WO2022000971A1 - 运镜模式的切换方法及装置、计算机程序、可读介质 - Google Patents

运镜模式的切换方法及装置、计算机程序、可读介质 Download PDF

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Publication number
WO2022000971A1
WO2022000971A1 PCT/CN2020/132091 CN2020132091W WO2022000971A1 WO 2022000971 A1 WO2022000971 A1 WO 2022000971A1 CN 2020132091 W CN2020132091 W CN 2020132091W WO 2022000971 A1 WO2022000971 A1 WO 2022000971A1
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Prior art keywords
movement mode
mirror movement
virtual
game
mode
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PCT/CN2020/132091
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English (en)
French (fr)
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韩杨
刘桂臣
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完美世界(北京)软件科技发展有限公司
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Publication of WO2022000971A1 publication Critical patent/WO2022000971A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Definitions

  • the present invention relates to the field of computer technology, and in particular, to a method and device for switching a mirror motion mode, a computer program, and a readable medium.
  • the game screen is either completely controlled by the player himself, or completely controlled by the game strategy, the mode is not comprehensive enough, and the disadvantage of free control is that the key information cannot be quickly focused.
  • the operation of the game is not as flexible as that of the mouse, it may be swaying, and it cannot follow the boss in real time.
  • the camera effects cannot be triggered freely, and the game screen lacks a sense of immersion and substitution. For online games, this will cause the position of the third-party viewing monster to jump.
  • the present invention is proposed in order to provide a method and device, computer program, and readable medium for switching a mirror movement mode that overcomes the above problems or at least partially solves or alleviates the above problems.
  • a method for switching a mirror movement mode comprising: when a virtual camera of a virtual game presents a game screen in a first mirror movement mode, detecting a scene state of the virtual game; if the scene The state indicates that the virtual game enters a specified scene, and the virtual camera is controlled to switch from the first mirror movement mode to the second mirror movement mode.
  • a device for switching a mirror movement mode comprising: a detection module configured to detect the scene of the virtual game when the virtual camera of the virtual game adopts the first mirror movement mode to present the game screen state; a switching module, configured to control the virtual camera to switch from the first mirror movement mode to the second mirror movement mode if the situational state indicates that the virtual game enters a specified situation.
  • a computer program which includes computer-readable codes, when the computer-readable codes are executed on a server, causing the server to execute the above-mentioned method for switching a mirror movement mode.
  • the virtual camera of the virtual game uses the first mirror movement mode to present the game screen, the situational state of the virtual game is detected, and if the situational state indicates that the virtual game enters a specified scene, the virtual camera is controlled to switch from the first mirror movement mode to the second mirror movement mode , through the situational state of the virtual game to trigger the switching of different mirror movement modes, the virtual camera can switch mirror movement modes in different game links and states, thereby presenting different game pictures, which solves the problem that the related technology cannot be switched according to the game scene.
  • the technical problem of the mirror movement mode improves the immersion and substitution of virtual games, and improves the user experience.
  • FIG. 1 schematically shows a flowchart of a method for switching a mirror movement mode according to an embodiment of the present invention
  • FIG. 2 schematically shows a schematic diagram of selecting a camera mode according to an embodiment of the present invention
  • FIG. 3 schematically shows a schematic diagram of calculating a look point in an area mode according to an embodiment of the present invention
  • FIG. 4 schematically shows a structural block diagram of an apparatus for switching a mirror movement mode according to an embodiment of the present invention
  • Figure 5 schematically shows a block diagram of a server for performing the method according to the invention.
  • Figure 6 schematically shows a memory unit for holding or carrying program code implementing the method according to the invention.
  • FIG. 1 is a flowchart of a method for switching a moving mirror mode according to an embodiment of the present invention. As shown in FIG. 1 , the flow includes the following steps:
  • Step S202 when the virtual camera of the virtual game adopts the first mirror movement mode to present the game screen, detect the situational state of the virtual game
  • the mirror movement mode (also called camera mode, camera mode) in this embodiment refers to the movement mode (including the static state) of the virtual camera when the virtual camera presents the game screen. Based on different movement or dwell modes, different modes of movement can be selectively displayed. Game screens with different perspectives, different fields of view, and different content.
  • the situational state in this embodiment may be the progress state of the game plot based on the game strategy, the control state of the objects (characters, props, maps, levels, etc.) in the virtual game scene based on the master character, and the like.
  • the virtual game in this embodiment may be an online electronic game of the character control type, such as a Massive Multiplayer Online Role-Playing Game (MMORPG).
  • MMORPG Massive Multiplayer Online Role-Playing Game
  • Step S204 if the situational state indicates that the virtual game enters the designated situation, control the virtual camera to switch from the first mirror movement mode to the second mirror movement mode;
  • a second mirror movement mode that matches the current scene state can be selected from the multiple mirror movement modes;
  • the virtual camera of the virtual game uses the first mirror movement mode to present the game screen
  • the situational state of the virtual game is detected, and if the situational state indicates that the virtual game has entered a specified situation, the virtual camera is controlled to switch from the first mirror movement mode to the first mirror movement mode.
  • the second mirror movement mode can trigger the switching of different mirror movement modes through the situational state of the virtual game, so that the virtual camera can switch the mirror movement mode in different game links and states, thereby presenting different game pictures, which solves the problem of inability in the related art.
  • the technical problem of switching the mirror movement mode according to the game situation improves the immersion and substitution of virtual games, and improves the user experience.
