CN112884883B - Automatic generation method, terminal and storage medium of game track - Google Patents

Automatic generation method, terminal and storage medium of game track Download PDF

Info

Publication number
CN112884883B
CN112884883B CN202110102422.XA CN202110102422A CN112884883B CN 112884883 B CN112884883 B CN 112884883B CN 202110102422 A CN202110102422 A CN 202110102422A CN 112884883 B CN112884883 B CN 112884883B
Authority
CN
China
Prior art keywords
road section
game
rotation vector
connection point
world coordinate
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN202110102422.XA
Other languages
Chinese (zh)
Other versions
CN112884883A (en
Inventor
魏新宇
李晨城
韩俊强
欧阳�
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Shenzhen Gameplay Technology Co ltd
Original Assignee
Shenzhen Gameplay Technology Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Shenzhen Gameplay Technology Co ltd filed Critical Shenzhen Gameplay Technology Co ltd
Priority to CN202110102422.XA priority Critical patent/CN112884883B/en
Publication of CN112884883A publication Critical patent/CN112884883A/en
Application granted granted Critical
Publication of CN112884883B publication Critical patent/CN112884883B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • 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
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • 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
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • 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
    • A63F2300/8017Driving on land or water; Flying

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Graphics (AREA)
  • Geometry (AREA)
  • Software Systems (AREA)
  • General Physics & Mathematics (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses an automatic generation method of a game track, which comprises the following steps: acquiring a current road section where a game object is located, and determining the road section type of a next road section based on the current road section and a preset game track model; obtaining dotting data corresponding to the road section type from a game resource package; generating a next road section according to the dotting data and the road section parameters corresponding to the road section type; and adjusting the direction of the next road section according to the preset game track model, and connecting the head of the next road section to the tail of the current road section. The invention also discloses a terminal and a storage medium. The invention generates the track model in real time through the game engine in the running process of the game by acquiring the key points of the track, thereby reducing the size of the game resource package and improving the game performance.

