CN112774204A - Role collision avoidance method, device, equipment and storage medium - Google Patents

Role collision avoidance method, device, equipment and storage medium Download PDF

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Publication number
CN112774204A
CN112774204A CN202110093798.9A CN202110093798A CN112774204A CN 112774204 A CN112774204 A CN 112774204A CN 202110093798 A CN202110093798 A CN 202110093798A CN 112774204 A CN112774204 A CN 112774204A
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character
virtual
virtual character
player
role
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CN112774204B (en
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董兆喆
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Beijing Zitiao Network Technology Co Ltd
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Beijing Zitiao Network Technology 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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

Abstract

The utility model provides a role collision avoidance method, device, equipment and storage medium, under the condition that the existence of role collision is determined through the first motion information of the first virtual role and the second motion information of the second virtual role that acquire, control first virtual role to carry out the motion avoidance, not only can guarantee the precision and the performance of virtual role control, can also effectively avoid the collision of role in the motion, and then can effectively reduce the probability that the role produces model interlude because of the collision in the actual scene, can make the picture more lifelike under the prerequisite of effectively guaranteeing the authenticity and the reliability of scene.

Description

Role collision avoidance method, device, equipment and storage medium
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a method, an apparatus, a device, and a storage medium for avoiding a character collision.
Background
With the development of electronic technology and the advancement of network technology, electronic games become a choice for more and more people to play, and with the development of game technology, MMO games (Massively Multiplayer Online games) have the advantages that due to the strong interactivity, players can strongly interact in the games, and the like, and are favored by users. Common MMO games include strategy or strategy games, action games, adventure games, simulation games, sports games, racing games, role-playing games, and the like.
Currently, in a conventional MMO game, in order to protect the accuracy and performance of a Non-Player Character (NPC) controlled by a server, the NPC often overlaps, i.e., model interleaving occurs, resulting in a game frame losing reality.
Disclosure of Invention
The embodiment of the disclosure at least provides a role collision avoidance method, a role collision avoidance device and a storage medium.
In a first aspect, an embodiment of the present disclosure provides a role collision avoidance method, where the method includes:
under the condition that a first virtual character moves in response to a target movement event, acquiring first movement information of the first virtual character and second movement information of a second virtual character within a preset range from the first virtual character; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character;
obtaining avoidance information of the first virtual character avoiding the second virtual character under the condition that the first virtual character and the second virtual character are determined to have character collision in a future preset time period based on the first motion information and the second motion information;
and controlling the first virtual role to move according to the avoidance information.
In an alternative embodiment, it may be determined that there is a character collision between the first virtual character and the second virtual character within a preset time in the future by:
determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period;
and judging whether the first virtual character and the second virtual character have character collision in a future preset time period or not according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
In an optional implementation manner, the determining, according to the first movement route and the first movement speed information, and the second movement route and the second movement speed information, whether there is a character collision between the first virtual character and the second virtual character within a future preset time period includes:
determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route, or two route points which are respectively positioned on the first movement route and the second movement route and have a distance smaller than a preset distance;
if the predicted collision position exists, determining first time for the first virtual character to move to the predicted collision position based on the first movement speed information and the first movement route, and determining second time for the second virtual character to move to the predicted collision position based on the second movement speed information and the second movement route;
and if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role within the future preset time period.
In an optional implementation manner, the obtaining avoidance information that the first virtual character avoids the second virtual character includes:
detecting whether the road right priority of the second virtual role is higher than the road right priority of the first virtual role;
if the road right priority of the second virtual role is higher than that of the first virtual role, acquiring an entity evasion radius of the first virtual role;
adjusting the motion of the first virtual role based on the entity avoidance radius to obtain avoidance information of the first virtual role;
wherein the avoidance information comprises one or more of the following information:
avoiding a movement route; avoiding the movement speed; avoiding the moving direction; the length of the avoidance movement is long.
In an optional embodiment, after the detecting whether the road right priority of the second virtual role is higher than the road right priority of the first virtual role, the method further includes:
and if the road right priority of the second virtual role is lower than that of the first virtual role, determining that the first virtual role does not need to avoid, and controlling the first virtual role to move according to the first movement information.
In an alternative embodiment, when the second virtual character is a player character and the first virtual character has a higher road priority than the player character, the method includes:
binding a player physical layer for the player character and a non-player physical layer for the first virtual character;
controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character when the movement of the player character to the first virtual character is detected and a collision can occur between the player character and the first virtual character.
