CN113398595B - Scene resource updating method and device, storage medium and electronic device - Google Patents

Scene resource updating method and device, storage medium and electronic device Download PDF

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Publication number
CN113398595B
CN113398595B CN202110738164.4A CN202110738164A CN113398595B CN 113398595 B CN113398595 B CN 113398595B CN 202110738164 A CN202110738164 A CN 202110738164A CN 113398595 B CN113398595 B CN 113398595B
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scene
block
target
game
resources
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CN113398595A (en
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余晓曦
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Shanghai Perfect Time And Space Software Co ltd
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Shanghai Perfect Time And Space Software Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

Abstract

The invention provides a method and a device for updating scene resources, a storage medium and an electronic device, wherein the method comprises the following steps: receiving a resource updating instruction sent by a server, wherein the resource updating instruction is used for indicating to update scene resources of a target scene block where a virtual character is located in a game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture; scene resources in the game scene are updated based on the target scene block. The invention solves the technical problem of large consumption of the memory of the scene picture of the rendered game scene in the related technology, reduces the performance requirement of the game client, improves the development efficiency of game developers, and improves the huge expressive force of game world recovery.

Description

Scene resource updating method and device, storage medium and electronic device
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method and apparatus for updating a scene resource, a storage medium, and an electronic apparatus.
Background
In the related art, a large-scale multi-person online role playing (MMORPG, massive Multiplayer Online Role-PlayingGame) game scene in the current market is mostly a single scene, different scenes are switched through a loading progress interface (loading interface), the worlds of the scene expression are split, and the scene expression is smaller. A relatively large single scene resource needs to be created and used, and the level of Detail (LOD) of the scene object is set manually.
In the related art, a single large scene is manufactured, and the artistic staff cannot better divide the work. Scene producers need to modify scene resources in real time, and if a single scene is not supported, a single large scene occupies higher memory when the game runs. Compared with the common scene, if the number of roles of the server side is unchanged, the role density of the single large scene is reduced. A single large scene cannot augment a new scene in a game update. Setting scene article LOD needs to be manually adjusted according to the size of the model, and is low in automation degree and efficiency. If a single scene is to improve expressive force, many scene objects must be added, and these complex scene objects increase rendering pressure and increase memory consumption.
In view of the above problems in the related art, no effective solution has been found yet.
Disclosure of Invention
The embodiment of the invention provides a scene resource updating method and device, a storage medium and an electronic device.
According to an embodiment of the present invention, there is provided a method for updating a scene resource, including: receiving a resource updating instruction sent by a server, wherein the resource updating instruction is used for indicating to update scene resources of a target scene block where a virtual character is located in a game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture; scene resources in the game scene are updated based on the target scene block.
Optionally, updating the scene resources in the game scene based on the target scene block includes: selecting a plurality of target blocks around the central block by taking the target scene block as the central block; and updating scene resources in the game scene according to the center block and the target blocks.
Optionally, taking the target scene block as a central block, selecting a plurality of target blocks around the central block includes: selecting a plurality of first target blocks with the distance from the central block smaller than a first threshold value by taking the target scene block as the central block; and selecting a plurality of second target blocks with the distance from the central block smaller than a second threshold by taking the target scene block as the central block, wherein the second threshold is larger than the first threshold, and the second target blocks are adjacent to the first target blocks.
Optionally, updating the scene resources in the game scene according to the center tile and the plurality of target tiles includes: loading scene resources of the center block and the plurality of target blocks in the game scene in a memory of a client, and unloading scene resources of idle blocks in the game scene in the memory of the client, wherein the idle blocks are other blocks except the center block and the plurality of target blocks in all blocks of the game scene.
Optionally, the loading the scene resources of the center block and the plurality of target blocks in the game scene in the memory of the client includes: loading first-class scene resources of the center block and the first target block in the game scene and loading second-class scene resources of the second target block in the game scene in a memory of a client; the detail level LOD value of the first type scene resource is larger than the LOD value of the second type scene resource.
Optionally, loading a first type of scene resource of the center block and the first target block in the game scene and loading a second type of scene resource of the second target block in the game scene in a memory of the client, including: and in a resource updating period, smoothly loading first LOD resources in the game scene from the center block and the first target block into second LOD resources according to a first Bezier curve, and smoothly unloading third LOD resources in the game scene from the second target block into fourth LOD resources according to a second Bezier curve, wherein the LOD value of the second LOD resources is larger than that of the first LOD resources, and the LOD value of the fourth LOD resources is smaller than that of the third LOD resources.
Optionally, updating the scene resources in the game scene based on the target scene block includes: reading the block identification of the target scene block in preset configuration information; and searching a scene resource packet matched with the target scene block in a preset resource mapping table by taking the block identifier as an index, wherein the scene resource packet comprises scene resources of a plurality of scene blocks including the target scene block.
Optionally, before updating the scene resources in the game scene based on the target scene block, the method further comprises: configuring a scene contour range of the game scene; cutting the scene contour range into a plurality of scene blocks, and configuring a block identifier for each scene block; and configuring a set of scene resource packages for each block identifier, and generating a resource mapping table.
