CN113138698B - Game resource processing method and device, storage medium and electronic equipment - Google Patents
Game resource processing method and device, storage medium and electronic equipment Download PDFInfo
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- CN113138698B CN113138698B CN202010063517.0A CN202010063517A CN113138698B CN 113138698 B CN113138698 B CN 113138698B CN 202010063517 A CN202010063517 A CN 202010063517A CN 113138698 B CN113138698 B CN 113138698B
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/0482—Interaction with lists of selectable items, e.g. menus
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
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Abstract
The application discloses a game resource processing method and device, a storage medium and electronic equipment, and belongs to the technical field of Internet. The method comprises the following steps: displaying an initial interface of the developer tool, wherein the initial interface comprises a constructed menu key; responding to triggering operation of a construction menu key, displaying a construction window on an initial interface in a top layer mode, wherein the construction window comprises scene selection options and a confirmation key, and the scene selection options are used for indicating to configure a starting scene of a target game to be constructed; and receiving the selected starting scene, responding to the triggering operation of the confirmation key, acquiring game resources of the target game, and processing the acquired game resources. In the game construction process, only a developer is required to execute simple key triggering operation and selection confirmation operation, complex expertise is not required to be learned, and the threshold is low; in addition, since the processing of game resources does not require a great deal of intervention by developers, the cost is greatly reduced.
Description
Technical Field
The present application relates to the field of internet technologies, and in particular, to a game resource processing method, a game resource processing device, a storage medium, and an electronic device.
Background
One program that is not avoided in the game building process is to process the game resources. Among other game resources, include, but are not limited to, models in the game, maps, sound effects, script code, and the like. Accordingly, after the game is constructed and released, the player can enter the game by loading game resources required by the current game when the game is run.
Taking the example of instant play without downloading an installed mini-game, the related art generally builds a mini-game based on a cocs2d development tool or a layaar development tool. However, these development tools have limited processing of game resources during game construction, and generally only support simple compression processing of game resources, and more advanced processing is required to be performed manually by a developer who has associated expertise.
Therefore, the related art needs the developer to learn complex professional knowledge, such as front-end development knowledge or graphic knowledge, and the threshold is high; in addition, the processing of game resources requires a great deal of intervention by developers, and the game resources are huge and scattered, so that the cost is high.
Disclosure of Invention
The embodiment of the application provides a game resource processing method, a device, a storage medium and electronic equipment, which realize that only a developer is required to execute simple key triggering operation and selection confirmation operation in the game construction process, complex professional knowledge is not required to be learned, and the threshold is lower; the processing of game resources requires no substantial intervention by the developer, thus greatly reducing cost. The technical scheme is as follows:
In one aspect, a game resource processing method is provided, the method including:
displaying an initial interface of a developer tool, wherein the initial interface comprises a constructed menu key;
responding to the triggering operation of the construction menu key, displaying a construction window on the initial interface in a top layer mode, wherein the construction window comprises a scene selection option and a confirmation key, and the scene selection option is used for indicating to configure a starting scene of a target game to be constructed;
and receiving the selected starting scene, responding to the triggering operation of the confirmation key, acquiring the game resource of the target game, and processing the acquired game resource.
In another aspect, there is provided a game resource processing apparatus, the apparatus comprising:
the first display module is used for displaying an initial interface of the developer tool, wherein the initial interface comprises a constructed menu key;
the second display module is used for responding to the triggering operation of the construction menu key, displaying a construction window on the initial interface in a top layer mode, wherein the construction window comprises scene selection options and a confirmation key, and the scene selection options are used for indicating to configure a starting scene of a target game to be constructed;
The receiving module is used for receiving the selected starting scene;
and the processing module is used for responding to the triggering operation of the confirmation key, acquiring the game resource of the target game and processing the acquired game resource.
In a possible implementation manner, the second display module is further configured to display a construction menu on the initial interface in response to a triggering operation of the construction menu key, where the construction menu includes at least a construction tool option; in response to a triggering operation of the build tool option, the build window is displayed on the initial interface in a top-level manner.
In a possible implementation manner, the scene selection options include a two-dimensional scene selection option and a three-dimensional scene selection option, and the second display module is further configured to display a two-dimensional scene selection list in the building window in response to a triggering operation on the two-dimensional scene selection option; and responding to the triggering operation of the three-dimensional scene selection options, and displaying a three-dimensional scene selection list in the construction window.
In one possible implementation, the initial interface further includes a preview key and a publish key, and the apparatus further includes:
The third display module is used for responding to the triggering operation of the preview key after the target game is built, displaying a graphic identification code on the initial interface in a top layer mode, wherein the graphic identification code is used for indicating that the built target game is previewed by identifying the graphic identification code;
and the uploading module is used for responding to the triggering operation of the release key after the target game is built, and uploading the built target game to a game service platform.
In a possible implementation manner, the processing module is further configured to obtain an entry resource of the target game, where the entry resource includes the selected starting scenario and a configuration file of the target game; acquiring non-portal resources with a dependency relationship with the portal resources; and taking the entrance resource and the non-entrance resource as game resources of the target game.
In one possible implementation, the processing module is further configured to group the acquired game resources.
In a possible implementation manner, the processing module is further configured to group the acquired game resources according to the resource storage location to obtain a first type of resource and a second type of resource;
Wherein the first type of resource is stored in a project code package, the project code package being stored under a first directory;
the first type of resource includes: the selected starting scene, the dependent resources of the starting scene and other resources required to be placed in the project code package;
the second type of resources are other resources except the first type of resources, and the second type of resources are temporarily stored under a second directory and uploaded to a content distribution network.
In a possible implementation manner, the processing module is further configured to divide the entry resources with the same resource group name into the same resource group; each entry resource for which the resource group name is not set is divided into one independent resource group.
In one possible implementation manner, for any non-ingress resource, the processing module is further configured to divide the non-ingress resource and the ingress resource that depends on the non-ingress resource into the same resource group if the non-ingress resource is relied on by an ingress resource; if the non-portal resources are commonly relied on by at least two portal resources, dividing the non-portal resources on which the at least two portal resources are commonly relied into an independent resource group; if the non-portal resources are relied on by at least two portal resources together and the first portal resources are relied on by the second portal resources, dividing the non-portal resources into resource groups where the first portal resources are located; the first inlet resource is any one of the at least two inlet resources, and the second inlet resource is other resources than the first inlet resource of the at least two inlet resources.