In an alternative embodiment, the method comprises:
detecting whether the first virtual character attacks the player character in close-up when the first virtual character moves towards the player character and applies an attack to the player character;
if the first virtual character attacks the player character in a close-up manner, controlling the non-player physical layer to be overlapped with the player physical layer when the first virtual character attacks the player character;
when the non-player physical layer and the player physical layer are overlapped, the first virtual character is controlled to be partially overlapped with the player character, so that the first virtual character completely attacks the player character.
In a second aspect, an embodiment of the present disclosure further provides a character collision avoidance apparatus, where the apparatus includes:
the system comprises a motion information acquisition module, a motion information processing module and a motion information processing module, wherein the motion information acquisition module is used for acquiring first motion information of a first virtual character and second motion information of a second virtual character within a preset range from the first virtual character under the condition that the first virtual character moves in response to a target motion event; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character;
an avoidance information obtaining module, configured to obtain avoidance information that the first virtual character avoids the second virtual character when it is determined that a character collision exists between the first virtual character and the second virtual character within a future preset time period based on the first motion information and the second motion information;
and the avoidance control module is used for controlling the first virtual role to move according to the avoidance information.
In an optional embodiment, the apparatus further comprises a collision prediction module, which may determine that there is a character collision between the first virtual character and the second virtual character within a preset time in the future by:
determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period;
and judging whether the first virtual character and the second virtual character have character collision in a future preset time period or not according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
In an optional implementation manner, when the collision prediction module is configured to determine whether there is a character collision between the first virtual character and the second virtual character in a future preset time period according to the first movement route and the first movement speed information, and the second movement route and the second movement speed information, the collision prediction module is specifically configured to:
determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route, or two route points which are respectively positioned on the first movement route and the second movement route and have a distance smaller than a preset distance;
if the predicted collision position exists, determining first time for the first virtual character to move to the predicted collision position based on the first movement speed information and the first movement route, and determining second time for the second virtual character to move to the predicted collision position based on the second movement speed information and the second movement route;
and if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role within the future preset time period.
In an optional implementation manner, the avoidance information obtaining module is specifically configured to:
detecting whether the road right priority of the second virtual role is higher than the road right priority of the first virtual role;
if the road right priority of the second virtual role is higher than that of the first virtual role, acquiring an entity evasion radius of the first virtual role;
adjusting the motion of the first virtual role based on the entity avoidance radius to obtain avoidance information of the first virtual role;
wherein the avoidance information comprises one or more of the following information:
avoiding a movement route; avoiding the movement speed; avoiding the moving direction; the length of the avoidance movement is long.
In an optional embodiment, the avoidance control module is further configured to:
and if the road right priority of the second virtual role is lower than that of the first virtual role, determining that the first virtual role does not need to avoid, and controlling the first virtual role to move according to the first movement information.
In an optional implementation manner, when the second virtual character is a player character and the road priority of the first virtual character is higher than the road priority of the player character, the apparatus further includes a physical layer binding module, where the physical layer binding module is configured to:
binding a player physical layer for the player character and a non-player physical layer for the first virtual character;
controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character when the movement of the player character to the first virtual character is detected and a collision can occur between the player character and the first virtual character.
In an optional embodiment, the apparatus further comprises a close-body attack control module, configured to:
detecting whether the first virtual character attacks the player character in close-up when the first virtual character moves towards the player character and applies an attack to the player character;
if the first virtual character attacks the player character in a close-up manner, controlling the non-player physical layer to be overlapped with the player physical layer when the first virtual character attacks the player character;
when the non-player physical layer and the player physical layer are overlapped, the first virtual character is controlled to be partially overlapped with the player character, so that the first virtual character completely attacks the player character.
In a third aspect, an embodiment of the present disclosure further provides a computer device, including: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating over the bus when a computer device is running, the machine-readable instructions when executed by the processor performing the steps of the character collision avoidance method described above.
In a fourth aspect, the disclosed embodiments also provide a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the above-mentioned role collision avoidance method.
The role collision avoidance method, the role collision avoidance device, the role collision avoidance equipment and the role collision avoidance storage medium provided by the embodiment of the disclosure are characterized in that under the condition that a first virtual role moves in response to a target motion event, first motion information of the first virtual role and second motion information of a second virtual role within a preset range away from the first virtual role are acquired; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character; obtaining avoidance information of the first virtual character avoiding the second virtual character under the condition that the first virtual character and the second virtual character are determined to have character collision in a future preset time period based on the first motion information and the second motion information; and controlling the first virtual role to move according to the avoidance information.
Therefore, when the situation that the role collision exists is determined through the acquired first motion information of the first virtual role and the acquired second motion information of the second virtual role, the first virtual role is controlled to move and avoid, the accuracy and the performance of virtual role control can be guaranteed, the role collision in motion can be effectively avoided, the probability of model alternation caused by the role collision in an actual scene can be effectively reduced, and the picture is more vivid on the premise of effectively guaranteeing the authenticity and the reliability of the scene.