According to an embodiment of the present invention, there is provided another method for updating a scene resource, including: monitoring position information of the virtual character in the game scene; positioning a target scene block of the position information in the game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture; judging whether the game scene meets a resource updating condition according to the target scene block; and if the game scene meets the resource switching condition, sending a resource updating instruction to the client, wherein the resource updating instruction is used for indicating the client to update scene resources in the game scene.
Optionally, after monitoring the position information of the virtual character in the game scene, the method further comprises: judging whether the position information is bridged between a target scene block and a source scene block in the game scene; and if the position information is bridged between a target scene block and a source scene block in the game scene, sending a resource loading instruction to the client, wherein the resource loading instruction is used for indicating the client to load the game role in a visual field range, and the visual field range is a circular area taking the position information as a circle center.
According to another embodiment of the present invention, there is provided an apparatus for updating a scene resource, including: the system comprises a receiving module, a processing module and a processing module, wherein the receiving module is used for receiving a resource updating instruction sent by a server, wherein the resource updating instruction is used for indicating to update scene resources of a target scene block where a virtual character is located in a game scene, the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture; and the updating module is used for updating scene resources in the game scene based on the target scene block.
Optionally, the updating module includes: a selecting unit, configured to select a plurality of target blocks around the center block by using the target scene block as the center block; and the updating unit is used for updating scene resources in the game scene according to the center block and the target blocks.
Optionally, the selecting unit includes: the first selecting subunit is used for selecting a plurality of first target blocks with the distance from the central block smaller than a first threshold value by taking the target scene block as the central block; the second selecting subunit is configured to select, with the target scene block as a central block, a plurality of second target blocks with a distance from the central block smaller than a second threshold, where the second threshold is greater than the first threshold, and the second target blocks are adjacent to the first target blocks.
Optionally, the updating unit includes: and the updating subunit is used for loading the scene resources of the center block and the target blocks in the game scene in the memory of the client and unloading the scene resources of the idle block in the game scene in the memory of the client, wherein the idle block is other blocks except the center block and the target blocks in all blocks of the game scene.
Optionally, the plurality of target blocks includes a first target block having a pitch from the center block less than a first threshold and a second target block having a pitch from the center block less than a second threshold, and the updating subunit is further configured to: loading first-class scene resources of the center block and the first target block in the game scene and loading second-class scene resources of the second target block in the game scene in a memory of a client; the detail level LOD value of the first type scene resource is larger than the LOD value of the second type scene resource.
Optionally, the update subunit is further configured to: and in a resource updating period, smoothly loading first LOD resources in the game scene from the center block and the first target block into second LOD resources according to a first Bezier curve, and smoothly unloading third LOD resources in the game scene from the second target block into fourth LOD resources according to a second Bezier curve, wherein the LOD value of the second LOD resources is larger than that of the first LOD resources, and the LOD value of the fourth LOD resources is smaller than that of the third LOD resources.
Optionally, the updating module includes: the reading unit is used for reading the block identifier of the target scene block in preset configuration information; and the searching unit is used for searching a scene resource packet matched with the target scene block in a preset resource mapping table by taking the block identifier as an index, wherein the scene resource packet comprises scene resources of a plurality of scene blocks including the target scene block.
Optionally, the apparatus further includes: a first configuration module, configured to configure a scene contour range of the game scene before the update module updates a scene resource in the game scene based on the target scene block; the second configuration module is used for cutting the scene contour range into a plurality of scene blocks and configuring a block identifier for each scene block; and the generating module is used for configuring a set of scene resource packages for each block identifier and generating a resource mapping table.
According to another embodiment of the present invention, there is provided another apparatus for updating scene resources, including: the monitoring module is used for monitoring the position information of the virtual character in the game scene; the positioning module is used for positioning a target scene block of the position information in the game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture; the first judging module is used for judging whether the game scene meets the resource updating condition according to the target scene block; and the first sending module is used for sending a resource updating instruction to the client if the game scene meets the resource switching condition, wherein the resource updating instruction is used for indicating the client to update scene resources in the game scene.
Optionally, the apparatus further includes: the second judging module is used for judging whether the position information is bridged between a target scene block and a source scene block in the game scene after the monitoring module monitors the position information of the virtual character in the game scene; and the second sending module is used for sending a resource loading instruction to the client if the position information is bridged between a target scene block and a source scene block in the game scene, wherein the resource loading instruction is used for indicating the client to load the game role in the visual field range, and the visual field range is a circular area taking the position information as a circle center.
According to a further embodiment of the invention, there is also provided a storage medium having stored therein a computer program, wherein the computer program is arranged to perform the steps of any of the method embodiments described above when run.
According to a further embodiment of the invention, there is also provided an electronic device comprising a memory having stored therein a computer program and a processor arranged to run the computer program to perform the steps of any of the method embodiments described above.