  • the virtual game includes a variety of mirror movement modes, respectively corresponding to different scene states, and the different mirror movement modes are exemplified below:
  • UI mode interface operations when previewing commodities, fashions, and pets
  • Free viewing angle The master player controls the game screen through remote sensing, handle and other free operations
  • Special perspective mode execute specific game characters (such as special monsters, big bosses and other hostile characters), in order to enhance the performance, the camera movement route produced by art is divided into the initial stage, the mirror movement stage, and the end stage. .
  • the initial stage the camera smoothly transitions to the starting point of the route specified by the art according to the player's action.
  • the mirror movement stage the camera moves according to the art's production and the player's action.
  • the end stage the camera smoothly transitions to the starting position of the camera mode before switching.
  • the game camera always focuses on a game object, and the virtual camera is controlled by the algorithm. The player cannot operate it.
  • the algorithm automatically calculates the current key view according to the weight of multiple attraction fields, and smoothes the past, repeating in the loop of the main game process. conduct.
  • Plot CG Computer Graphics
  • the kit of each of the above-mentioned mirror movement modes includes one or more functional modules, and each mirror movement mode may include several identical basic modules, such as the delay follow function, which is a functional module that all modes have. , Freely combine functional modules to form patterns according to specific needs, and the development of functional modules can be reused.
  • the functional modules in this embodiment include: customized camera movement route, configurable parameter overlay, key information gathering, free manipulation, strategy-managed focusing, smooth transition, instant shot, inertial follow, multi-field attraction, boundary limited.
  • 2 is a schematic diagram of selecting a camera mode according to an embodiment of the present invention, generating a mirror movement mode kit according to the assembly of functional modules, and then switching and executing the corresponding camera mode through a scene selector based on the current scene state.
  • controlling the virtual camera to switch from the first mirror movement mode to the second mirror movement mode may be, but is not limited to: controlling the virtual camera to switch from the free view mode to the area mode, where the area mode is a virtual The camera continuously focuses on the mirror movement mode of the specified game object; the virtual camera is controlled to switch from the free-view mode to the specific shot mode, wherein the specific shot mode is the mirror movement mode in which the virtual camera continues to play the specified plot.
  • detecting the situational state of the virtual game includes: detecting the movement position of the main character in the game screen at preset intervals in the main loop of the virtual game, and monitoring the virtual game according to the logic strategy of the virtual game the plot content.
  • controlling the virtual camera to switch from the first mirror movement mode to the second mirror movement mode may be, but is not limited to: if the scene state represents the main player of the virtual game Control the character to move to the specified position, and control the virtual camera to switch from the first mirror movement mode to the second mirror movement mode; if the scene state represents the virtual game playing the game screen of the specified plot, control the virtual camera to switch from the first mirror movement mode to the second mirror movement mode.
  • Two mirror mode may be, but is not limited to: if the scene state represents the main player of the virtual game Control the character to move to the specified position, and control the virtual camera to switch from the first mirror movement mode to the second mirror movement mode; if the scene state represents the virtual game playing the game screen of the specified plot, control the virtual camera to switch from the first mirror movement mode to the second mirror movement mode.
  • a scene detection function can be set to perform constant detection at fixed intervals in the main loop of the game, and when a certain scene is detected, the relevant camera mode is automatically triggered (Mirror mode of virtual camera), such as the player moves to a special coordinate, triggering the area mode. It can also be actively triggered according to the game logic, and call the interface in a certain logic branch to enter the target camera mode. For example, when executing large monsters, the free camera mode will automatically enter the special camera mode. After the execution action is played, it will automatically switch back to the free camera mode. model.
  • Controlling the virtual camera to switch from the first mirror movement mode to the second mirror movement mode includes:
  • adjusting the first mirror movement mode to the second mirror movement mode using the source camera parameter as the initialization parameter of the second mirror movement mode includes: obtaining the lens position of the first mirror movement mode at the last moment in the initialization parameters and Lens orientation; take the lens position and lens orientation as the initial position and initial orientation of the second mirror movement mode, respectively, to control the virtual camera to switch the game screen.
  • the camera parameters of the previous mode are saved as the parameters for the initialization of the next camera mode.
  • the parameters of the previous camera can be directly used, or the parameters of the previous camera can be used.
  • the parameters are smoothly transitioned, and these assignments or smooth transitions are performed automatically and do not require player operation, so the player is completely unaware when playing the game.
  • the player is currently in free-view mode, and when the character enters a special area to trigger the key boss's area mode, the camera will be automatically taken over by the program and smoothly transition from the current angle to the perspective of the boss. It realizes the free and seamless switching of the game screen, which is silky and smooth.
  • the second mirror movement mode is run and the game is presented based on the second mirror movement mode screen.
  • the picture presentation process of the area mode includes:
  • the specified NPC can be a game character that can bring attribute gains, or the last clearance obstacle of a game level (such as the final boss), and of course it can also be an enemy character in a confrontation state, such as online enemy player characters;
  • the viewing point and the position point (image acquisition point) of the virtual camera in this embodiment in the entire game scene by calculating the viewing point and the movement trajectory of the virtual camera, a game screen corresponding to a viewing angle can be presented.
  • calculating the position of the looking point F of the virtual camera in the virtual map according to the first coordinate point C, the second position point H, and the third position point A includes: calculating the first intermediate point by using a preset weight
  • the fourth position point B of where B is located on the connecting line of CA;
  • the direction of point H extends the length of L CE + L EF to get the position of looking point F in the virtual map.