Description

Automatic generation method, terminal and storage medium of game track
Technical Field
The invention relates to the field of 3D modeling, in particular to an automatic generation method, a terminal and a storage medium of a game track.
Background
When 3DH5 games are developed, particularly games with track content, the requirements for scenes and tracks in the games are great, and as the tracks of the games are more and more complex, the requirements for generating the tracks of the games are more diversified and the similar tracks are slightly different, so that the number of the track models forming the tracks is increased, and when the track models are packaged into a game resource package, the game resource package is too large, so that the loading is slow or the game flash is caused in the running process of the games.
The foregoing is provided merely for the purpose of facilitating understanding of the technical solutions of the present invention and is not intended to represent an admission that the foregoing is prior art.
Disclosure of Invention
The invention mainly aims to provide an automatic generation method of a game track, which aims to solve the technical problem of overlarge game resource package.
In order to achieve the above object, the present invention provides an automatic generation method of a game track, the automatic generation method of the game track comprising the steps of:
Acquiring a current road section where a game object is located, and determining the road section type of a next road section based on the current road section and a preset game track model;
Obtaining dotting data corresponding to the road section type from a game resource package;
generating a next road section according to the dotting data and the road section parameters corresponding to the road section type;
And adjusting the direction of the next road section according to the preset game track model, and connecting the head of the next road section to the tail of the current road section.
Optionally, after the step of obtaining the current road section where the game object is located and determining the road section type of the next road section based on the current road section and the preset game track model, the method further includes:
when the road section type of the next road section is a curve, executing the step of determining the road section type of the next road section based on the current road section and a preset game track model from the current road section where the acquired game object is located;
When the road section type of the next road section is a straight road, determining the length of the next road section;
and generating a next road section based on the current road section and the length.
Optionally, the step of adjusting the direction of the next road segment according to the preset game track model and connecting the head of the next road segment to the tail of the current road segment includes:
Acquiring a first world coordinate parameter of a tail connection point of the current road section, wherein the first world coordinate parameter comprises a first world coordinate and a first rotation vector;
And adjusting a second world coordinate parameter of the head connection point of the next road section according to the first world coordinate parameter of the tail connection point of the current road section so that the second world coordinate parameter is the same as the first world coordinate parameter, wherein the second world coordinate parameter comprises a second world coordinate and a second rotation vector.
Optionally, the step of adjusting the second world coordinate parameter of the head connection point of the next road segment according to the first world coordinate parameter of the tail connection point of the current road segment so that the second world coordinate parameter is the same as the first world coordinate parameter includes:
Acquiring a reference rotation vector of the next road section;
Adjusting the reference rotation vector so that a second rotation vector of a head connection point of the next road segment is the same as a first rotation vector of a tail connection point of the current road segment;
And adjusting the second world coordinate of the head connection point of the next road section so that the second world coordinate of the head connection point of the next road section is the same as the first world coordinate of the tail connection point of the current road section.
Optionally, the step of adjusting the reference rotation vector so that the second rotation vector of the head connection point of the next road segment is the same as the first rotation vector of the tail connection point of the current road segment includes:
Determining a target rotation vector according to the reference rotation vector, the first rotation vector, a second included angle between a preset second rotation vector of a head connecting point of the next road section and the reference rotation vector and a preset vector length of the head connecting point;
And adjusting the reference rotation vector according to the target rotation vector.
Optionally, before the step of adjusting the direction of the next road segment according to the preset game track model and connecting the head of the next road segment to the tail of the current road segment, the step of the automatic game track generation method further includes:
acquiring a first coordinate and a second coordinate in a point array of a road section curve corresponding to the next road section;
And creating a first empty node and a second empty node based on the first coordinate and the second coordinate so that the local coordinate of the first empty node is identical to the first coordinate, and the local coordinate of the second empty node is identical to the second coordinate.
Determining a first world coordinate parameter of a tail connection point of the current road section according to the local coordinates of the first empty node and the local coordinates of the second empty node;
optionally, the step of determining the first world coordinate parameter of the tail connection point of the next road segment according to the local coordinates of the first empty node and the local coordinates of the second empty node includes:
obtaining world coordinates of the first empty node and world coordinates of the second empty node according to the local coordinates of the first empty node and the local coordinates of the second empty node;
Obtaining a difference value between the world coordinates of the first empty node and the world coordinates of the second empty node;
And determining the difference value as a first rotation vector of the tail connection point of the next road section, and determining the world coordinate of the first empty node as a first world coordinate of the tail connection point of the next road section.
Optionally, the step of generating the next road segment according to the dotting data and the road segment corresponding road segment parameters includes:
Determining a plurality of road section curves which are sequentially connected according to the dotting data;
Determining a three-dimensional road section corresponding to each road section curve according to the road section parameters corresponding to the road section types;
and generating a next road section based on the road section curve and the three-dimensional road section.
To achieve the above object, the present invention also provides a terminal including: the automatic generation method comprises the steps of a memory, a processor and a track automatic generation program which is stored in the memory and can run on the processor, wherein the track automatic generation program realizes the automatic generation method of the game track when being executed by the processor.
The present invention also provides a computer-readable storage medium having stored thereon a track auto-generation program which, when executed by a processor, implements the steps of the game track auto-generation method described above.
The embodiment of the invention provides an automatic generation method of a game track, which comprises the steps of determining a road section model of a road section through a preset game track model, acquiring dotting data of a corresponding road section type from a game resource package, generating a next road section on the basis of a current road section according to the dotting data and road section parameters corresponding to the road section, and regulating the direction of the next road section according to the preset game track model, so that the head of the next road section is connected to the tail of the current road section, and the track model is generated in real time in the game running process, thereby reducing the size of a game resource report and improving the game performance.
Drawings
FIG. 1 is a schematic diagram of a terminal structure of a hardware operating environment according to an embodiment of the present invention;
FIG. 2 is a flow chart of a first embodiment of an automatic generation method of a game track according to the present invention;
FIG. 3 is a flow chart of a second embodiment of an automatic generation method of a game track according to the present invention;
FIG. 4 is a flow chart of a third embodiment of an automatic generation method of a game track according to the present invention;
FIG. 5 is a schematic diagram of the refinement procedure of step S42 in FIG. 4;
FIG. 6 is a schematic diagram of the refinement procedure of step S44 in FIG. 5;
FIG. 7 is a flowchart of a fourth embodiment of an automatic generation method of a game track according to the present invention;
FIG. 8 is a flowchart of a fifth embodiment of an automatic generation method of a game track according to the present invention.
The achievement of the objects, functional features and advantages of the present invention will be further described with reference to the accompanying drawings, in conjunction with the embodiments.
Detailed Description
It should be understood that the specific embodiments described herein are for purposes of illustration only and are not intended to limit the scope of the invention.
The main solutions of the embodiments of the present invention are: acquiring a current road section where a game object is located, and determining the road section type of a next road section based on the current road section and a preset game track model; obtaining dotting data corresponding to the road section type from a game resource package; generating a next road section according to the dotting data and the road section parameters corresponding to the road section type; and adjusting the direction of the next road section according to the preset game track model, and connecting the head of the next road section to the tail of the current road section.