According to the application, the resource updating instruction sent by the server is received, the resource updating instruction is used for indicating to update the scene resources of the target scene block where the virtual character is located in the game scene, wherein the game scene comprises a plurality of scene blocks, each scene block corresponds to one set of scene resources for rendering the block picture, the scene resources in the game scene are updated based on the target scene block, the scene resources in the game scene are dynamically switched according to the segmented scene blocks, the scene pictures which do not need to be rendered can be unloaded in real time, the rendering pressure of the client is reduced in the complex game scene, meanwhile, the memory consumption is reduced, the technical problem that the memory consumption of the scene pictures of the rendered game scene is large in the related technology is solved, the performance requirement of the game client is reduced, the development efficiency of game developers is improved, and the huge expressive force of game world restoration is promoted.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this specification, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute a limitation on the application. In the drawings:
FIG. 1 is a block diagram of the hardware architecture of a scene resource update computer according to an embodiment of the application;
FIG. 2 is a flow diagram of a method for updating a scene resource according to an embodiment of the application;
FIG. 3 is a schematic diagram of updating scene resources according to a scene block according to an embodiment of the application;
FIG. 4 is a flow chart of one implementation of an embodiment of the present application;
FIG. 5 is a flow diagram of another method for updating scene resources according to an embodiment of the application;
FIG. 6 is a block diagram of a scenario resource updating apparatus according to an embodiment of the present application;
FIG. 7 is a block diagram of another scenario resource updating apparatus according to an embodiment of the present application;
fig. 8 is a block diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order that those skilled in the art will better understand the present application, a technical solution in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present application without making any inventive effort, shall fall within the scope of the present application. It should be noted that, without conflict, the embodiments of the present application and features of the embodiments may be combined with each other.
It should be noted that the terms "first," "second," and the like in the description and the claims of the present application and the above figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the application described herein may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Example 1
The method according to the first embodiment of the present application may be implemented in a mobile phone, a tablet, a server, a computer, or a similar electronic terminal. Taking the example of running on a computer, fig. 1 is a hardware structure block diagram of a scene resource updating computer according to an embodiment of the present application. As shown in fig. 1, the computer may include one or more processors 102 (only one is shown in fig. 1) (the processor 102 may include, but is not limited to, a microprocessor MCU or a processing device such as a programmable logic device FPGA) and a memory 104 for storing data, and optionally, a transmission device 106 for communication functions and an input-output device 108. It will be appreciated by those of ordinary skill in the art that the configuration shown in FIG. 1 is merely illustrative and is not intended to limit the configuration of the computer described above. For example, the computer may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 may be used to store a computer program, for example, a software program of application software and a module, such as a computer program corresponding to a method for updating a scene resource in an embodiment of the present invention, and the processor 102 executes the computer program stored in the memory 104 to perform various functional applications and data processing, that is, implement the above-mentioned method. Memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, memory 104 may further include memory located remotely from processor 102, which may be connected to the computer via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. In this embodiment, the processor 104 is configured to control the target virtual character to perform a specified operation to complete the game task in response to the man-machine interaction instruction and the game policy. The memory 104 is used to store program scripts for the electronic game, configuration information, attribute information for the virtual character, and the like.
The transmission device 106 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communications provider of a computer. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, simply referred to as NIC) that can connect to other network devices through a base station to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is configured to communicate with the internet wirelessly.
Optionally, the input/output device 108 further includes a man-machine interaction screen, configured to obtain a man-machine interaction instruction through a man-machine interaction interface, and further configured to present a picture in the virtual scene;
in this embodiment, a method for updating a scene resource is provided, and fig. 2 is a schematic flow chart of a method for updating a scene resource according to an embodiment of the present invention, as shown in fig. 2, where the flow chart includes the following steps:
step S202, receiving a resource updating instruction sent by a server, wherein the resource updating instruction is used for indicating to update scene resources of a target scene block where a virtual character is located in a game scene, and the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture;
alternatively, the virtual scene applied in the embodiment may be a virtual game scene, a virtual teaching scene, a virtual demonstration scene, or the like, in which a plurality of virtual characters are included, and the virtual characters may be controlled by a user operation or a system AI, and move in the virtual scene such as a game scene, where the virtual characters may be controlled by a user, for example, PCC (Player-Controlled Character, player character or Player control character) in a virtual game controlled by a master Player. In this embodiment, a virtual scene is taken as an example of a game scene.
Optionally, in the moving process of the virtual character in the game scene, a resource update instruction sent by the server is received, after the virtual character moves to the target scene block in the source scene block in the game scene, the resource update instruction sent by the server is received, and the scene resource of the target scene block is used for updating the game scene resource loaded in the current memory.
In this embodiment, the game scene includes a plurality of scene blocks, and the scene resources of each scene block are separately configured and can be separately transmitted and loaded. The resource update instruction carries the block identifier of the target scene block, or the resource update instruction carries the block identifier of the target scene block and the block identifiers of the adjacent blocks of the target scene block.
Step S204, updating scene resources in the game scene based on the target scene block;
through the steps, the resource updating instruction sent by the server is received, the resource updating instruction is used for indicating to update the scene resources of the target scene block where the virtual character is located in the game scene, wherein the game scene comprises a plurality of scene blocks, each scene block corresponds to one set of scene resources for rendering the block picture, the scene resources in the game scene are updated based on the target scene block, the scene resources in the game scene are dynamically switched according to the segmented scene blocks, the scene pictures which do not need to be rendered can be unloaded in real time, the rendering pressure of the client is reduced in the complex game scene, meanwhile, the memory consumption is reduced, the technical problem that the memory consumption of the scene pictures of the game scene is large in the related technology is solved, the performance requirement of the game client is reduced, the development efficiency of game developers is improved, and the huge expressive force of game world restoration is promoted.