  • Fig. 3 is a schematic diagram of calculating a viewing point in an area mode according to an embodiment of the present invention.
  • the final picture effect is that the target locked by the protagonist (may not be) and a specific object (such as a Boss) in the virtual game are all within the scope of the camera , C is the Boss point, H is the point where the main control protagonist is located, assuming that the camera looking point is located at a point on the straight line CH, point F is the camera looking point, B point is obtained according to the weight of the planning configuration, the angle AFB is Halfway through the fov (Field of View), the target placement point just enters the field of view. Therefore, the position of the camera can be known by finding the length of CF.
  • a specific object such as a Boss
  • CE+EF is the distance between the camera looking point and the boss.
  • the coordinates of the boss are known, and the coordinates of the protagonist are known.
  • the camera looking point is on the line connecting the protagonist and the Boss, and then the coordinate point of the camera is obtained.
  • game developers can develop different functional modules according to their needs, freely assemble them into specific mirror movement modes, and switch seamlessly according to strategies in different game scenarios.
  • Some complex pictures, such as key plots The Boss battle can be precisely controlled by the algorithm to attract multiple games, and in the absence of special needs, it can return to the free-view mode of most mmo games and let the player control it by himself.
  • the solution has strong scalability, comprehensive functions, and stable operation, providing a better sense of substitution for heavy mmo games.
  • a switching device for a mirror movement mode is also provided, which is used to implement the above-mentioned embodiments and preferred implementations, and what has been described will not be repeated.
  • the term "module” may be a combination of software and/or hardware that implements a predetermined function.
  • the apparatus described in the following embodiments is preferably implemented in software, implementations in hardware, or a combination of software and hardware, are also possible and contemplated.
  • FIG. 4 is a structural block diagram of an apparatus for switching a mirror movement mode according to an embodiment of the present invention. As shown in FIG. 4 , the apparatus includes: a detection module 50 and a switching module 52 , wherein,
  • the detection module 50 is configured to detect the situational state of the virtual game when the virtual camera of the virtual game adopts the first mirror movement mode to present the game screen;
  • the switching module 52 is configured to control the virtual camera to switch from the first mirror movement mode to the second mirror movement mode if the situational state indicates that the virtual game enters a specified situation.
  • the detection module includes: a detection unit for detecting the movement position of the main character in the game screen at preset intervals in the main loop of the virtual game, and/or, according to the logic of the virtual game The strategy monitors the plot content of the virtual game.
  • the switching module includes at least one of the following: a first switching unit, configured to control the virtual camera from the first switching unit if the situational state indicates that the main control character of the virtual game moves to a specified position.
  • the mirror movement mode is switched to the second mirror movement mode; the second switching unit is used to control the virtual camera to switch from the first mirror movement mode if the situational state represents the virtual game playing the game screen of the specified plot For the second mirror movement mode.
  • the switching module includes: a saving unit for saving the source camera parameters of the first mirror movement mode; an adjustment unit for using the source camera parameters as the initialization parameters of the second mirror movement mode The first mirror movement mode is adjusted to a second mirror movement mode.
  • the adjustment unit includes: an acquisition subunit for acquiring the lens position and lens orientation of the first lens movement mode at the last moment in the initialization parameters; a control subunit for respectively using the lens
  • the position and the orientation of the lens are the initial position and orientation of the second mirror movement mode, and the virtual camera is controlled to switch the game screen.
  • the switching module includes one of the following: a fourth switching unit, configured to control the virtual camera to switch from a free-view mode to an area mode, wherein the area mode is that the virtual camera continuously focuses on a specified game object.
  • the fifth switching unit is configured to control the virtual camera to switch from the free-view mode to a specific shot mode, wherein the specific shot mode is a mirror motion mode in which the virtual camera continues to play a specified plot.
  • the device further includes: a positioning module, configured to switch the virtual camera from the first mirror movement mode to the second mirror movement mode after the switching module controls the virtual camera to switch the second mirror movement mode in the second mirror movement mode.
  • a positioning module configured to switch the virtual camera from the first mirror movement mode to the second mirror movement mode after the switching module controls the virtual camera to switch the second mirror movement mode in the second mirror movement mode.
  • Various component embodiments of the present invention may be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof.
  • a microprocessor or a digital signal processor (DSP) may be used to implement some or all functions of some or all components in the mirror-moving mode switching device according to the embodiment of the present invention.
  • DSP digital signal processor
  • the present invention can also be implemented as apparatus or apparatus programs (eg, computer programs and computer program products) for performing part or all of the methods described herein.
  • Such a program implementing the present invention may be stored on a computer-readable medium, or may be in the form of one or more signals. Such signals may be downloaded from Internet sites, or provided on carrier signals, or in any other form.
  • FIG. 5 shows a server, such as an application server, that can implement the switching of the camera mode according to the present invention.
  • the server traditionally includes a processor 410 and a computer program product or computer readable medium in the form of memory 420 .
  • the memory 420 may be electronic memory such as flash memory, EEPROM (Electrically Erasable Programmable Read Only Memory), EPROM, hard disk, or ROM.
  • the memory 420 has storage space 430 to store program code 431 for performing any of the method steps in the above-described methods.
  • the storage space 430 storing program codes may store various program codes 431 for implementing various steps in the above methods, respectively.
  • These program codes can be read from or written to one or more computer program products.
