CN111939566B - Virtual material deployment method and device - Google Patents

Virtual material deployment method and device Download PDF

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Publication number
CN111939566B
CN111939566B CN202010918172.2A CN202010918172A CN111939566B CN 111939566 B CN111939566 B CN 111939566B CN 202010918172 A CN202010918172 A CN 202010918172A CN 111939566 B CN111939566 B CN 111939566B
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resource
building
target
scene
type
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CN111939566A (en
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陈广明
陈杰
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The embodiment of the invention provides a virtual material deployment method and device, wherein the method comprises the following steps: creating a basic scene, wherein the basic scene comprises all types of buildings in the game scene; disposing corresponding resource points for each type of building in the basic scene; and storing the corresponding relation between the resource points and each type of building, and generating a resource file so as to deploy the resource points in the game scene by adopting the resource file. By arranging resource points by taking the building as a unit, for the same type of building, the resource points can be copied into the same type of building at different positions in the game scene in batches only by arranging the resource points once, so that the repeated labor is reduced.

Description

Virtual material deployment method and device
Technical Field
The invention relates to the technical field of games, in particular to a virtual material deployment method and a virtual material deployment device.
Background
In some surviving games, the primary game experience for a player is: the pickable items are gathered and the shooting operation is performed in one large scene game scene. Currently, the deployment of pickable items in a game scenario is typically the steps of: the developer sets resource points at different positions in the game scene, before the game starts, the service end creates articles on the different resource points, when the player enters the game, the articles are loaded on the resource points, and the player can collect the articles.
The survival games are all game scenes with oversized maps, as shown in fig. 1, an oversized game scene of 8km x 8km is shown, and the game scene has a great number of buildings inside, and generally the objects which can be picked up are deployed in the buildings. To select and deploy resource points in these oversized scene game scenes, the traditional method is: relying on manual movement to run through each corner of the entire game scene and then deploy resource points in the appropriate locations is obviously a very labor-intensive task.
Disclosure of Invention
In view of the foregoing, embodiments of the present invention are directed to providing a virtual material deployment method and a corresponding virtual material deployment apparatus that overcome or at least partially solve the foregoing problems.
The embodiment of the invention discloses a resource point deployment method, which comprises the following steps:
creating a basic scene, wherein the basic scene comprises all types of buildings in the game scene;
disposing corresponding resource points for each type of building in the basic scene;
and storing the corresponding relation between the resource points and each type of building, and generating a resource file so as to deploy the resource points in the game scene by adopting the resource file.
Optionally, the method further comprises:
creating a corresponding trigger and item pool for each type of building;
and storing the correspondence between the trigger, the object pool and each type of building in the resource file.
Optionally, the method further comprises:
obtaining a building to be processed in a game scene, wherein the building to be processed has a corresponding type identifier;
searching a target resource point matched with the type identifier from the resource file;
and deploying the target resource point in the building to be treated.
Optionally, the method further comprises:
determining a target virtual material corresponding to the target resource point;
and loading the target virtual material on the target resource point.
Optionally, the determining the target virtual material corresponding to the target resource point includes:
searching a target object pool matched with the type identifier from the resource file, wherein the target object pool is provided with a plurality of virtual materials with weights;
and determining target virtual materials corresponding to the target resource points from the plurality of virtual materials with weights.
Optionally, the method further comprises:
searching a target trigger matched with the type identifier from the resource file, wherein the target trigger has a corresponding trigger range;
registering the target trigger with the building to be treated;
the determining the target virtual material corresponding to the target resource point comprises the following steps:
and when the virtual character in the game scene enters the trigger range, determining a target virtual material corresponding to the target resource point.
Optionally, the target resource point has location information located in the building, and the deploying the target resource point in the building includes:
and deploying the target resource point in the building according to the position information.
The embodiment of the invention also discloses a virtual material deployment device, which comprises:
the scene creation module is used for creating a basic scene which contains all types of buildings in the game scene;
the resource point deployment module is used for deploying corresponding resource points for each type of building in the basic scene;
and the file generation module is used for storing the corresponding relation between the resource points and each type of building and generating a resource file so as to deploy the resource points in the game scene by adopting the resource file.
Optionally, the method further comprises:
a trigger creation module for creating a corresponding trigger and pool of items for each type of building;
and the corresponding relation storage module is used for storing the corresponding relation between the trigger, the object pool and each type of building in the resource file.
