CN117707611A - Game editing method, system, electronic device and storage medium - Google Patents

Game editing method, system, electronic device and storage medium Download PDF

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Publication number
CN117707611A
CN117707611A CN202311621312.XA CN202311621312A CN117707611A CN 117707611 A CN117707611 A CN 117707611A CN 202311621312 A CN202311621312 A CN 202311621312A CN 117707611 A CN117707611 A CN 117707611A
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China
Prior art keywords
game
editor
client
game client
editing method
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CN202311621312.XA
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Chinese (zh)
Inventor
胡浩
杨雪
赵默君
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Zhuhai Jianxin Interactive Entertainment Co ltd
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Zhuhai Jianxin Interactive Entertainment Co ltd
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Priority to CN202311621312.XA priority Critical patent/CN117707611A/en
Publication of CN117707611A publication Critical patent/CN117707611A/en
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Abstract

The invention discloses a game editing method, a game editing system, electronic equipment and a storage medium, and relates to the technical field of game editing. The method comprises the following steps: the game client and the program of the game editor are issued together; responding to a first operation instruction, and starting a game editor; the parent process of the game editor invokes the child process of the game client, and the game client is nested in the window of the game editor for display; when the game editor needs to display the asset data in the game, the game editor and the game client carry out inter-process communication, and the game client finishes the reading of the asset data and displays the asset data in the window. According to the game editing method provided by the embodiment of the invention, the game client is embedded into the game editor for display, so that the game editor and the game client can be issued together, the assets and logic of the game client are multiplexed, the work of extracting the common codes is avoided, and the development of the game client is less interfered.

