CN114419214A - Method and device for switching weather types in game, storage medium and electronic device - Google Patents

Method and device for switching weather types in game, storage medium and electronic device Download PDF

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Publication number
CN114419214A
CN114419214A CN202111607985.0A CN202111607985A CN114419214A CN 114419214 A CN114419214 A CN 114419214A CN 202111607985 A CN202111607985 A CN 202111607985A CN 114419214 A CN114419214 A CN 114419214A
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texture
data
target
game
texture data
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赵鸣
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/603D [Three Dimensional] animation of natural phenomena, e.g. rain, snow, water or plants
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures

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  • General Physics & Mathematics (AREA)
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Abstract

The invention discloses a method and a device for switching weather types in a game, a storage medium and an electronic device. The method comprises the following steps: acquiring a physical parameter set, wherein the physical parameter set is used for determining the weather type to be presented in a game scene; determining candidate texture data based on a set of physical parameters; acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and a preset corresponding relation, wherein the preset corresponding relation is used for describing the corresponding relation between a texture space where the candidate texture data is located and a world space where the position data in the game scene is located; and switching the current weather type presented in the game scene to the target weather type according to the target texture data. The invention solves the technical problems that the visual effect is single and the real-time switching can not be carried out according to the role position in the processing method for switching the weather types by switching the preset parameters in the related methods.

Description

Method and device for switching weather types in game, storage medium and electronic device
Technical Field
The invention relates to the technical field of computers, in particular to a method, a device, a storage medium and an electronic device for switching weather types in games.
Background
In game development, in order to realize diversity of game scenes, various weather types are generally required to be designed. Weather type switching methods in a game scene will affect game visual effects and player game experience. In this regard, those skilled in the art are constantly seeking various high quality weather type switching methods.
In the related methods, the switching method of the weather types in the game mainly comprises the following steps: setting preset parameters (including light parameters, particle parameters, cloud and fog parameters and the like) corresponding to each weather type in a plurality of weather types in a game engine data table; switching corresponding preset parameters according to the weather type corresponding to the game scene; and displaying the visual effect of weather type switching based on the switched preset parameters, namely refreshing the light parameters, particle parameters, cloud and fog parameters and the like corresponding to the scene. However, this method has drawbacks in that: each weather type corresponds to a fixed preset parameter, so that the visual effect of the weather type in a game scene is single; the switching of the weather types is based on the requirements of game scenes, and real-time switching cannot be performed according to the positions of virtual characters.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides a method, a device, a storage medium and an electronic device for switching weather types in games, which are used for at least solving the technical problems that the visual effect is single and the weather types cannot be switched in real time according to the positions of roles in a processing method for switching the weather types by switching preset parameters in related methods.
According to an aspect of an embodiment of the present invention, there is provided a method for switching weather types in a game, including:
acquiring a physical parameter set, wherein the physical parameter set is used for determining the weather type to be presented in a game scene; determining candidate texture data based on a set of physical parameters; acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and a preset corresponding relation, wherein the preset corresponding relation is used for describing the corresponding relation between a texture space where the candidate texture data is located and a world space where the position data in the game scene is located; and switching the current weather type presented in the game scene to the target weather type according to the target texture data.
Optionally, the physical parameter set comprises: the first partial physical parameter and the second partial physical parameter, and the determining the candidate texture data based on the physical parameter set comprises: creating a first texture and a second texture, wherein the first texture and the second texture are locally pre-drawn textures, a color channel of the first texture is used for recording a first part of physical parameters, and a color channel of the second texture is used for recording a second part of physical parameters; creating a third texture and a fourth texture, wherein the third texture and the fourth texture are textures drawn in a preset game engine; and writing a first part of physical parameters recorded by the color channel of the first texture into a corresponding color channel in the third texture, and writing a second part of physical parameters recorded by the color channel of the second texture into a corresponding color channel in the fourth texture, so as to determine candidate texture data.
Optionally, writing a first part of physical parameters recorded by a color channel of the first texture into a corresponding color channel in the third texture, and writing a second part of physical parameters recorded by a color channel of the second texture into a corresponding color channel in the fourth texture, and determining candidate texture data includes: creating a first material example and a second material example based on the same base material, wherein the mapping parameter of the first material example is used for recording the texture data of a first texture, and the mapping parameter of the second material example is used for recording the texture data of a second texture; and writing the texture data recorded by the mapping parameter of the first material example into a corresponding color channel in the third texture, and writing the texture data recorded by the mapping parameter of the second material example into a corresponding color channel in the fourth texture.
Optionally, obtaining target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and a preset corresponding relationship includes: mapping the candidate texture data to corresponding positions in a game scene according to a preset corresponding relation to obtain a mapping result; and acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and the mapping result.
Optionally, the method for switching weather types in the game further includes: creating an illumination parameter structure body; and creating a data table based on the illumination parameter structure body, wherein the data table is used for respectively configuring corresponding illumination component data for different values of each physical parameter in the physical parameter set.
Optionally, switching the current weather type presented in the game scene to the target weather type according to the target texture data includes: determining target physical parameters by using the target texture data; acquiring mixed illumination component data corresponding to the target physical parameters through a data table; switching a current weather type presented in the game scene to a target weather type based on the mixed lighting component data.