In a possible implementation manner, the processing module is further configured to perform a resource group verification process, and determine a specified number of resource groups that need to be reconstructed; for game resources included in the specified number of resource groups, converting picture resources included in the game resources into compressed texture resources, and executing compression processing on model resources included in the game resources; and copying the script codes, and carrying out merging processing on the acquired game resources according to the divided resource groups.
In a possible implementation manner, the processing module is further configured to perform subcontracting processing on the obtained game resources according to the application platform types, so as to obtain game resource packages adapted to each application platform type;
each game resource package comprises game resources required by a corresponding application platform.
In a possible implementation manner, the processing module is further configured to generate a startup script of the target game, where the startup script is used to instruct the selected startup scenario to be automatically executed when the target game is executed in the parent application.
In another aspect, a storage medium is provided, in which at least one instruction is stored, the at least one instruction being loaded and executed by a processor to implement the game resource processing method described above.
In another aspect, an electronic device is provided that includes a processor and a memory having at least one instruction stored therein, the at least one instruction loaded and executed by the processor to implement the game resource processing method described above.
The technical scheme provided by the embodiment of the application has the beneficial effects that:
firstly, displaying an initial interface of a developer tool in the game construction process, wherein the initial interface comprises a construction menu key; after the developer triggers the construction menu key, responding to the triggering operation, and displaying a construction window on an initial interface in a top layer mode, wherein the construction window comprises a scene selection option and a confirmation key, and the scene selection option is used for indicating to configure a starting scene of a target game to be constructed; and then, receiving a starting scene selected by a developer, and after the developer triggers the confirmation key, responding to the triggering operation, acquiring game resources of the target game and processing the acquired game resources.
Based on the description, in the game construction process, only a developer is required to execute simple key triggering operation and selection confirmation operation, the developer is not required to learn complex expertise, and the threshold is low; in addition, since the processing of game resources does not require a great deal of intervention by developers, the cost is greatly reduced. That is, for the developer, the developer terminal can automatically complete the game resource processing without learning complicated expertise and without a large amount of intervention, and only by performing simple clicking operation and selection confirmation operation on the interface presented by the developer tool.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of an implementation environment involved in a game resource processing method according to an embodiment of the present application;
FIG. 2 is a flowchart of a game resource processing method according to an embodiment of the present application;
FIG. 3 is a schematic diagram of an interface of a developer tool provided by an embodiment of the application;
FIG. 4 is a schematic diagram of an interface of another developer tool provided by an embodiment of the application;
FIG. 5 is a schematic diagram of an interface of another developer tool provided by an embodiment of the application;
FIG. 6 is a schematic diagram of an interface of another developer tool provided by an embodiment of the application;
FIG. 7 is a schematic diagram of an interface of another developer tool provided by an embodiment of the application;
FIG. 8 is a schematic diagram of an interface of another developer tool provided by an embodiment of the application;
FIG. 9 is a flowchart of a game resource processing method provided by an embodiment of the present application;
FIG. 10 is a flowchart of a game resource processing method provided by an embodiment of the present application;
FIG. 11 is a schematic diagram of an interface of another developer tool provided by an embodiment of the application;
FIG. 12 is a schematic diagram of an interface of another developer tool provided by an embodiment of the application;
FIG. 13 is a flowchart of the overall execution of a game from the construction of a mini-game to the loading of game resources provided by an embodiment of the present application;
FIG. 14 is a schematic diagram of a game resource processing device according to an embodiment of the present application;
fig. 15 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
Before explaining the embodiments of the present application in detail, some terms or abbreviations related to the embodiments of the present application are described.
Developer tool: in embodiments of the present application, developer tools refer to application software that helps a developer to simply and efficiently conduct game construction on an electronic device.
Accordingly, game development tools may be embedded in the developer tools, which are not particularly limited in embodiments of the application. In addition, the types of electronic devices described above include, but are not limited to, mobile terminals and stationary terminals.
As one example, developer-based tools are commonly used to build mini-games.
Small games: a game based on an application software client is played immediately without downloading and installing; namely, the small game does not need to download the installation package, has qualified fluency, and is more suitable for entertainment and leisure.
Wherein the application software client embedded with the mini-game is also called a parent application in the present document, and correspondingly, the mini-game is also called a child application. In one possible implementation, the application software client refers to an internet application installed on an electronic device. By way of example, the internet application may be a social application, in which case the user may play with other users having a friend relationship within the social application to enjoy the fun of a small game. The difference between the mini-game according to the embodiment of the present application and the game program according to the related art will be described below.
The installation package of the game program in the related art is usually large in size, for example, the installation package is in the order of G, and game resources possibly used in the game running process are usually included in the installation package of the game program. During the running process of the game program, the electronic equipment can extract the game resources from the installation package, and the game resources do not need to be downloaded from a background server in real time.
Whereas mini-games are typically embedded in other application software clients, such as social applications. In the running process of the mini-game, the electronic equipment also needs to download corresponding game resources from the background server in real time.
Game resources: in embodiments of the present application, game resources may refer broadly to various types of resources required during game play.
For example one, game resources include, but are not limited to, audio resources, video resources, picture resources, text resources, and the like. For example, the game resources include, but are not limited to, models, maps, sound effects, script codes, scenes, textures, etc., which are not particularly limited in the embodiments of the present application.
The following describes an implementation environment related to a game resource processing method provided by an embodiment of the present application.
Referring to fig. 1, the implementation environment includes: developer terminal 110, backend server 120, and user terminal 130. Wherein the background server 120 may also be referred to herein as a game service platform. And the developer terminal 110 and the user terminal 130 may be connected with the background server 120 through a network.
It should be noted that, the game resource processing method provided in the embodiment of the present application may be executed by the developer terminal 110 alone or may be executed by the developer terminal 110 and the background server 120 in combination, which is not limited in particular.
