WO2022022281A1 - 一种游戏数据处理方法、装置、计算机及可读存储介质 - Google Patents

一种游戏数据处理方法、装置、计算机及可读存储介质 Download PDF

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Publication number
WO2022022281A1
WO2022022281A1 PCT/CN2021/106177 CN2021106177W WO2022022281A1 WO 2022022281 A1 WO2022022281 A1 WO 2022022281A1 CN 2021106177 W CN2021106177 W CN 2021106177W WO 2022022281 A1 WO2022022281 A1 WO 2022022281A1
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WIPO (PCT)
Prior art keywords
game
data
simulation
webpage
character
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PCT/CN2021/106177
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English (en)
French (fr)
Inventor
梁宇轩
肖裕鑫
吴康瑞
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腾讯科技(深圳)有限公司
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Publication of WO2022022281A1 publication Critical patent/WO2022022281A1/zh
Priority to US17/874,220 priority Critical patent/US20220355204A1/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/90Details of database functions independent of the retrieved data types
    • G06F16/95Retrieval from the web
    • G06F16/958Organisation or management of web site content, e.g. publishing, maintaining pages or automatic linking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/88Mini-games executed independently while main games are being loaded
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing

Definitions

  • the present application relates to the field of computer technology, and in particular, to a game data processing method, device, computer, and readable storage medium.
  • online game staff generally promote online games so that users can understand the gameplay, plot or scene design of online games, and thus attract users through promotion.
  • online games are generally promoted through game videos, which are generated by staff in advance by extracting relevant data from online games. Since the game video is already generated, the user can only obtain the information about the online game advertised by the staff, but cannot choose the data they want to obtain.
  • the promotion of online games may be based on page jumps. For example, a link to an online game is introduced in the promotional web page, and a jump is made between the promotional web page and the online game, so that the user can view the specific scene in the online game.
  • the embodiments of the present application provide a game data processing method, device, computer and readable storage medium, which can enhance the interaction between a game publicity part and users, improve the richness of game publicity content and the fluency of game publicity display screens .
  • the embodiments of the present application provide a game data processing method, and the method includes:
  • the game loading screen displayed on the webpage display page is switched to the game scene screen rendered based on the game scene data of the webpage simulation game, and the game scene screen is used to respond to the game interactive operation associated with the webpage simulation game.
  • Another aspect of the embodiments of the present application provides a game data processing method, the method comprising:
  • the login user information obtain user game data of the client game associated with the web page simulation game corresponding to the login user information;
  • the user game data processing unit in the webpage simulation game converts the user game data of the client game into game simulation parameters, and then transfers the game simulation parameters into the initial simulation data to generate game scene data of the webpage simulation game,
  • the initial simulation data is the data when the user game data of the client game is not combined in the webpage simulation game;
  • One aspect of the embodiments of the present application provides a game data processing device, the device comprising:
  • the loading display module is used to display the game loading screen on the webpage display page in response to the game data loading request for the webpage simulation game;
  • the data loading module is used to obtain the user game data in the client game associated with the webpage simulation game based on the game data loading request, and call the game engine of the webpage simulation game to obtain the user-based game through the game engine of the webpage simulation game.
  • the scene display module is used to switch the game loading screen displayed on the webpage display page to the game scene screen rendered based on the game scene data of the webpage simulation game, and the game scene screen is used to respond to the game associated with the webpage simulation game. Interactive operation.
  • An aspect of the embodiments of the present application provides a computer device, including a processor, a memory, and an input and output interface;
  • the processor is connected to the memory and the input-output interface respectively, wherein the input-output interface is used for receiving data and outputting data, the memory is used for storing a computer program, and the processor is used for calling the computer program to execute the game data in one aspect of the embodiments of the present application Approach.
  • An aspect of the embodiments of the present application provides a computer-readable storage medium, where the computer-readable storage medium stores a computer program, and the computer program includes program instructions, and when the program instructions are executed by a processor, the program instructions in one aspect of the embodiments of the present application are executed. Game data processing method.
  • embodiments of the present application provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in various optional manners in one aspect of the embodiments of the present application.
  • Fig. 1 is a kind of game data processing network architecture diagram provided by the embodiment of the present application.
  • FIG. 2 is a schematic diagram of a scenario of game data processing provided by an embodiment of the present application.
  • FIG. 3 is a flowchart of a method for processing game data provided by an embodiment of the present application.
  • FIG. 4 is a schematic diagram of a game scene rendering provided by an embodiment of the present application.
