according to the reading request, and then the read related game digital assets returned by the cloud server are received and used in game production. Furthermore, a query/analysis request can be sent to the cloud server, the cloud server queries/analyzes the information of the game digital assets read from the relational database used in game production in real time according to the query/analysis request, and receives the query/analysis result returned by the cloud server.
Therefore, the relational database is arranged on the cloud server, so that the local storage burden can be effectively reduced, and the comparison analysis between different digital authoring resources can be facilitated.
Referring to step S102 above, in an embodiment of the present invention, when the digital authoring resource is imported into a relational database by the data importing tool, the key information may be extracted from the digital authoring resource, and then imported into the relational database by the data importing tool.
In this embodiment, when the key information is imported into a relational database, a plurality of table fields may be created in the relational database according to the attribute type of the key information. Then, the key information is imported as form data into the relational database by the data import tool, and corresponds to the form field created by the corresponding attribute category.
In order to facilitate the classified management of digital authoring resources of different resource types, in the process of importing key information into a relational database as form data through a data importing tool, the digital authoring resources can be classified according to the resource types, further, key information corresponding to the digital authoring resources of different types is imported into the relational database through the data importing tool in different data forms respectively, and key fields and corresponding key information related to the digital authoring resources of the same type are stored in the same data form. By storing the key information of different resource types in different data tables, the subsequent management operations of inquiring, analyzing and the like of game digital assets of different resource types read from the relational database and used in game production can be facilitated.
In one embodiment of the invention, the key information may include at least one of key summary information, reference digital asset information and quantity, referenced digital asset information and quantity, resource occupancy memory size, resource file size, and the like.
Generally, the content of the key summary information extracted by different game digital assets is different, and the embodiment shown in fig. 3 to 7 is used to introduce the key summary information extracted by the game digital assets and other key information into the data table of the relational database, and the table fields shown in fig. 3 to 7 are determined according to the attribute types of the key information of different game digital assets.
Referring to fig. 3, the key summary information of the mesh resource may include a mesh path, a mesh name, a mesh vertex number vertexNum, a total mesh number summerhnum, a vertex index number in the mesh information, which can measure a triangle number index num, and the like. In the data table of the grid resources, one type of key summary information is used as a column, and different grid resources correspond to different row data.
Referring to fig. 4, key digest information of an animation resource may include an animation path, an animation name, an animation Length, an animation frame rate, an animation total time runTimeSize, etc. In the data table of the animation resources, one type of key summary information is used as a column, and different animation resources correspond to different line data.
Referring to fig. 5, the key summary information of the universal resource may include a universal resource path, a logical level (the smaller the value is, the higher the level is) to which the universal resource belongs, a universal resource file suffix filepost fix, a number of resources numIsUsing that the current resource depends on, and a number of resources numUsedBy that depends on the current resource. The key summary information also includes a current resource dependent resource list isUsing, a current resource dependent resource list usedBy, which are not shown in fig. 5. Whether the current resource is Atlas resource ispiriteatlas, whether the current resource is used by Atlas, if the current resource is texture resource, the addressing mode textwrap of texture resource, whether the current resource has error, error type and error information. In addition, for the universal resource to be a texture resource, the key digest information of the texture resource may also include a texture map size, a texture map format, and the like. And, the key information of the universal resource also comprises the memory size (bit) required to be occupied by the current resource instantiation, the universal resource md5 value, the universal resource file size filesize and the like. In the data table of the universal resource, one type of key information is used as a column, and different universal resources correspond to different row data.
Referring to fig. 6, key summary information of a scene node of a time copy scene may include a scene path, a scene name, a scene node name sceneName, a current node component number numComponent, a current node missing component number missingComponent, a current node script number numscript component, a current node missing script number missingscript component. The key summary information also includes the number of light sources numLight, the number of multi-level-of-detail components numLodGroup, the number of mesh renderers owned by the current node nummerdrenders, the number of collides numColliders, the level hierarchy level, and the like, which are not shown in fig. 6. In the scene node data table of the time copy scene, one type of key information is used as a column, and scene nodes of different time copy scenes correspond to different data.