In an embodiment of the present application, the types of developer terminals 110 and user terminals 130 include, but are not limited to: mobile terminals and stationary terminals. As one example, mobile terminals include, but are not limited to: smart phones, tablet computers, notebook computers, electronic readers, MP3 players (Moving Picture Experts Group Audio Layer III, dynamic video expert compression standard audio layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, dynamic video expert compression standard audio layer 4) players, etc.; the stationary terminal includes, but is not limited to, a desktop computer, to which embodiments of the present application are not particularly limited. By way of example, fig. 1 is merely illustrative of a developer terminal 110 being a desktop computer and a user terminal 130 being a smartphone.
The background server 120 may be an independent server, a server cluster formed by a plurality of servers, or a cloud computing platform, which is not particularly limited in the embodiment of the present application. In an embodiment of the present application, the background server 120 is used to provide background services of game programs, such as game resource downloads.
Those skilled in the art will appreciate that the number of user terminals 130 may be greater or lesser than that shown in fig. 1. For example, the number of the user terminals 130 may be only one, or the number of the user terminals 130 may be tens or hundreds, or more, which is not particularly limited in the embodiment of the present application.
In an embodiment of the present application, the developer terminal 110 downloads and installs the developer tool.
Illustratively, the operating system version or type of the developer terminal 110 may be different, as may the size or format of the installation package of the developer tool. By installing the developer tool, the developer can complete game construction through the developer terminal 110, and game resource processing is realized.
Taking the construction of the mini-game as an example, based on the implementation environment, the embodiment of the application realizes that scattered game resources used in the game process are converted into high-efficiency game resources which are convenient to use by the mini-game engine through integrated optimization processing, thereby being beneficial to improving the running performance of the mini-game. That is, the embodiment of the application can enhance the processing capacity of the game resources in the construction process of the small game, so that the game resources can be more matched with the running mechanism of the game, and the running performance of the small game is improved. In short, in the technical scheme, in the small game construction process, a developer does not need to learn complex expert knowledge, and the threshold is low; the processing of the game resources does not require a great deal of intervention of a developer, and the developer does not need to manage huge and scattered game resources, so that the high-efficiency game resources suitable for the use of the mini-games running in the parent application can be organized.
That is, for the developer, the construction optimization of the mini-game can be performed without learning complicated expertise and without a lot of intervention, and only by the developer performing a simple click operation and a selection confirmation operation on the interface presented by the developer tool. For the small game, the running performance of the small game on the user terminal side can be improved, and further the game entertainment experience of a player can be improved.
The game construction scheme provided by the embodiment of the application is described in detail below by the following examples.
It should be noted that the descriptions such as the first, second, third, or fourth descriptions appearing below are merely for distinguishing different objects, and do not constitute any other limitation.
Fig. 2 is a flowchart of a game resource processing method according to an embodiment of the present application. The subject of execution of this method is the developer terminal 110 shown in fig. 1. Referring to fig. 2, the method provided by the embodiment of the application includes:
201. an initial interface of the developer tool is displayed, including a build menu key.
In one possible implementation, the size or format of the installation package of the developer tool may also be different based on the operating system version or type of the developer terminal. Illustratively, operating system types include, but are not limited to, windows 64, windows 32, macOS, etc., which are not specifically limited by embodiments of the present application. Wherein, after the developer tool is installed on the developer terminal, the developer can start the developer tool by clicking on an application icon of the developer tool, fig. 3 shows a start state of the developer tool, which is referred to herein as an initial interface.
Wherein, the initial interface comprises a construction menu key, so that a developer can conveniently perform game construction by triggering the key. As shown in FIG. 3, the upper left corner of the initial interface displays a build menu button "compile build" 301, which a developer triggers to enter the game build process.
202. In response to a triggering operation of the build menu key, a build window is displayed on the initial interface in a top layer manner, wherein the build window comprises a scene selection option and a confirmation key, and the scene selection option is used for indicating to configure a starting scene of a target game to be built.
It can be understood that the display mode placed on the top layer is that the display mode is displayed at the forefront end of the page and is not blocked by any layer. Accordingly, the building window is displayed in a top-level manner, i.e., the building window is displayed at the forefront of the page, and is not blocked by any layer.
As an example, the triggering operation of the developer on the build menu key may be a clicking operation, that is, after the developer clicks on the build menu key, the developer terminal may respond to the clicking operation to display a build window on the initial interface in a manner of being placed on the top layer, that is, pop up a window on the initial interface.
In one possible implementation, in response to a triggering operation of a build menu key, a build window is displayed on an initial interface in a top-level manner, including but not limited to: in response to a triggering operation of the build menu key, a build menu 302 is displayed on the initial interface, as shown in fig. 4, wherein the build menu at least includes a build tool option 3021; in response to a triggering operation of the build tool option, a build window is displayed on the initial interface in a top-level manner.
For this case, after clicking the build menu button, the developer terminal may display the build menu 302 shown in fig. 4 on the initial interface in response to the clicking operation. The build menu 302 includes a plurality of options, such as a build tool option 3021, a purge all caches 3022, a recompile Effect3023, a recompile script 3024, and a build Npm3025, which are not specifically limited in the embodiment of the present application. After the developer further clicks on the construction tool option in the construction menu, the developer terminal continues to respond to the clicking operation to display a construction window on the initial interface in a top-level manner, i.e. a window pops up on the initial interface.
As an example, a game development tool, such as a small game engine development tool, may be embedded in the developer tool, and after the developer sequentially triggers the build menu button and the build tool option, the developer terminal invokes the game development tool embedded in the developer tool to automatically execute the game build process, which is not particularly limited in the embodiments of the present application.
Referring to fig. 5, the construction window includes a scenario selection option, where the scenario selection option is used to instruct a developer to configure a start scenario of a target game to be constructed. Illustratively, as shown in FIG. 5, the scene selection options may include a two-dimensional (2D) scene selection option 303 and a three-dimensional (3D) scene selection option 304.
In the embodiment of the application, a developer can select a starting scene of the target game to be constructed. For this purpose, the method provided by the embodiment of the application further comprises the following steps: responding to the triggering operation of the two-dimensional scene selection options, and displaying a two-dimensional scene selection list in a construction window; in response to a trigger operation of the three-dimensional scene selection option, a three-dimensional scene selection list such as that shown in fig. 6 is displayed in the build window. Wherein a three-dimensional scene selection list 305 is shown in fig. 6.
By way of example, the triggering operations mentioned herein may each refer to a clicking operation, the target game being a mini-game running in an application software client, to which embodiments of the application are not particularly limited.