  • 5A to 5B are schematic diagrams of a process of generating game scene data according to an embodiment of the present application.
  • FIG. 6 is a flowchart of rendering a game scene screen provided by an embodiment of the present application.
  • FIG. 7 is a schematic diagram of an object display area rendering scene provided by an embodiment of the present application.
  • FIG. 8 is a schematic diagram of a game data update provided by an embodiment of the present application.
  • FIG. 9 is a schematic diagram of a game data update process provided by an embodiment of the present application.
  • FIG. 10 is a schematic diagram of a game data processing apparatus provided by an embodiment of the present application.
  • FIG. 11 is a schematic structural diagram of a computer device provided by an embodiment of the present application.
  • some game videos used to promote online games can jump between the promotion webpage and the online game, so that users can view specific scenes in the online game.
  • these technologies require user devices to store the game and web page promotional content, which may consume more memory space, and when jumping from the promotional web page to the game, more data needs to be loaded and processed, causing the game promotional content to be displayed incorrectly.
  • the embodiments of the present application provide a game data processing method, device, computer and readable storage medium to improve these technologies.
  • a data transmission technology in the field of big data can be used to improve the efficiency of game data interaction.
  • the data transmission technology can be used for data interaction between the front end of the web page and the front end of the game engine, the front end and the back end, etc. in this application.
  • big data refers to the collection of data that cannot be captured, managed and processed by conventional software tools within a certain time frame. It requires new processing modes to have stronger decision-making, insight and process optimization capabilities. of massive, high-growth and diversified information assets. With the advent of the cloud era, big data is also attracting more and more attention, and big data requires special technologies to efficiently process a large amount of data that tolerates elapsed time. Technologies applicable to big data, including massively parallel processing databases, data mining, distributed file systems, distributed databases, cloud computing platforms, the Internet, and scalable storage systems.
  • FIG. 1 is a network architecture diagram of a game data processing provided by the embodiment of the present application.
  • the embodiments of the present application may be implemented by a computer device, where the computer device may be composed of a server and a terminal device.
  • the computer device may also be a server or a terminal device, which is not limited herein.
  • the embodiments of the present application can be applied to any game, for example, a first-person shooting game (FPS) or a role-playing game (RPG, RPG), for example, Peace Elite, Cross Fire: Cross Fire Mobile Games (CFM) or Counter-Strike, etc.
  • FPS first-person shooting game
  • RPG role-playing game
  • CFM Cross Fire Mobile Games
  • the user equipment 101 enters the game promotion scene, and the realized game promotion scene includes the web front end 1011 , the game engine front end 1012 , the game back end 1013 , and the like.
  • the user equipment 101 displays part of the promotional content of the client game through the web front end 1011, responds to the game data loading request for the web page simulation game in the web front end 1011, displays the game loading screen based on the web front end 1011, and displays the game loading screen from the game backend 1011.
  • 1013 Obtain the game scene data requested by the game data loading request, and display the game scene picture rendered by the game scene data based on the game engine front end 1012 .
  • the client game may be a published game corresponding to a web page simulation game, and the client game may be a game that needs to be promoted.
  • a webpage simulation game corresponding to the client game is generated in the interactive marketing for the client game, and the simple function of the client game is realized through the webpage simulation game, which improves the performance of the client game.
  • the interaction with users and the richness of game promotional content is provided.
  • the user equipment 101 when acquiring the game scene data, the user equipment 101 will acquire the user game data from the first server 102 corresponding to the client game, and generate the game scene data based on the user game data, so as to combine the user's game scene data in the interactive marketing of the game.
  • Real game data improves the authenticity of game publicity.
  • the computer equipment or user equipment mentioned in the embodiments of this application includes but is not limited to terminal equipment or servers.
  • the computer equipment or user equipment can be a server or a terminal device, or a system composed of a server and a terminal device.
  • the terminal device mentioned above may be an electronic device, including but not limited to mobile phones, tablet computers, desktop computers, notebook computers, PDAs, Augmented Reality/Virtual Reality (AR/VR) Devices, helmet-mounted displays, wearable devices, smart speakers, and other mobile internet devices (MIDs) with network access capabilities.
  • MIDs mobile internet devices
  • the client game is an Elite for Peace game.
  • the staff generates game promotion content based on the game Peace Elite, which includes game description promotion content and game simulation promotion content.
  • the promotional content of the game description may be the game description video or game image description generated according to the client game, or the game text description, etc., which is not limited here.
  • the game simulation promotional content is generated through the webpage simulation game corresponding to the client game.