Optionally, the obtaining, by the data table, the mixed illumination component data corresponding to the target physical parameter includes: searching a plurality of illumination component data corresponding to the target physical parameters from the data table; and mixing the data of the plurality of illumination assemblies based on the value of the target physical parameter to obtain mixed illumination assembly data.
According to another aspect of the embodiments of the present invention, there is also provided an apparatus for switching weather types in a game, including:
the system comprises a first acquisition module, a second acquisition module and a third acquisition module, wherein the first acquisition module is used for acquiring a physical parameter set, and the physical parameter set is used for determining the weather type to be presented in a game scene; a determining module for determining candidate texture data based on a set of physical parameters; a second obtaining module, configured to obtain target texture data corresponding to a current position from the candidate texture data by using the current position of the virtual character in the game scene and a preset corresponding relationship, where the preset corresponding relationship is used to describe a corresponding relationship between a texture space where the candidate texture data is located and a world space where the position data in the game scene is located; and the switching module is used for switching the current weather type presented in the game scene to the target weather type according to the target texture data.
Optionally, the physical parameter set comprises: the first part physical parameters and the second part physical parameters, and the determining module is further configured to: creating a first texture and a second texture, wherein the first texture and the second texture are locally pre-drawn textures, a color channel of the first texture is used for recording a first part of physical parameters, and a color channel of the second texture is used for recording a second part of physical parameters; creating a third texture and a fourth texture, wherein the third texture and the fourth texture are textures drawn in a preset game engine; and writing a first part of physical parameters recorded by the color channel of the first texture into a corresponding color channel in the third texture, and writing a second part of physical parameters recorded by the color channel of the second texture into a corresponding color channel in the fourth texture, so as to determine candidate texture data.
Optionally, the determining module is further configured to: creating a first material example and a second material example based on the same base material, wherein the mapping parameter of the first material example is used for recording the texture data of a first texture, and the mapping parameter of the second material example is used for recording the texture data of a second texture; and writing the texture data recorded by the mapping parameter of the first material example into a corresponding color channel in the third texture, and writing the texture data recorded by the mapping parameter of the second material example into a corresponding color channel in the fourth texture.
Optionally, the second obtaining module is further configured to: mapping the candidate texture data to corresponding positions in a game scene according to a preset corresponding relation to obtain a mapping result; and acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and the mapping result.
Optionally, the apparatus for switching weather types in a game further includes: the creating module is used for creating an illumination parameter structural body; and creating a data table based on the illumination parameter structure body, wherein the data table is used for respectively configuring corresponding illumination component data for different values of each physical parameter in the physical parameter set.
Optionally, the switching module is further configured to: determining target physical parameters by using the target texture data; acquiring mixed illumination component data corresponding to the target physical parameters through a data table; switching a current weather type presented in the game scene to a target weather type based on the mixed lighting component data.
Optionally, the switching module is further configured to: searching a plurality of illumination component data corresponding to the target physical parameters from the data table; and mixing the data of the plurality of illumination assemblies based on the value of the target physical parameter to obtain mixed illumination assembly data.
According to another aspect of the embodiments of the present invention, there is also provided a non-volatile storage medium, in which a computer program is stored, where the computer program is configured to execute, when running, the method for switching weather types in a game in any one of the above.
According to another aspect of the embodiments of the present invention, there is also provided an electronic apparatus, including: comprising a memory having stored therein a computer program and a processor arranged to run the computer program to perform a method of switching weather types in a game as in any one of the above.
In at least some embodiments of the present invention, a physical parameter set is obtained in advance, where the physical parameter set is used to determine a weather type to be presented in a game scene, a method for determining candidate texture data based on the physical parameter set is adopted, target texture data corresponding to a current position is obtained from the candidate texture data by using a current position of a virtual character in the game scene and a preset corresponding relationship, where the preset corresponding relationship is used to describe a corresponding relationship between a texture space where the candidate texture data is located and a world space where position data in the game scene is located, and then the current weather type presented in the game scene is switched to a target weather type according to the target texture data, so as to achieve a purpose of performing high-quality real-time switching of weather types based on the physical parameter set and the virtual character position, thereby achieving a technical effect of improving diversity and real-time performance of weather type switching, the technical problems that in a related method, the visual effect is single and real-time switching cannot be performed according to the role position by a processing method for switching the weather types by switching the preset parameters are solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the invention and not to limit the invention. In the drawings:
fig. 1 is a block diagram of a hardware structure of a mobile terminal of a method for switching weather types in a game according to an embodiment of the present invention;
FIG. 2 is a flow chart of a method for switching weather types in a game according to an embodiment of the invention;
FIG. 3 is a block diagram of an apparatus for switching weather types in a game according to an embodiment of the present invention;
fig. 4 is a block diagram illustrating an alternative apparatus for switching weather types in a game according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or 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, system, 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.
In accordance with one embodiment of the present invention, there is provided an embodiment of a method for switching weather types in a game, it is noted that the steps illustrated in the flowchart of the drawings may be performed in a computer system such as a set of computer executable instructions and that, although a logical order is illustrated in the flowchart, in some cases, the steps illustrated or described may be performed in an order different than that illustrated herein.