Referring to fig. 7, key summary information of blocking information in a time copy scene includes an identification refobjd of a current blocking, a type, whether it is a trigger isTrigger, boundary three-dimensional coordinate values boundExt-x, boundExt-y, boundExt-z, a center three-dimensional coordinate value center-x, center-y, center-z. The key digest information also includes box three-dimensional coordinate values box size-x, box size-y, box size-z, radius currently blocked as a capsule body, orientation cappair of the capsule body, height capHeight of the capsule body, and the like, which are not shown in fig. 7. In the data table of the blocking information in the time copy scene, one type of key information is used as a column, and the blocking information in different time copy scenes corresponds to different rows of data.
Of course, other key information such as the number of mold surfaces, the volume ratio of the mold, etc. may also be included for different types of game digital assets, which is not particularly limited in the embodiments of the present invention.
In an embodiment of the present invention, when the key summary information is extracted from the digital authoring resource, the key summary information may be extracted from the digital authoring resource according to the resource usage and/or the resource type. In the embodiment of the invention, whether the digital asset usage index asset is applied to a game scene or a game level can be achieved, for example, the corresponding key abstract information can be extracted for the digital asset applied to the game scene or the game level.
In another embodiment of the invention, in order to improve the extraction efficiency of the key information, the embodiment of the invention can also realize the extraction of the key information of the digital asset based on a multithreading pool. Specifically, first, a plurality of thread pools are run, and a plurality of threads are created in each thread pool. The digital authoring resources are then respectively allocated to threads of the plurality of thread pools. And further, carrying out parallel calculation on the distributed digital authoring resources according to a preset algorithm through threads in the thread pools so as to obtain key information of each digital asset through calculation.
By reasonably distributing the digital authoring resources to the plurality of thread pools, the parallel computation of various digital authoring resources by utilizing the multithreading in the plurality of thread pools can be realized, the more efficient computation can be realized for a huge number of digital authoring resources in the game, and the multi-core capability of the CPU of the related working machine can be fully exerted.
In another embodiment of the present invention, if the corresponding key information is obtained by calculating each digital authoring resource according to a preset algorithm, a memory space with a specified size may be requested from a memory pool allocated in advance, and then each digital authoring resource is calculated according to the preset algorithm in the memory space with the specified size, so that the key information of each digital authoring resource is obtained by calculation.
The embodiment of the invention can pre-allocate the memory pool, and request the memory space with the required memory size from the memory pool when the key information of each digital creation resource is calculated, and the memory space is returned to the memory pool again after the use of the requested memory space is finished so as to release the memory space. The frequency of frequently applying for and releasing the memory from the system can be effectively reduced by requesting and releasing the memory in the memory pool, so that not only is the memory fragmentation reduced, but also the memory allocation efficiency is effectively improved.
In the embodiment of the invention, the preset algorithm may include a preset hash algorithm, and correspondingly, the key information extracted according to the preset algorithm is a hash value. For example, MD5 values for digital authoring resources are calculated using the MD5 (Message-Digest Algorith m) Message digest algorithm. The embodiment of the invention does not limit the type of the preset algorithm and the corresponding key information in detail.
The referencing relationships of the digital assets provided by the game engine include inter-referencing relationships between a plurality of digital assets, for example, grid digital assets may reference texture digital assets, which in turn may reference texture digital assets. If a digital asset referenced by a digital asset is to be known or is referenced by any digital asset, the referenced and referenced relationship of the corresponding digital asset needs to be analyzed and extracted from the referenced relationship of the digital asset, and if the analyzed and extracted of the referenced relationship of the digital asset is performed each time, a great workload is undoubtedly paid.
Therefore, if the extracted key information includes the reference digital asset information and quantity, the referenced digital asset information and quantity, the reference relationship between different types of digital authoring resources can be acquired first when the key information is extracted from the digital authoring resources. The reference relationships between the different digital assets for the specified application scope are obtained, for example, from digital asset reference relationships provided by the game engine. And then, respectively extracting the digital asset information and the quantity of each digital asset reference and the digital asset information and the quantity of each digital asset referenced based on the acquired reference relation among different digital authoring resources. Further, the information and quantity of the digital assets referenced by each item of digital asset extracted and the information and quantity of the referenced digital asset are subsequently imported into a relational database, i.e., the references and referenced relationships of each item of digital asset are stored into the database. Thus, the references and referenced relationships of a certain data asset read from the relational database used in game production can be subsequently queried/analyzed in real-time.