  • the game promotional content may only include game simulation promotional content.
  • the user can directly play the game in the web page simulation game to learn the relevant information of the client game.
  • the webpage simulation game may be generated according to the main scenes and functions in the client game. In other words, the web page simulation game is equivalent to a simplified version of the client game, and the user can interact with the interactive marketing scene of the client game through the web page simulation game.
  • interactive marketing refers to a marketing model in which a large number of consumers participate in publicity.
  • enterprises obtain consumers' opinions and suggestions for product planning and design, and optimize client-side games.
  • FIG. 2 is a schematic diagram of a game data processing scenario provided by an embodiment of the present application.
  • the game promotion content includes game description promotion content and game simulation promotion content as an example.
  • User A clicks on the game promotion content thumbnail 2011 in the user equipment 201 to perform a trigger operation.
  • the user equipment 201 displays the game description promotional content 2012 in response to the triggering operation on the game promotional content thumbnail 2011 .
  • a game trigger tag 2013 is displayed on the page where the game description promotional content 2012 is located.
  • a game data loading request for the web page simulation game will be generated.
  • the user equipment 201 displays the game loading screen 202 on the webpage display page.
  • the second server corresponding to the web page simulation game acquires user game data from the first server 203 corresponding to the client game based on the game data loading request. Afterwards, the second server invokes the game engine 2022 of the web page simulation game to generate game scene data according to the user game data.
  • the game engine 2022 is integrated into the game promotion content, and the user game data is the data generated by user A in the process of playing the client game.
  • the user equipment 201 switches the displayed game loading screen 202 to the game scene screen 203 rendered according to the game scene data.
  • the user terminal can directly perform rendering based on the game scene data, which improves the fluency of the game publicity display screen.
  • the game engine refers to the core components of some programmed editable computer game systems or some interactive real-time image application programs. These systems provide game designers with all the tools they need to write games, and their purpose is to allow game designers to program games easily and quickly without starting from scratch.
  • Most game engines support multiple operating platforms, such as Linux, Apple operating system (Mac Operating System X, Mac OS X), Microsoft operating system Windows.
  • the game engine includes the following systems: rendering engine (ie "renderer”, including 2D graphics engine and 3D graphics engine), physics engine, collision detection system, sound effects, scripting engine, computer animation, artificial intelligence, network engine and scene management. It can be seen that the game engine can display and render more complex scenes, thereby improving the richness of game promotional content.
  • the game engine is written into the webpage, the part of the game promotion content that can be directly displayed is realized through the webpage, and the part of the game promotion content used for interaction with users is realized through the game engine. It improves the interactivity of game publicity and improves the efficiency of background development.
  • FIG. 3 is a flowchart of a method for processing game data provided by an embodiment of the present application.
  • the game data processing process includes the following steps:
  • Step S301 in response to a game data loading request for the webpage simulation game, display a game loading screen on the webpage display page.
  • the user equipment responds to a game data loading request for a web page simulation game, and displays a game loading screen on the web page display page.
  • the web page display page is a web page
  • the game loading screen is a game image generated based on a client game corresponding to the web page simulation game.
  • the client game and the web page simulation game may be different versions of the same game, or different associated games, such as game products from the same game developer.
  • the game loading screen may be an image pre-written by the server into the computer program of the front end of the web page of the web page display page.
  • the computer program on the front end of the web page refers to the computer program running on the browser on the user equipment side to display the web page browsed by the user.
  • the user equipment requests the webpage display page
  • obtain the computer program on the front end of the webpage from the server, including the game loading screen run it in the browser of the user equipment to display the webpage display page, and display the page on the webpage
  • the game loading screen is displayed.
  • the game loading screen may be generated by extracting the most frequently used game scene cover and the most frequently used game character image in the client game, according to the game scene cover and the game character image.
  • the Peace Elite game there are desert scenes, rainforest scenes, snow scenes and island scenes.
  • the use frequency of desert scenes is 35%
  • the use frequency of rain forest scenes is 25%
  • the frequency of use of snow scenes is 30%.
  • the usage frequency of the island scene is 10%
  • the usage frequency of the game copy is 10%
  • you can obtain the doctor's game character image obtain the usage frequency of the game copy, or the use frequency of the game map, and intercept the most frequently used game copy or game. screen in the map to generate the game loading screen.
  • only the usage frequency of the game copy may be counted, or only the usage frequency of the game map may be counted, or the usage frequency of the game copy and the game map may be counted, etc., which is not limited here.