The method for switching the weather type in the game in one embodiment of the invention can be operated on a terminal device or a server. The terminal device may be a local terminal device. When the method for switching the weather types in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the method for switching the weather types in the game are completed on the cloud game server, and the client equipment is used for receiving and sending data and presenting the game picture, for example, the client equipment can be display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present invention provides a method for switching a weather type in a game, where a graphical user interface is provided by a terminal device, where the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system.
Taking a Mobile terminal operating in a local terminal device as an example, the Mobile terminal may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, and a Mobile Internet device (Mobile Internet Devices, abbreviated as MID), a PAD, a game console, etc. Fig. 1 is a block diagram of a hardware structure of a mobile terminal of a method for switching weather types in a game according to an embodiment of the present invention. As shown in fig. 1, the mobile terminal may include one or more (only one shown in fig. 1) processors 102 (the processors 102 may include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), a programmable logic device (FPGA), a neural Network Processor (NPU), a Tensor Processor (TPU), an Artificial Intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may further include a transmission device 106, an input/output device 108, and a display device 110 for communication functions. It will be understood by those skilled in the art that the structure shown in fig. 1 is only an illustration, and does not limit the structure of the mobile terminal. For example, the mobile terminal 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 and a module of an application software, such as a computer program corresponding to the method for switching a weather type in a game in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, so as to implement the method for switching a weather type in a game described above. The 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, the memory 104 may further include memory located remotely from the processor 102, which may be connected to the mobile terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
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 communication provider of the mobile terminal. In one example, the transmission device 106 includes a Network adapter (NIC) that can be connected 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 used to communicate with the internet in a wireless manner.
The inputs in the input output Device 108 may come from a plurality of Human Interface Devices (HIDs). For example: keyboard and mouse, game pad, other special game controller (such as steering wheel, fishing rod, dance mat, remote controller, etc.). Some human interface devices may provide output functions in addition to input functions, such as: force feedback and vibration of the gamepad, audio output of the controller, etc.
The display device 110 may be, for example, a head-up display (HUD), a touch screen type Liquid Crystal Display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a Graphical User Interface (GUI) with which a user can interact by touching finger contacts and/or gestures on a touch-sensitive surface, where the human-machine interaction function optionally includes the following interactions: executable instructions for creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, emailing, call interfacing, playing digital video, playing digital music, and/or web browsing, etc., for performing the above-described human-computer interaction functions, are configured/stored in one or more processor-executable computer program products or readable storage media.
In this embodiment, a method for switching a weather type in a game running on the mobile terminal is provided, and fig. 2 is a flowchart of a method for switching a weather type in a game according to an embodiment of the present invention, as shown in fig. 2, the method includes the following steps:
step S21, acquiring a physical parameter set, wherein the physical parameter set is used for determining the weather type to be presented in the game scene;
the set of physical parameters may be a plurality of preset physical parameters, and may include: cloud shielding strength, ambient temperature, rain and snow weather strength, wind strength and the like. The set of physical parameters may be used to determine the type of weather to be presented in the game scene.
For example, the method provided by the embodiment of the present invention may be adopted in the process of switching the weather from sunny to rainy in the game. Firstly, a physical parameter set Weather corresponding to the game Weather type is created, and the physical parameter set Weather includes 4 basic physical parameters, which are: cloud cover intensity Coverage, ambient Temperature, precipitation intensity weather intensity and wind intensity WindIntensity. Each of the base set of physical parameters is then initialized according to the various weather types that may be present in the game.
Specifically, in the process of switching the weather from a sunny day to a rainy day in the game, a physical parameter set weirer _ sunny corresponding to the sunny day is created, and the method includes: cloud shielding strength Coverage _ s-c 1, ambient Temperature _ s-t 1, precipitation strength weather intensity _ s-we 1 and wind strength windlntensity _ s-wi 1; creating a physical parameter set Wearrer _ rain corresponding to rainy days, comprising: cloud shielding strength Coverage _ r ═ c2, ambient Temperature _ r ═ t2, precipitation strength _ r ═ we2, and wind strength windlntensity _ r ═ wi 2;
step S22, determining candidate texture data based on the physical parameter set;
the candidate texture data may be texture data corresponding to the type of weather to be presented. The above-mentioned set of physical parameters is obtained, on the basis of which the candidate texture data can be determined.
For example, the method provided by the embodiment of the present invention may be adopted in the process of switching the weather from sunny to rainy in the game. The weather effect of the sunny day currently presented in the game scene is generated based on the physical parameter set weirer _ sunny corresponding to the sunny day. When weather needs to be switched from sunny to rainy, the rainy texture data UV _ rain (equivalent to the candidate texture data) corresponding to the game scene may be determined according to the physical parameter set weirer _ rain corresponding to the rainy day.
Step S23, acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and a preset corresponding relation, wherein the preset corresponding relation is used for describing the corresponding relation between the texture space where the candidate texture data is located and the world space where the position data in the game scene is located;
the preset correspondence relationship may be used to describe a correspondence relationship between a texture space and a world space, where the texture space is a space where the candidate texture data is located, and the world space is a space where the position data in the game scene is located. The current position of the virtual character in the game scene may be position data in the game scene corresponding to the virtual character at the current time.