As shown in fig. 1, fig. 1 is a schematic diagram of a terminal structure of a hardware running environment according to an embodiment of the present invention.
The terminal of the embodiment of the invention can be a PC, or can be terminal equipment with a display function and an operation device, such as a smart phone, a tablet personal computer, a portable computer and the like.
As shown in fig. 1, the terminal may include: a processor 1001, such as a CPU, a network interface 1004, a user interface 1003, a memory 1005, a communication bus 1002. Wherein the communication bus 1002 is used to enable connected communication between these components. The user interface 1003 may include a Display, an input unit such as a Keyboard (Keyboard), and the optional user interface 1003 may further include a standard wired interface, a wireless interface. The network interface 1004 may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface). The memory 1005 may be a high-speed RAM memory or a stable memory (non-volatile memory), such as a disk memory. The memory 1005 may also optionally be a storage device separate from the processor 1001 described above.
Optionally, the terminal may also include a camera, an RF (Radio Frequency) circuit, a sensor, an audio circuit, a WiFi module, and so on. Among other sensors, such as light sensors, motion sensors, and other sensors. Specifically, the light sensor may include an ambient light sensor that may adjust the brightness of the display screen according to the brightness of ambient light, and a proximity sensor that may turn off the display screen and/or the backlight when the mobile terminal moves to the ear. As one of the motion sensors, the gravity acceleration sensor can detect the acceleration in all directions (generally three axes), and can detect the gravity and direction when stationary, and the gravity acceleration sensor can be used for recognizing the gesture of the mobile terminal (such as horizontal and vertical screen switching, related games, magnetometer gesture calibration), vibration recognition related functions (such as pedometer and knocking), and the like, which are not described herein.
It will be appreciated by those skilled in the art that the terminal structure shown in fig. 1 is not limiting of the terminal and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
As shown in fig. 1, an operating system, a network communication module, a user interface module, and a racetrack automatic generation program may be included in a memory 1005 as one type of computer storage medium.
In the terminal shown in fig. 1, the network interface 1004 is mainly used for connecting to a background server and performing data communication with the background server; the user interface 1003 is mainly used for connecting a client (user side) and performing data communication with the client; and the processor 1001 may be configured to call the track auto-generation program stored in the memory 1005 and perform the following operations:
Acquiring a current road section where a game object is located, and determining the road section type of a next road section based on the current road section and a preset game track model;
Obtaining dotting data corresponding to the road section type from a game resource package;
generating a next road section according to the dotting data and the road section parameters corresponding to the road section type;
And adjusting the direction of the next road section according to the preset game track model, and connecting the head of the next road section to the tail of the current road section.
Further, the processor 1001 may call a network operation control application program stored in the memory 1005, and further perform the following operations:
when the road section type of the next road section is a curve, executing the step of determining the road section type of the next road section based on the current road section and a preset game track model from the current road section where the acquired game object is located;
When the road section type of the next road section is a straight road, determining the length of the next road section;
and generating a next road section based on the current road section and the length.
Further, the processor 1001 may call a network operation control application program stored in the memory 1005, and further perform the following operations:
Acquiring a first world coordinate parameter of a tail connection point of the current road section, wherein the first world coordinate parameter comprises a first world coordinate and a first rotation vector;
And adjusting a second world coordinate parameter of the head connection point of the next road section according to the first world coordinate parameter of the tail connection point of the current road section so that the second world coordinate parameter is the same as the first world coordinate parameter, wherein the second world coordinate parameter comprises a second world coordinate and a second rotation vector.
Further, the processor 1001 may call a network operation control application program stored in the memory 1005, and further perform the following operations:
Acquiring a reference rotation vector of the next road section;
Adjusting the reference rotation vector so that a second rotation vector of a head connection point of the next road segment is the same as a first rotation vector of a tail connection point of the current road segment;
And adjusting the second world coordinate of the head connection point of the next road section so that the second world coordinate of the head connection point of the next road section is the same as the first world coordinate of the tail connection point of the current road section.
Further, the processor 1001 may call a network operation control application program stored in the memory 1005, and further perform the following operations:
Determining a target rotation vector according to the reference rotation vector, the first rotation vector, a second included angle between a preset second rotation vector of a head connecting point of the next road section and the reference rotation vector and a preset vector length of the head connecting point;
And adjusting the reference rotation vector according to the target rotation vector.
Further, the processor 1001 may call a network operation control application program stored in the memory 1005, and further perform the following operations:
acquiring a first coordinate and a second coordinate in a point array of a road section curve corresponding to the next road section;
And creating a first empty node and a second empty node based on the first coordinate and the second coordinate so that the local coordinate of the first empty node is identical to the first coordinate, and the local coordinate of the second empty node is identical to the second coordinate.
And determining a first world coordinate parameter of the tail connection point of the next road section according to the local coordinates of the first empty node and the local coordinates of the second empty node.
Further, the processor 1001 may call a network operation control application program stored in the memory 1005, and further perform the following operations:
obtaining world coordinates of the first empty node and world coordinates of the second empty node according to the local coordinates of the first empty node and the local coordinates of the second empty node;
Obtaining a difference value between the world coordinates of the first empty node and the world coordinates of the second empty node;
And determining the difference value as a first rotation vector of the tail connection point of the next road section, and determining the world coordinate of the first empty node as a first world coordinate of the tail connection point of the next road section.
Further, the processor 1001 may call a network operation control application program stored in the memory 1005, and further perform the following operations:
Determining a plurality of road section curves which are sequentially connected according to the dotting data;
Determining a three-dimensional road section corresponding to each road section curve according to the road section parameters corresponding to the road section types;
and generating a next road section based on the road section curve and the three-dimensional road section.
Referring to fig. 2, a first embodiment of an automatic generation method of a game track of the present invention provides an automatic generation method of a game track, the automatic generation method of a game track including:
Step S10, acquiring a current road section where a game object is located, and determining the road section type of a next road section based on the current road section and a preset game track model;
step S20, obtaining dotting data corresponding to the road section type from a game resource package;
step S30, generating a next road section according to the dotting data and the road section parameters corresponding to the road section type;
and S40, adjusting the direction of the next road section according to the preset game track model, and connecting the head of the next road section to the tail of the current road section.
The execution terminal of the embodiment is a game engine, the game engine comprises tools required by various portable games, and the game engine comprises the following systems: rendering engines (i.e. "renderers", including two-dimensional and three-dimensional image engines), physics engines, collision detection systems, sound effects, script engines, computer animations, artificial intelligence, network engines, and scene management, and the use of the various engine tools facilitates the rapid construction of game content.
The automatic generation method of the game track is applicable to various game scenes containing tracks or road sections. The game object can be a game racing car, and the game racing track is applicable to various racing car racing games, such as QQ galloping, extreme galloping and the like; the game object may also be a person or a movable object that is capable of moving on a road segment in the respective game scene.