In order to make the aforementioned objects, features and advantages of the present disclosure more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly described below, and the drawings herein incorporated in and forming a part of the specification illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the technical solutions of the present disclosure. It is appreciated that the following drawings depict only certain embodiments of the disclosure and are therefore not to be considered limiting of its scope, for those skilled in the art will be able to derive additional related drawings therefrom without the benefit of the inventive faculty.
Fig. 1 is a flowchart of a role collision avoidance method provided by an embodiment of the present disclosure;
FIG. 2 is a flow chart of determining that there is a role collision in an embodiment of the present disclosure;
FIG. 3 is a schematic diagram of a character collision avoidance apparatus provided in an embodiment of the present disclosure;
fig. 4 is a second schematic diagram of a character collision avoidance apparatus provided in the embodiment of the present disclosure;
fig. 5 is a schematic diagram of a computer device provided in an embodiment of the present disclosure.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be described clearly and completely with reference to the drawings in the embodiments of the present disclosure, and it is obvious that the described embodiments are only a part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present disclosure, presented in the figures, is not intended to limit the scope of the claimed disclosure, but is merely representative of selected embodiments of the disclosure. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the disclosure without making creative efforts, shall fall within the protection scope of the disclosure.
Research shows that in the current game scene, in order to ensure the accuracy and performance of the roles under the control of the server, the roles are often collided and even overlapped in the actual scene, so that the role models are mutually inserted, the reality of the pictures is greatly reduced, and the expressive performance of the pictures is poor.
Based on the research, the method for avoiding the role collision is provided, the first motion information of the first virtual role and the second motion information of the second virtual role in the scene are obtained, and the first virtual role is controlled to carry out motion avoidance under the condition that the first virtual role and the second virtual role have the role collision, so that the control accuracy and performance of the virtual roles can be ensured, the role collision in the motion can be effectively avoided, the probability of model alternation caused by the role collision in the actual scene can be effectively reduced, and the picture is more vivid on the premise of effectively ensuring the reality and the reliability of the scene.
The above-mentioned drawbacks are the results of the inventor after practical and careful study, and therefore, the discovery process of the above-mentioned problems and the solutions proposed by the present disclosure to the above-mentioned problems should be the contribution of the inventor in the process of the present disclosure.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
In order to facilitate understanding of the present embodiment, a role collision avoidance method disclosed in the embodiments of the present disclosure is first described in detail, where an execution subject of the role collision avoidance method provided in the embodiments of the present disclosure is generally a computer device with certain computing capability, and the computer device includes, for example: a terminal device, which may be a User Equipment (UE), a mobile device, a User terminal, a cellular phone, a cordless phone, a Personal Digital Assistant (PDA), a handheld device, a computing device, a vehicle mounted device, a wearable device, or a server or other processing device. In some possible implementations, the role collision avoidance method can be implemented by a processor invoking computer readable instructions stored in a memory.
The role collision avoidance method provided by the embodiment of the present disclosure is described below by taking an execution subject as a terminal device as an example.
Referring to fig. 1, fig. 1 is a flowchart of a role collision avoidance method according to an embodiment of the present disclosure. As shown in fig. 1, the method comprises:
s101: under the condition that a first virtual character moves in response to a target movement event, acquiring first movement information of the first virtual character and second movement information of a second virtual character within a preset range from the first virtual character; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character.
In this step, when the first virtual character moves, for example, is in a moving state or is ready to start moving, first movement information of the first virtual character may be acquired, and a second virtual character within a preset range from the first virtual character may be determined by using position information or first movement information of the first virtual character, for example, the second virtual character determined within a preset range centered on the first virtual character, or a second virtual character in an area of the preset range where the first virtual character movement trajectory or the like is located, and then second movement information of the second virtual character may be acquired. Further, it may be determined whether there is a possibility of collision between the first virtual character and the second virtual character in the subsequent process according to the first motion information and the second motion information.
The first virtual Character is a Non-Player Character, that is, the first virtual Character is a virtual Character controlled by a system, such as a monster NPC (Non-Player Character), a scenario NPC, a battle NPC, a service NPC, and the like, the second virtual Character is a Player Character or a Non-Player Character, and the Player Character is a virtual Character controlled by a Player.
The first virtual character moves in response to the target movement event, and may refer to that the first virtual character responds to and executes a given task event such as route finding, patrol and the like under the control of the server, or is a non-combat event moving after interacting with the player character or the non-player character, or is a combat event triggered by the player character.
S102: and acquiring avoidance information of the first virtual character avoiding the second virtual character under the condition that the first virtual character and the second virtual character are determined to have character collision in a future preset time period based on the first motion information and the second motion information.