Based on the current position of the virtual character in the game scene and the preset corresponding relation, target texture data corresponding to the current position can be obtained from the candidate texture data. The candidate texture data is texture data determined based on the preset physical parameter set, the target texture data is texture data used for presenting a target weather type, and the target weather type can be a switched weather type.
For example, the method provided by the embodiment of the present invention may be adopted in the process of switching the weather from sunny to rainy in the game. In order to improve the game experience of the player, the corresponding weather texture needs to be generated according to the position of the virtual character in the game scene. Based on the Position coordinate Position of the virtual character in the world coordinate system in the game scene, according to the corresponding relationship between the rainy texture data UV _ rain (equivalent to the candidate texture data) and the world space, the rainy texture data UV _ rain and part of the rainy texture data UV _ rain (equivalent to the target texture data) can be selected from the rainy texture data UV _ rain and recorded as UV _ rain _ p.
In step S24, the current weather type presented in the game scene is switched to the target weather type according to the target texture data.
The current weather type is a weather type before switching corresponding to the current position of the virtual character, and the target weather type is a weather type after switching corresponding to the current position of the virtual character. Since the above-described target texture data is texture data for presenting a target weather type, a current weather type presented in a game scene may be switched to the target weather type according to the target texture data.
For example, the method provided by the embodiment of the present invention may be adopted in the process of switching the weather from sunny to rainy in the game. The sunny weather effect currently presented in the game scene corresponds to texture data generated based on the physical parameter set weirer _ sunny. According to the partial rainy texture data UV _ rain _ p (equivalent to the target texture data) obtained by the above operation, the sunny weather effect presented in the game scene can be switched to the rainy weather effect (equivalent to the target weather type).
In at least some embodiments of the present invention, a physical parameter set is obtained in advance, where the physical parameter set is used to determine a weather type to be presented in a game scene, a method for determining candidate texture data based on the physical parameter set is adopted, target texture data corresponding to a current position is obtained from the candidate texture data by using a current position of a virtual character in the game scene and a preset corresponding relationship, where the preset corresponding relationship is used to describe a corresponding relationship between a texture space where the candidate texture data is located and a world space where position data in the game scene is located, and then the current weather type presented in the game scene is switched to a target weather type according to the target texture data, so as to achieve a purpose of performing high-quality real-time switching of weather types based on the physical parameter set and the virtual character position, thereby achieving a technical effect of improving diversity and real-time performance of weather type switching, the technical problems that in a related method, the visual effect is single and real-time switching cannot be performed according to the role position by a processing method for switching the weather types by switching the preset parameters are solved.
Optionally, the physical parameter set comprises: the determining of the candidate texture data based on the physical parameter set in step S22 may include performing the following steps:
step S221, a first texture and a second texture are created, wherein the first texture and the second texture are locally pre-drawn textures, a color channel of the first texture is used for recording a first part of physical parameters, and a color channel of the second texture is used for recording a second part of physical parameters;
step S222, creating a third texture and a fourth texture, wherein the third texture and the fourth texture are textures drawn in a preset game engine;
step S223 writes the first part of physical parameters recorded in the color channel of the first texture into the corresponding color channel in the third texture, and writes the second part of physical parameters recorded in the color channel of the second texture into the corresponding color channel in the fourth texture, so as to determine candidate texture data.
The physical parameter set may be a plurality of preset physical parameters, and the physical parameter set may include: a first portion of physical parameters and a second portion of physical parameters. The first portion of physical parameters may include a plurality of physical parameters and the second portion of physical parameters may include a plurality of physical parameters.
The first texture may be a locally pre-rendered texture, and the first texture may include a color channel, and the color channel of the first texture may be used to record the first part of the physical parameter. The second texture may be a locally pre-rendered texture, and the second texture may include a color channel, and the color channel of the second texture may be used to record the second part of the physical parameter. The third texture and the fourth texture may be textures drawn in a predetermined game engine, the third texture and the fourth texture may respectively include color channels, and the color channels of the third texture and the fourth texture are both empty when created.
Creating the first texture, the second texture, the third texture, and the fourth texture. And writing a first part of physical parameters recorded by the color channel of the first texture into a corresponding color channel in the third texture, and writing a second part of physical parameters recorded by the color channel of the second texture into a corresponding color channel in the fourth texture, so as to obtain the third texture and the fourth texture after the parameters are written. And determining the candidate texture data according to the third texture and the fourth texture after the writing parameters.
Optionally, in step S223, writing a first part of physical parameters recorded by the color channel of the first texture into a corresponding color channel in the third texture, and writing a second part of physical parameters recorded by the color channel of the second texture into a corresponding color channel in the fourth texture, and determining candidate texture data may include the following steps:
step S2231, creating a first material example and a second material example based on the same base material, wherein the mapping parameter of the first material example is used for recording texture data of a first texture, and the mapping parameter of the second material example is used for recording texture data of a second texture;
in step S2232, the texture data recorded in the mapping parameter of the first material instance is written into the corresponding color channel in the third texture, and the texture data recorded in the mapping parameter of the second material instance is written into the corresponding color channel in the fourth texture.
