CN113617022B - Method and device for accelerating starting speed of game application - Google Patents

Method and device for accelerating starting speed of game application Download PDF

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Publication number
CN113617022B
CN113617022B CN202110903458.8A CN202110903458A CN113617022B CN 113617022 B CN113617022 B CN 113617022B CN 202110903458 A CN202110903458 A CN 202110903458A CN 113617022 B CN113617022 B CN 113617022B
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game
starting
picture
rendering
judging whether
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CN113617022A (en
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彭康
高峰
王顺利
周欣
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Beijing Yunyou Interactive Network Technology Co ltd
Online Tuyoo Beijing Technology Co ltd
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Beijing Yunyou Interactive Network Technology Co ltd
Online Tuyoo Beijing Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session

Abstract

Embodiments of the present application provide a method and apparatus for accelerating the starting speed of a game application, a computing device, and a computer readable storage medium. Wherein the method comprises: when the game is started, loading starting picture data; drawing the loaded starting picture data by using the current system native rendering API to finish the rendering of the starting picture; when the game is started, the starting and the initialization of the game engine are synchronously performed. According to the embodiment of the application, by changing the mode of game starting, when the game is started, the initialization of the game engine is not required to be completed, the system native rendering API is directly called to draw the starting picture, the time consumption of picture rendering is greatly reduced, and therefore the picture blank period when the game application is started is solved.

Description

Method and device for accelerating starting speed of game application
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method and apparatus for accelerating a game application start speed, a computing device, and a computer readable storage medium.
Background
In the prior art, when developing a large heavy game on each large game platform, a game engine is used for development, and when a user starts the game, the starting and initializing of the game engine need to consume time. If the game engine is used for rendering the game starting picture, the engine needs to wait for the initialization completion of the engine, in this case, the picture has a blank window period when the game is started, and especially when the hardware configuration of the equipment of the user is poor, the user is caused to feel that the game is blocked, the user experience is affected, and the starting conversion rate of a new user is further affected.
Disclosure of Invention
In view of the foregoing, embodiments of the present application provide a method and apparatus for accelerating a game application start speed, a computing device, and a computer readable storage medium, so as to solve the technical drawbacks in the prior art.
According to a first aspect of an embodiment of the present application, there is provided a method for accelerating a game application start speed, including:
when the game is started, loading starting picture data;
drawing the loaded starting picture data by using the current system native rendering API to finish the rendering of the starting picture;
when the game is started, the starting and the initialization of the game engine are synchronously performed.
According to a second aspect of an embodiment of the present application, there is provided an apparatus for accelerating a game application start speed, including:
a loading unit for loading the starting picture data when the game is started;
the rendering unit is used for rendering the loaded starting picture data by using the current system native rendering API to finish the rendering of the starting picture;
and the initialization unit is used for synchronously starting and initializing the game engine when the game is started.
According to a third aspect of embodiments of the present application, there is provided a computing device comprising a memory, a processor and computer instructions stored on the memory and executable on the processor, the processor executing the steps of the method of accelerating the start-up speed of a gaming application.
According to a fourth aspect of embodiments of the present application, there is provided a computer readable storage medium storing computer instructions which, when executed by a processor, implement the steps of the method of accelerating the launch speed of a gaming application.
In the embodiment of the application, by changing the mode of starting the game, when the game is started, the initialization of the game engine is not required to be completed, the system native rendering API is directly called to draw the starting picture, the time consumption of picture rendering is greatly reduced, and therefore the picture blank period when the game application is started is solved. In addition, the embodiment of the application adopts different rendering strategies for different devices, determines the rendering flow of the game starting picture according to the current system condition, adapts to different environment conditions, and obtains good game starting effect, thereby improving the starting conversion rate of new users.
Drawings
FIG. 1 is a schematic diagram of an electronic game from development to implementation in the prior art;
FIG. 2 is a flow chart of prior art game start screen rendering with a game engine;
FIG. 3 is a flow chart of a method for accelerating the start of a game application according to an embodiment of the present application;
FIG. 4 is another flow chart of a method for accelerating the start of a game application according to an embodiment of the present application;
FIG. 5 is another flow chart of a method for accelerating the start of a game application according to an embodiment of the present application;
fig. 6 is a schematic structural diagram of an apparatus for accelerating a game application start speed according to an embodiment of the present application.