In this embodiment, updating scene resources in a game scene based on a target scene block includes:
s11, taking a target scene block as a central block, and selecting a plurality of target blocks around the central block;
in one embodiment, selecting a plurality of target blocks around a center block with the target scene block as the center block includes: selecting a plurality of first target blocks with the distance from the central block smaller than a first threshold value by taking the target scene block as the central block; and selecting a plurality of second target blocks with the distance from the central blocks smaller than a second threshold value by taking the target scene blocks as the central blocks, wherein the second threshold value is larger than the first threshold value, and the second target blocks are adjacent to the first target blocks.
Optionally, the first target block is a scene block adjacent to the center block, and the second target block is a scene block adjacent to any of the first target blocks (except the center block).
S12, updating scene resources in the game scene according to the center block and the target blocks.
In one embodiment, updating scene resources in a game scene based on a center tile and a plurality of target tiles includes: loading the scene resources of the center block and the plurality of target blocks in the game scene in the memory of the client, and unloading the scene resources of the idle block in the game scene in the memory of the client, wherein the idle block is the other blocks except the center block and the plurality of target blocks in all the blocks of the game scene.
By dynamically loading and unloading game resources in the memory of the client, the flexible loading of the game resources is realized on the premise of saving the memory, and the performance of the virtual game is improved
In one implementation scenario, the plurality of target blocks includes a first target block having a distance from the center block less than a first threshold and a second target block having a distance from the center block less than a second threshold, loading a scene resource of the center block and the plurality of target blocks in the game scenario in a memory of the client includes: loading first type scene resources of the center block and the first target block in the game scene and loading second type scene resources of the second target block in the game scene in the memory of the client; the detail level LOD value of the first type scene resource is larger than the LOD value of the second type scene resource.
In this implementation scenario, the first target block is a detail scene block with a high detail level (corresponding LOD value), and the second target block is a ground surface scene block with a low detail level, and each scene node includes at least two types of scene resources, namely a first type of scene resource and a second type of scene resource.
In one example, the first type of scene asset includes all scene objects in the scene block (referred to as game elements in the game scene), the second type of scene asset includes part of the scene objects in the scene block, such as only the texture of the surface and terrain in the scene block, in another example, the first type of scene asset includes a first scene object in the scene block (such as a detail asset), the second type of scene asset includes a second scene object in the scene block (such as a outline asset), and the first type of scene asset may overlie the second type of scene asset, constituting the complete scene asset of the block.
In some examples, loading a first type of scene resource of a center tile and a first target tile in a game scene and loading a second type of scene resource of a second target tile in the game scene in a memory of a client includes: and smoothly loading the first LOD resources in the game scene from the central block and the first target block in the memory of the client to the second LOD resources according to the first Bezier curve, and smoothly unloading the third LOD resources in the game scene from the second target block to the fourth LOD resources according to the second Bezier curve, wherein the LOD value of the second LOD resources is larger than that of the first LOD resources, and the LOD value of the fourth LOD resources is smaller than that of the third LOD resources.
Optionally, the first LOD resource may be a blank resource or the second type of scene resource, and the second LOD resource is the first type of scene resource; the third LOD resource may be a second type of scene resource or a first type of scene resource, and correspondingly, the third LOD resource may be a blank resource or a second type of scene resource.
FIG. 3 is a schematic diagram of updating scene resources according to scene blocks, wherein the left side is an original scene block before updating, only a current scene set to be rendered in a game scene is displayed, the current scene set comprises a center block where a virtual character is located, a ground scene block adjacent to the center block, and an outside detail scene block, the virtual character moves rightwards in the game scene, one block moves rightwards, the right side is a target scene block to be updated, four block sets are required to be updated, namely, a first block set, a second block set, a third block set, a fourth block set and other blocks maintain scene resources which are loaded before, wherein all resources of the first block set are unloaded, scene resources of the second block set are unloaded from the first scene resources to the second scene resources, first scene resources of the third block set are loaded, and second scene resources of the fourth block set are loaded.
Optionally, updating scene resources in the game scene based on the target scene block includes: reading a block identifier of a target scene block in preset configuration information; and searching a scene resource packet matched with the target scene block in a preset resource mapping table by taking the block mark as an index, wherein the scene resource packet comprises scene resources of a plurality of scene blocks including the target scene block.
In one example, the number of scene blocks includes the first target block and the second target block in the above embodiments.
Optionally, before updating the scene resource in the game scene based on the target scene block, the method further comprises: configuring a scene contour range of a game scene; cutting the scene contour range into a plurality of scene blocks, and configuring a block identifier for each scene block; and configuring a set of scene resource packages for each block identifier, and generating a resource mapping table.