The parent material may be material data for indicating a weather type visual effect, and the same parent material may be used for indicating the same weather type. The first material example and the second material example can be created based on the same base material, and each of the first material example and the second material example can include a mapping parameter, wherein the mapping parameter of the first material example can be used for recording texture data of the first texture; the mapping parameters of the second texture instance may be used to record texture data of the second texture.
And obtaining the mapping parameters of the first material example and the mapping parameters of the second material example. Writing texture data recorded by the mapping parameter of the first material example into a corresponding color channel in the third texture; and writing the texture data recorded by the mapping parameter of the second material example into the corresponding color channel in the fourth texture. The third texture and the fourth texture may be textures drawn in a predetermined game engine, the third texture and the fourth texture may respectively include color channels, and the color channels of the third texture and the fourth texture are both empty when created.
For example, the method provided by the embodiment of the present invention may be adopted in the process of switching the weather from sunny to rainy in the game. Two texture data files, RenderTarget _ a (corresponding to the first texture) and RenderTarget _ B (corresponding to the second texture) are pre-rendered locally, two texture data files, RenderTarget _ C (corresponding to the third texture) and RenderTarget _ D (corresponding to the fourth texture) are created in the game engine, and each of the four texture data files includes a color channel (including a red channel, a green channel, and a blue channel) corresponding to the texture data file. The four basic physical parameters included in the physical parameter set Weather are divided into two parts, the first part including: cloud shielding strength Coverage; the second part includes: precipitation intensity weather intensity, wind intensity windlntensity and ambient Temperature.
And in the process of switching the weather type to the rainy day, the pre-drawn texture data file is used for recording the physical parameter set corresponding to the rainy day. The corresponding relationship between the texture data file and the physical parameter set is as follows: in a color channel of a locally pre-drawn texture data file RenderTarget _ a (equivalent to the first texture), a red channel is used for recording cloud shielding intensity Coverage _ r; in the color channel of the local pre-rendered texture data file RenderTarget _ B (corresponding to the second texture described above), the red channel is used to record the precipitation intensity weather intensity _ r, the green channel is used to record the wind intensity windIntense _ r, and the blue channel is used to record the ambient Temperature _ r.
And correspondingly writing the rain physical parameters recorded in the color channels corresponding to the local pre-drawn texture data files RenderTarget _ A and RenderTarget _ B into texture data files RenderTarget _ C (equivalent to the third texture) and RenderTarget _ D (equivalent to the fourth texture) drawn in two preset game engines. The rainy texture data UV _ rain (equivalent to the candidate texture data) corresponding to the game scene can be obtained from the texture data files RenderTarget _ C and RenderTarget _ D drawn in the two preset game engines.
Specifically, the writing process of the texture data files RenderTarget _ C and RenderTarget _ D drawn in the preset game engine may include the following method steps:
in the first step, two material examples, namely Brush _ A (corresponding to the first material example) and Brush _ B (corresponding to the second material example), are created for the same parent material Brush. The texture examples Brush _ A and Brush _ B both include corresponding mapping parameters, Tex _ A and Tex _ B, respectively.
Secondly, the texture data file renderTarget _ A (equivalent to the first texture) which is locally pre-drawn is written into the mapping parameter Tex _ A of the texture instance Brush _ A, and the texture data file renderTarget _ B (equivalent to the second texture) which is locally pre-drawn is written into the mapping parameter Tex _ B of the texture instance Brush _ B.
Third, writing the texture data recorded in the mapping parameter Tex _ a into a corresponding color channel in a texture data file RenderTarget _ C (equivalent to the third texture) rendered in the predetermined game engine, and writing the texture data recorded in the mapping parameter Tex _ B into a corresponding color channel in a texture data file RenderTarget _ D (equivalent to the fourth texture) rendered in the predetermined game engine.
Optionally, in step S23, acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and a preset corresponding relationship, where the method includes the following steps:
step S231, mapping the candidate texture data to a corresponding position in a game scene according to a preset corresponding relation to obtain a mapping result;
step S232, the current position of the virtual character in the game scene and the mapping result are utilized to obtain the target texture data corresponding to the current position from the candidate texture data.
The candidate texture data may be texture data determined based on the set of physical parameters, corresponding to the type of weather to be presented. The preset correspondence relationship may be used to describe a correspondence relationship between a texture space and a world space, where the texture space is a space where the candidate texture data is located, and the world space is a space where the position data in the game scene is located. And mapping the candidate texture data to the corresponding position in the game scene according to the preset corresponding relation to obtain a mapping result.
The target texture data is texture data for presenting a target weather type, which may be a switched weather type. The target texture data corresponding to the current position can be obtained from the candidate texture data by using the current position of the virtual character in the game scene and the mapping result.
For example, the method provided by the embodiment of the present invention may be adopted in the process of switching the weather from sunny to rainy in the game. In order to improve the game experience of the player, the corresponding weather texture needs to be generated according to the position of the virtual character in the game scene, and the following method steps can be adopted:
the method comprises the following steps of firstly, acquiring the Position coordinate Position of a virtual character in a game scene, wherein the Position coordinate Position is in a world coordinate system.
And secondly, mapping the rainy texture data UV _ rain (equivalent to the candidate texture data) corresponding to the game scene into a world coordinate system to obtain a mapping result MPC _ Weather _ rain (equivalent to the preset corresponding relation).