Detailed Description
Embodiments of the present application are described in detail below, examples of which are illustrated in the accompanying drawings, wherein the same or similar reference numerals refer to the same or similar elements or elements having the same or similar functions throughout. The embodiments described below by referring to the drawings are exemplary only for the purpose of explaining the present application and are not to be construed as limiting the present application. The step numbers in the following embodiments are set for convenience of illustration only, and the order between the steps is not limited in any way, and the execution order of the steps in the embodiments may be adaptively adjusted according to the understanding of those skilled in the art.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of the present application only and is not intended to be limiting of the present application.
Before describing embodiments of the present application in detail, the terms and terminology involved in the embodiments of the present application will be described first, and the terms and terminology involved in the embodiments of the present application are suitable for the following explanation.
Game engine: refers to some of the core components of a well-composed editable electronic gaming system or some interactive real-time image application. The game engine mainly provides various tools required for writing game programs for developers of electronic games, and aims to enable the developers to easily and quickly make the game programs without starting from scratch. In the related art, the game engine may include the following systems: rendering engines (including two-dimensional or three-dimensional image engines), physics engines, collision detection systems, sound effects, script engines, computer animations, artificial intelligence, network engines, and scene management, among others.
With the rapid development of internet technology, people's means of leisure and recreation are diversified after work and study. The electronic game is an entertainment activity realized by the terminal equipment, and is popular with users because of rich game content and varied game experience. Referring to fig. 1, fig. 1 shows a schematic diagram of a related art process from development to implementation of an electronic game, in which a subject is involved mainly including a game developer 110, a game platform 120, and a user 130.
Where game developer 110 refers to a producer of an electronic game, for example, it may include at least one of an enterprise, community, or individual producing electronic game software. The game platform 120 refers to an operation platform of an electronic game, and in some embodiments, the game platform 120 may refer to an operating system, such as a Web Player platform, a PC platform, an IOS platform, an Android platform, and the like; in some embodiments, the game platform 120 may also refer to software or web pages with game functions, such as UPLAY, EPIC Games, snow-storm game platform, origin, steam, weGame, etc.; in some embodiments, the game platform 120 may also refer to a background server of a game, where the background server may be configured as an independent physical server, may be configured as a server cluster or a distributed system formed by a plurality of physical servers, and may be configured as a cloud server that provides services such as cloud services, cloud databases, cloud computing, cloud storage, and the like; in some embodiments, gaming platform 120 may also refer to a dedicated system designed for hardware devices such as home gaming machines or multi-function palm gaming machines.
User 130 is a player of an electronic game, which user 130 may play through a terminal device. In some embodiments, the terminal device may be any one of a home game machine, a multi-function palm game machine, a smart phone, a tablet computer, a notebook computer, a desktop computer, or the like.
When an electronic game is completed by the game developer 110, resources of the game, such as a compressed package containing a game application program, an environment configuration, a registry, etc., may be uploaded to the corresponding game platform 120 for distribution, and a user may play an online game on the game platform 120 or may download a corresponding game installation package through the game platform 120 for installation to a terminal device for play. Of course, it will be appreciated that game developer 110 may also make adjustments to game content via game platform 120, such as for version updates, BUG maintenance, and the like.
For the game developer 110, since the update iteration speed of the game is fast, and most of the game play methods are fixed and patterned, such as a more typical First-person shooting game (First-person shootinggame, FPS), a multi-person online tactical game (Multiplayer Online Battle Arena, MOBA), etc., the same type of game may be very different, but with a certain difference in setting and detail. If these games were developed to write code from scratch, a significant amount of labor would be wasted. The advent of game engines, which are a core component of a large number of well-composed editable electronic game systems or interactive real-time image applications, advantageously provides game developer 110 with the tools necessary to compose electronic games, facilitating easy and quick game play without going from scratch. For example, when a first person shooter-type game is being created, the game developer 110 may borrow some codes in the game of similar themes as the basic framework of the new game through the game engine to save a lot of development time and cost. The game manufactured by the game engine can be played by a user only by carrying the environment configuration of the corresponding game engine in the resource package of the game, and the user does not need to download the game engine independently. In the related art, a relatively large number of game engines are used, including a Unity engine, a Creation engine, a ureal engine, a frostbit engine, and the like. After the picture of the electronic game enters the 3D era, the game engine can make the development work of the game twice as much as possible, and can bring rich picture and detail of the game to the texture expression, so that the quality of the electronic game is improved to a great extent.