In this step, if it is determined that there is a possibility of a character collision between the first virtual character and the second virtual character within a future preset time period through the first motion information and the second motion information, it may be determined that avoidance needs to be performed, and then avoidance information that the first virtual character avoids the second virtual character may be obtained.
The first virtual role avoids the second virtual role, which may mean that the first virtual role actively avoids the second virtual role, that is, the first virtual role actively makes avoidance to avoid collision between the first virtual role and the second virtual role, or may mean that the first virtual role passively avoids the second virtual role, that is, the second virtual role actively makes avoidance by controlling, so as to achieve passive avoidance of the first virtual role to avoid collision between the first virtual role and the second virtual role, or may mean that the first virtual role and the second virtual role both perform corresponding active avoidance to cooperate to avoid collision between the first virtual role and the second virtual role.
Correspondingly, if the first virtual role is actively avoiding, the corresponding avoidance information, that is, different from the first motion information, needs to be adjusted for the first motion information to obtain the avoidance information, and if the first virtual role is passively avoiding, the second virtual role is adjusted for the motion information, but the first virtual role may not be adjusted, that is, the avoidance information may be the same as the first motion information.
S103: and controlling the first virtual role to move according to the avoidance information.
In this step, after the avoidance information is obtained, the first virtual character may be controlled to move according to the avoidance information, so as to achieve the purpose of avoiding collision between the first virtual character and the second virtual character.
Therefore, according to the role collision avoidance method provided by the embodiment of the disclosure, under the condition that it is determined that the role collision exists between the first motion information of the first virtual role and the second motion information of the second virtual role, the first virtual role is controlled to perform the motion avoidance so as to avoid the collision between the first virtual role and the second virtual role, so that not only can the accuracy and the performance of virtual role control be ensured, but also the collision of the role in motion can be effectively avoided, and further, the probability of model interlude caused by the collision of the role in an actual scene can be effectively reduced, and a picture can be more vivid on the premise of effectively ensuring the authenticity and the reliability of the scene.
The above-mentioned S101 to S103 will be described in detail with reference to specific embodiments.
Accordingly, referring to fig. 2, fig. 2 is a flowchart for determining that there is a role collision in the embodiment of the present disclosure. In some possible real-time manners, it may be determined that there is a character collision between the first virtual character and the second virtual character within a preset time in the future by:
s201: determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period.
In this step, after the first motion information and the second motion information are obtained, information extraction may be performed from the first motion information and the second motion information, respectively, to obtain a first motion route and first motion speed information of the first avatar in the future preset time period, and a second motion route and second motion speed information of the second avatar indicated by the second motion information in the future preset time period.
The first movement route and the second movement route may be movement routes planned for the corresponding characters in advance by a route planning algorithm, for example, movement routes planned for the characters by a vo (spatial occupancy algorithm), an rvo (systematic spatial occupancy) algorithm, an orca (optimal precision similarity approach) algorithm, or a Dijkstra (Dijkstra) algorithm.
S202: and judging whether the first virtual character and the second virtual character have character collision in a future preset time period or not according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
In the step, whether the two virtual characters have character collision in a future preset time period can be judged according to the movement routes, the movement speed information and the like of the two characters.
Specifically, in some possible embodiments, S202 includes:
s2021: and determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route, or two route points which are respectively positioned on the first movement route and the second movement route and have a distance smaller than a preset distance.
In this step, whether a predicted collision position exists between the first movement route and the second movement route, that is, whether there is an intersection and/or an adjacent and close position between the first movement route and the second movement route, may be determined by comparing the first movement route and the second movement route.
The predicted collision position is an intersection point of the first movement route and the second movement route, or two route points which are respectively located on the first movement route and the second movement route and have a distance smaller than a preset distance. Because in an actual game scene, the characters are three-dimensional and need to occupy a certain three-dimensional space, if the two characters are close to each other, the characters may overlap, even the model may be interspersed, and therefore, if the two route points are close to each other, the predicted collision position of the character collision may be considered.
S2022: if the predicted collision position exists, determining first time for the first virtual character to move to the predicted collision position based on the first movement speed information and the first movement route, and determining second time for the second virtual character to move to the predicted collision position based on the second movement speed information and the second movement route.
In this step, if the predicted collision position exists between the first movement route and the second movement route, it may be considered that there is a probability of collision in a spatial dimension between the first virtual character and the second virtual character, and then, it may be seen whether there is a probability of collision in a temporal dimension between the first virtual character and the second virtual character, so that it may be determined from the first movement speed information and the first movement route that the first virtual character moves along the first movement route according to the first movement speed information, the first time when it moves to the predicted collision position, and it may be determined from the second movement speed information and the second movement route that the second virtual character moves along the second movement route according to the second movement speed information, a second time to move to the predicted collision location.