FIG. 4 is a flow chart of one implementation of an embodiment of the present invention, comprising:
s41, respectively manufacturing different scenes by a developer according to division and specification, and manufacturing a world outline scene;
s42, automatically cutting and setting scenes by using an automatic tool, and renaming to obtain a plurality of scene blocks;
S43, using an automation tool to configure a table of scene block position relations to generate a resource mapping table;
s44, when the game runs, scene resources of the cut scene blocks are selected to be loaded according to the current role and coordinates in the world where the camera is located and the configured table. For balance of expressive force and performance, a surface scene of 25 blocks and a detail scene of 9 blocks centered on the current coordinates are selected to be loaded and rendered;
s45, the roles move in the scene in a tour mode, scene resources of useless blocks at a far position are unloaded in real time according to the coordinates, and scene resources of new blocks at a near position are loaded;
if the player moves to the right, the scene resources of the left block are unloaded, and the scene resources of the right block are loaded. And, the resources that need to be loaded or unloaded can still be further adjusted by additional configuration;
and S46, when the game client crosses the scene, the character only informs the server of the crossing of the scene, the client resources are not completely unloaded and reloaded, and new monsters or other characters are refreshed. The game scene is a client resource as a visible resource, but a large world consists of different city scenes and is divided into different city scene logics at a server side, so that the client walks across the city edge to be seen as a new city scene logic by the server, and the cross-scene refers to that in the same large world scene, the client walks across different cities, such as from Zu Longcheng in the game scene to a feather accumulating city, and the remote resources are unloaded, the near resources are loaded by using blocks, and the near resources are not changed.
The embodiment adopts a dynamic loading mode of multi-scene resource block configuration, and dynamically loads required resources and unloads useless resources according to the position information of the virtual roles. The detail level of the scene objects is automatically adjusted, and a method of separating game scene resources from scene logic is adopted, so that a mechanism that a single scene of a client corresponds to multiple scenes of a server is adopted, and the problem that the distribution density of roles becomes smaller due to overlarge scenes is avoided.
In this embodiment, another method for updating a scene resource is provided, and fig. 5 is a schematic flow diagram of another method for updating a scene resource according to an embodiment of the present invention, corresponding to the flow shown in fig. 2, applied to a server corresponding to a client, as shown in fig. 5, where the flow includes the following steps:
step S502, monitoring position information of the virtual character in a game scene;
step S504, positioning a target scene block of the position information in a game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture;
step S506, judging whether the game scene meets the resource updating condition according to the target scene block;
step S508, if the game scene meets the resource switching condition, a resource updating instruction is sent to the client, wherein the resource updating instruction is used for indicating the client to update scene resources in the game scene.
In one implementation of the present embodiment, after monitoring the position information of the virtual character in the game scene, the method further includes: judging whether the position information is bridged between a target scene block and a source scene block in the game scene; and if the position information is bridged between the target scene block and the source scene block in the game scene, sending a resource loading instruction to the client, wherein the resource loading instruction is used for indicating the client to load the game characters within the visual field range, and the visual field range is a circular area taking the position information as the circle center.
Optionally, the game characters include characters such as PCCs and NPCs (Non Player Character, non-player controlled characters) controlled by other players.
By adopting the scheme of the embodiment, the dynamic resource mode is used, so that the memory can be saved, and the performance can be improved.
The dynamic resource mode is used in the scheme, so that the world boundary of the game scene can be dynamically enlarged during updating, and huge recovery and development of the game world are reflected. The method has low requirements on the performance of the client of the player, improves the efficiency of the manufacture of the developer, and can improve the huge expressive force of the game world.
From the description of the above embodiments, it will be clear to a person skilled in the art that the method according to the above embodiments may be implemented by means of software plus the necessary general hardware platform, but of course also 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) comprising instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the method according to the embodiments of the present invention.
Example 2
The embodiment also provides a device for updating scene resources, which is used for implementing the above embodiment and the preferred implementation, and is not described in detail. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. While the means described in the following embodiments are preferably implemented in software, implementation in hardware, or a combination of software and hardware, is also possible and contemplated.
Fig. 6 is a block diagram of a scene resource updating apparatus according to an embodiment of the present invention, as shown in fig. 6, the apparatus including: a receiving module 60, an updating module 62, wherein,
the receiving module 60 is configured to receive a resource update instruction sent by a server, where the resource update instruction is configured to instruct to update a scene resource of a target scene block where a virtual character is located in a game scene, where the game scene includes a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture;
an updating module 62 is configured to update a scene resource in the game scene based on the target scene block.
Optionally, the updating module includes: a selecting unit, configured to select a plurality of target blocks around the center block by using the target scene block as the center block; and the updating unit is used for updating scene resources in the game scene according to the center block and the target blocks.
Optionally, the selecting unit includes: the first selecting subunit is used for selecting a plurality of first target blocks with the distance from the central block smaller than a first threshold value by taking the target scene block as the central block; the second selecting subunit is configured to select, with the target scene block as a central block, a plurality of second target blocks with a distance from the central block smaller than a second threshold, where the second threshold is greater than the first threshold, and the second target blocks are adjacent to the first target blocks.
Optionally, the updating unit includes: and the updating subunit is used for loading the scene resources of the center block and the target blocks in the game scene in the memory of the client and unloading the scene resources of the idle block in the game scene in the memory of the client, wherein the idle block is other blocks except the center block and the target blocks in all blocks of the game scene.
Optionally, the plurality of target blocks includes a first target block having a pitch from the center block less than a first threshold and a second target block having a pitch from the center block less than a second threshold, and the updating subunit is further configured to: loading first-class scene resources of the center block and the first target block in the game scene and loading second-class scene resources of the second target block in the game scene in a memory of a client; the detail level LOD value of the first type scene resource is larger than the LOD value of the second type scene resource.