For a wide range of users 130, whether an electronic game is popular or not, the gaming experience is the most interesting part. The gaming experience is not only related to the quality of the game itself, but also to the capabilities of the hardware device used by the user, i.e. the hardware environment in which the electronic game is run. If the hardware device used by the user is not good in performance, the effect of game running can be greatly affected. For example, when a game is started, the user experience is usually promoted by displaying a starting screen, and since the starting screen requires a lot of resources, as shown in fig. 2, the time taken from the user to start the game to display the starting screen is: the time for loading the game engine, the time for starting the game engine, the time for loading the scene by the game engine and the time for drawing the picture by the API of the game engine are added, the starting time is too long, the user can feel the dead feeling, the user experience is not friendly, and the user conversion rate of the game is reduced.
Based on the above, the embodiment of the application provides a method, a device and a computer device for accelerating the starting speed of a game, which can be applied to mobile phones, tablet computers, game machines and the like, for example, the device which can realize man-machine interaction and has a touch control function. The touch terminal comprises a touch screen and a processor, wherein the touch screen is used for presenting a starting page and receiving instruction operation aiming at the starting page.
In the present application, a method and apparatus for accelerating the starting speed of a game application, a computing device and a computer readable storage medium are provided, and are described in detail in the following embodiments.
FIG. 3 shows a flow diagram for accelerating the start-up of a gaming application, according to one embodiment of the present application, including the steps of:
step 202: when the game is started, loading starting picture data;
in this step, when the user starts the game application, starting screen data of the game is loaded. The start-up picture data includes texture resources, or other data that can describe the composition of the picture.
In one specific embodiment, system information for the current device is obtained prior to game initiation. The system information includes, but is not limited to, the brand, model number of the device, type, version number of the operating system, model number of the processor, etc., which are well known to those skilled in the art and will not be described in detail herein.
Further, according to the acquired system information of the current device, judging whether the current device needs to be started in an acceleration mode, and if so, continuing to execute the subsequent game starting step. Because the hardware configuration difference of the devices in the current market is larger, different starting animation rendering modes are adopted for different devices, so that the efficiency of game starting can be improved. When the device performance is high enough, the loading time required by using the game engine to load the starting interface is almost imperceptible, the original API rendering is not required, and more abundant starting picture resources can be loaded through the game engine. For the equipment with lower performance, an acceleration mode is adopted, a starting picture is rendered by using a native API, and the phenomenon of blocking during starting of the game is avoided.
When the game application development is completed, firstly, starting tests are carried out on various different devices, the time consumption of a starting picture is obtained, the devices are divided into high-performance devices and low-performance devices according to the time consumption, and the high-performance devices and the low-performance devices are stored as a device performance table according to the types of the devices.
Further, the time threshold T1 is set for the above time consuming time, and the value of T1 is set by those skilled in the art according to the actual situation, which is not particularly limited herein. When the time consumption of the device is greater than T1, the device is saved as a low-performance device, and when the time consumption of the device is less than T1, the device is saved as a high-performance device.
After the game application is formally released, the device performance table can be stored in the game application or a server for the game application to call.
Further, determining whether the current device needs to adopt the acceleration start strategy includes: and judging whether the current equipment belongs to low-performance equipment or not. Before the game is started, after system information of the current equipment is acquired, the system information is compared with the equipment performance table, if the current equipment belongs to low-performance equipment in the equipment performance table, a mode of accelerating the starting is adopted, and the subsequent game starting step in the method is continuously executed; if the current device belongs to the high-performance device in the device performance table, the game engine is directly used for drawing the starting picture.
Further, when the current device starts the game for the first time, whether the current device belongs to the device with low starting rate is judged.