203. And receiving the selected starting scene, responding to the triggering operation of the confirmation key, acquiring game resources of the target game, and processing the acquired game resources.
Wherein the selected start-up scenario refers to a start-up scenario that the developer autonomously selects based on fig. 5 and 6. After the startup scene is selected, the interface display is as shown in FIG. 7, where the storage path of the selected startup scene is displayed at the location where the scene selection option 305 in FIG. 7 is located.
In addition, as shown in fig. 7, the construction window further includes a confirmation button 306, and after the developer clicks the confirmation button 306, the developer terminal responds to the clicking operation to start the game construction process, so as to complete the preparation work of game construction.
In an embodiment of the present application, the first step in game construction is to determine which game resources in a game item need to be incorporated into the construction process. In one possible implementation, game resources of a target game are obtained, including, but not limited to: obtaining an entry resource of a target game to be constructed, wherein the entry resource comprises a selected starting scene and a configuration file of the target game to be constructed; acquiring non-portal resources with a dependency relationship with portal resources; and taking the acquired entry resources and non-entry resources as game resources of the target game.
Wherein, when a game is running normally, one or more game resources may need to be called other game resources to complete the due function when the game resource or resources are called, and the called relationship may be called a dependency relationship. Yet another definition of portal resources is that resources that a developer may manually load through code are referred to as portal resources.
Non-portal resources having a dependency relationship with portal resources are referred to herein as dependent resources on which a portal resource depends. That is, non-ingress resources are also referred to herein as dependent resources because they are dependent on ingress resources.
In summary, in determining which game resources in a game item need to be incorporated into a build process, the following principles may be used:
a. the developer selects a starting scene of the target game to be constructed.
b. Rules set in the configuration file of the target game to be constructed.
c. The first two points contain dependent resources of the game resources.
In a possible implementation manner, as shown in fig. 8, the initial interface may further include a preview key 307 and a publish key 308, and accordingly, after the target game is built, the method provided by the embodiment of the present application may further include the following steps:
204. In response to a triggering operation of the preview key, a graphic identification code is displayed on the initial interface in a manner of being placed on the top layer, wherein the graphic identification code is used for indicating that the constructed target game is previewed by identifying the graphic identification code.
The graphic identifier code may be a two-dimensional code or a bar code, which is not particularly limited in the embodiment of the present application. For example, after the developer clicks the preview button, the developer terminal correspondingly displays a graphic identification code, and the developer scans the graphic identification code through an electronic device such as a smart phone or a tablet computer, so that the game effect of the just-constructed target game can be previewed on the electronic device.
In addition, the developer tool may further include a simulator, through which the performance of the constructed mini-game on the application software client may be simulated, which is not particularly limited in the embodiment of the present application.
205. And responding to the triggering operation of the release key, and uploading the constructed target game to a game service platform.
After the construction is completed, the constructed small games can be uploaded and released to the game service platform, so that the user terminal can conveniently play the games locally by loading game resources of the small games from the game service platform.
It should be noted that, the preview key and the publish key may be displayed in other positions, such as the lower right corner, besides the upper left corner position shown in fig. 8, which is not particularly limited in the embodiment of the present application.
In addition, the detailed process of processing the acquired game resources is described later.
In the method provided by the embodiment of the application, an initial interface of a developer tool is displayed in the game construction process, wherein the initial interface comprises a construction menu key; after the developer triggers the construction menu key, responding to the triggering operation, and displaying a construction window on an initial interface in a top layer mode, wherein the construction window comprises a scene selection option and a confirmation key, and the scene selection option is used for indicating to configure a starting scene of a target game to be constructed; and then, receiving a starting scene selected by a developer, and after the developer triggers the confirmation key, responding to the triggering operation, acquiring game resources of the target game and processing the acquired game resources.
Based on the description, in the game construction process, only a developer is required to execute simple key triggering operation and selection confirmation operation, the developer is not required to learn complex expertise, and the threshold is low; in addition, since the processing of game resources does not require a great deal of intervention by developers, the cost is greatly reduced. That is, for the developer, the developer terminal can automatically complete the game resource processing without learning complicated expertise and without a large amount of intervention, and only by performing simple clicking operation and selection confirmation operation on the interface presented by the developer tool.
In an exemplary embodiment, the method provided by the embodiments of the present application further includes grouping game resources. Alternatively, embodiments of the present application may automatically group game resources. In this way, the loading can be carried out according to the requirement by taking groups as units in the loading process of the small games, so that the loading performance of the small games is improved, and the problems that in the related technology, all game resources of the small games are directly uploaded to a far end, the number of the game resources is large, and the loading performance of the small games is low are avoided. Wherein grouping game resources includes, but is not limited to, the following two ways.
The first way is to group game resources by resource storage location, see step 2031 below.
2031. And grouping the acquired game resources according to the resource storage positions to obtain first-class resources and second-class resources.
Wherein the first type of resource is stored in a project code package, the project code package being stored under a first directory; the first type of resource includes, but is not limited to: the selected boot scenario and the dependent resources of the boot scenario, as well as other resources that need to be placed in the project code package, are not specifically limited in this embodiment of the application. And the second type of resource is other than the first type of resource, wherein the second type of resource is temporarily stored under a second directory and then uploaded into a content delivery network (Content Delivery Network, CDN).
That is, in this way, the acquired game resources can be divided into two types, that is, the game resources stored in the item code package and the game resources stored in the CDN.
By way of example, the other resources described above that need to be placed in the project code package may refer to game resources that the developer specifically sets to be placed in the project code package. The first directory may be a directory under the item path/dist/buidIn. The second directory may be a directory under the item path/dist/ideplack, which is not specifically limited in the embodiment of the present application.
Referring to FIG. 9, a second way is to group game resources by dependency relationship, see steps 2032 through 2033 below.
2032. Dividing the entry resources with the same resource group name into the same resource group; each entry resource for which the resource group name is not set is divided into one independent resource group.
The embodiment of the application supports the self-definition of the resource group names of the game resources by the developer in the developer tool, and divides the entry resources with the same resource group names into the same resource group.
If a game resource is not provided with a resource group name, the entry resource is divided into a resource group independently.