Specifically, before the track is generated, the automatic generation method of the game track according to the embodiment includes a specific game track model required based on a game scene, where the game track model is a track set in advance, and the plurality of track models may be multiple, and the multiple track models may be used for dividing the complexity of the track and the difficulty of the track according to game needs, and may be respectively applicable to different game scenes, where the different scenes may be simple track scenes with smooth road sections, road sections with large bending degrees, intervals between the bent road sections are shorter, track scenes formed by road sections with different bending degrees, and the like. Further, after determining the preset game track model, performing analysis of the game track according to the preset game track model, thereby determining the track trend of the preset game track model, and determining key points for changing the track trend or key inflection points of road sections according to the track trend of the preset track model, namely, dotting at key positions of the track of the preset track model, wherein one key point is dotting data, and the key point can be a point on a track middle line of the preset track model or a point on a track edge line of the preset track model, so long as the key point is ensured to be a fixed line curve capable of completely outlining the preset track model. And further storing the dotting data obtained according to the preset track model in a game resource package so as to enable a game engine to regenerate a complete track according to the dotting data in the game running process, wherein the regenerated complete track is consistent with the preset game track model.
In addition, the generation of the game track further comprises road section parameters of each road section in the game track, the road section parameters comprise width, length, height and map of the road surface of the road section, and the width, the height and the map of the road section are set by themselves according to the preset track model. That is, after a road segment curve is generated from the dotting data, a next road segment is generated from the curve and the road segment parameters. It should be noted that, the next road section generated according to the dotting data and the road section parameters corresponding to the road section is not necessarily perfectly attached to the current road section of the game object, so that after the next road section is generated, the direction of the next road section is adjusted according to the preset game track model, and the head of the next road section is connected with the tail of the current road section where the game object is located, thereby ensuring the integrity of the track. When a game starts, the game object is positioned at the starting end of a game track, the game engine acquires the position of the game object, and determines generation of each road section based on the road section type in a preset game track model, wherein the road section type comprises a track curve and a track straight track, the curve also comprises curves with different bending degrees, and each generated road section is further connected to form the track consistent with the preset game model. It is noted that the game track is based on the game progress to generate the next road section in real time, that is, in the game running process, the game engine acquires the current road section where the game object is located, and compares the current road section where the game object is located with the preset game track model according to the position of the current road section where the game object is located in the game running process, so as to determine the road section type of the next road section to be generated in the game running process of the game object, further acquire the dotting data corresponding to the road section type from the game resource package, generate the next road section according to the dotting data and the corresponding road section parameters, and further adjust the direction of the next road section based on the preset game track model, so that the road section where the game object is located is perfectly connected with the next road section, and the effect consistent with the preset game track model is achieved.
In the implementation, the road section type of the next road section of the game object is determined through the current road section where the game object is located and the preset game track model, dotting data corresponding to the road section type is acquired from the game resource package, the next road section is generated by combining road section parameters corresponding to the road section type of the next road section, the direction of the generated next road section is adjusted, and the tail part of the current road section where the game object is located is connected with the head part of the generated next road section, so that the size of the game resource package is reduced, and the game performance is greatly improved.
Further, referring to fig. 3, a second embodiment of the automatic generation method of a game track according to the present invention provides an automatic generation method of a game track, based on the embodiment shown in fig. 2, after the step of obtaining the current road segment where the game object is located and determining the road segment type of the next road segment based on the current road segment and a preset game track model, the method further includes:
Step S11, when the road section type of the next road section is a curve, executing the step of determining the road section type of the next road section based on the current road section and a preset game track model from the current road section where the acquired game object is located;
Step S12, when the road section type of the next road section is a straight road, determining the length of the next road section;
And step S13, generating a next road section based on the current road section and the length.
The game track comprises a curve and a straight track, wherein the curve is further divided into different curves according to different degrees of the curve of the track. When the current road section where the game object is and the road section of the next road section is determined to be a curve through the preset game track model, key points for determining the curve are obtained from a game resource package, specifically, the key points for generating the curve can comprise 3 points or more than 3 points, and when the curve condition of the track is complex, namely, the curve can turn leftwards, rightwards, upwards, downwards, spiral ascending, spiral descending and the like due to different sizes and directions of the curve. And the degree of curvature of the road segments varies. We can therefore generate more complex curves by adding dotting data. Taking 3 key points as an example, when a curve is generated, the 3 key points are located at different positions, the 3 key points are not located on the same straight line, in order to ensure that the generated curve is a road section curve of a road section corresponding to a preset game track, one key point in the middle of the 3 key points is taken as a control point, the key points at two ends of the control point are respectively taken as a road section starting point and a road section end point for generating a next road section according to the 3 key points, and further, the next road section is generated by utilizing a second-order Bezier curve based on the progress of the game object in the game running process; when the road section type of the next road section is a straight road, two key points are determined and are respectively a starting point and an ending point of the straight road, and a next road section curve is generated by using a first-order Bezier function based on the progress of the game object in the game running process, so that the required road section can be quickly generated by using the patches only by determining the length of the road section corresponding to the straight road.
In this embodiment, the road type of the next road segment of the game object is determined through the current road segment where the game object is located and the preset game track model, when the road segment is a curve, dotting data corresponding to the road type is obtained from the game resource package, the next road segment is generated by combining road segment parameters corresponding to the road segment type of the next road segment, when the road segment is a straight road, the next road segment is generated based on the current road segment where the game object is located and the road segment length corresponding to the straight road, the direction of the generated next road segment is adjusted, and the tail of the current road segment where the game object is located is connected with the head of the generated next road segment, so that the size of the game resource package is reduced, and the game performance is greatly improved.
Referring to fig. 4, a third embodiment of the automatic generation method of a game track according to the present invention provides an automatic generation method of a game track, based on the embodiment shown in fig. 2, the step of adjusting the direction of the next road section according to the preset game track model, and connecting the head of the next road section to the tail of the current road section includes:
Step S41, acquiring a first world coordinate parameter of a tail connection point of the current road section, wherein the first world coordinate parameter comprises a first world coordinate and a first rotation vector;
Step S42, adjusting a second world coordinate parameter of the head connection point of the next road segment according to the first world coordinate parameter of the tail connection point of the current road segment, so that the second world coordinate parameter is the same as the first world coordinate parameter, and the second world coordinate parameter includes a second world coordinate and a second rotation vector.
Specifically, the track is a complete track, the track generated by the game engine in the game running process is a plurality of road sections, the plurality of road sections are sequentially connected according to a preset game track model to generate a complete track, each road section corresponds to a road section curve, when the plurality of road sections are connected, the track type generated according to the dotting data is consistent with the preset game track model, but the direction of the generated next road section is not guaranteed to be exactly consistent with the road section direction of the current road section where the game object is located, so that when the current road section and the next road section are connected, the head of the next road section is consistent with the tail rotation direction of the current road section. Therefore, under the condition that the rotation direction and the position of the road section where the game object is located are unchanged, the position coordinate of the tail connection point of the current road section and the rotation direction of the tail connection point of the current road section are obtained, wherein the position coordinate of the tail connection point of the current road section is a first world coordinate, the rotation direction of the tail connection point of the current road section is a first rotation vector, the first world coordinate parameter comprises the first world coordinate and the first rotation vector, the rotation direction of the head connection point of the next road section and the position coordinate of the head connection point are adjusted so that the coordinate of the head connection point of the next road section coincides with the first world coordinate of the tail connection point of the current road section, the rotation direction of the head connection point of the next road section coincides with the first rotation vector of the tail connection point of the current road section, the head connection point of the next road section is the second world coordinate, and the rotation direction of the head connection point of the next road section is the second rotation vector, and the second world coordinate comprises the second world coordinate.