  • These computer program products include program code carriers such as hard disks, compact disks (CDs), memory cards or floppy disks. Such computer program products are typically portable or fixed storage units as described with reference to FIG. 6 .
  • the storage unit may have storage segments, storage spaces, etc. arranged similarly to the storage 420 in the server of FIG. 5 .
  • the program code may be compressed in a suitable form.
  • the storage unit stores computer readable code 431' for performing the method steps of the present invention, ie code readable by a processor such as 410, for example, which, when run by a server, causes the server to perform the above the various steps in the described method.
  • references herein to "one embodiment,” “an embodiment,” or “one or more embodiments” means that a particular feature, structure, or characteristic described in connection with an embodiment is included in at least one embodiment of the present invention. Also, please note that instances of the phrase “in one embodiment” herein are not necessarily all referring to the same embodiment.

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Abstract

一种运镜模式的切换方法及装置、计算机程序、可读介质,所述方法包括:在虚拟游戏的虚拟摄像机采用第一运镜模式呈现游戏画面时,检测所述虚拟游戏的情景状态(S202);若所述情景状态表征所述虚拟游戏进入指定情景,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式(S204)。该方法解决了相关技术中不能根据游戏情景切换运镜模式的技术问题,提高了虚拟游戏的沉浸感和代入感,提升了用户体验。

Description

运镜模式的切换方法及装置、计算机程序、可读介质
本发明要求与2020年6月29日提交中国专利局、发明号为202010602687.1、发明名称为“运镜模式的切换方法及装置、存储介质、电子装置”的中国专利发明的优先权,其全部内容通过引用结合在发明中。
技术领域
本发明涉及计算机技术领域,尤其涉及一种运镜模式的切换方法及装置、计算机程序、可读介质。
背景技术
相关技术中,随着计算机技术的发展以及终端功能的多样化,在终端等设备上所能实现的游戏种类越来越多,例如,竞速、沙盒、角色扮演游戏(Role-PlayingGame,RPG)以及射击类游戏等。在游戏中,控制虚拟摄像机可以控制用户视角和游戏画面。
相关技术中,游戏画面要么交由玩家完全自己操控,或者完全由游戏策略控制,模式不够全面,自由操控的缺点就是不能快速聚焦关键信息,比如打BOSS的时候,BOSS移动路线不好预测,手柄的操作也没有鼠标那么灵活,可能就会乱晃,不能实时跟随BOSS,再比如大型怪处决等关键场景的时候,不能自由触发相机特效,游戏画面缺乏沉浸感和代入感。对于网络游戏,这会造成第三方观看怪的位置产生跳变。
针对相关技术中存在的上述问题,目前尚未发现有效的解决方案。
发明内容
鉴于上述问题,提出了本发明以便提供一种克服上述问题或者至少部分地解决或者减缓上述问题的运镜模式的切换方法及装置、计算 机程序、可读介质。
根据本发明的一个方面,提供了一种运镜模式的切换方法,包括:在虚拟游戏的虚拟摄像机采用第一运镜模式呈现游戏画面时,检测所述虚拟游戏的情景状态;若所述情景状态表征所述虚拟游戏进入指定情景,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式。
根据本发明的另一个方面,提供了一种运镜模式的切换装置,包括:检测模块,用于在虚拟游戏的虚拟摄像机采用第一运镜模式呈现游戏画面时,检测所述虚拟游戏的情景状态;切换模块,用于若所述情景状态表征所述虚拟游戏进入指定情景,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式。
根据本发明的又一个方面,提供了一种计算机程序,其包括计算机可读代码,当所述计算机可读代码在服务器上运行时,导致所述服务器执行上述的运镜模式的切换方法。