S2023: and if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role within the future preset time period.
In this step, if the time difference between the first time and the second time is smaller than a preset time threshold, it may be determined that the first virtual character and the second virtual character may collide between the first time and the second time, that is, there is a character collision within the future preset time period.
Therefore, whether the first virtual role and the second virtual role collide or not can be judged through the movement route and the movement speed information, the prediction is simple and clear at that time, the prediction result is accurate and high, and the accurate control of the roles is favorably realized to realize avoidance.
In some possible embodiments, step S102 includes:
s1021: detecting whether the road right priority of the second virtual role is higher than the road right priority of the first virtual role.
In order to distinguish the first virtual character from the second virtual character who performs active avoidance and who performs passive avoidance, corresponding road right levels may be configured for the first virtual character and the second virtual character in advance according to factors such as character attributes, for example, in an actual game scene, a BOSS NPC at a BOSS level may have a higher road right level than a monster NPC at a normal level, that is, the BOSS NPC at the BOSS level has a priority road right, for example, a battle NPC at a battle type may have a higher road right level than a non-battle type NPC, for example, a NPC at a high degree of flexibility has a higher road right level than a NPC at a low degree of flexibility, and accordingly, factors that specifically affect the road right level may be determined according to specific contents in the game.
Therefore, in this step, it may be detected whether the road right priority of the second virtual character is higher than the road right priority of the first virtual character by acquiring information such as the road right information or the character information of the first virtual character that can indicate the road right condition of the first virtual character, and information such as the road right information or the character information of the second virtual character that can indicate the road right condition of the second virtual character.
S1022: and if the road right priority of the second virtual role is higher than that of the first virtual role, acquiring the entity avoidance radius of the first virtual role.
In this step, when it is detected that the road right priority of the second virtual character is higher than the road right priority of the first virtual character, it can be known that the first virtual character needs to avoid compared with the second virtual character, that is, the first virtual character needs to actively avoid, and accordingly, the entity avoidance radius of the first virtual character can be obtained.
The entity avoidance radius may refer to a radius of a space volume occupied by a virtual character in a game space, or a radius of an avoidance space required to be occupied by the virtual character during avoidance, and may be preconfigured by attribute information such as types, volumes, and flexibility of different characters. For example, in an actual game application, an entity avoidance radius corresponding to a large-sized character is large, or an entity avoidance radius corresponding to a character having poor flexibility is large, or the like.
S1023: and adjusting the motion of the first virtual role based on the entity avoidance radius to obtain avoidance information of the first virtual role.
In this step, the motion information of the first virtual character may be adjusted by the entity avoidance radius to obtain avoidance information for the first virtual character.
Wherein the avoidance information comprises one or more of the following information:
avoiding a movement route; avoiding the movement speed; avoiding the moving direction; the length of the avoidance movement is long.
The avoidance information here may include, in addition to the information described above, that is, the information adjusted accordingly, other information that needs to control the first virtual character to move, for example, other information that is not adjusted in the first movement information.
Accordingly, in some possible embodiments, after S1021, the method further comprises:
and if the road right priority of the second virtual role is lower than that of the first virtual role, determining that the first virtual role does not need to avoid, and controlling the first virtual role to move according to the first movement information.
In this step, if the detection result indicates that the road right priority of the second virtual character is lower than the road right priority of the first virtual character, it may be determined that the first virtual character does not need to avoid relative to the second virtual character, that is, the first virtual character is passively avoided relative to the second virtual character, and therefore, the first motion information may be used as the avoidance information, that is, the first virtual character may be controlled to move according to the first motion information.
In the above, no matter whether the second virtual character is a player character or a non-player character, in the case that the second virtual character is not actively moved, that is, the movement of the second virtual character is not under the real-time control of the player, for example, when the second virtual character is a player character, avoidance can be applied to the case that the player character is not under the real-time control of the player, specifically, the player controls the player character to perform automatic route finding, and the player character can perform avoidance judgment during the automatic route finding, and if the player controls the movement of the player character in real time, the player character takes the control of the player as the main part, and even if avoidance is satisfied, avoidance is not performed, but the player character moves according to the control of the player.
Correspondingly, for the active movement of the non-player character, the phenomena of collision, model insertion and the like of the character can be avoided by binding protective layers such as a 'capsule body', and the non-player character can also be correspondingly bound with the protective layers such as the 'capsule body', for example, a client physical layer is set, the player is set as a 'player layer', and the NPC character is set as an 'NPC layer', so as to avoid the collision between the player character and the non-player character. A "capsule body" is understood to include a hierarchical arrangement of characters, enclosing the characters therein, similar to the structure of a capsule.