In one possible implementation, for any one non-ingress resource, the non-ingress resource is grouped, including but not limited to the following steps:
2033. if the non-ingress resource is relied upon by an ingress resource, the non-ingress resource and the ingress resource that relies on the non-ingress resource are divided into the same resource group.
2034. If the non-ingress resource is co-dependent by at least two ingress resources, the non-ingress resource on which the at least two ingress resources are co-dependent is divided into an independent resource group.
2035. If the non-ingress resource is relied upon by at least two ingress resources together and the first ingress resource is relied upon by the second ingress resource, then the non-ingress resource is divided into resource groups where the first ingress resource is located.
Wherein the first portal resource is any one of the at least two portal resources, and the second portal resource is another one of the at least two portal resources other than the first portal resource.
For this case, if a non-ingress resource is relied upon by at least two ingress resources simultaneously, and where ingress resource a is in turn relied upon by other ingress resources of the aforementioned at least two ingress resources, then the non-ingress resource is divided into the resource groups in which ingress resource a resides.
The method provided by the embodiment of the application can automatically group game resources in the small game construction process, so that the small game can be loaded as required by taking the group as a unit in the small game loading process, and the loading performance of the small game is improved.
In one exemplary embodiment, as shown in fig. 10, in processing the acquired game resources, in addition to grouping the game resources, the embodiment of the present application may perform the following processing on the game resources:
2036. and checking the resource group cache, and determining the increment difference between the current construction and the last construction. That is, this step is used to perform a resource group check process to determine the N resource groups that need to be reconstructed.
Wherein, the value of N is a positive integer, and N refers to the appointed number in the text.
2037. And for game resources included in the N resource groups, converting picture resources included in the game resources into compressed texture resources.
The step is to convert the picture into a compressed texture, where the compressed texture processing may be performed using a compressed texture tool, which is not specifically limited in the embodiment of the present application. This is done because the game resources of the small game are the same as those of the H5 game in the related art, but the conventional web page picture generates additional memory overhead when it is parsed at the terminal side. Therefore, the embodiment of the application converts the picture resource into the compressed texture resource which is adapted to the operation of the graphics processor (Graphics Processing Unit, GPU) of the terminal, thereby reducing the memory overhead of the terminal side. That is, the compressed texture resources are adapted to the GPU of the terminal.
In addition, when converting the picture resource into the compressed texture resource, a mipmap may also be generated, which is not specifically limited in the embodiment of the present application. Wherein mipmap can be used to tune texture mapping.
2038. A compression process is performed on model resources included in the game resources.
The step is to compress the model resource.
In the embodiment of the application, the game resources with relatively large occupation of resources such as models can be compressed according to the configured compression rate so as to reduce the volume of the game resources.
2039. Copy script code, and other resources.
2040. And merging the acquired game resources according to the divided resource groups.
In the embodiment of the application, the game resources are combined according to the divided resource groups, so that the volume of the small game resources can be minimized, and the volume of the game resources can be reduced.
For example, in merging game resources, resources within the same resource group may be merged into one binary file. Wherein the number of resources included in one resource group may be one or more. The binary file format may be:
headerLength|fileNumber|fileStart,length,fileType|……|fileStart,length,fileT ype|fileContent|fileContent|……|fileContent|
wherein header length refers to header length, fileNumber refers to file number, fileStart, length and fileType refer to file start, length and file type, respectively, and filenote refers to file content.
2041. And executing sub-packaging processing on the acquired game resources according to the application platform types to obtain game resource packages adapted to the application platform types.
In the embodiment of the application, the sub-packaging is also performed according to the different application platforms, so that the user terminal is ensured not to download redundant game resources. Illustratively, the application platform types include, but are not limited to, web platforms, android ETC1 platforms, IOS platforms, and the like, to which embodiments of the present application are not limited in detail. In addition, each game resource package only comprises game resources required by the corresponding application platform. That is, each application platform has only game resources in the package that are required by that application platform.
2042. A startup script for the target game is generated for indicating to automatically run the selected startup scenario when the target game is run in the parent application.
The step is used for generating a starting script so that a starting scene selected by a developer can be automatically operated when the mini-game is operated.
It should be noted that, for each step, the developer tool may give corresponding prompt information. Taking the generation of the start script as an example, as shown in fig. 11, the prompt 309 of "start script being generated" can enable the developer to specify the current game construction progress.
In addition, after completion of the startup script construction, the game construction process ends so far, and accordingly, a construction completion popup window 310 as shown in fig. 12 may be displayed at this time. The build completion popup 310 includes a confirmation button that is triggered by the developer to complete the build process.
According to the method provided by the embodiment of the application, through executing the processing on the game resources, the volume of the game resources can be minimized, the volume of the game resources can be greatly reduced, the user terminal can be ensured not to download redundant game resources, and the loading performance of the small game is improved; in addition, the memory overhead of the user terminal side can be reduced.
In one exemplary embodiment, referring to FIG. 13, to construct mini-game A, and mini-game A is running in a social application as an example, the overall execution flow from mini-game construction to loading game resources for play includes, but is not limited to, the following steps:
1301. the developer terminal displays an initial interface of the developer tool, wherein the initial interface comprises a construction menu key.
1302. And responding to clicking operation of the developer on the construction menu key, the developer terminal displays a construction window on an initial interface in a top layer mode, wherein the construction window comprises a scene selection option and a confirmation key, and the scene selection option is used for indicating the developer to configure a starting scene of the mini game A.
1303. And the developer terminal receives the starting scene selected by the developer, and responds to the clicking operation of the confirmation key by the developer to acquire the game resource of the small game A.
1304. The developer terminal groups the acquired game resources.
1305. And the developer terminal checks the resource group cache through a developer tool and determines the increment difference between the current construction and the last construction.
1306. The developer terminal converts the picture resources into compressed texture resources through a developer tool.
1307. The developer terminal performs compression processing through the developer tool model resource.
1308. The developer terminal copies other resources such as script code through the developer tool.
1309. The developer terminal performs the merging processing on the divided game resources through a developer tool.
1310. The developer terminal executes sub-platform sub-packaging processing on the game resources according to the application platform type through a developer tool.
1311. The developer terminal generates a start script of the target game through a developer tool.
1312. And the developer terminal responds to the clicking operation of the release button by the developer, and uploads the constructed small game A to the game service platform.