Description

Game editing method, system, electronic device and storage medium
Technical Field
The present invention relates to the field of game editing technologies, and in particular, to a game editing method, a game editing system, an electronic device, and a storage medium.
Background
Currently, in order to meet player's enthusiasm for participation in game works, game manufacturers push out various game editors for secondary creation to a hot player. Typically, a game player needs to download a game editor in addition to the game client. While the game assets (e.g., scenes, models, maps, configuration tables, scripts, etc.) and code logic used in the game editor are largely multiplexed to the game client.
If the game client and the game editor are two completely independent programs, the player installs both at the same time, so that there are redundant two game assets, which can cause great pressure on disk occupation, and increase network traffic and time consumption for downloading and updating. The conventional solution is to issue a game editor together with a game client, and to directly read a common game asset, and as a result, the game editor and the game client have the same code logic such as asset reading and display.
Because the game editor and the game client are two independent programs, the functions of reading, displaying and the like of game assets are needed to be realized, and a set of codes with the same functions are respectively developed and maintained, so that great waste is caused to development resources. In order to facilitate the maintenance and release of codes, the part of codes shared by the two parts are usually multiplexed and extracted, and are called by two programs in a static library or dynamic library mode, which brings additional workload to program development:
1) Both the game editor program and the game client program rely on a common code library, which must not rely on the editor or client program, which limits inconvenience game development;
2) In order to support the functions of the client and the editor simultaneously, the common code library increases the complexity of the code and may cause the problems of reduced running efficiency of the game client and the like due to the function of the editor being compatible;
3) Since some script logic may be bound in the game asset (e.g., a windmill model in the game scene carries a rotating script to implement a windmilling animation, etc.), it also requires that the editor must be able to parse and drive these scripts, making the common code library function expanded and complex, and causing great inconvenience to maintenance.
Disclosure of Invention
The present invention aims to solve at least one of the technical problems existing in the prior art. Therefore, the invention provides a game editing method, a system, electronic equipment and a storage medium, which can realize the common release of a game editor and a game client and reuse of the assets and logic of the game editor and the game client, avoid the work of common code extraction and have less interference to the development of the game client.
In one aspect, a game editing method according to an embodiment of the present invention includes the steps of:
the game client and the program of the game editor are issued together;
responding to a first operation instruction, and starting the game editor;
the parent process of the game editor invokes the child process of the game client, and the game client is nested in the window of the game editor for display;
when the game editor needs to display asset data in a game, the game editor and the game client carry out inter-process communication, and the game client finishes reading the asset data and displays the asset data in the window.
According to some embodiments of the invention, the game editing method further comprises the steps of:
when the game editor needs to read asset data or configuration information in a game, the game editor and the game client carry out inter-process communication, and the game client reads the asset data or the configuration information and then sends the asset data or the configuration information to the game editor.
According to some embodiments of the present invention, the parent process of the game editor invokes the child process of the game client, and the game client is nested in the window of the game editor for display, which specifically includes:
when the game editor is started, the game client is evoked, and command line parameters are sent to the game client; the command line parameters include a window handle used by the game editor to embed the game client;
after the game client is evoked, a display window is embedded into the window of the game editor in response to the command line parameters, and the working mode is switched to an editor plug-in mode to accept the scheduling of the game editor.
According to some embodiments of the invention, the game editing method further comprises the steps of:
responding to a second operation instruction, and starting the game client side by an exclusive process;
the game client switches the working mode to the running mode, provides a game experience for the user, and does not evoke the game editor.
According to some embodiments of the invention, the game editing method further comprises the steps of:
the parent process of the game editor informs the child process of the game client to read a game scene list and sends the game scene list back to the parent process of the game editor;
and the parent process of the game editor displays the game scene list for a user to select, and after the game scene list is selected by the user, the parent process of the game editor notifies the child process of the game client to open the corresponding game scene and displays the corresponding game scene in the window.
According to some embodiments of the invention, the game editing method further comprises the steps of:
the parent process of the game editor reads asset data in the game through the child process of the game client and displays the asset data to a user for selection, and after the user selects, the parent process of the game editor notifies the child process of the game client to display corresponding asset objects in the game scene;
after the user finishes the editing purpose in the parent process of the game editor by utilizing the asset object, displaying the edited content by the child process of the game client and transmitting the content to the parent process of the game editor;
and the father process of the game editor stores the content on a disk to finish editing the game.
On the other hand, the game editing system according to the embodiment of the invention comprises a game client and a game editor, and is used for realizing the game editing method described in the embodiment.
On the other hand, the electronic device according to the embodiment of the invention includes:
a memory for storing program instructions;
and the processor is used for calling the program instructions stored in the memory and executing the game editing method according to the embodiment according to the obtained program instructions.
On the other hand, according to the storage medium of the embodiment of the present invention, the storage medium stores computer-executable instructions for causing a computer to execute the game editing method described in the above embodiment.
The game editing method, the system, the electronic equipment and the storage medium have at least the following beneficial effects: all asset reading and displaying operations of the game editor are completed by the game client terminal processes, the game editor does not directly operate the game assets, thus the program of the game editor does not need to introduce asset reading and displaying codes, the game client only needs to support functions of embedding a parent process window in a child process, supporting inter-process communication and the like, the code modification amount is small, the running logic is relatively independent, and the functional efficiency of the game client is not influenced by the introduction of the functions of the game editor.
Additional aspects and advantages of the invention will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention.
Drawings