根据本发明的再一个方面,提供了一种计算机可读介质,其中存储了上述的计算机程序。
本发明的有益效果为:
在虚拟游戏的虚拟摄像机采用第一运镜模式呈现游戏画面时,检测虚拟游戏的情景状态,若情景状态表征虚拟游戏进入指定情景,控制虚拟摄像机从第一运镜模式切换为第二运镜模式,通过虚拟游戏的情景状态来触发切换不同的运镜模式,可以使虚拟摄像机在不同的游戏环节和状态下切换运镜模式,从而呈现不同的游戏画面,解决了相关技术中不能根据游戏情景切换运镜模式的技术问题,提高了虚拟游戏的沉浸感和代入感,提升了用户体验。
上述说明仅是本发明技术方案的概述,为了能够更清楚了解本发明的技术手段,而可依照说明书的内容予以实施,并且为了让本发明的上述和其它目的、特征和优点能够更明显易懂,以下特举本发明的具体实施方式。
附图说明
通过阅读下文优选实施方式的详细描述,各种其他的优点和益处对于本领域普通技术人员将变得清楚明了。附图仅用于示出优选实施方式的目的,而并不认为是对本发明的限制。而且在整个附图中,用相同的参考符号表示相同的部件。在附图中:
图1示意性示出了根据本发明一个实施例的运镜模式的切换方法的流程图;
图2示意性示出了根据本发明一个实施例的选择摄像机模式的示意图;
图3示意性示出了根据本发明一个实施例的在区域模式下计算看向点的示意图;
图4示意性示出了根据本发明一个实施例的运镜模式的切换装置的结构框图;
图5示意性地示出了用于执行根据本发明的方法的服务器的框图;以及
图6示意性地示出了用于保持或者携带实现根据本发明的方法的程序代码的存储单元。
具体实施例
下面结合附图和具体的实施方式对本发明作进一步的描述。
在本实施例中提供了一种运镜模式的切换方法,图1是根据本发明实施例的一种运镜模式的切换方法的流程图,如图1所示,该流程包括如下步骤:
步骤S202,在虚拟游戏的虚拟摄像机采用第一运镜模式呈现游戏画面时,检测虚拟游戏的情景状态;
本实施例的运镜模式(也叫摄像机模式、相机模式)是虚拟摄像机在呈现游戏画面时,虚拟摄像机的移动方式(包括静止状态),基于不同的移动或驻留方式,可以选择性呈现不同视角、不同视野、不同内容的游戏画面。
可选的,本实施例的情景状态可以是游戏剧情基于游戏策略的进展状态、虚拟游戏场景中对象(角色、道具、地图、关卡等)基于主控角色的控制状态等。本实施例的虚拟游戏可以是大型多人在线游戏(MassiveMultiplayerOnlineRole-PlayingGame,MMORPG)等角色控制类的线上电子游戏。
步骤S204,若情景状态表征虚拟游戏进入指定情景,控制虚拟摄像机从第一运镜模式切换为第二运镜模式;
可选的,还可以根据预设配置表(包括情景状态与运镜模式的映射关系),在多个运镜模式中选择与当前情景状态匹配的第二运镜模式;
通过上述步骤,在虚拟游戏的虚拟摄像机采用第一运镜模式呈现游戏画面时,检测虚拟游戏的情景状态,若情景状态表征虚拟游戏进入指定情景,控制虚拟摄像机从第一运镜模式切换为第二运镜模式,通过虚拟游戏的情景状态来触发切换不同的运镜模式,可以使虚拟摄像机在不同的游戏环节和状态下切换运镜模式,从而呈现不同的游戏画面,解决了相关技术中不能根据游戏情景切换运镜模式的技术问题,提高了虚拟游戏的沉浸感和代入感,提升了用户体验。
在本实施例中,虚拟游戏包括多种运镜模式,分别对应不同的情景状态,下面对不同的运镜模式进行举例说明:
UI模式:预览商品、时装、宠物时的界面操作;
自由视角:主控玩家通过遥感、手柄等自由操作,控制游戏画面;
传统3D:键盘鼠标自由操作,控制游戏画面;
特殊视角模式(特定镜头模式):处决特定游戏角色(如,特殊怪、大BOSS等敌对角色),为了增强表现,美术制作的相机运镜路线,分为起始阶段、运镜阶段、结束阶段。起始阶段为相机根据玩家动作平滑过渡到美术指定路线的起点,运镜阶段相机按照美术的制作配合玩家动作移动,结束阶段相机再平滑过渡到切换前相机模式的起始位置。
区域模式:游戏镜头一直聚焦某个游戏对象,通过算法控制虚拟摄像机,玩家不可操作,算法根据多个吸引场的权重自动计算出当前关键看,并平滑过去,在游戏主进程的循环内不断重复进行。
横版模式:特殊副本需求,如2D横版游戏的界面,玩家只能操作角色或者剧情的前进后退;
剧情CG(ComputerGraphics)模式:游戏过场画面,通过一帧一帧的图片(可配上文字)的剧情动画。
上述运镜模式中的每一个运镜模式的套件包含一个或者多个功能模块,每个运镜模式可以包括若干个相同的基础模块,比如延时跟随功能,是所有模式都具备的一个功能模块,根据具体需求自由组合功能模块形成模式,功能模块的开发是可以复用的。在一个示例中,本实施例中功能模块包括:定制化运镜路线、可配置参数叠加、关键信息聚集、自由操控、策略托管聚焦、平滑过渡、瞬切镜头、惯性跟随、多场吸引、边界限定。图2是本发明实施例选择摄像机模式的示意图,根据功能模块装配生成运镜模式套件,然后通过情景选择器,基于当前的情景状态,切换执行对应的摄像机模式。
在本实施例的一个实施方式中,控制虚拟摄像机从第一运镜模式切换为第二运镜模式可以但不限于为:控制虚拟摄像机从自由视角模式切换为区域模式,其中,区域模式是虚拟摄像机持续聚焦指定游戏对象的运镜模式;控制虚拟摄像机从自由视角模式切换为特定镜头模式,其中,特定镜头模式是虚拟摄像机持续播放指定剧情的运镜模式。
在本实施例的一个实施方式中,检测虚拟游戏的情景状态包括:在虚拟游戏的主循环中按照预设间隔检测游戏画面中主控角色的移动位置,以及根据虚拟游戏的逻辑策略监测虚拟游戏的剧情内容。