1313. The user terminal loads game resources of the mini game A from the game service platform according to the platform type.
The embodiment of the application has at least the following beneficial effects:
in the game construction process, the embodiment of the application only needs a developer to execute simple key triggering operation and selection confirmation operation, does not need the developer to learn complex professional knowledge, and has lower threshold; in addition, since the processing of game resources does not require a great deal of intervention by developers, the cost is greatly reduced. That is, for the developer, the developer terminal can automatically complete the game resource processing without learning complicated expertise and without a large amount of intervention, and only by performing simple clicking operation and selection confirmation operation on the interface presented by the developer tool.
In addition, game resources are automatically grouped in the small game construction process, so that the small games can be loaded according to the needs by taking groups as units in the small game loading process, and the loading performance of the small games is improved.
In addition, by executing the processing on the game resources, the volume of the game resources can be minimized, the volume of the game resources can be greatly reduced, the user terminal can be ensured not to download redundant game resources, and the loading performance of the mini-game is improved; in addition, the memory overhead of the user terminal side can be reduced.
In summary, for the developer, the construction optimization of the mini-game can be performed without learning complicated expertise and without a lot of intervention, and only by the developer performing a simple click operation and a selection confirmation operation on the interface presented by the developer tool. Secondly, for the small game, the running performance of the small game on the user terminal side can be improved, and further the game entertainment experience of a player can be improved.
It should be noted that, although the steps in the flowcharts of the above embodiments are shown in order indicated by arrows, these steps are not necessarily executed in order indicated by arrows. The steps are not strictly limited to the order of execution unless explicitly recited herein, and the steps may be executed in other orders. Moreover, at least some of the steps in the embodiments described above may include a plurality of sub-steps or a plurality of stages, which are not necessarily performed at the same time, but may be performed at different times, which is not particularly limited by the embodiments of the present application.
Fig. 14 is a schematic structural diagram of a game resource processing device according to an embodiment of the present application. Referring to fig. 14, the apparatus includes:
A first display module 1401, configured to display an initial interface of a developer tool, where the initial interface includes a build menu key;
a second display module 1402, configured to display a construction window on the initial interface in a manner of being placed on a top layer in response to a triggering operation of the construction menu key, where the construction window includes a scene selection option and a confirmation key, and the scene selection option is used to indicate a start scene for configuring a target game to be constructed;
a receiving module 1403, configured to receive the selected startup scenario;
and a processing module 1404, configured to obtain a game resource of the target game in response to the triggering operation of the confirmation key, and process the obtained game resource.
In the device provided by the embodiment of the application, an initial interface of a developer tool is displayed in the game construction process, wherein the initial interface comprises a construction menu key; after the developer triggers the construction menu key, responding to the triggering operation, and displaying a construction window on an initial interface in a top layer mode, wherein the construction window comprises a scene selection option and a confirmation key, and the scene selection option is used for indicating to configure a starting scene of a target game to be constructed; and then, receiving a starting scene selected by a developer, and after the developer triggers the confirmation key, responding to the triggering operation, acquiring game resources of the target game and processing the acquired game resources.
Based on the description, in the game construction process, only a developer is required to execute simple key triggering operation and selection confirmation operation, the developer is not required to learn complex expertise, and the threshold is low; in addition, since the processing of game resources does not require a great deal of intervention by developers, the cost is greatly reduced. That is, for the developer, the developer terminal can automatically complete the game resource processing without learning complicated expertise and without a large amount of intervention, and only by performing simple clicking operation and selection confirmation operation on the interface presented by the developer tool.
In a possible implementation manner, the second display module is further configured to display a construction menu on the initial interface in response to a triggering operation of the construction menu key, where the construction menu includes at least a construction tool option; in response to a triggering operation of the build tool option, the build window is displayed on the initial interface in a top-level manner.
In a possible implementation manner, the scene selection options include a two-dimensional scene selection option and a three-dimensional scene selection option, and the second display module is further configured to display a two-dimensional scene selection list in the building window in response to a triggering operation on the two-dimensional scene selection option; and responding to the triggering operation of the three-dimensional scene selection options, and displaying a three-dimensional scene selection list in the construction window.
In one possible implementation, the initial interface further includes a preview key and a publish key, and the apparatus further includes:
the third display module is used for responding to the triggering operation of the preview key after the target game is built, displaying a graphic identification code on the initial interface in a top layer mode, wherein the graphic identification code is used for indicating that the built target game is previewed by identifying the graphic identification code;
and the uploading module is used for responding to the triggering operation of the release key after the target game is built, and uploading the built target game to a game service platform.
In a possible implementation manner, the processing module is further configured to obtain an entry resource of the target game, where the entry resource includes the selected starting scenario and a configuration file of the target game; acquiring non-portal resources with a dependency relationship with the portal resources; and taking the entrance resource and the non-entrance resource as game resources of the target game.
In one possible implementation, the processing module is further configured to group the acquired game resources.
In a possible implementation manner, the processing module is further configured to group the acquired game resources according to the resource storage location to obtain a first type of resource and a second type of resource;
wherein the first type of resource is stored in a project code package, the project code package being stored under a first directory;
the first type of resource includes: the selected starting scene, the dependent resources of the starting scene and other resources required to be placed in the project code package;
the second type of resources are other resources except the first type of resources, and the second type of resources are temporarily stored under a second directory and uploaded to a content distribution network.
In a possible implementation manner, the processing module is further configured to divide the entry resources with the same resource group name into the same resource group; each entry resource for which the resource group name is not set is divided into one independent resource group.
In one possible implementation manner, for any non-ingress resource, the processing module is further configured to divide the non-ingress resource and the ingress resource that depends on the non-ingress resource into the same resource group if the non-ingress resource is relied on by an ingress resource; if the non-portal resources are commonly relied on by at least two portal resources, dividing the non-portal resources on which the at least two portal resources are commonly relied into an independent resource group; if the non-portal resources are relied on by at least two portal resources together and the first portal resources are relied on by the second portal resources, dividing the non-portal resources into resource groups where the first portal resources are located; the first inlet resource is any one of the at least two inlet resources, and the second inlet resource is other resources than the first inlet resource of the at least two inlet resources.