Optionally, the method further comprises:
the building acquisition module is used for acquiring a building to be processed in the game scene, wherein the building to be processed has a corresponding type identifier;
the resource point searching module is used for searching a target resource point matched with the type identifier from the resource file;
and the target resource point deployment module is used for deploying the target resource point in the building to be processed.
Optionally, the method further comprises:
the virtual material determining module is used for determining target virtual materials corresponding to the target resource points;
and the virtual material loading module is used for loading the target virtual material on the target resource point.
Optionally, the virtual material determining module includes:
the object pool searching sub-module is used for searching a target object pool matched with the type identifier from the resource file, wherein the target object pool is provided with a plurality of virtual materials with weights;
and the first virtual material determining sub-module is used for determining target virtual materials corresponding to the target resource points from the plurality of virtual materials with weights.
Optionally, the method further comprises:
the trigger searching module is used for searching a target trigger matched with the type identifier from the resource file, wherein the target trigger has a corresponding trigger range;
a trigger registration module for registering the target trigger for the building to be processed;
the virtual material determining module comprises:
and the second virtual material determining submodule is used for determining target virtual materials corresponding to the target resource points when the virtual roles in the game scene enter the trigger range.
Optionally, the target resource point has location information located in the building, and the target resource point deployment module includes:
and the resource point deployment unit is used for deploying the target resource point in the building according to the position information.
The embodiment of the invention discloses an electronic device, which comprises:
one or more processors; and
one or more machine readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the method of any of the embodiments of the present invention.
Embodiments of the present invention disclose a computer-readable storage medium having instructions stored thereon, which when executed by one or more processors, cause the processors to perform a method according to any of the embodiments of the present invention.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, the basic scene is created to contain all types of buildings in the game scene, the corresponding resource points are deployed for each type of building in the basic scene, the corresponding relation between the resource points and each type of building is stored, and the resource file is generated, so that the resource points in the game scene can be deployed by adopting the resource file. By using the building as a unit to deploy resource points, for the same type of building, the resource points can be copied into the same type of building at different positions in the game scene in batches only by deploying once, so that the repeated labor is reduced; by creating the basic scene, the developer can conveniently see all types of buildings in the whole game scene, and can directly deploy resource points to various types of buildings, so that the manpower cost of running the whole large game scene is avoided, and the time for deploying the resource points is greatly shortened.
Drawings
FIG. 1 is a schematic illustration of a map corresponding to a game scene;
FIG. 2 is a flow chart of steps of an embodiment of a virtual asset deployment method of the present invention;
FIG. 3 is a schematic diagram of a flip-flop of the present invention;
FIG. 4 is a flow chart of steps of another embodiment of a virtual asset deployment method of the present invention;
fig. 5 is a block diagram of an embodiment of a virtual asset deployment device of the present invention.
Detailed Description
In order that the above-recited objects, features and advantages of the present invention will become more readily apparent, a more particular description of the invention will be rendered by reference to the appended drawings and appended detailed description.
The virtual material deployment method in one embodiment of the invention can be operated on the terminal equipment or the server. The terminal device may be a local terminal device. When the virtual material deployment method runs on the server, the virtual material deployment method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the virtual material deployment method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device for performing the virtual material deployment method is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
Referring to fig. 2, a flowchart illustrating steps of an embodiment of a virtual material deployment method according to the present invention may specifically include the following steps:
step 201, creating a basic scene, wherein the basic scene comprises all types of buildings in a game scene;
the base scene is used to place buildings, which include all types of buildings in the game scene, and each building is different from the other, i.e., there is one and only one building of each type.
In a specific implementation, the created Base scene may be a Base Level, where the Base Level may be sized to accommodate all types of buildings in the game scene, where each type of building may be provided with a type identification ID (Identity Document, unique identification code) for uniquely identifying the type of building.
Step 202, deploying corresponding resource points for each type of building in the basic scene;
wherein, the resource point represents a position for placing virtual materials.
Specifically, the corresponding resource points can be deployed for each type of building in the basic scene by taking the building as a unit. Each resource point can have position information in the building, so that the resource points can be conveniently distributed in the same type of building according to the position information, and the aim of copying the resource points in batches is fulfilled.