在本实施例的一个实施方式中,若情景状态表征虚拟游戏进入指定情景,控制虚拟摄像机从第一运镜模式切换为第二运镜模式可以但不限于为:若情景状态表征虚拟游戏的主控角色移动到指定位置,控制虚拟摄像机从第一运镜模式切换为第二运镜模式;若情景状态表征虚拟游戏播放指定剧情的游戏画面时,控制虚拟摄像机从第一运镜模式切换为第二运镜模式。
在本实施例中,运镜模式的切换触发条件有多种,可以设置一个场景检测函数在游戏的主循环里进行固定间隔的不断检测,检测到进入了某一场景就自动触发相关的相机模式(虚拟摄像机的运镜模式),比如玩家移动到特殊坐标,触发区域模式。还可以根据游戏逻辑主动触发,在某个逻 辑分支里调用接口进入到目标运镜模式,比如处决大型怪的时候由自由视角模式自动进入特殊镜头模式,处决动作播放完毕会自动再切换回自由视角模式。
本实施例在控制运镜模式切换时,可以进行画面的平滑过渡,避免游戏画面的跳变和卡顿。控制虚拟摄像机从第一运镜模式切换为第二运镜模式包括:
S11,保存第一运镜模式的源摄像机参数;
S12,以源摄像机参数为第二运镜模式的初始化参数将第一运镜模式调整为第二运镜模式。
在一些实施方式中,以源摄像机参数为第二运镜模式的初始化参数将第一运镜模式调整为第二运镜模式包括:获取初始化参数中第一运镜模式在最后时刻的镜头位置和镜头方位;分别以镜头位置和镜头方位为第二运镜模式的初始位置和初始方位,控制虚拟摄像机切换游戏画面。
本实施例通过把前一种模式的相机参数保存起来,作为下一种相机模式初始化的参数,下一种相机模式启动时可以直接使用前一种相机的参数,也可以用前一种相机的参数平滑过渡过去,这些赋值或者平滑过渡都是自动进行的,不需要玩家操作,所以玩家进行游戏的时候是完全无感知的。比如玩家当前是自由视角模式,操作角色进入某个特殊区域触发了关键Boss的区域模式,相机就会自动被程序接管并从当前的角度平滑过渡到看想Boss的视角。实现了游戏画面的自由无缝切换,丝滑流畅。
在本实施例中,在控制虚拟摄像机从第一运镜模式切换为第二运镜模式之后,在所述第二运镜模式下,运行第二运镜模式并基于第二运镜模式呈现游戏画面。以第二运镜模式为区域模式为例,区域模式的画面呈现流程包括:
S21,定位指定非玩家控制角色(Non-Player Character,NPC)在虚拟地图中的第一坐标点C,主控角色在游戏场景中的第二位置点H,主控角色锁定目标的第三位置点A;可选的,指定NPC可以是可以带来属性增益的游戏角色,或者是游戏关卡的最后一个通关障碍(例如最终boss),当然也可以是对抗状态下的敌方角色,如在线的敌方玩家角色;
S22,根据第一坐标点C、第二位置点H,以及第三位置点A计算虚拟摄像机的看向点F在虚拟地图中的位置,其中,看向点在第一坐标点和第二位置点的连线上。
本实施例的看向点及虚拟摄像机在整个游戏场景中的位置点(图像采集点),通过计算虚拟摄像机的看向点、以及移动轨迹,可以呈现对应视角的游戏画面。
在一些示例中,根据第一坐标点C、第二位置点H,以及第三位置点A计算虚拟摄像机的看向点F在虚拟地图中的位置,包括:通过预设权重计算第一中间点的第四位置点B,其中,B位于CA的连线上;通过以下公式计算线段CE的长度:L CE=AC*cos∠ ACF;通过以下公式计算线段EF的长度:Arctan(L AE/L EF)–arctan(L BD/(L DE+L EF))=1/2HFov,其中,HFov为看向点F的水平视野角度,D为点B到CH连线的垂直点;从C点向H点的方向延伸L CE+L EF的长度得到看向点F在虚拟地图中的位置。
图3是本发明实施例在区域模式下计算看向点的示意图,最终的画面效果是主角锁定的目标(可能没有)和虚拟游戏中的某个特定对象(如Boss)都在摄像机范围之内,C为Boss点,H为主控主角所在的点,假设摄像机看向点位于直线CH上的某一点,点F为摄像机的看向点,B点根据策划配置的权重得出,角AFB为一半fov(Field of View)的时候,目标置位点正好进入视野。所以求出CF的长度即可知摄像机的位置。
在计算过程中,先计算B点的位置,具体B的位置为:
CA*(1–boss的权重),boss的权重+锁定目标的权重=1(多点的权重为吸引权重,看向点最终由多个权重确定);
此外,角ACF由arccos(dot(向量CA,向量CH))算出,线段CE长度=向量AC的模*cos角ACF;
可知,线段EF可由如下公式推出:Arctan(AE/EF)–arctan(BD/(DE+EF))=half HFov。
最终CE+EF为摄像机看向点距离Boss的距离,Boss的坐标知道,主角的坐标知道,摄像摄像机看向点在主角和Boss的连线直线上,进而得出摄像机的坐标点。通过逐帧更新上述F点和CF的位置,可以呈现基 于区域模式的动态游戏画面。
通过本实施例的方案,游戏开发人员可以根据需求开发不同的功能模块,自由装配成具体的运镜模式,在不同的游戏情景下根据策略无缝切换,在一些复杂的画面中,如关键情节的Boss战可以由算法进行多场吸引的精准控制,在无特殊需求情况下又可以回归到大多数mmo游戏的自由视角模式交由玩家自己把控。方案扩展性强,功能全面,而且运行稳定,为重度mmo游戏提供了更好的代入感。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本发明各个实施例所述的方法。
在本实施例中还提供了一种运镜模式的切换装置,用于实现上述实施例及优选实施方式,已经进行过说明的不再赘述。如以下所使用的,术语“模块”可以实现预定功能的软件和/或硬件的组合。尽管以下实施例所描述的装置较佳地以软件来实现,但是硬件,或者软件和硬件的组合的实现也是可能并被构想的。
图4是根据本发明实施例的一种运镜模式的切换装置的结构框图,如图4所示,该装置包括:检测模块50,切换模块52,其中,