Accordingly, in some possible embodiments, when the second virtual character is a player character and the first virtual character has a higher road priority than the player character, the method includes:
binding a player physical layer for the player character and a non-player physical layer for the first virtual character; controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character when the movement of the player character to the first virtual character is detected and a collision can occur between the player character and the first virtual character.
In this step, a player physical layer may be bound to the player character, a non-player physical layer may be bound to the first virtual character to implement character binding of a "capsule", and then, when it is detected that the player character moves to the first virtual character and a collision can occur between the player character and the first virtual character, at the time of the collision, batch compression between the player physical layer and the non-player physical layer may be controlled, but no intersection or overlap occurs between layers, so that at least partial role overlap that may occur between the player character and the first virtual character may be avoided.
Like this, through setting up the protective layer for the role, can realize the collision effect through the extrusion between the protective layer in the collision, but can't move to the ground step of overlapping or interlude between the role to the phenomenon that the entity collision and model interlude can not take place for player role and non-player role has been guaranteed.
In some possible embodiments, the method further comprises:
detecting whether the first virtual character attacks the player character in close-up when the first virtual character moves towards the player character and applies an attack to the player character; if the first virtual character attacks the player character in a close-up manner, controlling the non-player physical layer to be overlapped with the player physical layer when the first virtual character attacks the player character; when the non-player physical layer and the player physical layer are overlapped, the first virtual character is controlled to be partially overlapped with the player character, so that the first virtual character completely attacks the player character.
In this step, if the first virtual character moves towards the player character and wants to apply an attack to the player character, for example, the player character triggers an hate of the first virtual character, which causes the first virtual character to move towards the player character and wants to attack, it needs to see whether the first virtual character attacks the player character in a close-up manner, if so, it is considered that a collision may be needed between the first virtual character and the player character, when the first virtual character attacks the player character, the non-player physical layer may be controlled to overlap with the player physical layer, so that the first virtual character overlaps with the player physical layer when the non-player physical layer overlaps with the player physical layer, so as to achieve an effect that the first virtual character attacks the player character, however, after the active displacement of the first virtual character, such as an attack, is finished, a way-seeking evasion is immediately returned, such as a way-seeking pursuit of the player character, so as to ensure that the first virtual character and the player character are separated.
The first virtual character moves towards the player character may be because the player character triggers a hate of the first virtual character, for example, a hate that triggers the first virtual character to need to attack, or may be a mechanism that triggers the first virtual character to interact with the player character.
Therefore, the non-player physical layer can be overlapped with the player physical layer by setting, so as to ensure the effect of realizing the attack of the first virtual player, after the attack, the separation of the non-player physical layer and the player physical layer is controlled, the non-interference of the positions between two roles is realized, the time that the pictures are not true due to collision and even model insertion is avoided, and after the attack is finished, even if the two roles are in short collision contact, the two roles can be quickly separated by controlling the movement of the non-player role and the reasons of the active movement of the player role or the secondary control input of the player for controlling the player role, and the like.
It will be understood by those skilled in the art that in the method of the present invention, the order of writing the steps does not imply a strict order of execution and any limitations on the implementation, and the specific order of execution of the steps should be determined by their function and possible inherent logic.
Based on the same inventive concept, the embodiment of the present disclosure further provides a role collision avoidance apparatus corresponding to the role collision avoidance method, and since the principle of the apparatus in the embodiment of the present disclosure for solving the problem is similar to that of the role collision avoidance method in the embodiment of the present disclosure, the implementation of the apparatus may refer to the implementation of the method, and repeated details are not described again. The character collision avoidance device may be a server or an independent device connected to the server.
Referring to fig. 3 and 4, fig. 3 is a schematic diagram of a character collision avoidance apparatus according to an embodiment of the present disclosure, and fig. 4 is a second schematic diagram of a character collision avoidance apparatus according to an embodiment of the present disclosure. As shown in fig. 3, a character collision avoidance apparatus 300 provided by an embodiment of the present disclosure includes:
a motion information obtaining module 310, configured to obtain first motion information of a first virtual character and second motion information of a second virtual character within a preset range from the first virtual character, when the first virtual character moves in response to a target motion event; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character.
An avoidance information obtaining module 320, configured to obtain avoidance information that the first virtual character avoids the second virtual character when it is determined that there is a character collision between the first virtual character and the second virtual character within a future preset time period based on the first motion information and the second motion information.
And an avoidance control module 330, configured to control the first virtual character to move according to the avoidance information.