In order to facilitate separate management of digital assets in different application ranges, different relational databases are respectively established and stored for digital assets in different game item ranges according to the embodiment of the invention. Referring to step S102 above, when the digital authoring resource is imported into a relational database by the data importing tool, the game item scope where the digital authoring resource is to be used may be analyzed first. Then, based on the different game item ranges to be used by the digital authoring resource, the digital authoring resource is respectively imported into different relational databases corresponding to the different game item ranges through a data importing tool.
The game item range of the embodiment of the invention comprises any one of all digital asset ranges in the game item, digital asset ranges to be distributed in the game item and digital asset ranges of different scene level points in the game item, and the embodiment of the invention is not particularly limited.
In this embodiment, the digital assets to be published in the game item may be determined from the scenes to be published in the game and the planned data profile. The digital assets of the different scene level applications can determine the digital assets used in the scene level according to the scene established by the art. According to the embodiment of the invention, the digital assets in different game item ranges are respectively acquired, and the key information of the digital assets in different game item ranges is respectively imported into different databases in the follow-up process, so that the separate management of the digital assets in different game item ranges can be effectively realized.
The embodiment of the invention can establish a first relational database aiming at all digital assets in the game item, a second relational database aiming at the digital assets to be released in the game item, and a third relational database aiming at the digital assets applied to different scene checkpoints in the game item, wherein each relational database can be an SQLite database.
Referring to step S108 above, in one embodiment of the present invention, in querying/analyzing information of game digital assets read from a relational database used in game production in real time, a query statement (SQL statement) for game digital assets used in game production may be first generated by a game engine. Index information of game digital assets used in game production is then queried/analyzed in real time in the relational database by the generated query statement. And finally generating a query/analysis result based on the index information.
The query statement types in this embodiment may include query, statistics, inspection, addition, deletion, etc., and the embodiments of the present invention do not specifically limit the query statement types. And, the index information may include at least one of grid density, pixel density, animation duration, animation sampling ratio, redundant asset, etc. According to the index information, the digital assets which do not accord with the specification can be determined, and the memory size occupied by the digital assets, the digital assets applied by different scene checkpoints, the actual loading performance of the scene checkpoints, other digital assets which can affect the modification of a certain digital asset, the too dense areas of objects in the scene, the positions and postures of the objects and the like can be inquired/analyzed.
In one embodiment of the invention, animation digital assets with unqualified animation frame rate and unqualified animation segment time can be analyzed from a relational database through query sentences. For example, referring to fig. 8, when an animation having a disqualified animation duration used in the game making process is searched for from an animation resource table of a relational database using an SQL query statement. If the animation with the animation duration exceeding 50s is the disqualified animation, searching 76 disqualified animations used in the game making process from the animation resource table of the relational database by adopting SQL query sentences. For another example, referring to FIG. 9, if an animation having an animation key frame rate exceeding 60 (keyframes/s) is a failed animation, SQL query statements are used to find the failed animation from the animation resource table of the relational database that was used in the game making process to a key frame rate exceeding 60 (keyframes/s).
In another embodiment of the present invention, in conjunction with FIG. 10 and the following code content, 3704 redundant resources to be used in game digital assets during game making are found from a relational database using SQL query statements. Therefore, by adopting the embodiment of the invention, a large amount of redundant resources in game production can be rapidly detected.
In yet another embodiment of the present invention, query statements for triggers in scene resources and/or time copies used in game production may also be generated as information of game digital assets read from a relational database used in game production is queried in real time. And then, inquiring a trigger in scene resources and/or time copies used in game production in the relational database in real time through inquiry sentences to obtain inquiry results, and perspective the inquiry results. For example, referring to FIG. 11, a time replica trigger can be found from a relational database using SQL query statements and be looked up through a table. Furthermore, the time copy trigger which is transmitted out can be locked, marked, deleted and the like according to actual needs.
In addition, the unqualified model of the surface number and the volume ratio of the model can be checked from the relational database through the query statement. The number of models and the number of maps used by the scene checkpoints can also be counted from the relational database through query sentences, model digital assets with incorrect or non-conforming model Detail Level (LOD) settings can also be checked, and the like.