In the implementation, the road section type of the next road section of the game object is determined through the current road section where the game object is located and the preset game track model, dotting data corresponding to the road section type is acquired from the game resource package, the next road section is generated by combining road section type corresponding road section parameters of the next road section, the first world coordinate parameters of the tail connection point of the current road section are acquired, and the second world coordinate parameters of the head connection point of the next road section are adjusted according to the first world coordinate parameters of the tail connection point of the current road section, so that the tail of the current road section where the game object is located is connected with the head of the generated next road section, the size of the game resource package is reduced, and the game performance is greatly improved.
Referring to fig. 5, based on the above-mentioned fig. 4, the step of adjusting the second world coordinate parameter of the head connection point of the next road segment according to the first world coordinate parameter of the tail connection point of the current road segment so that the second world coordinate parameter is identical to the first world coordinate parameter includes:
Step S43, obtaining a reference rotation vector of the next road section;
step S44, the reference rotation vector is adjusted so that the second rotation vector of the head connection point of the next road section is the same as the first rotation vector of the tail connection point of the current road section;
Step S45, adjusting the second world coordinate of the head connection point of the next road segment so that the second world coordinate of the head connection point of the next road segment is the same as the first world coordinate of the tail connection point of the current road segment.
When the game engine generates the next road section according to the dotting data, the next road section is provided with another rotation vector besides the second rotation vector at the head connection point of the next road section, the another rotation vector is used as the reference rotation vector of the next road section, and the reference rotation vector is a preset rotation vector and defaults to vector3 (0, 1, 0). It should be noted that the reference rotation vector corresponds to a second rotation vector, where the second rotation vector is unknown, and it is known that an included angle exists between the second rotation vector of the next road segment and the reference rotation vector of the next road segment, where the included angle is a preset included angle, and the included angle remains unchanged during the process of adjusting the second world coordinate parameter according to the first world coordinate parameter. When the reference rotation vector rotates by an angle, the rotation angle of the second rotation vector of the next road section is the same as the rotation angle of the reference rotation vector. Thus, in this embodiment, the reference rotation vector is adjusted to adjust the second rotation vector of the next road segment so that the second rotation vector of the head connection point of the next road segment is the same as the first rotation vector of the tail connection point of the current road segment. In addition, the second world coordinate of the head connection point of the next road segment is the initial world coordinate of the next road segment when the game engine generates the next road segment according to the dotting data, and it is noted that the second world coordinate may be coincident with the first world coordinate and may not be coincident with the first world coordinate, so that the reference rotation vector of the next road segment is adjusted, and according to the certain included angle between the reference rotation vector and the second rotation vector, the second rotation vector of the head connection point of the next road segment is adjusted to be the same as the first rotation vector of the tail connection point of the current road segment, and then the second world coordinate of the head connection point of the next road segment is adjusted, namely when the second rotation vector of the head connection point of the next road segment is the same as the first rotation vector of the tail connection point of the current road segment, the second world coordinate of the head connection point of the next road segment is set to be the same as the first world coordinate of the tail connection point of the current road segment, so that the head connection point of the next road segment and the current road segment can be realized.
Referring to fig. 6, based on fig. 5 described above, the adjusting the reference rotation vector so that the second rotation vector of the head connection point of the next road segment is the same as the first rotation vector of the tail connection point of the current road segment includes:
Step S46, determining a target rotation vector according to the reference rotation vector, the first rotation vector, a second included angle between a second rotation vector of a preset head connection point of the next road section and the reference rotation vector, and a preset vector length of the head connection point;
Step S47, adjusting the reference rotation vector according to the target rotation vector.
The target rotation vector is an adjusted rotation vector, and after the reference rotation vector is adjusted to be the target rotation vector, the current second rotation vector of the head connection point of the next road section is the same as the first rotation vector of the tail connection point of the current road section. When the first rotation vector of the tail connection point of the current road section is known, calculating an included angle between the reference rotation vector and the first rotation vector of the tail connection point of the current road section according to the dot product between the reference rotation vector and the first rotation vector, and recording the included angle as a first included angle. In addition, knowing a preset included angle between the reference rotation vector of the next road section and the second rotation vector of the head connection point of the next road section, namely, a second included angle, subtracting the first included angle from the second included angle, and obtaining a rotation angle of the tail connection point of the current road section relative to the head connection point of the next road section, and then determining a dot product of the second rotation vector of the head connection point and the first rotation vector according to a vector length of the first rotation vector of the tail connection point of the current road section, a vector length of the first rotation vector of the head connection point of the next road section, and a rotation angle of the tail connection point of the current road section relative to the head connection point of the next road section. The reference rotation vector, the first rotation vector, the second rotation vector, and the target rotation vector are unit vectors, and the vector length of the unit vector is 1. Further, when the second rotation vector of the head connection point of the next link is the same as the first rotation vector of the tail connection point of the current link, the target rotation vector is the reference rotation vector, so that the included angle between the reference rotation vector and the target rotation vector is the same as the rotation angle of the tail connection point of the current link relative to the head connection point of the next link, the dot product (denoted as a first dot product) of the reference rotation vector and the target rotation vector is equal to the dot product (denoted as a second dot product) of the first rotation vector and the second rotation vector, so that the vector value of the target rotation vector in the direction of the reference rotation vector is obtained, wherein, in this embodiment, for the convenience of linking, both ends of the link are horizontal, that is, only left-right rotation is considered, and in this embodiment, the vector direction of the reference rotation vector is denoted as the Y-axis direction. Therefore, according to a vector modulus calculation method, a vector value of the target rotation vector in the X-axis direction can be obtained, further, whether the first rotation vector is clockwise or anticlockwise relative to the second rotation vector is obtained through the cosine value of the included angle, the positive value and the negative value of the X value in the X-axis direction are determined, and therefore the target rotation vector is obtained.
Referring to fig. 7, a fourth embodiment of the automatic generation method of a game track according to the present invention provides an automatic generation method of a game track, based on the embodiment of fig. 2, the step of adjusting the direction of the next road section according to the preset game track model and connecting the head of the next road section to the tail of the current road section is preceded by the steps of:
Step S50, a first coordinate and a second coordinate in a point array of a road section curve corresponding to the next road section are obtained;
Step S60, creating a first empty node and a second empty node based on the first coordinate and the second coordinate, so that the local coordinate of the first empty node is identical to the first coordinate, and the local coordinate of the second empty node is identical to the second coordinate;
And step S70, determining a first world coordinate parameter of the tail connection point of the next road section according to the local coordinates of the first empty node and the local coordinates of the second empty node.