  • a game loading screen is generated according to the game scene cover and the game character image, which can be corresponding to the client game.
  • the first server executes in advance.
  • the first server generates the game loading screen according to the client game data, sends the game loading screen to the second server corresponding to the web page simulation game, and the second server writes the game loading screen to the computer at the front end of the web page program.
  • the first server and the second server may be the same server, or may be different servers. When the two are the same server, after the game loading screen is generated, the game loading screen can be directly written into the computer program at the front end of the web page.
  • the user equipment when the user equipment displays the game loading screen on the webpage display page, it can determine the scene memory capacity of the game scene data requested by the game loading request, and the load size of the loaded data in the game scene data. into the memory capacity.
  • the scene memory capacity is used to indicate the memory size required for the game scene data
  • the load memory capacity is used to indicate the memory size occupied by the data that has been successfully loaded into the memory based on the game engine.
  • the user equipment determines the loading ratio of the game scene data according to the scene memory capacity and the loading memory capacity, and displays the loading ratio on the game loading screen.
  • the game scene data can be stored in the second server corresponding to the web page simulation game.
  • the memory space occupation rate of the user equipment can be greatly reduced, so that the user equipment with poor performance can also display the client.
  • the game scene data can also be integrated into the game simulation promotional content (see description in Figure 2), so that in the absence of a network, the user equipment can also display the game promotional content of the client game. Data transmission between devices improves the loading efficiency of game data. Among them, since the memory occupied by the web page simulation game itself is small, even if the game scene data is integrated into the game simulation promotional content, it will not occupy a particularly large memory.
  • FIG. 4 is a schematic diagram of a game scene rendering provided by an embodiment of the present application.
  • the game scene data is integrated into the game simulation promotional content.
  • the user equipment responds to the game data loading request for the webpage simulation game in the webpage front end, based on the game engine thread, the user equipment obtains the game scene data requested by the game data loading request from the local memory 403, and stores the obtained game scene data.
  • the loading ratio of the data is fed back to the front end of the web page. According to the obtained loading ratio, the front end of the webpage displays the loading ratio in the loading display area 4021 of the game loading screen 402 .
  • the loading ratio is displayed in the loading display area 4021, for example, "arena preparation... progress 61%” and the like.
  • the realization of the data interaction between the Web page and the game engine can refer to the following computer program code 1:
  • the above computer program code 1 is an optional pseudo code in the embodiment of the application, and only represents a data interaction mode between a Web page and a game engine, and does not represent an actual code program.
  • the computer program code 1 indicates that in the embodiments of the present application, the web front end, web thread, game engine thread and game engine front end (the part of the game engine running on the user equipment) realize data interaction through respective interfaces. Since the web page and the game engine are integrated, rather than being implemented by separate computer programs, the data interaction efficiency between the web page and the game engine is improved. For example, the game start interface window.minigameData.play() and other game logic control interfaces are given in the game engine. In the web page, the game engine can be called through the interface given by the game engine, so that the game engine can interact with the game engine. Data interaction between web pages, such as computer program code 2:
  • the computer program code 2 is the code of an implementation manner in the embodiments of the present application. For example, when the user clicks the thumbnail of the game promotion content to view the game promotion content, the user equipment plays the game promotion content (game video) on the webpage display page. When the preset game trigger position of the game promotion content is played, the computer program code 2 is executed to automatically trigger the calling event of the game start interface, call the game engine through the game start interface, and obtain game scene data through the game engine.
  • triggering the game start process eg gameApi.startGame in the computer program code 2 of the web page front end at the preset game trigger position is a game data loading request for the web page simulation game.
  • displaying a game loading screen on the web page display page may be based on the calling event of the game start interface in the game start process at the front end of the web page, through the Game start interface, call the game engine, and display the game loading screen on the webpage display page through the game engine; or, based on the game start process, the front end of the webpage displays the game loading screen on the webpage display page, and then triggers the game to start
  • the calling event of the interface calls the game engine through the game start interface, and executes step S302 based on the game engine.
  • the embodiment of the present application includes two threads, one is a webpage thread, and the other is a game engine thread.
  • the web page thread is used to process data associated with the front end of the web page
  • the game engine thread is used to process data associated with the front end of the game engine.
  • the rendering of the page to be displayed in this application is realized in the background (for example, the second server), and the rendering result is fed back to the corresponding front end (web page front end or game engine front end) (in the user device), so that the corresponding front end displays the corresponding picture on the page according to the obtained rendering result.