检测模块50,用于在虚拟游戏的虚拟摄像机采用第一运镜模式呈现游戏画面时,检测所述虚拟游戏的情景状态;
切换模块52,用于若所述情景状态表征所述虚拟游戏进入指定情景,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式。
可选的,所述检测模块包括:检测单元,用于在所述虚拟游戏的主循环中按照预设间隔检测游戏画面中主控角色的移动位置,和/或,根据所述虚拟游戏的逻辑策略监测所述虚拟游戏的剧情内容。
可选的,所述切换模块包括以下至少之一:第一切换单元,用于若所述情景状态表征所述虚拟游戏的主控角色移动到指定位置,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式;第二切换单元,用于若所述情景状态表征所述虚拟游戏播放指定剧情的游戏画面时,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式。
可选的,所述切换模块包括:保存单元,用于保存所述第一运镜模式的源摄像机参数;调整单元,用于以所述源摄像机参数为所述第二运镜模式的初始化参数将所述第一运镜模式调整为第二运镜模式。
可选的,所述调整单元包括:获取子单元,用于获取所述初始化参数中所述第一运镜模式在最后时刻的镜头位置和镜头方位;控制子单元,用于分别以所述镜头位置和所述镜头方位为所述第二运镜模式的初始位置和初始方位,控制所述虚拟摄像机切换游戏画面。
可选的,所述切换模块包括以下之一:第四切换单元,用于控制所述虚拟摄像机从自由视角模式切换为区域模式,其中,所述区域模式是所述虚拟摄像机持续聚焦指定游戏对象的运镜模式;第五切换单元,用于控制所述虚拟摄像机从自由视角模式切换为特定镜头模式,其中,所述特定镜头模式是所述虚拟摄像机持续播放指定剧情的运镜模式。
可选的,所述装置还包括:定位模块,用于在所述切换模块控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式之后,在所述第二运镜模式下,定位指定非玩家控制角色NPC角色在虚拟地图中的第一坐标点C,主控角色在游戏场景中的第二位置点H,所述主控角色锁定目标的第三位置点A;计算模块,用于根据所述第一坐标点C、所述第二位置点H,以及所述第三位置点A计算虚拟摄像机的看向点F在所述虚拟地图中的位置,其中,所述看向点在所述第一坐标点和所述第二位置点的连线上。
可选的,所述计算模块包括:第一计算单元,用于通过预设权重计算第一中间点的第四位置点B,其中,B位于CA的连线上;第二计算单元,用于通过以下公式计算线段CE的长度:L CE=AC*cos∠ ACF;第三计算单元,用于通过以下公式计算线段EF的长度:Arctan(L AE/L EF)–arctan(L BD/(L DE+L EF))=1/2HFov,其中,HFov为看向点F的水平视野角度,D为点B到CH连线的垂直点;延伸单元,用于从C点向H点的方向延伸 L CE+L EF的长度得到看向点F在所述虚拟地图中的位置。
本发明的各个部件实施例可以以硬件实现,或者以在一个或者多个处理器上运行的软件模块实现,或者以它们的组合实现。本领域的技术人员应当理解,可以在实践中使用微处理器或者数字信号处理器(DSP)来实现根据本发明实施例的运镜模式的切换设备中的一些或者全部部件的一些或者全部功能。本发明还可以实现为用于执行这里所描述的方法的一部分或者全部的设备或者装置程序(例如,计算机程序和计算机程序产品)。这样的实现本发明的程序可以存储在计算机可读介质上,或者可以具有一个或者多个信号的形式。这样的信号可以从因特网网站上下载得到,或者在载体信号上提供,或者以任何其他形式提供。
例如,图5示出了可以实现根据本发明的运镜模式的切换的服务器,例如应用服务器。该服务器传统上包括处理器410和以存储器420形式的计算机程序产品或者计算机可读介质。存储器420可以是诸如闪存、EEPROM(电可擦除可编程只读存储器)、EPROM、硬盘或者ROM之类的电子存储器。存储器420具有存储用于执行上述方法中的任何方法步骤的程序代码431的存储空间430。例如,存储程序代码的存储空间430可以存储分别用于实现上面的方法中的各种步骤的各个程序代码431。这些程序代码可以从一个或者多个计算机程序产品中读出或者写入到这一个或者多个计算机程序产品中。这些计算机程序产品包括诸如硬盘,紧致盘(CD)、存储卡或者软盘之类的程序代码载体。这样的计算机程序产品通常为如参考图6所述的便携式或者固定存储单元。该存储单元可以具有与图5的服务器中的存储器420类似布置的存储段、存储空间等。程序代码可以以适当形式进行压缩。通常,存储单元存储有用于执行本发明的方法步骤的计算机可读代码431’,即可以由例如诸如410之类的处理器读取的代码,这些代码当由服务器运行时,导致该服务器执行上面所描述的方法中的各个步骤。
本文中所称的“一个实施例”、“实施例”或者“一个或者多个实施例”意味着,结合实施例描述的特定特征、结构或者特性包括在本发明的至少一个实施例中。此外,请注意,这里“在一个实施例中”的词语例子不一定全指同一个实施例。
在此处所提供的说明书中,说明了大量具体细节。然而,能够理解,本发明的实施例可以在没有这些具体细节的情况下被实践。在一些实例中,并未详细示出公知的方法、结构和技术,以便不模糊对本说明书的理解。