The first coordinates and the second coordinates are pre-stored coordinates in the point array, and are not existed in the game running process, when the current road section is connected with the next road section, the coordinates of the first-to-last point in the point array corresponding to the next road section curve are obtained, and the second coordinates are the coordinates of the second-to-last point in the point array corresponding to the next road section curve. In the game running process, each time a next road section is to be generated, the game engine can create two empty nodes according to the first coordinates and the second coordinates, set the local coordinates of the first empty nodes to be the same as the first coordinates, set the local coordinates of the second empty nodes to be the same as the second coordinates, directly acquire a first world coordinate parameter of a tail connection point of the next road section obtained according to the first coordinates and the second coordinates of a point array of a road section curve corresponding to the next road section after the current road section is connected with the next road section, and be used for connecting the next road section with the current road section after the next road section is generated.
Further, based on the embodiment of fig. 6, the step of determining the first world coordinate parameter of the tail connection point of the next road segment according to the local coordinates of the first null node and the local coordinates of the second null node includes:
Step S71, obtaining world coordinates of the first empty node and world coordinates of the second empty node according to the local coordinates of the first empty node and the local coordinates of the second empty node;
Step S72, obtaining a difference value between the world coordinates of the first empty node and the world coordinates of the second empty node;
Step S73, determining the difference value as a first rotation vector of the tail connection point of the next road segment, and determining the world coordinate of the first empty node as a first world coordinate of the tail connection point of the next road segment.
After the local coordinates of the first empty node and the second empty node are determined, a specific algorithm is included in the game engine, the local coordinates of the first empty node and the local coordinates of the second empty node are converted into the world coordinates of the first empty node and the world coordinates of the second empty node by using the algorithm, the first empty node corresponds to the first point of the reciprocal in the point array of the next road section, the world coordinates of the first empty node are used as the first world coordinates of the tail connection point of the next road section, and the world coordinates of the first empty node and the world coordinates of the second empty node are subtracted to obtain the first rotation vector of the tail connection point of the next road section.
In the implementation, the road section type of the next road section of the game object is determined through the current road section where the game object is located and a preset game track model, dotting data corresponding to the road section type is acquired from a game resource package, the next road section is generated by combining road section parameters corresponding to the road section type of the next road section, a first empty node and a second empty node are created according to a first coordinate and a second coordinate in a point array of a road section curve corresponding to the next road section, world coordinates of the first empty node and world coordinates of the second empty node are further acquired, a first world coordinate and a first rotation vector of a tail connecting point of the next road section are acquired according to the world coordinates of the first empty node and the world coordinates of the second empty node, the direction of the generated next road section is adjusted, and the tail of the current road section where the game object is located is connected with the head of the generated next road section, so that the size of the game resource package is reduced, and the game performance is greatly improved.
Referring to fig. 8, a fifth embodiment of an automatic generation method of a game track according to the present invention provides an automatic generation method of a game track, based on the embodiment shown in fig. 2, the step of generating a next road segment according to the dotting data and the road segment parameters corresponding to the road segment includes:
Step S31, determining a plurality of road section curves which are sequentially connected according to the dotting data;
step S32, determining a three-dimensional road section corresponding to each road section curve according to the road section parameters corresponding to the road section types;
And step S33, generating a next road section based on the road section curve and the three-dimensional road section.
Further, the game track is composed of a plurality of road section curves, the road section curves correspond to curves and straight roads, when the road section is a curve, every 3 key points are a group of dotting data, and a road section curve is generated according to a second-order Bezier function; when the road section is a straight road, every two key points are a group of dotting data, and a line segment is generated according to a first-order Bessel function. Further, the road segment type corresponding road segment parameters when the three-dimensional road segment is generated include the number of top points, triangular surfaces, UV (map) and normal direction. Wherein 3 vertices form a triangular surface, each vertex can be reused to construct another triangular surface, and the map is a pre-stored pattern for decorating the track surface of the game track. The road section curve is microscopically composed of one line section, so that the length of each line section, namely the step length of the road section curve, can be determined according to the road section type of the road section, the point number group of the curve is obtained through interpolation, two adjacent points in the point number group are used as body diagonal lines of a three-dimensional graph, each vertex is determined, and because the road section is a three-dimensional model, the road section is also composed of three-dimensional road sections, 6 faces, namely 24 vertices and 12 triangle sequences are required to be set for each three-dimensional road section, and the normals are automatically generated through functions provided by an editor. The UV needs to see whether the road surface is a solid road section or a road section with a map according to the project condition, and then the UV is set according to the distance between the line sections. Assigning the vertices, triangular surfaces, and UV to the three-dimensional road segments to thereby create a complete racetrack. In addition, the road section is formed of a three-dimensional road section, wherein only the front side of the first three-dimensional road section and the rear side of the last road section can be generated when the road section is generated, since the front side and the rear side of the middle three-dimensional road section are not visible. In addition, because the bending degree of the road sections is different, when the setting step length is very small, the number of the top points and the number of the triangular faces of the road sections are increased, and when the setting step length is very large, the edge of the road sections is rough, so that the step length is flexibly set, the long step length can be set for the road sections with straight lines or very small bending degree, and the smaller step length can be set for the road sections with relatively large bending degree, thereby reducing the number of the top points and the number of the faces of the road section model.
In the implementation, the road section type of the next road section of the game object is determined through the current road section where the game object is located and a preset game track model, dotting data corresponding to the road section type is acquired from a game resource package, a plurality of road section curves which are sequentially connected are determined according to the dotting data, a three-dimensional road section corresponding to each road section curve is determined according to road section parameters corresponding to the road section type, the next road section is generated based on the road section curves and the three-dimensional road sections, the direction of the generated next road section is adjusted, and the tail of the current road section where the game object is located is connected with the head of the generated next road section, so that the size of the game resource package is reduced, and the game performance is greatly improved.
The embodiment of the invention also provides a terminal, which comprises: the automatic generation method comprises the steps of a memory, a processor and a track automatic generation program which is stored in the memory and can run on the processor, wherein the track automatic generation program realizes the automatic generation method of the game track when being executed by the processor.
In addition, the embodiment of the invention also provides a computer readable storage medium, wherein the computer readable storage medium stores a track automatic generation program, and the track automatic generation program realizes the steps of the automatic generation method of the game track when being executed by a processor.
It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or system 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 system. 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 system that comprises the element.
The foregoing embodiment numbers of the present invention are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
From the above description of the embodiments, it will be clear to those skilled in the art that the above-described embodiment method may be implemented by means of software plus a necessary general hardware platform, but of course may also be implemented by means of hardware, but in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art in the form of a software product stored in a storage medium (e.g. ROM/RAM, magnetic disk, optical disk) as described above, comprising instructions for causing a terminal device (which may be a mobile phone, a computer, a server, an air conditioner, or a network device, etc.) to perform the method according to the embodiments of the present invention.
The foregoing description is only of the preferred embodiments of the present invention, and is not intended to limit the scope of the invention, but rather is intended to cover any equivalents of the structures or equivalent processes disclosed herein or in the alternative, which may be employed directly or indirectly in other related arts.