  • the game scene data is processed in the background, and the rendering result corresponding to the game scene data is obtained.
  • the backend feeds back the rendering result to the front end of the game engine, and the front end of the game engine displays the game scene picture according to the rendering result.
  • Step S302 based on the game data loading request, obtain the user game data in the client game associated with the webpage simulation game, and call the game engine of the webpage simulation game, so as to obtain the generated game data based on the user game data through the game engine of the webpage simulation game.
  • Game scene data based on the game data loading request, obtain the user game data in the client game associated with the webpage simulation game, and call the game engine of the webpage simulation game, so as to obtain the generated game data based on the user game data through the game engine of the webpage simulation game.
  • the user equipment acquires user game data in the client game associated with the web page simulation game based on the game data loading request, where the user game data is stored in the first server corresponding to the client game .
  • the user game data may also be stored in the computer device where the login user information corresponding to the web page simulation game (information of users logging in to the web page simulation game) is located.
  • the user equipment when the user equipment has not obtained the user game data in the client game (indicating that the user corresponding to the login user information of the webpage simulation game has not used the client game), call the game engine of the webpage simulation game to obtain the initial simulation data, and use the initial simulation data as game scene data.
  • the first server may send user game data related to the client game to the second server corresponding to the web page simulation game in advance, the second server generates game scene data according to the user game data, and the user equipment directly passes the game The engine obtains game scene data from the second server.
  • the client game is a publishing game of the web page simulation game, that is, the web page simulation game is used to promote the client game.
  • the initial simulation data may include at least two data packets.
  • the user equipment calls the game engine to acquire the i-th data packet from the second server corresponding to the simulated game on the webpage; i is a positive integer, and i is less than or equal to the number of the at least two data packets.
  • the user equipment acquires the sending timestamp carried in the ith data packet, and adds the ith data packet to the game data to be rendered based on the sending timestamp.
  • the game data to be rendered includes the data packets in the initial simulation data that have been acquired from the second server.
  • the sending time stamp is used to represent the time when the second server sends the ith data packet for the first time when sending the initial simulation data.
  • the user equipment generates game scene data according to the user game data and the initial simulation data. For example, when the second server sends the i-th data packet in the initial simulation data to the user equipment for the first time, the i-th data packet carries the sending timestamp "10:25:30". When the second server obtains the When the i-th data packet fails to send the message, the i-th data packet in the initial simulation data is sent to the user equipment for the second time, and the sending time stamp carried by the i-th data packet is still "10:25:30". . In other words, when the second server sends the initial simulation data to the user equipment, each data packet in the initial simulation data carries a sending time stamp, and these sending time stamps are the time when the second server sends each data packet for the first time.
  • FIG. 5A to FIG. 5B are schematic diagrams of a process of generating game scene data according to an embodiment of the present application.
  • the user equipment 501 sends the login user information of the web page simulation game to the second server 502 based on the game data loading request.
  • the second server 502 includes a client game and a web page simulation game.
  • the second server 502 obtains the user game data of the logged-in user from the client game according to the logged-in user information, inputs the user game data into the webpage simulation game part, and uses the user game data processing unit in the webpage simulation game part to input the user game data into the user game data processing unit in the webpage simulation game part.
  • the data is converted into game simulation parameters, and then the game simulation parameters are passed into the initial simulation data to generate game scene data of the webpage simulation game.
  • the second server 502 sends the game scene data to the user equipment 501, and the user equipment 501 loads the game scene data based on the game engine.
  • the user equipment 503 sends the login user information to the second server 504 .
  • the second server 504 obtains the user game data of the logged-in user from the first server 505 according to the login user information, converts the user game data into game simulation parameters, updates the initial simulation data according to the game simulation parameters, generates game scene data,
  • the game scene data is sent to the user equipment 503, and the user equipment 503 loads the game scene data based on the game engine.
  • the user game data may be pre-converted. That is, the second server obtains at least two user game data in the client game from the first server according to the user data update cycle, and converts the at least two user game data into game simulation parameters, wherein one game simulation parameter Corresponds to a login user information.
  • the second server 502 ( 504 ) obtains the login user information sent by the user equipment 501 ( 503 ), it is assumed that the login user information is login user information 1 .
  • the second server 502 (504) acquires the game simulation parameter 1 corresponding to the login user information 1, updates the initial simulation data according to the game simulation parameter 1, generates game scene data, and sends the game scene data to the user equipment 501 (503) )middle.