The foregoing and/or additional aspects and advantages of the invention will become apparent and may be better understood from the following description of embodiments taken in conjunction with the accompanying drawings in which:
FIG. 1 is a flow chart of steps of a game editing method according to an embodiment of the present invention;
FIG. 2 is a start logic of a game client according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of a display interface of a game editor according to an embodiment of the invention.
Detailed Description
Embodiments of the present invention are described in detail below, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to like or similar elements or elements having like 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.
In the description of the present invention, it should be understood that references to orientation descriptions such as upper, lower, front, rear, left, right, etc. are based on the orientation or positional relationship shown in the drawings, are merely for convenience of description of the present invention and to simplify the description, and do not indicate or imply that the apparatus or elements referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus should not be construed as limiting the present invention.
The terms "first," "second," "third," and "fourth" and the like in the description and in the claims and drawings are used for distinguishing between different objects and not necessarily for describing a particular sequential or chronological order. Furthermore, the terms "comprise" and "have," as well as any variations thereof, are intended to cover a non-exclusive inclusion. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those listed steps or elements but may include other steps or elements not listed or inherent to such process, method, article, or apparatus.
Reference in the specification to "an embodiment" means that a particular feature, structure, or characteristic described in connection with the embodiment may be included in at least one embodiment of the invention. The appearances of such phrases in various places in the specification are not necessarily all referring to the same embodiment, nor are separate or alternative embodiments mutually exclusive of other embodiments. Those of skill in the art will explicitly and implicitly appreciate that the embodiments described herein may be combined with other embodiments.
Currently, in order to meet player's enthusiasm for participation in game works, game manufacturers push out various game editors for secondary creation to a hot player. Typically, a game player needs to download a game editor in addition to the game client. While the game assets (e.g., scenes, models, maps, configuration tables, scripts, etc.) and code logic used in the game editor are largely multiplexed to the game client.
If the game client and the game editor are two completely independent programs, the player installs both at the same time, so that there are redundant two game assets, which can cause great pressure on disk occupation, and increase network traffic and time consumption for downloading and updating. The conventional solution is to issue a game editor together with a game client, and to directly read a common game asset, and as a result, the game editor and the game client have the same code logic such as asset reading and display.
Because the game editor and the game client are two independent programs, the functions of reading, displaying and the like of game assets are needed to be realized, and a set of codes with the same functions are respectively developed and maintained, so that great waste is caused to development resources. In order to facilitate the maintenance and release of codes, the part of codes shared by the two parts are usually multiplexed and extracted, and are called by two programs in a static library or dynamic library mode, which brings additional workload to program development:
1) Both the game editor program and the game client program rely on a common code library, which must not rely on the editor or client program, which limits inconvenience game development;
2) In order to support the functions of the client and the editor simultaneously, the common code library increases the complexity of the code and may cause the problems of reduced running efficiency of the game client and the like due to the function of the editor being compatible;
3) Since some script logic may be bound in the game asset (e.g., a windmill model in the game scene carries a rotating script to implement a windmilling animation, etc.), it also requires that the editor must be able to parse and drive these scripts, making the common code library function expanded and complex, and causing great inconvenience to maintenance.
Therefore, the embodiment of the invention provides a game editing method, a system, electronic equipment and a storage medium, all asset reading and displaying operations of a game editor are completed by a game client terminal process, the game editor does not directly operate game assets, thus the program of the game editor does not need to introduce asset reading and displaying codes, the game client only needs to support functions of embedding a child process into a parent process window, supporting inter-process communication and the like, the code modification amount is small, the running logic is relatively independent, and the function efficiency of the game client is not influenced by the introduction of the functions of the game editor.
The game editing method, system, electronic device and storage medium according to the embodiments of the present invention are described in detail below with reference to fig. 1 to 3.
Game client: and providing the program for the player to play the game experience after installation, and enabling the player to play the game experience according to the playing method planned by the designer.
Game editor: the method is provided for players to edit authored programs after installation, and the players can perform secondary authoring based on assets and functions provided by designers, produce works presented in modes of pictures, videos or game level and the like, and share the works with other user experiences.
The procedure is as follows: files containing instructions and data are stored in a storage device such as a disk.
The process comprises the following steps: one execution of the program.
Inter-process communication: each process has different address space, and data transmission between processes must be performed by means of shared memory, pipeline, etc.
Parent/child processes: multiple processes can be created in one program execution process, other processes are created to be parent processes, and the created processes are child processes.
In one aspect, the present invention provides a game editing method, as shown in fig. 1, including the following steps:
step S100: the game client and the program of the game editor are issued together;
step S200: responding to a first operation instruction, and starting a game editor;
step S300: the parent process of the game editor invokes the child process of the game client, and the game client is nested in the window of the game editor for display;
step S400: when the game editor needs to display the asset data in the game, the game editor and the game client carry out inter-process communication, and the game client finishes the reading of the asset data and displays the asset data in the window.
Specifically, when the game client is distributed together with the program of the game editor, the program of the game client and the program of the game editor may be distributed on the same machine or storage device or file directory, etc., so that the game editor can locate and start the game client. If the player double clicks the exe file of the game editor, the game editor will start to execute, and when the game editor starts, the game editor parent process will call the game client terminal process, and the game client terminal is nested in a specific window of the game editor to display, the specific display effect can be seen in fig. 3, fig. 3 is an example of a display interface of the game editor, where the a part is the picture that the game client terminal displays in the game editor. And data exchange is carried out between the game editor and the game client through interprocess communication. If the parent process of the game editor needs to display asset data in the game, the game client sub-process finishes reading the asset data and displays the asset data in a window of the game editor by communicating with the game client sub-process.