Therefore, the embodiment of the invention can conveniently and intensively manage the key information in the relational database used by the game production by adopting the query statement in the game production process, conveniently master the information such as the use frequency of the asset, the applied function of the asset, the applied purpose of the asset, the use condition of the asset and the like, and provide reliable analysis basis for packing the game digital asset, optimizing the important game digital asset and removing the redundant asset.
Based on the same inventive concept, an embodiment of the present invention also provides a game digital asset management system, and fig. 12 shows a schematic structural diagram of the game digital asset management system according to an embodiment of the present invention. Referring to fig. 12, the game digital asset management system includes a import module 1210, a setup module 1220, and a read module 1230.
The importing module 1210 is adapted to import the digital authoring resource into a relational database through the data importing tool.
The setting module 1220 is adapted to set a relational database reading interface for the game engine to read the game digital assets imported into the relational database.
The reading module 1230 is adapted to use the game digital assets in the relational database in game production through the reading interface when the game production is performed through the game engine.
And the query/analysis module is suitable for querying/analyzing the information of the game digital assets read from the relational database and used in game production in real time to give a query/analysis result.
In an alternative embodiment of the present invention, the import module 1210 is further adapted to extract key information from the digital authoring resource and import the key information into a relational database via the data import tool.
In an alternative embodiment of the present invention, the import module 1210 is further adapted to create a plurality of table fields in the relational database according to the attribute category of the key information. The key information is imported into the relational database as form data by a data import tool, and corresponds to the form fields created for the corresponding attribute categories.
In an alternative embodiment of the present invention, the key information includes at least one of: key summary information, reference digital asset information and quantity, referenced digital asset information and quantity, resource occupancy memory size, resource file size.
In an alternative embodiment of the present invention, the import module 1210 is further adapted to extract key summary information from the digital authoring resource based on resource usage and/or resource type.
In an alternative embodiment of the present invention, the import module 1210 is further adapted to import the digital authoring resource into different relational databases corresponding to different sources through the data import tool based on the different sources of the digital authoring resource.
In an alternative embodiment of the present invention, the relational database is disposed on the cloud server, and the import module 1210 is further adapted to send a comparison analysis request of different game digital assets to the cloud server, and the cloud server uses the comparison analysis request to perform a comparison analysis on the different game digital assets. And receiving a comparison analysis result fed back by the cloud server.
In an alternative embodiment of the present invention, the relational database is disposed in the cloud server, and the reading module 1230 is further adapted to send a reading request to the cloud server through the reading interface. And receiving the game digital assets which are returned by the cloud server and read from the relational database aiming at the reading request, and using the game digital assets in game production.
In an alternative embodiment of the present invention, the relational database is disposed on the cloud server, and the query/analysis module is further adapted to send a query/analysis request to the cloud server, and the cloud server queries/analyzes information of the game digital assets read from the relational database used in game production in real time according to the query/analysis request. And receiving the query/analysis result returned by the cloud server.
In an alternative embodiment of the invention, the query/analysis module is further adapted to generate a query statement for a game digital asset used in game production. Index information of game digital assets used in game production is queried/analyzed in real time through query sentences. Query/analysis results are generated based on the index information.
Referring to FIG. 13, in one embodiment of the invention, the gaming digital asset management system shown in FIG. 12 may further include a feedback module 1240. The feedback module 1240 is adapted to feed back the query/analysis results to the corresponding digital authoring resource provider, which adjusts the game digital assets corresponding to the query/analysis results.
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 gaming digital asset management method of any of the embodiments above.
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 a processor, causes the computing device to perform the gaming digital asset management method of 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, modules and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein for brevity.