In a specific implementation, the deployed resource points may have some necessary attributes, such as a resource point unique identifier, a resource point type, a resource point location, a resource point direction, a building type to which the resource point belongs, a radius of the trigger, an item pool identifier, a trigger switch, and the like.
As an example, the attribute data of the set resource point a is as follows:
'EntityID':'wbD88R/1bRnU5kvE',
'Type':'RandomItem',
'position':(2792.19,-127.83,1542.25,),
'yaw':0.0,
'clone_ref':'58009_build_001'
'ref_mat':(1.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,1.0,-2786.15,132.17,-1546.73,),
'clone_switch':True,group_id':1001。
the attribute data of the resource point B are set as follows:
EntityID':'wbD8GB/1bRnU5kuo',
"Type':'ItemSpaceSnare',
"position':(2748.32,-131.75,1549.92,),
'yaw':0.0,clone_ref':'58008_build_001'
'ref_mat':(1.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,1.0,-2750.54,132.18,-1549.05,),
'radius':50.0,
'clone_switch':True。
in the attribute data of the resource points a and B, the entitid represents a unique identifier of the resource point. Type represents the resource point Type, mainly random resource point random item and trigger ItemSpaceNAre. The position represents the location of the source point. yaw denotes the direction of the resource point. clone_ref: indicating the type of building to which the resource point belongs. radius represents the radius of the trigger for the resource point, valid only for resource points of Type ItemSpaceNAre. The group_id represents the identity of the item pool, valid only for the resource point of Type random item, indicating that this resource point uses a specified random grouping to generate items thereon. The clone_switch indicates a trigger switch, and is valid only for a resource point with a Type of random item, if False, the resource point generates resources directly and randomly in scene initialization, and if True, the resource point generates resources randomly when a player enters the trigger.
Because all types of buildings in the game scene are shown in one basic scene, a developer only needs to deploy all the buildings in the basic scene to corresponding resource points, and the space of the basic scene is smaller (relative to the game scene space of the game scene), so that the time for deploying the resource points in the buildings can be saved.
And 203, storing the corresponding relation between the resource points and each type of building, and generating a resource file so as to deploy the resource points in the game scene through the resource file.
After the corresponding resource points are deployed for all types of buildings in the basic scene, the corresponding relation between the resource points and each type of building can be stored to generate a resource file, so that the resource points deployed in the resource file can be copied to all the buildings of the same type in the game scene directly in the follow-up process, and the aim of copying the resource points in batches is fulfilled.
As an example, the stored correspondence is shown in table 1 below:
building type identification Resource point
1001 A
1002 B
1003 C
TABLE 1
In table 1, 3 types of buildings and their corresponding resource points are stored, respectively: building 1001, whose corresponding resource point is a; building 1002, its corresponding resource point is B; building 1003 has its corresponding resource point of C.
In a preferred embodiment of the present invention, the method may further comprise the steps of:
creating a corresponding trigger and item pool for each type of building; and storing the correspondence between the trigger, the object pool and each type of building in the resource file.
In some games, limited to the player's view and the shielding of the building, the player can only see items within a certain range, and for items outside the view or in the shielded area, it is not necessary to load them, as they are also not visible to the player. In order to avoid that all virtual materials in the whole game scene are loaded when the game starts, a large amount of memory of a client is consumed and wasted, and a lot of clamping problems are caused to influence the game experience.
In the embodiment of the invention, a unique corresponding trigger can be arranged for each building, the game scene is divided into different ranges, and virtual materials in the range can be loaded only when the range of the trigger is entered, so that the performance cost caused by loading all the virtual materials in the game scene at one time is avoided. Specifically, a corresponding trigger may be created for each type of building in units of buildings, where the trigger is used to trigger a callback event when triggered, so as to dynamically load virtual materials in the range.
As an example, as shown in fig. 3, a trigger is named as itemsspacesna in a hemisphere, an area enclosed in the hemisphere is the range of the trigger itemsspacesna, the position of a pistol in the hemisphere is the position of an asset point in the trigger, 4 asset points are contained in the hemisphere, and the pistol is virtual asset loaded on the asset point.
In order to avoid the same resource point in the game scene, the same virtual material is fixedly generated in different game rounds, so that the fun of picking up articles is reduced, and tactical experience brought by game randomness is also reduced. In the embodiment of the invention, an article pool can be arranged for each type of building, so that the type and the number of virtual materials which are created by the resource point do not need to be specified when the resource point is deployed, and one virtual material is randomly selected from the article pools in the game running process, thereby improving the game randomness experience.