And thirdly, selecting and recording part of rainy texture data (equivalent to the target texture data) from the rainy texture data UV _ rain as UV _ rain _ p according to the Position coordinate Position obtained in the first step and the mapping result Map _ rain obtained in the second step.
It should be noted that the mapping result MPC _ Weather _ rain (corresponding to the preset correspondence) may be a file type corresponding to the game engine, and is used for recording a global parameter related to a Weather type. By using the mapping result, the effect of modifying the corresponding parameter in the game logic code to affect the weather type performance is facilitated.
Optionally, the method for switching weather types in the game may further include the following steps:
step S25, creating an illumination parameter structure;
and step S26, creating a data table based on the illumination parameter structure, wherein the data table is used for respectively configuring corresponding illumination component data for different values of each physical parameter in the physical parameter set.
The illumination parameter structure may be structured data composed of a plurality of illumination parameters. The illumination parameter structure is created, and the data table may be created based on the illumination parameter structure. The data table may include a plurality of illumination component data, and may be configured to configure corresponding illumination component data for each physical parameter according to a different value of the physical parameter in the physical parameter set.
For example, the method provided by the embodiment of the present invention may be adopted in the process of switching the weather from sunny to rainy in the game. An illumination parameter structure Struct _ Lighting is created, and a data table DataTable is created based on the illumination parameter structure Struct _ Lighting. The data table DataTable records an illumination parameter corresponding to each of four basic physical parameters included in the physical parameter set Weather when the basic physical parameter takes a different value, for example, when cloud shielding intensity Coverage takes 0, a group of illumination parameters CoverageLow is recorded, and when Coverage takes 1, a group of illumination parameters CoverageHigh is recorded.
Alternatively, in step S24, switching the current weather type presented in the game scene to the target weather type according to the target texture data may include the following steps:
step S241, determining target physical parameters by using the target texture data;
step S242, acquiring mixed illumination component data corresponding to the target physical parameters through a data table;
in step S243, the current weather type presented in the game scene is switched to the target weather type based on the mixed illumination component data.
The target texture data is texture data for presenting a target weather type, which may be a switched weather type. The set of physical parameters may include the target physical parameter. The target physical parameter may be determined using the target texture data.
The data table may be created based on the illumination parameter structure, and is used to configure corresponding illumination component data for different values of each physical parameter in the physical parameter set. The data table can be used for acquiring mixed illumination component data corresponding to the target physical parameters, and the mixed illumination component data can be acquired by a plurality of illumination component data.
Based on the mixed illumination component data, the weather type presented in the game scene can be switched to the target weather type, that is, the illumination component data corresponding to the current weather type in the game scene is replaced by the illumination component data corresponding to the target weather type.
Optionally, in step S242, acquiring the mixed lighting assembly data corresponding to the target physical parameter through the data table may include the following steps:
step S2421, searching a plurality of illumination component data corresponding to the target physical parameters from the data table;
step S2422, mixing the multiple illumination assembly data based on the values of the target physical parameters to obtain mixed illumination assembly data.
The data table is used for configuring corresponding illumination component data for different values of each physical parameter in the physical parameter set, and the physical parameter set may include the target physical parameter, so that the plurality of illumination component data corresponding to the target physical parameter may be obtained by searching the data table.
According to the value of the target physical parameter, the multiple illumination component data can be mixed to obtain the mixed illumination component data, and the mixed illumination component data can be used for switching the current weather type to the target weather type in the game scene.
For example, the method provided by the embodiment of the present invention may be adopted in the process of switching the weather from sunny to rainy in the game. According to the partial rainy texture data UV _ rain _ p (corresponding to the target texture data) obtained by the foregoing operations, a physical parameter set weirer _ rain (corresponding to the target physical parameter) corresponding to rainy days can be determined, including: the cloud shielding strength Coverage _ r is c2, the ambient Temperature _ r is t2, the precipitation strength weather intensity _ r is we2, and the wind strength windlntensity _ r is wi 2.
The DataTable records the corresponding illumination parameters when each of the four basic physical parameters included in the physical parameter set Weather takes a different value. The method for obtaining the Lighting _ rain parameter corresponding to the rainy day from the DataTable may include the following steps:
firstly, acquiring an illumination parameter Coverage _ c2 according to a value c2 of cloud cover shielding strength Coverage _ r in rainy days.
And secondly, acquiring an illumination parameter Temperature _ t2 according to the value t2 of the rainy day environment Temperature _ r.
And thirdly, acquiring an illumination parameter weather intensity _ we2 according to the value we2 of the rainfall intensity weather intensity _ r in rainy days.
Fourthly, acquiring an illumination parameter Windinterity _ wi2 according to the value wi2 of the wind power strength Windinterity _ r in rainy days.
And fifthly, performing mixing operation based on the four illumination parameters corresponding to the rainy day, namely Coverage _ c2, Temperature _ t2, weather intensity _ we2 and Windinterness _ wi2 to obtain a rainy day mixed illumination parameter Lighting _ rain.
And switching the weather effect of the current position of the virtual character in the game scene from sunny days to rainy days according to the rainy mixed illumination parameter Lighting _ rain.