Claims (8)

1. An automatic generation method of a game track, characterized in that the automatic generation method of the game track comprises the following steps:
Acquiring a current road section where a game object is located, and determining the road section type of a next road section based on the current road section and a preset game track model;
Obtaining dotting data corresponding to the road section type from a game resource package;
generating a next road section according to the dotting data and the road section parameters corresponding to the road section type;
Adjusting the direction of the next road section according to the preset game track model, and connecting the head of the next road section to the tail of the current road section;
The step of automatically generating the game track further includes, before the step of adjusting the direction of the next road segment according to the preset game track model and connecting the head of the next road segment to the tail of the current road segment:
acquiring a first coordinate and a second coordinate in a point array of a road section curve corresponding to the next road section;
Creating a first empty node and a second empty node based on the first coordinate and the second coordinate such that the local coordinate of the first empty node is the same as the first coordinate and the local coordinate of the second empty node is the same as the second coordinate;
obtaining world coordinates of the first empty node and world coordinates of the second empty node according to the local coordinates of the first empty node and the local coordinates of the second empty node;
Obtaining a difference value between the world coordinates of the first empty node and the world coordinates of the second empty node;
And determining the difference value as a first rotation vector of the tail connection point of the next road section, and determining the world coordinate of the first empty node as a first world coordinate of the tail connection point of the next road section.
2. The method for automatically generating a game track according to claim 1, wherein after the step of acquiring the current road segment where the game object is located and determining the road segment type of the next road segment based on the current road segment and a preset game track model, the method further comprises:
When the road section type of the next road section is a curve, executing the step of determining the road section type of the next road section based on the current road section and a preset game track model from the current road section where the acquired game object is located;
When the road section type of the next road section is a straight road, determining the length of the next road section;
and generating a next road section based on the current road section and the length.
3. The automatic generation method of a game track according to claim 1, wherein the step of adjusting the direction of the next section according to the preset game track model and connecting the head of the next section to the tail of the current section comprises:
Acquiring a first world coordinate parameter of a tail connection point of the current road section, wherein the first world coordinate parameter comprises a first world coordinate and a first rotation vector;
And adjusting a second world coordinate parameter of the head connection point of the next road section according to the first world coordinate parameter of the tail connection point of the current road section so that the second world coordinate parameter is the same as the first world coordinate parameter, wherein the second world coordinate parameter comprises a second world coordinate and a second rotation vector.
4. The method for automatically generating a game track according to claim 3, wherein the step of adjusting the second world coordinate parameter of the head connection point of the next road segment according to the first world coordinate parameter of the tail connection point of the current road segment so that the second world coordinate parameter is identical to the first world coordinate parameter comprises:
Acquiring a reference rotation vector of the next road section;
Adjusting the reference rotation vector so that a second rotation vector of a head connection point of the next road segment is the same as a first rotation vector of a tail connection point of the current road segment;
And adjusting the second world coordinate of the head connection point of the next road section so that the second world coordinate of the head connection point of the next road section is the same as the first world coordinate of the tail connection point of the current road section.
5. The method of automatically generating a game track according to claim 4, wherein the step of adjusting the reference rotation vector so that the second rotation vector of the head connection point of the next section is identical to the first rotation vector of the tail connection point of the current section comprises:
Determining a target rotation vector according to the reference rotation vector, the first rotation vector, a second included angle between a preset second rotation vector of a head connecting point of the next road section and the reference rotation vector and a preset vector length of the head connecting point;
And adjusting the reference rotation vector according to the target rotation vector.
6. The automatic generation method of a game track according to claim 1, wherein the step of generating the next section according to the dotting data and the section type corresponding section parameter comprises:
Determining a plurality of road section curves which are sequentially connected according to the dotting data;
Determining a three-dimensional road section corresponding to each road section curve according to the road section parameters corresponding to the road section types;
and generating a next road section based on the road section curve and the three-dimensional road section.
7. A terminal, the terminal comprising: a memory, a processor and a track auto-generation program stored on the memory and executable on the processor, which when executed by the processor, performs the steps of the method of automatically generating a game track as claimed in any one of claims 1 to 6.
8. A computer-readable storage medium, wherein a track auto-generation program is stored on the computer-readable storage medium, which when executed by a processor, implements the steps of the game track auto-generation method according to any one of claims 1 to 6.
CN202110102422.XA 2021-01-25 2021-01-25 Automatic generation method, terminal and storage medium of game track Active CN112884883B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202110102422.XA CN112884883B (en) 2021-01-25 2021-01-25 Automatic generation method, terminal and storage medium of game track