Specifically, a corresponding object pool can be created for each type of building by taking the building as a unit, the object pool comprises a plurality of virtual objects, the virtual objects have corresponding weights, and when the virtual objects need to be loaded, the virtual objects are randomly selected from the object pool according to the weights, so that randomness is introduced to the virtual objects created by the same resource point.
After creating the corresponding trigger and item pool for each type of building, the correspondence of the trigger, item pool, and each type of building may be stored in the resource file. As an example, the stored correspondence is shown in table 2 below:
building type identification Trigger device Article pool
1001 a 1
1002 b 2
1003 c 3
TABLE 2
In table 2, 3 types of buildings and their corresponding triggers and item pools are stored, respectively: building 1001, which corresponds to trigger a and item pool 1; a building 1002 corresponding to trigger b and item pool 2; building 1003, which corresponds to trigger c and item pool 3.
In a preferred embodiment of the present invention, the method may further comprise the steps of:
obtaining a building to be processed in a game scene, wherein the building to be processed has a corresponding type identifier; searching a target resource point matched with the type identifier from the resource file; and deploying the target resource point in the building to be treated.
The building to be processed in the game scene may be acquired before the game starts. Wherein the building to be treated may be a building where no resource points are deployed, the building to be treated having a corresponding type identification. Then, a target resource point matched with the type identifier can be searched from the resource file, and the target resource point is deployed in the building to be processed. Specifically, the building to be treated may have a plurality of corresponding target resource points having location information located in the building to be treated, and the target resource points may be deployed in the building to be treated according to the location information.
In a preferred embodiment of the present invention, the method may further comprise the steps of:
determining a target virtual material corresponding to the target resource point; and loading the target virtual material on the target resource point.
When the game runs, the target virtual material corresponding to the target resource point can be determined, and the target virtual material is loaded on the target resource point. Specifically, one or more target virtual materials can be randomly determined from the object pool, and the target virtual materials are loaded on the target resource points, so that randomness can be introduced to the objects created by the same resource point, and the game experience is improved.
In a preferred embodiment of the present invention, the determining the target virtual resource corresponding to the target resource point includes:
searching a target object pool matched with the type identifier from the resource file, wherein the target object pool is provided with a plurality of virtual materials with weights; and determining target virtual materials corresponding to the target resource points from the plurality of virtual materials with weights.
The target object pool matched with the type identifier is searched from the resource file, the target object pool is provided with a plurality of virtual objects with weights, and the target virtual objects corresponding to the target resource points are randomly determined from the plurality of virtual objects with weights, so that the virtual objects of each resource point can be randomly determined, and the game experience is improved.
In a preferred embodiment of the present invention, the method may further comprise the steps of:
searching a target trigger matched with the type identifier from the resource file, wherein the target trigger has a corresponding trigger range; registering the target trigger with the building to be treated.
Searching a target trigger matched with the type identifier from the resource file, and registering the target trigger for the building to be processed. The target trigger has a corresponding trigger range, so that when the target trigger is triggered (a player controls the virtual character to enter the trigger range), the target virtual material can be determined and loaded, the loading time and process of the game scene objects are optimized, and a large amount of memory consumption and clamping problems caused by loading all the game scene objects at one time are avoided.
In a preferred embodiment of the present invention, the determining the target virtual material corresponding to the target resource point may include the following sub-steps:
and when the virtual character in the game scene enters the trigger range, determining a target virtual material corresponding to the target resource point.
When the monitor registering the trigger monitors that the virtual character in the game scene enters the trigger range, the trigger is triggered, and at the moment, the target virtual material corresponding to the target resource point can be determined. After the trigger is triggered, the target virtual material corresponding to the target resource point can be randomly determined from the object pool.
In a preferred embodiment of the present invention, the target resource point has location information located in the building, and the deploying the target resource point in the building includes:
and deploying the target resource point in the building according to the position information.
In the embodiment of the invention, the target resource point has the position information in the building, and when the resource point needs to be deployed, the target resource point can be deployed in the building according to the position information.
Referring to fig. 4, a flowchart illustrating steps of another embodiment of a virtual asset deployment method according to the present invention may specifically include the following steps:
step 401, creating a basic scene, wherein the basic scene comprises all types of buildings in a game scene;
a building that creates a base scene to place contains all types of buildings in the game scene, the base scene being sized to accommodate all types of buildings in the game scene.