In an alternative embodiment, as shown in fig. 4, the character collision avoidance apparatus 300 further includes a collision prediction module 340, and the collision prediction module 340 may determine that a character collision exists between the first virtual character and the second virtual character within a preset time in the future by:
determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period;
and judging whether the first virtual character and the second virtual character have character collision in a future preset time period or not according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
In an optional implementation manner, when the collision prediction module 340 is configured to determine whether there is a character collision between the first virtual character and the second virtual character in a future preset time period according to the first movement route and the first movement speed information, and the second movement route and the second movement speed information, the collision prediction module is specifically configured to:
determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route, or two route points which are respectively positioned on the first movement route and the second movement route and have a distance smaller than a preset distance;
if the predicted collision position exists, determining first time for the first virtual character to move to the predicted collision position based on the first movement speed information and the first movement route, and determining second time for the second virtual character to move to the predicted collision position based on the second movement speed information and the second movement route;
and if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role within the future preset time period.
In an optional implementation manner, the avoidance information obtaining module 320 is specifically configured to:
detecting whether the road right priority of the second virtual role is higher than the road right priority of the first virtual role;
if the road right priority of the second virtual role is higher than that of the first virtual role, acquiring an entity evasion radius of the first virtual role;
adjusting the motion of the first virtual role based on the entity avoidance radius to obtain avoidance information of the first virtual role;
wherein the avoidance information comprises one or more of the following information:
avoiding a movement route; avoiding the movement speed; avoiding the moving direction; the length of the avoidance movement is long.
In an alternative embodiment, the avoidance control module 320 is further configured to:
and if the road right priority of the second virtual role is lower than that of the first virtual role, determining that the first virtual role does not need to avoid, and controlling the first virtual role to move according to the first movement information.
In an alternative embodiment, as shown in fig. 4, when the second virtual character is a player character and the road priority of the first virtual character is higher than the road priority of the player character, the character collision avoidance apparatus 300 further includes a physical layer binding module 350, and the physical layer binding module 350 is configured to:
binding a player physical layer for the player character and a non-player physical layer for the first virtual character;
controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character when the movement of the player character to the first virtual character is detected and a collision can occur between the player character and the first virtual character.
In an alternative embodiment, as shown in fig. 4, the character collision avoidance apparatus 300 further includes a close-up attack control module 360, and the close-up attack control module 360 is configured to:
detecting whether the first virtual character attacks the player character in close-up when the first virtual character moves towards the player character and applies an attack to the player character;
if the first virtual character attacks the player character in a close-up manner, controlling the non-player physical layer to be overlapped with the player physical layer when the first virtual character attacks the player character;
when the non-player physical layer and the player physical layer are overlapped, the first virtual character is controlled to be partially overlapped with the player character, so that the first virtual character completely attacks the player character.
Therefore, the role collision avoidance device provided by the embodiment of the disclosure can control the first virtual role to perform motion avoidance under the condition that the first motion information of the first virtual role and the second motion information of the second virtual role determine that the first virtual role and the second virtual role have role collision, so as to avoid the collision of the first virtual role and the second virtual role, thereby not only ensuring the accuracy and performance of virtual role control, but also effectively avoiding the collision of the roles in motion, further effectively reducing the probability of model alternation caused by the collision of the roles in an actual scene, and enabling a picture to be more vivid on the premise of effectively ensuring the authenticity and reliability of the scene.
Corresponding to the role collision avoidance method in fig. 1, an embodiment of the present disclosure further provides a computer device 500, and as shown in fig. 5, a schematic structural diagram of the computer device 500 provided in the embodiment of the present disclosure includes: a processor 510, a memory 520, and a bus 530. The memory 520 stores machine-readable instructions executable by the processor 510, the processor 510 and the memory 520 communicating via a bus 530 when the computer device 500 is running, the machine-readable instructions when executed by the processor 510 may perform the steps of the character collision avoidance method as shown in fig. 1.
For the specific execution process of the instruction, reference may be made to the steps of the role collision avoidance method in the embodiments of the present disclosure, and details are not described here.
The disclosed embodiments also provide a computer-readable storage medium having stored thereon a computer program, which, when executed by a processor, performs the steps of the character collision avoidance method described in the above method embodiments. The storage medium may be a volatile or non-volatile computer-readable storage medium.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the system and the apparatus described above may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again. In the several embodiments provided in the present disclosure, it should be understood that the disclosed system, apparatus, and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present disclosure may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present disclosure. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
Finally, it should be noted that: the above-mentioned embodiments are merely specific embodiments of the present disclosure, which are used for illustrating the technical solutions of the present disclosure and not for limiting the same, and the scope of the present disclosure is not limited thereto, and although the present disclosure is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive of the technical solutions described in the foregoing embodiments or equivalent technical features thereof within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present disclosure, and should be construed as being included therein. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.