In some embodiments of the present invention, the game editing method further includes the steps of:
when the game editor needs to read asset data or configuration information in the game, the game editor and the game client carry out inter-process communication, and the game client reads the asset data or the configuration information and then sends the asset data or the configuration information to the game editor.
Therefore, according to the game editing method of the embodiment of the invention, all asset reading and displaying operations of the game editor are completed by the game client terminal processes, the game editor does not directly operate the game assets, so that the program of the game editor does not need to introduce asset reading and displaying codes, the game client only needs to support functions of embedding a parent process window in a child process, supporting inter-process communication and the like, the code modification amount is small, the running logic is relatively independent, and the function efficiency of the game client is not influenced due to the introduction of the functions of the game editor.
Further, step S300 described above: the parent process of the game editor invokes the child process of the game client, and the game client is nested in the window of the game editor for display, which comprises the following two sub steps:
when the game editor is started, the game client is evoked, and command line parameters are sent to the game client, wherein the command line parameters comprise window handles which are used for being embedded into the game client by the game editor;
after the game client is evoked, a display window is embedded into a window of a game editor in response to the command line parameters, and the working mode is switched to an editor plug-in mode to accept the scheduling of the game editor.
Specifically, if the player double clicks on the exe file of the game editor, the game editor starts and invokes the game client, and a command line parameter (exemplified by "-parentHWND XXXXXX"), which is a window handle in the game editor used to embed the game client, is entered. And after the game client is evoked, the display window is embedded into the window of the game editor, and the logic is switched to the editor plug-in mode to accept the scheduling of the game editor.
Further, in some embodiments of the present invention, the game editing method further includes the steps of:
responding to a second operation instruction, and starting the game client side by an exclusive process;
the game client switches the operating mode to the run mode, providing a game experience for the user, and not evoking the game editor.
Specifically, if the player double clicks the exe file of the game client, only the game client is started, and when the game editor is not started, the command line parameters started by the game client do not include "-parentHWND XXXX", the original game client logic is kept, the game client logic is operated in a traditional exclusive process, the player input is accepted, the corresponding game experience is provided, and the process and the function of the game editor are not involved. The game client's operating logic is shown in fig. 2.
The game editing method according to the embodiment of the invention further comprises the following steps:
the parent process of the game editor informs the child process of the game client to read the game scene list and send the game scene list back to the parent process of the game editor;
the parent process of the game editor displays a game scene list for a user to select, and after the game scene list is selected by the user, the parent process of the game editor notifies the child process of the game client to open a corresponding game scene and displays the corresponding game scene in a window;
the parent process of the game editor reads asset data in the game through the child process of the game client and displays the asset data to the user for selection, and after the user selects, the parent process of the game editor notifies the child process of the game client to display corresponding asset objects in a game scene;
after the user finishes the editing purpose in the parent process of the game editor by utilizing the asset object, the child process of the game client displays the edited content and sends the content to the parent process of the game editor;
the parent process of the game editor stores the content on a disk to complete the editing of the game.
Specifically, taking a game scenario editor as an example, in the editor mode, the workflow of the parent process of the game editor and the sub process of the game client is as follows:
1. the player double-clicks the game editor program, the game editor father process starts, after the father process is initialized, the display window handle is obtained, and the game client terminal process is started in a mode of transferring the parameter "-pantHWND XXXXXX", so that the game client terminal process is embedded and displayed in a certain view window of the game editor father process, as shown in fig. 3.
2. Communication connection is established between the game editor father process and the game client terminal process through the shared memory, and the two processes monitor the command transmitted by the other party in real time and execute the corresponding logic code.
3. The game editor father process informs the game client terminal process of reading the game scene list and sends the game scene list back to the game editor father process, the game editor father process displays the game scene list for the player to select, and after the player selects, the game editor father process informs the game client terminal process of opening the game scene and displays the game scene in a window of the game editor.
4. The same principle as in step 3, the game editor father process reads the controllable asset data such as characters, animations and special effects through the game client terminal process, and displays the asset data to the player for browsing and selecting, and after the player selects, the game editor father process notifies the game client terminal process to display the asset objects in the game scene.
5. After editing the scenario (including customizing the behavior of the screen, the camera and the asset home corner) in the game editor parent process, clicking a play button, transmitting scenario data to the game client terminal process by the game editor parent process, driving the scenario performance frame by the game client terminal process, and outputting a game picture (data in a picture format) to be transmitted to the game editor parent process.
6. The father process of the game editor assembles the pictures into video files and stores the video files on a disk, thus completing the production of a section of game scenario works.
According to the game editor provided by the embodiment of the invention, besides editing the game scenario, other game contents can be edited, and after a player edits in the parent process of the game editor, the game client terminal process displays the game content, and the game client terminal process can output a game picture to the parent process of the game editor for secondary processing.
According to the game editing method provided by the embodiment of the invention, all asset reading and displaying operations of the game editor are completed by the game client terminal processes, the game editor does not directly operate the game assets, so that the program of the game editor does not need to introduce asset reading and displaying codes, the game client only needs to support functions of embedding a child process into a parent process window, supporting inter-process communication and the like, the code modification amount is small, the running logic is relatively independent, and the functional efficiency of the game client is not influenced by the introduction of the functions of the game editor. The game client program can be used as an independent process to execute client logic, and can also be embedded into a parent process of a game editor in a child process mode to be used as a display window so as to achieve the function of sharing game assets and codes; the game editor program does not comprise codes related to asset reading, display and the like, and can achieve the effects of reading assets, driving display logic and the like in the game client through communication with the game client process. The invention realizes the common release of the game editor and the game client by embedding the plug-in into the game editor for display, multiplexes the asset and logic of the game client, avoids the work of common code extraction, and has less interference to the development of the game client.