Optionally, the update subunit is further configured to: and in a resource updating period, smoothly loading first LOD resources in the game scene from the center block and the first target block into second LOD resources according to a first Bezier curve, and smoothly unloading third LOD resources in the game scene from the second target block into fourth LOD resources according to a second Bezier curve, wherein the LOD value of the second LOD resources is larger than that of the first LOD resources, and the LOD value of the fourth LOD resources is smaller than that of the third LOD resources.
Optionally, the updating module includes: the reading unit is used for reading the block identifier of the target scene block in preset configuration information; and the searching unit is used for searching a scene resource packet matched with the target scene block in a preset resource mapping table by taking the block identifier as an index, wherein the scene resource packet comprises scene resources of a plurality of scene blocks including the target scene block.
Optionally, the apparatus further includes: a first configuration module, configured to configure a scene contour range of the game scene before the update module updates a scene resource in the game scene based on the target scene block; the second configuration module is used for cutting the scene contour range into a plurality of scene blocks and configuring a block identifier for each scene block; and the generating module is used for configuring a set of scene resource packages for each block identifier and generating a resource mapping table.
Fig. 7 is a block diagram of another apparatus for updating scene resources according to an embodiment of the present invention, as shown in fig. 7, the apparatus including: a monitoring module 70, a positioning module 72, a first determining module 74, a first transmitting module 76, wherein,
a monitoring module 70 for monitoring position information of the virtual character in the game scene;
a positioning module 72, configured to position a target scene block of the position information in the game scene, where the game scene includes a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture;
a first judging module 74, configured to judge whether the game scene meets a resource update condition according to the target scene block;
and a first sending module 76, configured to send a resource update instruction to a client if the game scenario meets a resource switching condition, where the resource update instruction is used to instruct the client to update a scenario resource in the game scenario.
Optionally, the apparatus further includes: the second judging module is used for judging whether the position information is bridged between a target scene block and a source scene block in the game scene after the monitoring module monitors the position information of the virtual character in the game scene; and the second sending module is used for sending a resource loading instruction to the client if the position information is bridged between a target scene block and a source scene block in the game scene, wherein the resource loading instruction is used for indicating the client to load the game role in the visual field range, and the visual field range is a circular area taking the position information as a circle center.
It should be noted that each of the above modules may be implemented by software or hardware, and for the latter, it may be implemented by, but not limited to: the modules are all located in the same processor; alternatively, the above modules may be located in different processors in any combination.
Example 3
The embodiment of the application also provides an electronic device, and fig. 8 is a structural diagram of the electronic device according to the embodiment of the application, as shown in fig. 8, including a processor 81, a communication interface 82, a memory 83 and a communication bus 84, where the processor 81, the communication interface 82 and the memory 83 complete communication with each other through the communication bus 84, and the memory 83 is used for storing a computer program;
the processor 81 is configured to execute the program stored in the memory 83, and implement the following steps: receiving a resource updating instruction sent by a server, wherein the resource updating instruction is used for indicating to update scene resources of a target scene block where a virtual character is located in a game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture; scene resources in the game scene are updated based on the target scene block.
Optionally, updating the scene resources in the game scene based on the target scene block includes: selecting a plurality of target blocks around the central block by taking the target scene block as the central block; and updating scene resources in the game scene according to the center block and the target blocks.
Optionally, taking the target scene block as a central block, selecting a plurality of target blocks around the central block includes: selecting a plurality of first target blocks with the distance from the central block smaller than a first threshold value by taking the target scene block as the central block; and selecting a plurality of second target blocks with the distance from the central block smaller than a second threshold by taking the target scene block as the central block, wherein the second threshold is larger than the first threshold, and the second target blocks are adjacent to the first target blocks.
Optionally, updating the scene resources in the game scene according to the center tile and the plurality of target tiles includes: loading scene resources of the center block and the plurality of target blocks in the game scene in a memory of a client, and unloading scene resources of idle blocks in the game scene in the memory of the client, wherein the idle blocks are other blocks except the center block and the plurality of target blocks in all blocks of the game scene.
Optionally, the loading the scene resources of the center block and the plurality of target blocks in the game scene in the memory of the client includes: loading first-class scene resources of the center block and the first target block in the game scene and loading second-class scene resources of the second target block in the game scene in a memory of a client; the detail level LOD value of the first type scene resource is larger than the LOD value of the second type scene resource.
Optionally, loading a first type of scene resource of the center block and the first target block in the game scene and loading a second type of scene resource of the second target block in the game scene in a memory of the client, including: and in a resource updating period, smoothly loading first LOD resources in the game scene from the center block and the first target block into second LOD resources according to a first Bezier curve, and smoothly unloading third LOD resources in the game scene from the second target block into fourth LOD resources according to a second Bezier curve, wherein the LOD value of the second LOD resources is larger than that of the first LOD resources, and the LOD value of the fourth LOD resources is smaller than that of the third LOD resources.