Optionally, in practical application, the cloud cover shielding strength, the precipitation strength, the ambient temperature and the wind strength in the data table may be set to 0, 0.5 and 0, respectively, to present a sunny weather effect; the cloudy weather effect is presented by setting the cloud layer shielding strength to 0.6, the precipitation strength to 0, the environment temperature to 0.5 and the wind strength to 0.5 in the data table; the effect of rainy weather can be presented by setting the cloud layer shielding strength in the data table to be 0.9, the precipitation strength to be 1, the environment temperature to be 0.5 and the wind strength to be 0.5; the effect of snow weather is presented by setting the cloud shading intensity in the data table to 0.9, the precipitation intensity to 1, the ambient temperature to 0 and the wind intensity to 0.5.
It is easy to note that, unlike the processing mode in the related art in which the weather type switching needs to be controlled independently by the scene, according to the method for switching the weather type in the game provided by the embodiment of the present invention, the weather type switching of the current position of the virtual character in the game scene can be automatically performed by changing the values of a plurality of parameters in the preset physical parameter set. Therefore, the method can increase the richness of weather type changes in game scenes, and has practical application significance in game development and design.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
In this embodiment, a device for switching weather types in a game is further provided, and the device is used to implement the foregoing embodiments and preferred embodiments, which have already been described and will not be described again. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 3 is a block diagram of an apparatus for switching weather types in a game according to an embodiment of the present invention, as shown in fig. 3, the apparatus includes: a first obtaining module 31, configured to obtain a physical parameter set, where the physical parameter set is used to determine a weather type to be presented in a game scene; a determining module 32 for determining candidate texture data based on the set of physical parameters; a second obtaining module 33, configured to obtain, from the candidate texture data, target texture data corresponding to the current position by using the current position of the virtual character in the game scene and a preset corresponding relationship, where the preset corresponding relationship is used to describe a corresponding relationship between a texture space where the candidate texture data is located and a world space where the position data in the game scene is located; and the switching module 34 is used for switching the current weather type presented in the game scene to the target weather type according to the target texture data.
Optionally, the physical parameter set comprises: the first part physical parameter and the second part physical parameter, and the determining module 32, are further configured to: creating a first texture and a second texture, wherein the first texture and the second texture are locally pre-drawn textures, a color channel of the first texture is used for recording a first part of physical parameters, and a color channel of the second texture is used for recording a second part of physical parameters; creating a third texture and a fourth texture, wherein the third texture and the fourth texture are textures drawn in a preset game engine; and writing a first part of physical parameters recorded by the color channel of the first texture into a corresponding color channel in the third texture, and writing a second part of physical parameters recorded by the color channel of the second texture into a corresponding color channel in the fourth texture, so as to determine candidate texture data.
Optionally, the determining module 32 is further configured to: creating a first material example and a second material example based on the same base material, wherein the mapping parameter of the first material example is used for recording the texture data of a first texture, and the mapping parameter of the second material example is used for recording the texture data of a second texture; and writing the texture data recorded by the mapping parameter of the first material example into a corresponding color channel in the third texture, and writing the texture data recorded by the mapping parameter of the second material example into a corresponding color channel in the fourth texture.
Optionally, the second obtaining module 33 is further configured to: mapping the candidate texture data to corresponding positions in a game scene according to a preset corresponding relation to obtain a mapping result; and acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and the mapping result.
Optionally, fig. 4 is a block diagram of a structure of an alternative apparatus for switching weather types in a game according to an embodiment of the present invention, and as shown in fig. 4, the apparatus includes, in addition to all modules shown in fig. 3: a creating module 35, configured to create an illumination parameter structure; and creating a data table based on the illumination parameter structure body, wherein the data table is used for respectively configuring corresponding illumination component data for different values of each physical parameter in the physical parameter set.
Optionally, the switching module 34 is further configured to: determining target physical parameters by using the target texture data; acquiring mixed illumination component data corresponding to the target physical parameters through a data table; switching a current weather type presented in the game scene to a target weather type based on the mixed lighting component data.
Optionally, the switching module 34 is further configured to: searching a plurality of illumination component data corresponding to the target physical parameters from the data table; and mixing the data of the plurality of illumination assemblies based on the value of the target physical parameter to obtain mixed illumination assembly data.
It should be noted that, the above modules may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the modules are all positioned in the same processor; alternatively, the modules are respectively located in different processors in any combination.
Embodiments of the present invention also provide a non-volatile storage medium having a computer program stored therein, wherein the computer program is configured to perform the steps of any of the above method embodiments when executed.
Alternatively, in the present embodiment, the above-mentioned nonvolatile storage medium may be configured to store a computer program for executing the steps of:
s1, acquiring a physical parameter set, wherein the physical parameter set is used for determining the weather type to be presented in the game scene;
s2, determining candidate texture data based on the set of physical parameters;
s3, acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and a preset corresponding relation, wherein the preset corresponding relation is used for describing the corresponding relation between the texture space where the candidate texture data is located and the world space where the position data in the game scene is located;
and S4, switching the current weather type presented in the game scene to the target weather type according to the target texture data.
Optionally, in this embodiment, the storage medium may include, but is not limited to: various media capable of storing computer programs, such as a usb disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk.