On the other hand, the invention also provides a game editing system, which comprises a game client and a game editor, wherein the game client and the program of the game editor are released under the same file directory; the game editing system can realize the game editing method described in the embodiment of the aspect.
According to the game editing system provided by the embodiment of the invention, the game client is embedded into the game editor for display, so that the game editor and the game client can be issued together, the assets and logic of the game client are multiplexed, the work of extracting the common codes is avoided, and the development of the game client is less interfered.
On the other hand, the embodiment of the invention also provides electronic equipment, which comprises:
a memory for storing program instructions;
and the processor is used for calling the program instructions stored in the memory and executing the game editing method according to the obtained program instructions.
The processor may be implemented by a general central processing unit (Central Processing Unit, CPU), a microprocessor, an application specific integrated circuit (Application Specific Integrated Circuit, ASIC), or one or more integrated circuits, etc. for executing related programs, so as to implement the technical solutions provided by the embodiments of the present application;
the Memory may be implemented in the form of Read Only Memory (ROM), static storage, dynamic storage, or random access Memory (Random Access Memory, RAM). The memory may store an operating system and other application programs, and when the technical scheme provided in the embodiments of the present specification is implemented by software or firmware, relevant program codes are stored in the memory, and the processor invokes the game editing method for executing the embodiments of the present application; the memory and the processor may be connected by a bus or the like.
On the other hand, the embodiment of the invention also provides a storage medium, which is a computer readable storage medium, and the storage medium stores a computer program, and the computer program realizes the game editing method when being executed by a processor.
The memory, as a non-transitory computer readable storage medium, may be used to store non-transitory software programs as well as non-transitory computer executable programs. In addition, the memory may include high-speed random access memory, and may also include non-transitory memory, such as at least one magnetic disk storage device, flash memory device, or other non-transitory solid state storage device. In some embodiments, the memory optionally includes memory remotely located relative to the processor, the remote memory being connectable to the processor through 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 apparatus embodiments described above are merely illustrative, in which the elements illustrated as separate components may or may not be physically separate, implemented to reside in one place, or may be distributed over a plurality of network elements. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
Although specific embodiments are described herein, those of ordinary skill in the art will recognize that many other modifications or alternative embodiments are also within the scope of the present disclosure. For example, any of the functions and/or processing capabilities described in connection with a particular device or component may be performed by any other device or component. In addition, while various exemplary implementations and architectures have been described in terms of embodiments of the present disclosure, those of ordinary skill in the art will recognize that many other modifications to the exemplary implementations and architectures described herein are also within the scope of the present disclosure.
Certain aspects of the present disclosure are described above with reference to block diagrams and flowchart illustrations of systems, methods, systems and/or computer program products according to example embodiments. It will be understood that one or more blocks of the block diagrams and flowchart illustrations, and combinations of blocks in the block diagrams and flowchart illustrations, respectively, can be implemented by executing computer-executable program instructions. Also, some of the blocks in the block diagrams and flowcharts may not need to be performed in the order shown, or may not need to be performed in their entirety, according to some embodiments. In addition, additional components and/or operations beyond those shown in blocks of the block diagrams and flowcharts may be present in some embodiments.
Accordingly, blocks of the block diagrams and flowchart illustrations support combinations of means for performing the specified functions, combinations of elements or steps for performing the specified functions and program instruction means for performing the specified functions. It will also be understood that each block of the block diagrams and flowchart illustrations, and combinations of blocks in the block diagrams and flowchart illustrations, can be implemented by special purpose hardware-based computer systems that perform the specified functions, elements or steps, or combinations of special purpose hardware and computer instructions.
Program modules, applications, etc. described herein may include one or more software components including, for example, software objects, methods, data structures, etc. Each such software component may include computer-executable instructions that, in response to execution, cause at least a portion of the functions described herein (e.g., one or more operations of the exemplary methods described herein) to be performed.
The software components may be encoded in any of a variety of programming languages. An exemplary programming language may be a low-level programming language, such as an assembly language associated with a particular hardware architecture and/or operating system platform. Software components including assembly language instructions may need to be converted into executable machine code by an assembler prior to execution by a hardware architecture and/or platform. Another exemplary programming language may be a higher level programming language that may be portable across a variety of architectures. Software components, including higher-level programming languages, may need to be converted to an intermediate representation by an interpreter or compiler before execution. Other examples of programming languages include, but are not limited to, a macro language, a shell or command language, a job control language, a scripting language, a database query or search language, or a report writing language. In one or more exemplary embodiments, a software component containing instructions of one of the programming language examples described above may be executed directly by an operating system or other software component without first converting to another form.
The software components may be stored as files or other data storage constructs. Software components having similar types or related functionality may be stored together, such as in a particular directory, folder, or library. The software components may be static (e.g., preset or fixed) or dynamic (e.g., created or modified at execution time).
The embodiments of the present invention have been described in detail with reference to the accompanying drawings, but the present invention is not limited to the above embodiments, and various changes can be made within the knowledge of one of ordinary skill in the art without departing from the spirit of the present invention.