Optionally, updating the scene resources in the game scene based on the target scene block includes: reading the block identification of the target scene block in preset configuration information; and searching a scene resource packet matched with the target scene block in a preset resource mapping table by taking the block identifier as an index, wherein the scene resource packet comprises scene resources of a plurality of scene blocks including the target scene block.
Optionally, before updating the scene resources in the game scene based on the target scene block, the method further comprises: configuring a scene contour range of the game scene; cutting the scene contour range into a plurality of scene blocks, and configuring a block identifier for each scene block; and configuring a set of scene resource packages for each block identifier, and generating a resource mapping table.
Or the following steps are realized:
monitoring position information of the virtual character in the game scene; positioning a target scene block of the position information in the game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture; judging whether the game scene meets a resource updating condition according to the target scene block; and if the game scene meets the resource switching condition, sending a resource updating instruction to the client, wherein the resource updating instruction is used for indicating the client to update scene resources in the game scene.
Optionally, after monitoring the position information of the virtual character in the game scene, the method further comprises: judging whether the position information is bridged between a target scene block and a source scene block in the game scene; and if the position information is bridged between a target scene block and a source scene block in the game scene, sending a resource loading instruction to the client, wherein the resource loading instruction is used for indicating the client to load the game role in a visual field range, and the visual field range is a circular area taking the position information as a circle center.
The communication bus mentioned by the above terminal may be a peripheral component interconnect standard (Peripheral Component Interconnect, abbreviated as PCI) bus or an extended industry standard architecture (Extended Industry Standard Architecture, abbreviated as EISA) bus, etc. The communication bus may be classified as an address bus, a data bus, a control bus, or the like. For ease of illustration, the figures are shown with only one bold line, but not with only one bus or one type of bus.
The communication interface is used for communication between the terminal and other devices.
The memory may include random access memory (Random Access Memory, RAM) or non-volatile memory (non-volatile memory), such as at least one disk memory. Optionally, the memory may also be at least one memory device located remotely from the aforementioned processor.
The processor may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but also digital signal processors (Digital Signal Processing, DSP for short), application specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), field-programmable gate arrays (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.
In yet another embodiment of the present application, a computer readable storage medium is provided, in which instructions are stored, which when run on a computer, cause the computer to perform the method for updating a scene resource according to any of the above embodiments.
In a further embodiment of the present application, a computer program product comprising instructions, which when run on a computer, causes the computer to perform the method for updating a scene resource according to any of the above embodiments is also provided.
In the above embodiments, it may be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When loaded and executed on a computer, produces a flow or function in accordance with embodiments of the present application, in whole or in part. The computer may be a general purpose computer, a special purpose computer, a computer network, or other programmable apparatus. The computer instructions may be stored in or transmitted from one computer-readable storage medium to another, for example, by wired (e.g., coaxial cable, optical fiber, digital Subscriber Line (DSL)), or wireless (e.g., infrared, wireless, microwave, etc.). The computer readable storage medium may be any available medium that can be accessed by a computer or a data storage device such as a server, data center, etc. that contains an integration of one or more available media. The usable medium may be a magnetic medium (e.g., floppy Disk, hard Disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., solid State Disk (SSD)), etc.
The foregoing embodiment numbers of the present application are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
In the foregoing embodiments of the present application, the descriptions of the embodiments are emphasized, and for a portion of this disclosure that is not described in detail in this embodiment, reference is made to the related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed technology may be implemented in other manners. The above-described embodiments of the apparatus are merely exemplary, and the division of the units, such as the division of the units, is merely a logical function division, and may be implemented in another manner, for example, multiple units or components may be combined or may be integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some interfaces, units or modules, or may be in electrical or other forms.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied essentially or in part or all of the technical solution or in part in the form of a software product stored in a storage medium, including instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing is merely a preferred embodiment of the present application and it should be noted that modifications and adaptations to those skilled in the art may be made without departing from the principles of the present application, which are intended to be comprehended within the scope of the present application.

Claims (13)

1. A method for updating a scene resource, comprising:
receiving a resource updating instruction sent by a server, wherein the resource updating instruction is used for indicating to update scene resources of a target scene block where a virtual character is located in a game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture;
updating scene resources in the game scene based on the target scene block;
wherein updating scene resources in the game scene based on the target scene block comprises: reading the block identification of the target scene block in preset configuration information; and searching a scene resource packet matched with the target scene block in a preset resource mapping table by taking the block mark as an index, wherein the scene resource packet comprises scene resources of a plurality of scene blocks including the target scene block, the plurality of scene blocks comprise a first target block and a second target block, the first target block is a scene block adjacent to the target scene block, and the second target block is a scene block adjacent to any first target block.
2. The method of claim 1, wherein updating scene resources in the game scene based on the target scene block comprises:
selecting a plurality of target blocks around the central block by taking the target scene block as the central block;
and updating scene resources in the game scene according to the center block and the target blocks.
3. The method of claim 2, wherein selecting a plurality of target blocks around the center block with the target scene block as the center block comprises:
selecting a plurality of first target blocks with the distance from the central block smaller than a first threshold value by taking the target scene block as the central block;
and selecting a plurality of second target blocks with the distance from the central block smaller than a second threshold by taking the target scene block as the central block, wherein the second threshold is larger than the first threshold, and the second target blocks are adjacent to the first target blocks.