In a possible implementation manner, the processing module is further configured to perform a resource group verification process, and determine a specified number of resource groups that need to be reconstructed; for game resources included in the specified number of resource groups, converting picture resources included in the game resources into compressed texture resources, and executing compression processing on model resources included in the game resources; and copying the script codes, and carrying out merging processing on the acquired game resources according to the divided resource groups.
In a possible implementation manner, the processing module is further configured to perform subcontracting processing on the obtained game resources according to the application platform types, so as to obtain game resource packages adapted to each application platform type;
each game resource package comprises game resources required by a corresponding application platform.
In a possible implementation manner, the processing module is further configured to generate a startup script of the target game, where the startup script is used to instruct the selected startup scenario to be automatically executed when the target game is executed in the parent application.
Any combination of the above-mentioned optional solutions may be adopted to form an optional embodiment of the present disclosure, which is not described herein in detail.
It should be noted that: in the game resource processing device provided in the above embodiment, when processing game resources, only the division of the above functional modules is used for illustration, in practical application, the above functional allocation may be performed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules, so as to complete all or part of the functions described above. In addition, the game resource processing device and the game resource processing method provided in the foregoing embodiments belong to the same concept, and specific implementation processes thereof are detailed in the method embodiments, which are not repeated herein.
Fig. 15 shows a schematic structural diagram of an apparatus 1500 according to an exemplary embodiment of the present application.
In general, the apparatus 1500 includes: a processor 1501 and a memory 1502.
The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1501 may be implemented in at least one hardware form of DSP (Digital Signal Processing ), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array ). The processor 1501 may also include a main processor, which is a processor for processing data in an awake state, also called a CPU (Central Processing Unit ), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit, image processor) for rendering and rendering of content required to be displayed by the display screen. In some embodiments, the processor 1501 may also include an AI (Artificial Intelligence ) processor for processing computing operations related to machine learning.
Memory 1502 may include one or more computer-readable storage media, which may be non-transitory. Memory 1502 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1502 is configured to store at least one instruction for execution by processor 1501 to implement the game resource processing method provided by the method embodiments of the present application.
In some embodiments, the apparatus 1500 may further optionally include: a peripheral interface 1503 and at least one peripheral device. The processor 1501, memory 1502 and peripheral interface 1503 may be connected by a bus or signal lines. The individual peripheral devices may be connected to the peripheral device interface 1503 via a bus, signal lines, or circuit board. Specifically, the peripheral device includes: at least one of a display 1504 and a power supply 1505.
A peripheral interface 1503 may be used to connect I/O (Input/Output) related at least one peripheral device to the processor 1501 and the memory 1502. In some embodiments, processor 1501, memory 1502, and peripheral interface 1503 are integrated on the same chip or circuit board; in some other embodiments, either or both of the processor 1501, the memory 1502, and the peripheral interface 1503 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The display 1504 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display 1504 is a touch display, the display 1504 also has the ability to collect touch signals at or above the surface of the display 1504. The touch signal may be input to the processor 1501 as a control signal for processing. At this point, the display 1504 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the display 1504 may be one, disposed on the front panel of the device 1500; the display 1504 may be made of LCD (Liquid Crystal Display ), OLED (Organic Light-Emitting Diode) or other materials.
A power supply 1505 is used to power the various components in the device 1500. Power supply 1505 may be an ac, dc, disposable battery, or rechargeable battery. When power supply 1505 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
Those skilled in the art will appreciate that the structure shown in fig. 15 is not limiting of the apparatus 1500 and may include more or fewer components than shown, or may combine certain components, or employ a different arrangement of components.
In an exemplary embodiment, a computer readable storage medium, such as a memory including instructions executable by a processor in a terminal to perform the game resource processing method in the above embodiment, is also provided. For example, the computer readable storage medium may be Read-Only Memory (ROM), random-access Memory (Random Access Memory, RAM), compact disc Read-Only Memory (Compact Disc Read-Only Memory, CD-ROM), magnetic tape, floppy disk, optical data storage device, and the like.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments of the present application is not intended to limit the application, but rather, the application is to be construed as limited to the appended claims.
Claims (24)
1. A method of game resource processing, the method comprising:
displaying an initial interface of a developer tool, wherein the initial interface comprises a constructed menu key;
responding to the triggering operation of the construction menu key, displaying a construction window on the initial interface in a top layer mode, wherein the construction window comprises a scene selection option and a confirmation key, and the scene selection option is used for indicating to configure a starting scene of a target game to be constructed;
receiving the selected starting scene, and responding to the triggering operation of the confirmation key to acquire the entry resource of the target game, wherein the entry resource comprises the selected starting scene and the configuration file of the target game; acquiring non-portal resources with a dependency relationship with the portal resources; and using the entrance resources and the non-entrance resources as game resources of the target game, and processing the acquired game resources.
2. The method of claim 1, wherein displaying a build window on the initial interface in a top-level manner in response to a triggering operation of the build menu key comprises:
Responding to the triggering operation of the construction menu key, and displaying a construction menu on the initial interface, wherein the construction menu at least comprises construction tool options;
in response to a triggering operation of the build tool option, the build window is displayed on the initial interface in a top-level manner.
3. The method of claim 1, wherein the scene selection options include a two-dimensional scene selection option and a three-dimensional scene selection option, the method further comprising:
responding to the triggering operation of the two-dimensional scene selection options, and displaying a two-dimensional scene selection list in the construction window;
and responding to the triggering operation of the three-dimensional scene selection options, and displaying a three-dimensional scene selection list in the construction window.
4. The method of claim 1, wherein the initial interface further includes a preview key and a release key, and wherein after the target game is constructed, the method further comprises:
responding to the triggering operation of the preview key, displaying a graphic identification code on the initial interface in a top layer mode, wherein the graphic identification code is used for indicating that the target game which is built by identifying the graphic identification code is previewed;
And responding to the triggering operation of the release key, and uploading the constructed target game to a game service platform.
5. The method according to any one of claims 1 to 4, further comprising: and grouping the acquired game resources.
6. The method of claim 5, wherein grouping the acquired game resources comprises:
grouping the acquired game resources according to the resource storage positions to obtain first-class resources and second-class resources;
wherein the first type of resource is stored in a project code package, the project code package being stored under a first directory;
the first type of resource includes: the selected starting scene, the dependent resources of the starting scene and other resources required to be placed in the project code package;
the second type of resources are other resources except the first type of resources, and the second type of resources are temporarily stored under a second directory and uploaded to a content distribution network.