Claims (9)

1. A game editing method, comprising the steps of:
the game client and the program of the game editor are issued together;
responding to a first operation instruction, and starting the game editor;
the parent process of the game editor invokes the child process of the game client, and the game client is nested in the window of the game editor for display;
when the game editor needs to display asset data in a game, the game editor and the game client carry out inter-process communication, and the game client finishes reading the asset data and displays the asset data in the window.
2. The game editing method according to claim 1, characterized in that the game editing method further comprises the steps of:
when the game editor needs to read asset data or configuration information in a game, the game editor and the game client carry out inter-process communication, and the game client reads the asset data or the configuration information and then sends the asset data or the configuration information to the game editor.
3. The game editing method according to claim 1, wherein a parent process of the game editor invokes a child process of the game client, and the game client is nested in a window of the game editor for display, specifically comprising:
when the game editor is started, the game client is evoked, and command line parameters are sent to the game client; the command line parameters include a window handle used by the game editor to embed the game client;
after the game client is evoked, a display window is embedded into the window of the game editor in response to the command line parameters, and the working mode is switched to an editor plug-in mode to accept the scheduling of the game editor.
4. The game editing method according to claim 1, characterized in that the game editing method further comprises the steps of:
responding to a second operation instruction, and starting the game client side by an exclusive process;
the game client switches the working mode to the running mode, provides a game experience for the user, and does not evoke the game editor.
5. The game editing method according to claim 1, characterized in that the game editing method further comprises the steps of:
the parent process of the game editor informs the child process of the game client to read a game scene list and sends the game scene list back to the parent process of the game editor;
and the parent process of the game editor displays the game scene list for a user to select, and after the game scene list is selected by the user, the parent process of the game editor notifies the child process of the game client to open the corresponding game scene and displays the corresponding game scene in the window.
6. The game editing method according to claim 5, characterized in that the game editing method further comprises the steps of:
the parent process of the game editor reads asset data in the game through the child process of the game client and displays the asset data to a user for selection, and after the user selects, the parent process of the game editor notifies the child process of the game client to display corresponding asset objects in the game scene;
after the user finishes the editing purpose in the parent process of the game editor by utilizing the asset object, displaying the edited content by the child process of the game client and transmitting the content to the parent process of the game editor;
and the father process of the game editor stores the content on a disk to finish editing the game.
7. A game editing system comprising a game client and a game editor, the game editing system being configured to implement the game editing method of any of claims 1-6.
8. An electronic device, comprising:
a memory for storing program instructions;
a processor for calling program instructions stored in the memory and executing the game editing method according to any one of claims 1 to 6 in accordance with the obtained program instructions.
9. A storage medium storing computer-executable instructions for causing a computer to perform the game editing method of any one of claims 1 to 6.
CN202311621312.XA 2023-11-29 2023-11-29 Game editing method, system, electronic device and storage medium Pending CN117707611A (en)

Priority Applications (1)

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CN202311621312.XA CN117707611A (en) 2023-11-29 2023-11-29 Game editing method, system, electronic device and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202311621312.XA CN117707611A (en) 2023-11-29 2023-11-29 Game editing method, system, electronic device and storage medium

Publications (1)

Publication Number Publication Date
CN117707611A true CN117707611A (en) 2024-03-15

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
CN202311621312.XA Pending CN117707611A (en) 2023-11-29 2023-11-29 Game editing method, system, electronic device and storage medium

Country Status (1)

Country Link
CN (1) CN117707611A (en)

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