4. The method of claim 2, wherein updating scene resources in the game scene based on the center tile and the plurality of target tiles comprises:
Loading scene resources of the center block and the plurality of target blocks in the game scene in a memory of a client, and unloading scene resources of idle blocks in the game scene in the memory of the client, wherein the idle blocks are other blocks except the center block and the plurality of target blocks in all blocks of the game scene.
5. The method of claim 4, wherein the plurality of target tiles comprises a first target tile having a pitch less than a first threshold from the center tile and a second target tile having a pitch less than a second threshold from the center tile, loading scene resources of the center tile and the plurality of target tiles in the game scene in a memory of a client comprises:
loading first-class scene resources of the center block and the first target block in the game scene and loading second-class scene resources of the second target block in the game scene in a memory of a client;
the detail level LOD value of the first type scene resource is larger than the LOD value of the second type scene resource.
6. The method of claim 5, wherein loading a first type of scene resource of the center tile and the first target tile in the game scene and loading a second type of scene resource of the second target tile in the game scene in a memory of a client comprises:
And in a resource updating period, smoothly loading first LOD resources in the game scene from the center block and the first target block into second LOD resources according to a first Bezier curve, and smoothly unloading third LOD resources in the game scene from the second target block into fourth LOD resources according to a second Bezier curve, wherein the LOD value of the second LOD resources is larger than that of the first LOD resources, and the LOD value of the fourth LOD resources is smaller than that of the third LOD resources.
7. The method of claim 1, wherein prior to updating the scene resources in the game scene based on the target scene block, the method further comprises:
configuring a scene contour range of the game scene;
cutting the scene contour range into a plurality of scene blocks, and configuring a block identifier for each scene block;
and configuring a set of scene resource packages for each block identifier, and generating a resource mapping table.
8. A method for updating a scene resource, comprising:
monitoring position information of the virtual character in the game scene;
positioning a target scene block of the position information in the game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture;
Judging whether the game scene meets a resource updating condition according to the target scene block;
if the game scene meets the resource switching condition, sending a resource updating instruction to a client, wherein the resource updating instruction is used for indicating the client to update scene resources in the game scene, and the client to update the scene resources in the game scene comprises: updating scene resources in the game scene based on the target scene block includes: reading the block identification of the target scene block in preset configuration information; and searching a scene resource packet matched with the target scene block in a preset resource mapping table by taking the block mark as an index, wherein the scene resource packet comprises scene resources of a plurality of scene blocks including the target scene block, the plurality of scene blocks comprise a first target block and a second target block, the first target block is a scene block adjacent to the target scene block, and the second target block is a scene block adjacent to any first target block.
9. The method of claim 8, wherein after monitoring the position information of the virtual character in the game scene, the method further comprises:
Judging whether the position information is bridged between a target scene block and a source scene block in the game scene;
and if the position information is bridged between a target scene block and a source scene block in the game scene, sending a resource loading instruction to the client, wherein the resource loading instruction is used for indicating the client to load the game role in a visual field range, and the visual field range is a circular area taking the position information as a circle center.
10. An apparatus for updating a scene resource, comprising:
the system comprises a receiving module, a processing module and a processing module, wherein the receiving module is used for receiving a resource updating instruction sent by a server, wherein the resource updating instruction is used for indicating to update scene resources of a target scene block where a virtual character is located in a game scene, the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture;
an updating module for updating scene resources in the game scene based on the target scene block;
the updating module comprises: the reading unit is used for reading the block identifier of the target scene block in preset configuration information; the searching unit is used for searching a scene resource packet matched with the target scene block in a preset resource mapping table by taking the block mark as an index, wherein the scene resource packet comprises scene resources of a plurality of scene blocks including the target scene block, the plurality of scene blocks comprise a first target block and a second target block, the first target block is a scene block adjacent to the target scene block, and the second target block is a scene block adjacent to any first target block.
11. An apparatus for updating a scene resource, comprising:
the monitoring module is used for monitoring the position information of the virtual character in the game scene;
the positioning module is used for positioning a target scene block of the position information in the game scene, wherein the game scene comprises a plurality of scene blocks, and each scene block corresponds to a set of scene resources for rendering a block picture;
the first judging module is used for judging whether the game scene meets the resource updating condition according to the target scene block;
the first sending module is configured to send a resource update instruction to a client if the game scenario meets a resource switching condition, where the resource update instruction is configured to instruct the client to update a scenario resource in the game scenario, and the client to update the scenario resource in the game scenario includes: updating scene resources in the game scene based on the target scene block includes: reading the block identification of the target scene block in preset configuration information; and searching a scene resource packet matched with the target scene block in a preset resource mapping table by taking the block mark as an index, wherein the scene resource packet comprises scene resources of a plurality of scene blocks including the target scene block, the plurality of scene blocks comprise a first target block and a second target block, the first target block is a scene block adjacent to the target scene block, and the second target block is a scene block adjacent to any first target block.
12. A storage medium having a computer program stored therein, wherein the computer program is arranged to perform the method of any of claims 1 to 9 when run.
13. An electronic device comprising a memory and a processor, characterized in that the memory has stored therein a computer program, the processor being arranged to run the computer program to perform the method of any of claims 1 to 9.
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