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, comprising 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 described in the 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 (24)

1. A method of game digital asset management, comprising:
importing the digital authoring resource into a relational database through a data importing tool;
providing a relational database reading interface for a game engine to read game digital assets imported into the relational database;
When game making is performed through a game engine, using the game digital assets in the relational database through the reading interface in game making; and is combined with
Inquiring/analyzing information of game digital assets read from the relational database and used in game making in real time to give an inquiring/analyzing result;
wherein importing, by the data importing tool, the digital authoring resource into a relational database, comprising:
analyzing a range of game items for which the digital authoring resource is to be used;
based on different game item ranges to be used of the digital creation resources, respectively importing the digital creation resources into different relational databases corresponding to the different game item ranges through a data importing tool;
wherein importing, by the data importing tool, the digital authoring resource into a relational database, comprising:
extracting key information from digital authoring resources, and importing the key information into a relational database through a data importing tool;
wherein extracting key information from the digital authoring resource comprises:
running a plurality of thread pools, wherein a plurality of threads are created in the thread pools;
respectively distributing the digital creation resources to threads of a plurality of thread pools;
And carrying out parallel calculation on the distributed digital authoring resources according to a preset algorithm through threads in the thread pools to obtain key information of the digital authoring resources.
2. The method of claim 1, wherein importing, by the data importing tool, the key information into a relational database, comprising:
creating a plurality of form fields in the relational database according to the attribute category of the key information;
and importing key information serving as table data into the relational database through a data importing tool, wherein the key information corresponds to the table field created by the corresponding attribute category.
3. The method of claim 2, wherein importing, by a data importing tool, key information as form data into the relational database, comprises:
classifying the digital authoring resources according to the resource types;
key information corresponding to different types of digital authoring resources is respectively imported into the relational database in different data forms through a data importing tool;
wherein, the key fields and the corresponding key information related to the digital authoring resources of the same type are stored in the same data form.
4. A method according to any of claims 1-3, wherein the key information comprises at least one of:
Key summary information, reference digital asset information and quantity, referenced digital asset information and quantity, resource occupancy memory size, resource file size.
5. The method of claim 4, wherein the key summary information comprises at least one of:
resource name, resource path, model face number, model volume ratio;
the number of triangles is measured by the number of grid vertices, the total number of grids and the number of grid vertex indexes;
animation length, animation frame rate, animation total time;
the universal resource file tail, the logic level to which the universal resource belongs, whether the resource is a atlas resource, a texture mapping size, a texture mapping format and a mapping texture coordinate addressing mode;
the method comprises the steps of time copy scene node names, the number of current node components, the number of current node lost components, the number of current node scripts, the number of current node lost scripts, the number of light sources, the number of multi-detail-level components, the number of grid renderers owned by current nodes, the number of collision bodies and the level of hierarchy;
the identification, type, whether the current blocking is a trigger, boundary coordinate value, center coordinate value, box coordinate value, radius of the current blocking is a capsule body, orientation of the capsule body and height of the capsule body in the time copy scene.
6. The method of claim 4, wherein extracting key summary information from a digital authoring resource comprises:
and extracting key abstract information from the digital authoring resources according to the resource use condition and/or the resource type.
7. The method of claim 4, wherein extracting the referenced digital asset information and quantity, from the digital authoring resource comprises:
acquiring reference relations among different types of digital authoring resources;
and respectively extracting the reference digital asset information and quantity of the digital authoring resources and the referenced digital asset information and quantity based on the acquired reference relation among the different types of digital authoring resources.
8. The method of claim 4, wherein extracting key information from the digital authoring resource comprises:
requesting a memory space of a specified size from a pre-allocated memory pool;
and calculating the digital creation resources in the memory space with the specified size according to a preset algorithm to obtain key information of the digital creation resources.
9. The method of claim 8, wherein the preset algorithm comprises a hash algorithm and the key digest information comprises a hash value.
10. A method according to any of claims 1-3, wherein the digital authoring resource is derived from an art resource of a game item or a third party digital resource.
11. The method of claim 10, wherein importing, by the data importer, the digital authoring resource into a relational database comprises:
based on different sources of the digital authoring resources, the digital authoring resources are imported into different relational databases corresponding to the different sources through a data importing tool.
12. The method of claim 1, wherein the game item range comprises:
any one of all digital asset ranges in the game item, digital asset ranges to be distributed in the game item, and digital asset ranges of different scene level points in the game item.
13. The method according to any one of claims 1-3, wherein the relational database is provided at a cloud server, and after importing digital authoring resources into a relational database by a data importing tool, further comprising:
sending a comparison analysis request of different game digital assets to the cloud server, and carrying out comparison analysis on the different game digital assets by the cloud server by utilizing the comparison analysis request;
And receiving a comparison analysis result fed back by the cloud server.