Claims (10)

1. A character collision avoidance method, characterized in that the method comprises:
under the condition that a first virtual character moves in response to a target movement event, acquiring first movement information of the first virtual character and second movement information of a second virtual character within a preset range from the first virtual character; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character;
obtaining avoidance information of the first virtual character avoiding the second virtual character under the condition that the first virtual character and the second virtual character are determined to have character collision in a future preset time period based on the first motion information and the second motion information;
and controlling the first virtual role to move according to the avoidance information.
2. The method of claim 1, wherein the presence of a character collision between the first virtual character and the second virtual character within a preset time in the future is determined by:
determining a first movement route and first movement speed information of the first virtual character indicated by the first movement information in the future preset time period, and determining a second movement route and second movement speed information of the second virtual character indicated by the second movement information in the future preset time period;
and judging whether the first virtual character and the second virtual character have character collision in a future preset time period or not according to the first movement route and the first movement speed information and the second movement route and the second movement speed information.
3. The method of claim 2, wherein determining whether the first virtual character and the second virtual character have character collision in a future preset time period according to the first movement route and the first movement speed information, and the second movement route and the second movement speed information comprises:
determining whether a predicted collision position exists between the first movement route and the second movement route according to the first movement route and the second movement route, wherein the predicted collision position is an intersection point of the first movement route and the second movement route, or two route points which are respectively positioned on the first movement route and the second movement route and have a distance smaller than a preset distance;
if the predicted collision position exists, determining first time for the first virtual character to move to the predicted collision position based on the first movement speed information and the first movement route, and determining second time for the second virtual character to move to the predicted collision position based on the second movement speed information and the second movement route;
and if the time difference between the first time and the second time is smaller than a preset time threshold, determining that a role collision exists between the first virtual role and the second virtual role within the future preset time period.
4. The method of claim 1, wherein obtaining avoidance information that the first avatar avoids the second avatar comprises:
detecting whether the road right priority of the second virtual role is higher than the road right priority of the first virtual role;
if the road right priority of the second virtual role is higher than that of the first virtual role, acquiring an entity evasion radius of the first virtual role;
adjusting the motion of the first virtual role based on the entity avoidance radius to obtain avoidance information of the first virtual role;
wherein the avoidance information comprises one or more of the following information:
avoiding a movement route; avoiding the movement speed; avoiding the moving direction; the length of the avoidance movement is long.
5. The method of claim 4, wherein after the detecting whether the road-right priority of the second virtual character is higher than the road-right priority of the first virtual character, the method further comprises:
and if the road right priority of the second virtual role is lower than that of the first virtual role, determining that the first virtual role does not need to avoid, and controlling the first virtual role to move according to the first movement information.
6. The method of claim 1, wherein when the second virtual character is a player character and the first virtual character has a higher road priority than the player character, the method comprises:
binding a player physical layer for the player character and a non-player physical layer for the first virtual character;
controlling the player physical layer and the non-player physical layer to squeeze each other to avoid at least partial character overlap between the player character and the first virtual character when the movement of the player character to the first virtual character is detected and a collision can occur between the player character and the first virtual character.
7. The method of claim 6, wherein the method comprises:
detecting whether the first virtual character attacks the player character in close-up when the first virtual character moves towards the player character and applies an attack to the player character;
if the first virtual character attacks the player character in a close-up manner, controlling the non-player physical layer to be overlapped with the player physical layer when the first virtual character attacks the player character;
when the non-player physical layer and the player physical layer are overlapped, the first virtual character is controlled to be partially overlapped with the player character, so that the first virtual character completely attacks the player character.
8. A character collision avoidance apparatus, characterized in that the apparatus comprises:
the system comprises a motion information acquisition module, a motion information processing module and a motion information processing module, wherein the motion information acquisition module is used for acquiring first motion information of a first virtual character and second motion information of a second virtual character within a preset range from the first virtual character under the condition that the first virtual character moves in response to a target motion event; the first virtual character is a non-player character, and the second virtual character is a player character or a non-player character;
an avoidance information obtaining module, configured to obtain avoidance information that the first virtual character avoids the second virtual character when it is determined that a character collision exists between the first virtual character and the second virtual character within a future preset time period based on the first motion information and the second motion information;
and the avoidance control module is used for controlling the first virtual role to move according to the avoidance information.
9. A computer device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating over the bus when a computer device is run, the machine-readable instructions when executed by the processor performing the steps of the character collision avoidance method of any of claims 1 to 7.
10. A computer-readable storage medium, having stored thereon a computer program which, when being executed by a processor, carries out the steps of the character collision avoiding method according to any one of claims 1 to 7.
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