Embodiments of the present invention also provide an electronic device comprising a memory having a computer program stored therein and a processor arranged to run the computer program to perform the steps of any of the above method embodiments.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
s1, acquiring a physical parameter set, wherein the physical parameter set is used for determining the weather type to be presented in the game scene;
s2, determining candidate texture data based on the set of physical parameters;
s3, acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and a preset corresponding relation, wherein the preset corresponding relation is used for describing the corresponding relation between the texture space where the candidate texture data is located and the world space where the position data in the game scene is located;
and S4, switching the current weather type presented in the game scene to the target weather type according to the target texture data.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation manners, and this embodiment is not described herein again.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present invention, it should be understood that the disclosed technical contents can be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units may be a logical division, and in actual implementation, there may be another division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (10)

1. A method for switching weather types in a game, which is characterized by comprising the following steps:
acquiring a physical parameter set, wherein the physical parameter set is used for determining the weather type to be presented in a game scene;
determining candidate texture data based on the set of physical parameters;
acquiring target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and a preset corresponding relation, wherein the preset corresponding relation is used for describing the corresponding relation between a texture space where the candidate texture data is located and a world space where the position data in the game scene is located;
and switching the current weather type presented in the game scene to a target weather type according to the target texture data.
2. The method of claim 1, wherein the set of physical parameters comprises: a first partial physical parameter and a second partial physical parameter, the determining the candidate texture data based on the set of physical parameters comprising:
creating a first texture and a second texture, wherein the first texture and the second texture are locally pre-drawn textures, a color channel of the first texture is used for recording the first part of physical parameters, and a color channel of the second texture is used for recording the second part of physical parameters;
creating a third texture and a fourth texture, wherein the third texture and the fourth texture are textures drawn in a preset game engine;
and writing the first part of physical parameters recorded by the color channel of the first texture into the corresponding color channel in the third texture, and writing the second part of physical parameters recorded by the color channel of the second texture into the corresponding color channel in the fourth texture, so as to determine the candidate texture data.
3. The method of claim 2, wherein writing the first portion of physical parameters recorded by the color channel of the first texture to a corresponding color channel in the third texture and writing the second portion of physical parameters recorded by the color channel of the second texture to a corresponding color channel in the fourth texture, and wherein determining the candidate texture data comprises:
creating a first material example and a second material example based on the same base material, wherein the mapping parameter of the first material example is used for recording the texture data of the first texture, and the mapping parameter of the second material example is used for recording the texture data of the second texture;
and writing texture data recorded by the mapping parameter of the first material example into a corresponding color channel in the third texture, and writing texture data recorded by the mapping parameter of the second material example into a corresponding color channel in the fourth texture.
4. The method of claim 1, wherein obtaining the target texture data corresponding to the current position from the candidate texture data using the current position of the virtual character in the game scene and the preset corresponding relationship comprises:
mapping the candidate texture data to corresponding positions in the game scene according to the preset corresponding relation to obtain a mapping result;
and acquiring the target texture data corresponding to the current position from the candidate texture data by using the current position of the virtual character in the game scene and the mapping result.
5. The method of claim 1, further comprising:
creating an illumination parameter structure body;
and creating a data table based on the illumination parameter structure body, wherein the data table is used for respectively configuring corresponding illumination component data for different values of each physical parameter in the physical parameter set.
6. The method of claim 5, wherein switching the current weather type presented in the game scene to the target weather type according to the target texture data comprises:
determining a target physical parameter using the target texture data;
acquiring mixed illumination component data corresponding to the target physical parameters through the data table;
switching the current weather type presented in the game scene to the target weather type based on the mixed lighting component data.
7. The method of claim 6, wherein obtaining the hybrid lighting assembly data corresponding to the target physical parameter from the data table comprises:
searching a plurality of illumination component data corresponding to the target physical parameters from the data table;
and mixing the plurality of illumination component data based on the value of the target physical parameter to obtain the mixed illumination component data.
8. An apparatus for switching weather types in a game, comprising:
the system comprises a first acquisition module, a second acquisition module and a third acquisition module, wherein the first acquisition module is used for acquiring a physical parameter set, and the physical parameter set is used for determining the weather type to be presented in a game scene;
a determination module to determine candidate texture data based on the set of physical parameters;
a second obtaining module, configured to obtain, from the candidate texture data, target texture data corresponding to a current position by using the current position of the virtual character in the game scene and a preset corresponding relationship, where the preset corresponding relationship is used to describe a corresponding relationship between a texture space where the candidate texture data is located and a world space where position data in the game scene is located;
and the switching module is used for switching the current weather type presented in the game scene to a target weather type according to the target texture data.
9. A non-volatile storage medium, wherein a computer program is stored in the storage medium, wherein the computer program is configured to execute the method for switching weather types in a game as claimed in any one of claims 1 to 7 when running.
10. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and the processor is configured to execute the computer program to perform the method of switching weather types in a game as claimed in any one of claims 1 to 7.
CN202111607985.0A 2021-12-22 2021-12-22 Method and device for switching weather types in game, storage medium and electronic device Pending CN114419214A (en)

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CN202111607985.0A CN114419214A (en) 2021-12-22 2021-12-22 Method and device for switching weather types in game, storage medium and electronic device

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