Step 402, deploying corresponding resource points, triggers and object pools for each type of building in the basic scene;
wherein, the resource point represents a position for placing virtual materials. The triggers have corresponding trigger ranges, the ingress and egress triggers trigger a callback event, and each building has a unique corresponding trigger. The object pool comprises a plurality of virtual materials with weights.
Step 403, storing the resource points, the triggers and the object pools, and generating resource files according to the corresponding relation between the resource points, the triggers and the object pools and each type of building;
step 404, obtaining a building to be processed in a game scene, wherein the building to be processed has a corresponding type identifier;
step 405, searching a target resource point matched with the type identifier from the resource file, and disposing the target resource point in the building to be processed;
step 406, searching a target trigger matched with the type identifier from the resource file, wherein the target trigger has a corresponding trigger range, and registering the target trigger for the building to be processed;
step 407, when the virtual character in the game scene enters the trigger range, searching a target object pool matched with the type identifier from the resource file, wherein the target object pool is provided with a plurality of virtual materials with weights, and determining a target virtual material corresponding to the target resource point from the plurality of virtual materials with weights;
and step 408, loading the target virtual material on the target resource point.
By using the building as a unit to deploy resource points, for the same type of building, the resource points can be copied into the same type of building at different positions in the game scene in batches only by deploying once, so that the repeated labor is reduced; by creating the basic scene, the developer can conveniently see all types of buildings in the whole game scene, and can directly deploy resource points to various types of buildings, so that the manpower cost of running the whole large game scene is avoided, and the time for deploying the resource points is greatly shortened.
The trigger is introduced, only virtual materials in the range of the trigger where the player is positioned need to be loaded, so that the number of virtual materials to be loaded by the client is reduced, and the benefit is directly brought, because the number of the loaded virtual materials is small, the occupation of the memory of the client is naturally small; the client does not need to load all virtual materials of the whole game scene at one time, so that the problem of clamping is reduced; for the trigger containing a plurality of virtual materials, the corresponding virtual materials can be created only when the first player enters the trigger range, and if no person enters the trigger, the trigger cannot create any virtual materials, so that for the server, the number of objects in the AOI range can be reduced, and the overhead of AOI calculation is reduced.
And introducing randomness, and for the same resource point in different game rounds, randomly selecting and creating virtual materials at corresponding positions from the object pool according to weights each time, thereby improving the playability and experience of the game.
In a preferred embodiment of the present invention, the target resource point has location information located in the building, and the step 405 may include the following sub-steps:
and deploying the target resource point in the building according to the position information.
In the embodiment of the invention, the target resource point has the position information in the building, and when the resource point needs to be deployed, the target resource point can be deployed in the building according to the position information.
It should be noted that, for simplicity of description, the method embodiments are shown as a series of acts, but it should be understood by those skilled in the art that the embodiments are not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred embodiments, and that the acts are not necessarily required by the embodiments of the invention.
Referring to fig. 5, a block diagram of an embodiment of a virtual material deployment apparatus according to the present invention is shown, and may specifically include the following modules:
a scene creation module 501, configured to create a basic scene, where the basic scene includes all types of buildings in the game scene;
a resource point deployment module 502, configured to deploy corresponding resource points for each type of building in the base scene;
and the file generating module 503 is configured to store the correspondence between the resource points and each type of building, and generate a resource file, so as to deploy the resource points in the game scene by using the resource file.
In a preferred embodiment of the present invention, further comprising:
a trigger creation module for creating a corresponding trigger and pool of items for each type of building;
and the corresponding relation storage module is used for storing the corresponding relation between the trigger, the object pool and each type of building in the resource file.
In a preferred embodiment of the present invention, further comprising:
the building acquisition module is used for acquiring a building to be processed in the game scene, wherein the building to be processed has a corresponding type identifier;
the resource point searching module is used for searching a target resource point matched with the type identifier from the resource file;
and the target resource point deployment module is used for deploying the target resource point in the building to be processed.
In a preferred embodiment of the present invention, further comprising:
the virtual material determining module is used for determining target virtual materials corresponding to the target resource points;
and the virtual material loading module is used for loading the target virtual material on the target resource point.