In the above embodiment, before the formal release of the game, the starting test is performed on different devices in advance, and the devices are divided into the low-performance devices adopting the acceleration starting mode and the high-performance devices adopting the game engine rendering according to the time consumption of the starting picture rendering; when the game is released, different starting picture rendering modes can be selected according to the equipment with different performances during starting, and the most suitable starting mode is selected for the equipment according to the current system condition.
In another specific embodiment, determining whether the current device needs to employ an acceleration-initiated policy includes: judging whether the prior N times of starting of the current equipment adopt low-speed starting, wherein N is more than or equal to 2.
Further, when the current equipment does not start the game for the first time, time-consuming data of rendering and starting animation when the equipment is started for the first N times are read, an average value T of the time-consuming data for the N times is calculated, if T is larger than a time threshold T2, the equipment is judged to be low-performance equipment, and a subsequent game starting step in the method is continuously executed in an acceleration starting mode; if T is smaller than a time threshold T2, judging that the equipment is high-performance equipment, and directly using a game engine to draw a starting picture. The values of N and T2 are set by those skilled in the art according to the actual circumstances, and are not particularly limited herein.
Further, when the device starts the game each time, the starting time is recorded, when the device finishes rendering the starting picture each time, the ending time is recorded, the time consumption of rendering the starting picture each time the device enters the game is calculated, and the calculated time consumption data is stored in a local array.
In this embodiment, when the game is started, historical time-consuming data of the game starting screen is counted, and a corresponding starting mode is selected for the device according to the historical time-consuming data. By the method, the device and the system, the starting picture rendering mode of the game is dynamically adjusted according to the actual use condition of the device. In the existing equipment, especially in Android equipment, as the equipment is used, the installed application and garbage data are more and more, the running speed of the equipment is slower and slower, the situation that the game engine is loaded for too long occurs even in one high-performance equipment, and in the mode in the embodiment, the acceleration starting mode can be selected for the equipment when the situation occurs, the system native rendering API drawing starting picture is called, and the phenomenon of blocking is avoided.
Step 204: and drawing the loaded starting picture data by using the current system native rendering API to finish the rendering of the starting picture.
In this step, the system native rendering API includes, but is not limited to, canvas in Android system, directX in Windows system, etc., which technology is well known to those skilled in the art and is not described in detail herein.
In a specific embodiment, as shown in fig. 4, before the loaded startup screen data is drawn by using the system native rendering API, it is determined whether the stage of loading the startup screen data is time-out, and if so, the startup screen is drawn directly by using the game engine.
In another specific embodiment, as shown in fig. 5, it is determined whether an abnormality occurs in the rendering stage using the system native rendering API, and if the abnormality occurs, the game engine is used to perform the rendering of the start-up screen.
In another specific embodiment, the timing is started when the game is started, and if the rendering of the starting screen is not finished within the time threshold T3, the loading of the game engine is directly entered, and the rendering of the starting screen is performed using the game engine. The value of T3 is set by those skilled in the art according to the actual circumstances, and is not particularly limited herein.
In the above embodiment, a complete fault-tolerant mechanism is set for the acceleration start mode of the game, and when it is determined that the loading of the start picture data or the calling of the system native rendering API is abnormal, it is indicated that the acceleration rendering cannot be achieved in the current situation, and the start rendering flow of the game engine is directly used to ensure the normal start of the game.
Step 206: when the game is started, the starting and the initialization of the game engine are synchronously performed.
As shown in fig. 3, the start screen data is loaded at the time of game start, and at this time, the start and initialization of the game engine are performed synchronously. The method utilizes loading starting picture data and system original rendering API to render the starting picture and synchronously and parallelly carry out the starting and initializing of the game engine, saves the time required by starting the game, and can directly enter the game if the starting and initializing of the game engine are completed when the starting picture rendering is completed. When the rendering by using the system native rendering API fails, the game engine which is already loaded or is about to be loaded can be used for rendering the starting picture, so that the efficiency of the starting picture rendering is further improved.