14. The method of claim 13, wherein the request for comparative analysis of the different game digital assets comprises:
the request for comparing and analyzing the digital assets of the games of the same kind of scene level of different game items and/or the request for comparing and analyzing the digital assets of the games of different scene level of the same game item.
15. A method according to any one of claims 1-3, wherein the relational database is provided at a cloud server, and wherein using the game digital assets in the relational database in game production via the read interface comprises:
sending a reading request to the cloud server through the reading interface;
and receiving the game digital assets which are returned by the cloud server and read from the relational database aiming at the reading request, and using the game digital assets in game production.
16. A method according to any one of claims 1-3, wherein the relational database is provided at a cloud server, and wherein real-time querying/analyzing information of game digital assets read from the relational database for use in game production gives a query/analysis result, comprising:
Sending a query/analysis request to the cloud server, and inquiring/analyzing information of the game digital assets read from the relational database, which are used in game production, in real time by the cloud server according to the query/analysis request;
and receiving a query/analysis result returned by the cloud server.
17. A method according to any of claims 1-3, wherein querying/analyzing in real time information of game digital assets read from the relational database for use in game production gives query/analysis results, comprising:
generating a query statement for a game digital asset used in game production;
inquiring/analyzing index information of game digital assets used in game making in the relational database in real time through the inquiry statement;
and generating a query/analysis result based on the index information.
18. The method of claim 17, wherein,
the index information includes: at least one of grid density, pixel density, animation duration, animation sampling ratio, redundant asset.
19. A method according to any of claims 1-3, wherein querying in real time information of game digital assets read from the relational database for use in game production gives a query result, comprising:
Generating query statements for triggers in scene resources and/or time copies used in game production;
inquiring a trigger in scene resources and/or time copies used in game making in the relational database in real time through the inquiry statement to obtain an inquiry result;
and carrying out perspective on the query result.
20. A method according to any one of claims 1-3, wherein real-time querying/analyzing information of game digital assets read from the relational database for use in game production, after giving the query/analysis results, further comprises:
and feeding the query/analysis result back to a corresponding digital authoring resource provider, and adjusting the game digital asset corresponding to the query/analysis result by the digital authoring resource provider.
21. The method of claim 20, wherein after feeding back the query/analysis results to the corresponding digital authoring resource provider, further comprising:
acquiring game digital assets adjusted by the digital authoring resource provider;
and re-importing the adjusted game digital assets into the relational database through the data importing tool, and updating the game digital assets in the relational database.
22. A gaming digital asset management system comprising:
the importing module is suitable for importing digital authoring resources into a relational database through the data importing tool;
the setting module is suitable for setting a relational database reading interface for the game engine so as to read the game digital assets imported into the relational database;
a reading module adapted to use the game digital assets in the relational database in game production through the reading interface when the game production is performed through the game engine;
the inquiring/analyzing module is suitable for inquiring/analyzing information of game digital assets read from the relational database and used in game production in real time and giving an inquiring/analyzing result;
the importing module is specifically configured to:
analyzing a range of game items for which the digital authoring resource is to be used;
based on different game item ranges to be used of the digital creation resources, respectively importing the digital creation resources into different relational databases corresponding to the different game item ranges through a data importing tool;
the importing module is also specifically used for extracting key information from the digital authoring resource and importing the key information into a relational database through the data importing tool;
Wherein extracting key information from the digital authoring resource comprises:
running a plurality of thread pools, wherein a plurality of threads are created in the thread pools;
respectively distributing the digital creation resources to threads of a plurality of thread pools;
and carrying out parallel calculation on the distributed digital authoring resources according to a preset algorithm through threads in the thread pools to obtain key information of the digital authoring resources.
23. A computer storage medium storing computer program code which, when run on a computing device, causes the computing device to perform the gaming digital asset management method of any of claims 1-21.
24. 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 gaming digital asset management method of any of claims 1-21.
CN202010587536.3A 2020-06-24 2020-06-24 Game digital asset management method, system, storage medium and computing device Active CN111752994B (en)

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