应该注意的是上述实施例对本发明进行说明而不是对本发明进行限制,并且本领域技术人员在不脱离所附权利要求的范围的情况下可设计出替换实施例。在权利要求中,不应将位于括号之间的任何参考符号构造成对权利要求的限制。单词“包含”不排除存在未列在权利要求中的元件或步骤。位于元件之前的单词“一”或“一个”不排除存在多个这样的元件。本发明可以借助于包括有若干不同元件的硬件以及借助于适当编程的计算机来实现。在列举了若干装置的单元权利要求中,这些装置中的若干个可以是通过同一个硬件项来具体体现。单词第一、第二、以及第三等的使用不表示任何顺序。可将这些单词解释为名称。
此外,还应当注意,本说明书中使用的语言主要是为了可读性和教导的目的而选择的,而不是为了解释或者限定本发明的主题而选择的。因此,在不偏离所附权利要求书的范围和精神的情况下,对于本技术领域的普通技术人员来说许多修改和变更都是显而易见的。对于本发明的范围,对本发明所做的公开是说明性的,而非限制性的,本发明的范围由所附权利要求书限定。

Claims (11)

  1. 一种运镜模式的切换方法,包括:
    在虚拟游戏的虚拟摄像机采用第一运镜模式呈现游戏画面时,检测所述虚拟游戏的情景状态;
    若所述情景状态表征所述虚拟游戏进入指定情景,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式。
  2. 根据权利要求1所述的方法,其特征在于,检测所述虚拟游戏的情景状态包括:
    在所述虚拟游戏的主循环中按照预设间隔检测游戏画面中主控角色的移动位置,和/或,根据所述虚拟游戏的逻辑策略监测所述虚拟游戏的剧情内容。
  3. 根据权利要求1所述的方法,其特征在于,若所述情景状态表征所述虚拟游戏进入指定情景,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式包括以下至少之一:
    若所述情景状态表征所述虚拟游戏的主控角色移动到指定位置,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式;
    若所述情景状态表征所述虚拟游戏播放指定剧情的游戏画面时,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式。
  4. 根据权利要求1所述的方法,其特征在于,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式包括:
    保存所述第一运镜模式的源摄像机参数;
    以所述源摄像机参数为所述第二运镜模式的初始化参数将所述第一运镜模式调整为第二运镜模式。
  5. 根据权利要求4所述的方法,其特征在于,以所述源摄像机参数为所述第二运镜模式的初始化参数将所述第一运镜模式调整为第二运镜模式包括:
    获取所述初始化参数中所述第一运镜模式在最后时刻的镜头位置和镜头方位;
    分别以所述镜头位置和所述镜头方位为所述第二运镜模式的初始位置和初始方位,控制所述虚拟摄像机切换游戏画面。
  6. 根据权利要求1所述的方法,其特征在于,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式包括以下之一:
    控制所述虚拟摄像机从自由视角模式切换为区域模式,其中,所述区域模式是所述虚拟摄像机持续聚焦指定游戏对象的运镜模式;
    控制所述虚拟摄像机从自由视角模式切换为特定镜头模式,其中,所述特定镜头模式是所述虚拟摄像机持续播放指定剧情的运镜模式。
  7. 根据权利要求1所述的方法,其特征在于,在控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式之后,在所述第二运镜模式下,所述方法还包括:
    定位指定非玩家控制角色NPC角色在虚拟地图中的第一坐标点C,主控角色在游戏场景中的第二位置点H,所述主控角色锁定目标的第三位置点A;
    根据所述第一坐标点C、所述第二位置点H,以及所述第三位置点A计算虚拟摄像机的看向点F在所述虚拟地图中的位置,其中,所述看向点在所述第一坐标点和所述第二位置点的连线上。
  8. 根据权利要求7所述的方法,其特征在于,根据所述第一坐标点C、所述第二位置点H,以及所述第三位置点A计算虚拟摄像机的看向点F在所述虚拟地图中的位置,包括:
    通过预设权重计算第一中间点的第四位置点B,其中,B位于CA的连线上;
    通过以下公式计算线段CE的长度:L CE=AC*cos∠ ACF
    通过以下公式计算线段EF的长度:Arctan(L AE/L EF)–arctan(L BD/(L DE+L EF))=1/2HFov,其中,HFov为看向点F的水平视野角度,D为点B到CH连线的垂直点;
    从C点向H点的方向延伸L CE+L EF的长度得到看向点F在所述虚拟地图中的位置。
  9. 一种运镜模式的切换装置,包括:
    检测模块,用于在虚拟游戏的虚拟摄像机采用第一运镜模式呈现游戏画面时,检测所述虚拟游戏的情景状态;
    切换模块,用于若所述情景状态表征所述虚拟游戏进入指定情景,控制所述虚拟摄像机从所述第一运镜模式切换为第二运镜模式。
  10. 一种计算机程序,包括计算机可读代码,当所述计算机可读代码在服务器上运行时,导致所述服务器执行根据权利要求1-8中的任一个所述的运镜模式的切换方法。
  11. 一种计算机可读介质,其中存储了如权利要求10所述的计算机程序。
PCT/CN2020/132091 2020-06-29 2020-11-27 运镜模式的切换方法及装置、计算机程序、可读介质 WO2022000971A1 (zh)

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