According to the embodiment of the application, after the game is started and before the engine is initialized, the original rendering API of the current system is used for drawing the starting picture, and the picture blank period when the engine is waited to be started is solved because the original rendering API is high in drawing efficiency. In the method of the embodiment of the application, from the time of starting the game by the user operation to the time of displaying the first picture is the time of loading the starting picture data plus the time of rendering the native API, the processing flow is more simplified, the used starting picture data is much smaller than the resources relied on by the scene in the game engine, and the time of rendering the native API of the system with higher use efficiency can be greatly reduced. Finally, the embodiment of the application also adopts different starting strategies, and selects different starting modes for the equipment according to the system condition, the service condition and the like of the equipment, so that the starting efficiency of the game application is improved, and the user experience is improved.
Corresponding to the above method embodiment, the present application further provides an embodiment of a device for accelerating the starting speed of the game application, and fig. 6 shows a schematic structural diagram of a device for accelerating the starting speed of the game application according to one embodiment of the present application. As shown in fig. 6, the apparatus includes:
a loading unit for loading the starting picture data when the game is started;
the rendering unit is used for rendering the loaded starting picture data by using the current system native rendering API to finish the rendering of the starting picture;
and the initialization unit is used for synchronously starting and initializing the game engine when the game is started.
Optionally, the apparatus further comprises:
and the timing unit is used for starting timing when the game is started, and directly using the game engine to draw the starting picture if the rendering of the starting picture is not finished within the time threshold T.
Optionally, the loading unit further comprises:
the acquisition unit is used for acquiring the system information of the current equipment before the game is started;
and the judging unit is used for judging whether the current equipment adopts acceleration starting according to the system information, if so, continuing to execute the subsequent game starting step, and if not, using a game engine to draw a starting picture.
Optionally, the loading unit further comprises:
and the overtime judging unit is used for judging whether the stage of loading the starting picture data overtime, and if so, using the game engine to draw the starting picture.
Optionally, the rendering unit further comprises:
and the abnormality judging unit is used for judging whether abnormality occurs in the drawing stage of the system native rendering API, and if the abnormality occurs, the game engine is used for drawing a starting picture.
Optionally, the judging unit further includes:
a judging subunit a, configured to judge whether the current device belongs to a device with a low start rate;
and the judging subunit B is used for judging whether the last N times of starting of the current equipment adopt low-rate starting or not.
Optionally, the judging subunit a judges whether the current device belongs to a device with a low starting rate when the current device starts the game for the first time.
Optionally, the judging subunit B judges whether the previous N times of starting of the current device adopts low-rate starting when the current device starts the game for the non-first time.
The above is an exemplary embodiment of a device for accelerating the starting speed of a game application according to the present embodiment. It should be noted that, the technical solution of the device for accelerating the starting speed of the game application and the technical solution of the method for accelerating the starting speed of the game application belong to the same conception, and details of the technical solution of the device for accelerating the starting speed of the game application, which are not described in detail, can be referred to the description of the technical solution of the method for accelerating the starting speed of the game application.
An embodiment of the present application further provides a computing device, including a memory, a processor, and computer instructions stored in the memory and executable on the processor, where the processor executes the instructions to implement the steps of the method for accelerating a game application to start.
The foregoing is a schematic illustration of a computing device of this embodiment. It should be noted that, the technical solution of the computing device and the technical solution of the method for accelerating the starting speed of the game application belong to the same concept, and details of the technical solution of the computing device, which are not described in detail, can be referred to the description of the technical solution of the method for accelerating the starting speed of the game application.
An embodiment of the present application also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, perform the steps of a method for accelerating the start-up speed of a gaming application as described above.
The above is an exemplary version of a computer-readable storage medium of the present embodiment. It should be noted that, the technical solution of the storage medium and the technical solution of the method for accelerating the starting speed of the game application belong to the same concept, and details of the technical solution of the storage medium which are not described in detail can be referred to the description of the technical solution of the method for accelerating the starting speed of the game application.