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110102422.XA CN112884883B (en) 2021-01-25 2021-01-25 Automatic generation method, terminal and storage medium of game track

Publications (2)

Publication Number Publication Date
CN112884883A CN112884883A (en) 2021-06-01
CN112884883B true CN112884883B (en) 2024-05-10

Family

ID=76053187

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202110102422.XA Active CN112884883B (en) 2021-01-25 2021-01-25 Automatic generation method, terminal and storage medium of game track

Country Status (1)

Country Link
CN (1) CN112884883B (en)

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH1094678A (en) * 1996-07-31 1998-04-14 Konami Co Ltd Driving game machine and recording medium storing driving game program
JP2005161063A (en) * 2004-12-08 2005-06-23 Sega Corp Electronic game machine
CN108568112A (en) * 2018-04-20 2018-09-25 网易(杭州)网络有限公司 A kind of generation method of scene of game, device and electronic equipment
CN109445868A (en) * 2018-09-12 2019-03-08 深圳市创梦天地科技有限公司 The generation method and device of a kind of scene of game Road segment model
CN109908581A (en) * 2019-03-21 2019-06-21 网易(杭州)网络有限公司 Game operation method, device and equipment
CN110860088A (en) * 2019-11-14 2020-03-06 网易(杭州)网络有限公司 Rendering method and device of small map in racing game and game terminal

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US10357717B2 (en) * 2015-11-27 2019-07-23 Earthbeat, Inc. Game system and game program

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH1094678A (en) * 1996-07-31 1998-04-14 Konami Co Ltd Driving game machine and recording medium storing driving game program
JP2005161063A (en) * 2004-12-08 2005-06-23 Sega Corp Electronic game machine
CN108568112A (en) * 2018-04-20 2018-09-25 网易(杭州)网络有限公司 A kind of generation method of scene of game, device and electronic equipment
CN109445868A (en) * 2018-09-12 2019-03-08 深圳市创梦天地科技有限公司 The generation method and device of a kind of scene of game Road segment model
CN109908581A (en) * 2019-03-21 2019-06-21 网易(杭州)网络有限公司 Game operation method, device and equipment
CN110860088A (en) * 2019-11-14 2020-03-06 网易(杭州)网络有限公司 Rendering method and device of small map in racing game and game terminal

Also Published As

Publication number Publication date
CN112884883A (en) 2021-06-01

Similar Documents

Publication Publication Date Title
CN111957045B (en) Terrain deformation method, device, equipment and storage medium
CN103157281B (en) Display method and display equipment of two-dimension game scene
CN111063032B (en) Model rendering method, system and electronic device
CN112090078B (en) Game character movement control method, device, equipment and medium
CN111598986A (en) Rendering method, device and equipment of virtual fluid surface and storage medium
CN111228816A (en) Scene layout method and device in game
CN111080762B (en) Virtual model rendering method and device
CN110930484B (en) Animation configuration method and device, storage medium and electronic device
CN112884883B (en) Automatic generation method, terminal and storage medium of game track
US10417789B2 (en) Motion blur using cached texture space blur
CN110378948B (en) 3D model reconstruction method and device and electronic equipment
KR20180088876A (en) Image processing method and apparatus
US10275925B2 (en) Blend shape system with texture coordinate blending
US20200098178A1 (en) Reconstructing three-dimensional (3d) human body model based on depth points-to-3d human body model surface distance
CN113706674B (en) Method and device for manufacturing model map, storage medium and computer equipment
CN114219888A (en) Method and device for generating dynamic silhouette effect of three-dimensional character and storage medium
CN108553900A (en) A method of the stackable storage Reusability based on UE engines
CN114307158A (en) Three-dimensional virtual scene data generation method and device, storage medium and terminal
CN110930488B (en) Fish behavior simulation method, device, equipment and storage medium
CN114332203A (en) Method and device for determining light source information of virtual light source
CN112508993B (en) Clothes movement simulation method, terminal equipment and storage medium
CN112686978A (en) Expression resource loading method and device and electronic equipment
JP2009251887A (en) Image generation system, program, and information storage medium
CN113599808B (en) Method and device for constructing topography in virtual scene
CN111905365B (en) Method and device for dragging game scene and electronic equipment

Legal Events

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