7. The method of claim 5, wherein for portal resources, the grouping acquired game resources comprises:
Dividing the entry resources with the same resource group name into the same resource group;
each entry resource for which the resource group name is not set is divided into one independent resource group.
8. The method of claim 5, wherein for any one of the non-portal resources, the grouping the acquired game resources comprises:
if the non-entry resource is relied on by one entry resource, dividing the non-entry resource and the entry resource which relies on the non-entry resource into the same resource group;
if the non-portal resources are commonly relied on by at least two portal resources, dividing the non-portal resources on which the at least two portal resources are commonly relied into an independent resource group;
if the non-portal resources are relied on by at least two portal resources together and the first portal resources are relied on by the second portal resources, dividing the non-portal resources into resource groups where the first portal resources are located;
the first inlet resource is any one of the at least two inlet resources, and the second inlet resource is other resources than the first inlet resource of the at least two inlet resources.
9. The method of claim 5, wherein processing the acquired game resources comprises:
performing a resource group verification process to determine a specified number of resource groups to be reconstructed;
for game resources included in the specified number of resource groups, converting picture resources included in the game resources into compressed texture resources, and executing compression processing on model resources included in the game resources;
and copying the script codes, and carrying out merging processing on the acquired game resources according to the divided resource groups.
10. The method of claim 9, wherein processing the acquired game resources further comprises:
performing subcontracting processing on the acquired game resources according to the application platform types to obtain game resource packages adapted to the application platform types;
each game resource package comprises game resources required by a corresponding application platform.
11. The method according to claim 9, wherein the method further comprises:
and generating a starting script of the target game, wherein the starting script is used for indicating the selected starting scene to be automatically operated when the target game is operated in the parent application.
12. A game resource processing device, the device comprising:
the first display module is used for displaying an initial interface of the developer tool, wherein the initial interface comprises a constructed menu key;
the second display module is used for responding to the triggering operation of the construction menu key, displaying a construction window on the initial interface in a top layer mode, wherein the construction window comprises scene selection options and a confirmation key, and the scene selection options are used for indicating to configure a starting scene of a target game to be constructed;
the receiving module is used for receiving the selected starting scene;
the processing module is used for responding to the triggering operation of the confirmation key and acquiring the entry resource of the target game, wherein the entry resource comprises the selected starting scene and the configuration file of the target game; acquiring non-portal resources with a dependency relationship with the portal resources; and using the entrance resources and the non-entrance resources as game resources of the target game, and processing the acquired game resources.
13. The apparatus of claim 12, wherein the second display module is further configured to display a build menu on the initial interface in response to a triggering operation of the build menu key, the build menu including at least a build tool option; in response to a triggering operation of the build tool option, the build window is displayed on the initial interface in a top-level manner.
14. The apparatus of claim 12, wherein the scene selection options include a two-dimensional scene selection option and a three-dimensional scene selection option, the second display module further configured to display a two-dimensional scene selection list in the build window in response to a trigger operation of the two-dimensional scene selection option; and responding to the triggering operation of the three-dimensional scene selection options, and displaying a three-dimensional scene selection list in the construction window.
15. The apparatus of claim 12, wherein the initial interface further comprises a preview key and a publish key, the apparatus further comprising:
the third display module is used for responding to the triggering operation of the preview key after the target game is built, displaying a graphic identification code on the initial interface in a top layer mode, wherein the graphic identification code is used for indicating that the built target game is previewed by identifying the graphic identification code;
and the uploading module is used for responding to the triggering operation of the release key after the target game is built, and uploading the built target game to a game service platform.
16. The apparatus of any one of claims 12 to 15, wherein the processing module is further configured to group the acquired game resources.
17. The apparatus of claim 12, wherein the processing module is further configured to group the acquired game resources according to the resource storage location to obtain a first type of resource and a second type of resource;
wherein the first type of resource is stored in a project code package, the project code package being stored under a first directory;
the first type of resource includes: the selected starting scene, the dependent resources of the starting scene and other resources required to be placed in the project code package;
the second type of resources are other resources except the first type of resources, and the second type of resources are temporarily stored under a second directory and uploaded to a content distribution network.
18. The apparatus of claim 12, wherein the processing module is further configured to divide the entry resources having the same resource group name into the same resource group; each entry resource for which the resource group name is not set is divided into one independent resource group.
19. The apparatus of claim 12, wherein for any non-ingress resource, the processing module is further configured to divide the non-ingress resource and an ingress resource that depends on the non-ingress resource into the same resource group if the non-ingress resource is dependent on an ingress resource; if the non-portal resources are commonly relied on by at least two portal resources, dividing the non-portal resources on which the at least two portal resources are commonly relied into an independent resource group; if the non-portal resources are relied on by at least two portal resources together and the first portal resources are relied on by the second portal resources, dividing the non-portal resources into resource groups where the first portal resources are located; the first inlet resource is any one of the at least two inlet resources, and the second inlet resource is other resources than the first inlet resource of the at least two inlet resources.
20. The apparatus of claim 12, wherein the processing module is further configured to perform a resource group verification process to determine a specified number of resource groups that need to be reconstructed; for game resources included in the specified number of resource groups, converting picture resources included in the game resources into compressed texture resources, and executing compression processing on model resources included in the game resources; and copying the script codes, and carrying out merging processing on the acquired game resources according to the divided resource groups.
21. The apparatus of claim 20, wherein the processing module is further configured to perform packetization processing on the acquired game resources according to the application platform types to obtain game resource packages adapted to the respective application platform types;
each game resource package comprises game resources required by a corresponding application platform.
22. The apparatus of claim 20, wherein the processing module is further configured to generate a startup script for the target game, the startup script being configured to instruct the selected startup scenario to be automatically executed when the target game is executed in a parent application.
23. A storage medium having stored therein at least one instruction that is loaded and executed by a processor to implement the game resource processing method of any one of claims 1 to 11.
24. An electronic device comprising a processor and a memory having stored therein at least one instruction that is loaded and executed by the processor to implement the game resource processing method of any of claims 1 to 11.
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