  • the second server 502 (504) acquires the game simulation parameter 1, it sends the game simulation parameter 1 to the user equipment 501 (503), and the user equipment 501 (503) calls the game engine, based on the The game engine inputs the game simulation parameter 1 into the initial simulation data, updates the initial simulation data, and generates game scene data.
  • the user equipment 501 (503) uses the initial simulation data as the game scene data.
  • the second server may directly send the user game data to the user equipment, and the user equipment converts the user game data into game simulation parameters based on the game engine, updates the initial simulation data according to the game simulation parameters, and generates game scene data.
  • the user equipment may directly acquire user game data from the first server, and generate game scene data based on the user game data. In this case, in the process of acquiring the user's game data, there is no need to perform secondary forwarding through the second server, which can improve the efficiency of acquiring the user's game data.
  • the data conversion logic algorithm is used when the user game data is converted into game simulation parameters.
  • the data conversion logic algorithm is used to extract the game data feature value in the user game data, and convert the game data feature value into the initial simulation data. Acceptable or usable game simulation parameters.
  • the user equipment acquires the login user information of the web page simulation game, and acquires the user game ciphertext corresponding to the login user information from the client game.
  • the user game ciphertext is obtained by encrypting the user game data by using the local public key corresponding to the logged in user information on the first server corresponding to the client game.
  • the user equipment uses the local private key to decrypt the user's game ciphertext to obtain the user's game data.
  • the user game ciphertext may also be obtained by encrypting the user game data by a second server corresponding to the web page simulation game.
  • the user equipment can generate a pair of keys through an encryption algorithm according to the login user information.
  • the user equipment When the user equipment obtains the user game data from the first server, it sends the local public key to the first server; when obtaining the user game data from the second server, it sends the local public key to the second server.
  • the local public key of the user equipment can be used to encrypt the sent original data, and the encrypted original data is sent to the user equipment.
  • the user equipment uses the local private key to decrypt the received encrypted original data, and obtains the original data sent by the first server or the second server, where the original data may be sent to the user equipment by the first server or the second server. arbitrary data.
  • the second server sends game simulation parameters to the user equipment
  • the local public key of the user equipment is used to encrypt the game simulation parameters, and the encrypted game simulation parameters are sent to the user equipment.
  • the user equipment can use the local private key pair
  • the encrypted game simulation parameters are decrypted to obtain the game simulation parameters.
  • the user game data in the client game is obtained, and the data load interface associated with the game data load request in the game engine (such as the game data in computer program code 2) is obtained. Start interface); establish data communication with the game engine based on the data loading interface, call the game engine based on the data communication, and send the user game data to the game engine; based on the game engine, generate game scene data according to the user game data.
  • start interface establish data communication with the game engine based on the data loading interface, call the game engine based on the data communication, and send the user game data to the game engine; based on the game engine, generate game scene data according to the user game data.
  • the client game is an elite game for Peace.
  • Obtain the user game data associated with the login user information in the client game the user game data includes the user game duration, the user game achievements, and the user experience value, etc.
  • the login user information corresponds to user A.
  • the combat power bonus of user A is determined according to the experience value of user A in the user's game data, and the combat power bonus is added to the game virtual in the initial simulation data according to the behavior ratio of each user's behavior characteristics.
  • character's combat power is added to the game virtual in the initial simulation data according to the behavior ratio of each user's behavior characteristics.
  • character's combat power Among them, a game virtual character may correspond to a user behavior characteristic.
  • the behavior of shooting the enemy accounts for 45%, the behavior of collecting materials is 30%, the behavior of resisting damage is 25%, and the combat power bonus obtained is 2000.
  • the game virtual character 1 in the webpage simulation game is the main attack, corresponding to the user behavior characteristic of shooting the enemy
  • the game virtual character 2 is the main storage, corresponding to the user behavior characteristic of collecting materials
  • the game virtual character 3 is the main defense, corresponding to the anti-damage.
  • User behavior characteristics. Add 45% of the combat strength bonus (900 combat strength bonus) to the combat strength value of the game avatar 1, and add 30% of the combat strength bonus (600 combat strength bonus) to the game avatar 2 In the combat power value of , add 25% of the combat power bonus (500 combat power bonus) to the combat power value of the game avatar 3.
  • game aids and the like may be issued to the user A in the web page simulation game.
  • the above is an implementation manner of updating the initial simulation data based on the user game data, and different data conversion logic algorithms can be set according to specific needs, which is not limited here.
  • the client game is an RPG.
  • the user game data of user A is obtained, and based on the data conversion logic algorithm, the usage frequency of each game character used by user A in the client game is obtained, and the level information of user A is obtained.