The foregoing describes specific embodiments of the present application. Other embodiments are within the scope of the following claims. In some cases, the actions or steps recited in the claims can be performed in a different order than in the embodiments and still achieve desirable results. In addition, the processes depicted in the accompanying figures do not necessarily require the particular order shown, or sequential order, to achieve desirable results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
The computer instructions include computer program code that may be in source code form, object code form, executable file or some intermediate form, etc. The computer readable medium may include: any entity or device capable of carrying the computer program code, a recording medium, a U disk, a removable hard disk, a magnetic disk, an optical disk, a computer Memory, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), an electrical carrier signal, a telecommunications signal, a software distribution medium, and so forth. It should be noted that the computer readable medium contains content that can be appropriately scaled according to the requirements of jurisdictions in which such content is subject to legislation and patent practice, such as in certain jurisdictions in which such content is subject to legislation and patent practice, the computer readable medium does not include electrical carrier signals and telecommunication signals.
It should be noted that, for the sake of simplicity of description, the foregoing method embodiments are all expressed as a series of combinations of actions, but it should be understood by those skilled in the art that the present application is not limited by the order of actions described, as some steps may be performed in other order or simultaneously in accordance with the present application. Further, those skilled in the art will also appreciate that the embodiments described in the specification are all preferred embodiments, and that the acts and modules referred to are not necessarily all necessary for the present application.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to the related descriptions of other embodiments.
The above-disclosed preferred embodiments of the present application are provided only as an aid to the elucidation of the present application. Alternative embodiments are not intended to be exhaustive or to limit the invention to the precise form disclosed. Obviously, many modifications and variations are possible in light of the teaching of this application. The embodiments were chosen and described in order to best explain the principles of the invention and the practical application, to thereby enable others skilled in the art to best understand and utilize the invention. This application is to be limited only by the claims and the full scope and equivalents thereof.

Claims (9)

1. A method for accelerating the start-up of a gaming application, comprising:
before starting a game, acquiring system information of current equipment;
judging whether the current equipment adopts acceleration starting according to the system information, if so, continuing to execute the subsequent game starting step;
when the game is started, loading starting picture data, and synchronously starting and initializing a game engine;
drawing the loaded starting picture data by using the current system native rendering API to finish the rendering of the starting picture;
judging whether the data stage of loading the starting picture is overtime, if so, directly using the game engine to draw the starting picture, and/or judging whether the drawing stage of the system native rendering API is abnormal, and if so, directly using the game engine to draw the starting picture.
2. The method of claim 1, further comprising:
the step of judging whether the current equipment adopts acceleration starting according to the system information comprises the following steps:
judging whether the current device belongs to low-start-up rate devices or not and/or judging whether the current device starts up for the previous N times or not by adopting low-rate start-up or not.
3. The method of claim 2, further comprising:
and judging whether the current device belongs to the device with low starting rate when the current device starts the game for the first time.
4. The method of claim 2, further comprising:
and judging whether the prior N times of starting of the current device adopt low-rate starting or not when the current device starts the game for the non-first time.
5. The method of claim 1, further comprising:
if the starting mode is not adopted, the game engine is used for drawing a starting picture.
6. The method of claim 1, wherein determining whether the loading the start-up screen data phase has timed out, and if so, directly using the game engine to draw the start-up screen comprises:
and starting timing when the game is started, and if the rendering of the starting picture is not finished within a time threshold T, directly using a game engine to draw the starting picture.
7. An apparatus for accelerating the start-up of a gaming application, comprising:
the first judging unit is used for acquiring system information of the current equipment before the game is started; judging whether the current equipment adopts acceleration starting or not according to the system information;
the loading unit is used for loading the starting picture data when the game is started;
an initialization unit for synchronously starting and initializing the game engine when the game is started;
the rendering unit is used for rendering the loaded starting picture data by using the current system native rendering API to finish the rendering of the starting picture;
and the second judging unit is used for judging whether the data stage of the loading starting picture overtime, if so, directly using the game engine to draw the starting picture, and/or judging whether the drawing stage of the system native rendering API is abnormal, and if so, directly using the game engine to draw the starting picture.
8. A computing device comprising a memory, a processor, and computer instructions stored on the memory and executable on the processor, wherein the processor, when executing the instructions, implements the steps of the method of any of claims 1-6.
9. A computer readable storage medium storing computer instructions which, when executed by a processor, implement the steps of the method of any one of claims 1 to 6.
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