In a preferred embodiment of the present invention, the virtual material determining module includes:
the object pool searching sub-module is used for searching a target object pool matched with the type identifier from the resource file, wherein the target object pool is provided with a plurality of virtual materials with weights;
and the first virtual material determining sub-module is used for determining target virtual materials corresponding to the target resource points from the plurality of virtual materials with weights.
In a preferred embodiment of the present invention, further comprising:
the trigger searching module is used for searching a target trigger matched with the type identifier from the resource file, wherein the target trigger has a corresponding trigger range;
a trigger registration module for registering the target trigger for the building to be processed;
the virtual material determining module comprises:
and the second virtual material determining submodule is used for determining target virtual materials corresponding to the target resource points when the virtual roles in the game scene enter the trigger range.
In a preferred embodiment of the present invention, the target resource point has location information located in the building, and the target resource point deployment module includes:
and the resource point deployment unit is used for deploying the target resource point in the building according to the position information.
For the device embodiments, since they are substantially similar to the method embodiments, the description is relatively simple, and reference is made to the description of the method embodiments for relevant points.
The embodiment of the invention provides electronic equipment, which comprises:
one or more processors; and one or more machine readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the method of any of the embodiments of the present invention.
Embodiments of the present invention disclose a computer-readable storage medium having instructions stored thereon, which when executed by one or more processors, cause the processors to perform a method according to any of the embodiments of the present invention.
In this specification, each embodiment is described in a progressive manner, and each embodiment is mainly described by differences from other embodiments, and identical and similar parts between the embodiments are all enough to be referred to each other.
It will be apparent to those skilled in the art that embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the invention may take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiment and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it is further noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article or terminal device comprising the element.
The above description of the virtual material deployment method and the virtual material deployment device provided by the invention applies specific examples to illustrate the principles and embodiments of the invention, and the description of the above examples is only used to help understand the method and the core idea of the invention; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in accordance with the ideas of the present invention, the present description should not be construed as limiting the present invention in view of the above.

Claims (10)

1. A method for deploying a resource point, comprising:
creating a base scene, the base scene including all types of buildings in the game scene, and one and only one of each type of building in the base scene;
disposing corresponding resource points for each type of building in the basic scene;
and storing the corresponding relation between the resource points and each type of building to generate a resource file so as to copy the resource points deployed in the resource file to all the buildings of the same type corresponding to the resource points in the game scene.
2. The method as recited in claim 1, further comprising:
creating a corresponding trigger and item pool for each type of building;
and storing the correspondence between the trigger, the object pool and each type of building in the resource file.
3. The method as recited in claim 2, further comprising:
obtaining a building to be processed in a game scene, wherein the building to be processed has a corresponding type identifier;
searching a target resource point matched with the type identifier from the resource file;
and deploying the target resource point in the building to be treated.
4. A method according to claim 3, further comprising:
determining a target virtual material corresponding to the target resource point;
and loading the target virtual material on the target resource point.
5. The method of claim 4, wherein the determining the target virtual asset corresponding to the target asset point comprises:
searching a target object pool matched with the type identifier from the resource file, wherein the target object pool is provided with a plurality of virtual materials with weights;
and determining target virtual materials corresponding to the target resource points from the plurality of virtual materials with weights.
6. The method as recited in claim 4, further comprising:
searching a target trigger matched with the type identifier from the resource file, wherein the target trigger has a corresponding trigger range;
registering the target trigger with the building to be treated;
the determining the target virtual material corresponding to the target resource point comprises the following steps:
and when the virtual character in the game scene enters the trigger range, determining a target virtual material corresponding to the target resource point.
7. A method according to claim 3, wherein the target resource point has location information located in the building, the deploying the target resource point in the building comprising:
and deploying the target resource point in the building according to the position information.
8. A virtual material deployment apparatus, comprising:
a scene creation module for creating a base scene, wherein the base scene comprises all types of buildings in a game scene, and one and only one building of each type in the base scene;
the resource point deployment module is used for deploying corresponding resource points for each type of building in the basic scene;
and the file generation module is used for storing the corresponding relation between the resource points and each type of building and generating a resource file so as to copy the resource points deployed in the resource file to all the buildings of the same type corresponding to the resource points in the game scene.
9. An electronic device, comprising:
one or more processors; and
one or more machine readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the method of any of claims 1-7.
10. A computer-readable storage medium having instructions stored thereon, which when executed by one or more processors, cause the processors to perform the method of any of claims 1-7.
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