  • the user equipment determines the character damage bonus based on the level information, and adds the character damage bonus to the combat power value of each game virtual character in the web page simulation game according to the usage frequency of each game character.
  • the game virtual character corresponds to the game use character.
  • the characters used in the game include a doctor, a shooter, and a swordsman, and the virtual characters in the game also include a doctor, a shooter, and a swordsman.
  • the level is 90, then according to the level information (level and experience value) of user A, it is determined that the character damage bonus is 500.
  • the use frequency of the doctor is 50%
  • the use frequency of the shooter is 20%
  • the use frequency of the swordsman is 30%
  • 50% of the character damage bonus 250 character damage bonus
  • the power value add 20% of the character damage bonus (100 character damage bonus) to the shooter's combat value, and add 30% of the character damage bonus (150 character damage bonus) to the swordsman's in combat value.
  • the above examples of games and RPGs for Peace Elite are an implementation of updating the initial simulation data based on user game data.
  • Different data conversion logic algorithms can be set according to specific needs, which is not limited here.
  • the client game can also be is another type of game.
  • Step S303 switching the game loading screen displayed on the webpage display page to the game scene screen rendered based on the game scene data of the webpage simulation game.
  • the game scene picture is used to respond to a game interaction operation associated with the web page simulation game.
  • the user equipment may obtain rendering data corresponding to the pixels from the game scene data based on the game engine, and determine the rendering instructions corresponding to the rendering data; based on the rendering positions of the pixels on the webpage display page, the rendering instructions Sort and add the sorted rendering instructions to the rendering queue in turn; obtain the rendering type of the rendering instructions, execute the rendering instructions in the rendering queue based on the rendering type, and switch the game loading screen to display the game based on the rendering instructions scene screen.
  • the rendering process of the game scene picture can be referred to as shown in FIG. 6 .
  • FIG. 6 is a flowchart of a game scene picture rendering provided by an embodiment of the present application, and the process includes the following steps:
  • Step S601 acquiring rendering data.
  • the user equipment triggers the rendering process of the game scene picture, so as to draw the game scene picture on the webpage display page.
  • Each pixel in the game scene picture is marked as Node.
  • the user equipment accesses the data of each pixel in the memory to obtain rendering data, and starts to draw the pixel when all the pixels in the game scene picture are accessed. For example, the user equipment executes "Node::visit()", recursively calls visit() (visit instruction) for all pixel nodes, and after the recursion ends, executes this—>draw() (pixel point drawing instruction).
  • Step S602 acquiring a rendering instruction corresponding to the rendering data.
  • the rendering instructions of the rendering data are obtained, including the node drawing instruction DrawNode, the sprite drawing instruction Sprite, and the like.
  • Step S603 adding the rendering instruction to the rendering queue.
  • the user equipment may sort the rendering instructions corresponding to each pixel based on the rendering position of each pixel on the webpage display page (ie, the position in the game scene screen), and sequentially add the sorted rendering instructions to the rendering queue middle.
  • Step S604 executing the rendering instruction.
  • the user equipment acquires the rendering type of the rendering instruction and the rendering function corresponding to the rendering type, and executes the corresponding rendering instruction based on the rendering function. After all the rendering instructions are executed, the user equipment switches the displayed game loading screen to the game scene screen.
  • the game loading screen may be hidden, and the game scene screen may be displayed on the webpage display page, or the game loading screen may be directly covered with the game scene screen.
  • the rendering type may include the following types:
  • the rendering type is determined according to the rendering instruction used in the game engine, and is not limited to the above-mentioned six rendering types.
  • the game scene data includes game background data and game object data.
  • the user equipment switches the game loading screen to the game background screen rendered based on the game background data on the webpage display page; determines the object display area in the game background screen, and according to the game object data, Game display objects are rendered in the object display area.
  • the game background picture including the game display object is determined as the game scene picture.
  • the game background data belongs to the initial simulation data, and the position information of the object display area in the game background screen also belongs to the initial simulation data, that is, the user game data is used to update some parameters in the initial simulation data. For example, referring to FIG. 4, when the loading of the game scene data is completed, the loading ratio displayed in the loading display area 4021 is 100%. Medium... progress 100%".
  • the user equipment invokes the game engine front end, the game engine front end displays the game scene screen 404 on the webpage display page, determines an object display area 4041 in the game scene screen 404, and renders the game display object in the object display area 4041.
  • the user equipment hides the object display area 4041, and displays the object display area label 4042 in the game scene picture.
  • the object display area label 4042 is triggered, the object display area 4041 is displayed in the game scene screen 404 in response to the trigger operation for the object display area label 4042 .
  • the game object data includes character data and auxiliary tool data
  • the game display object includes game virtual characters and game auxiliary tools.
  • the user equipment determines the character display area in the object display area, and renders the game virtual character in the character display area according to the character data; determines the tool display area in the object display area , which renders game aids in the tool display area based on the aid data.
  • the user equipment when rendering the game virtual character in the character display area according to the character data, obtains the character image information and the character recommendation degree from the character data, and sorts the character image information based on the character recommendation degree; character image information, and render the game virtual characters corresponding to the character image information in sequence in the character display area.
  • the character recommendation degree is generated based on user game data.
  • the character recommendation degree is the recommended default value in the initial simulation data.
  • the user's game data it updates the game simulation parameters in the initial simulation data according to the game simulation parameters converted from the user's game data. The recommended default value of , get the character recommendation degree.
  • the combat power value of the game virtual character in the Peace Elite game in step S302, or the combat power value of the game virtual character in the RPG, etc. can be used as the character recommendation degree of the corresponding game virtual character.
  • the second server of the web page simulation game may acquire user game data of all players in the corresponding client game, and generate recommended default values in the initial simulation data according to the user game data of all players. Take the Peace Elite game as an example, assuming that the recommended default value is 0, after updating the initial simulation data according to the user game data, the combat power value of the game virtual character 1 is 900, the combat power value of the game virtual character 2 is 600, and the game virtual character is 600.
  • the combat power value of 3 is 500, that is, the character recommendation degree of game avatar 1 is 900, the character recommendation degree of game avatar 2 is 600, and the character recommendation degree of game avatar 3 is 500.
  • the user equipment sorts each game virtual character based on the character recommendation degree, and obtains the sorting result as game virtual character 1, game virtual character 2, and game virtual character 3, and then according to the character image information of each game virtual character, in the character display area in sequence. Render game avatar 1, game avatar 2 and game avatar 3.
  • the user equipment when rendering the game auxiliary tool in the tool display area according to the auxiliary tool data, determines the tool data amount of the game auxiliary tool based on the auxiliary tool data, and obtains tool description information of the game auxiliary tool.
  • the amount of tool data is zero
  • a game auxiliary tool having a first display state is rendered according to the auxiliary tool data, and tool description information of the game auxiliary tool is displayed.
  • the first display state is used to represent the failure of the game auxiliary tool, and the first display state may be a non-display state, or a displayed but non-triggerable state.
  • the game auxiliary tool when the amount of tool data is zero, the game auxiliary tool is not displayed in the tool display area, or the game auxiliary tool is displayed in grayscale in the tool display area, and the game auxiliary tool cannot be triggered at this time.
  • the amount of tool data is at least one, in the tool display area, a game auxiliary tool having a second display state is rendered according to the auxiliary tool data, and tool description information of the game auxiliary tool is displayed.
  • the second display state is used to indicate that the game auxiliary tool is valid.
  • the tool data amount of each game auxiliary tool may be obtained according to user game data. When the user equipment does not obtain the user game data, the tool data amount is the default value of the number of tools in the initial simulation data (such as 0).
  • the game auxiliary tool may be distributed to the login user information of the web page simulation game of the user equipment according to the user game data.
  • a tool acquisition label associated with the game auxiliary tool may also be displayed in the tool display area; in response to a trigger operation for the tool acquisition label, a task option for acquiring the game auxiliary tool is displayed on the task display page, The task display page is displayed independently from the web page display page.
  • FIG. 7 is a schematic diagram of an object display area rendering scene provided by an embodiment of the present application.
  • the initial simulation data obtained by the user equipment includes a game virtual character 7011 , a game virtual character 7012 , a game virtual character 7013 , and a game virtual character 7014 . It is assumed that the recommended default values of the game avatar 7011, the game avatar 7012, the game avatar 7013, and the game avatar 7014 are all 0.
  • the initial simulation data obtained by the user equipment includes a game auxiliary tool 7021 and a game auxiliary tool 7022 , wherein the default value of the tool quantity of the game auxiliary tool 7021 and the game auxiliary tool 7022 is 0.
  • the user equipment updates the initial simulation data according to the user game data, and obtains the character recommendation degree 1 of the game virtual character 7011, the character recommendation degree 2 of the game virtual character 7012, the role recommendation degree 3 of the game virtual character 7013, and the character recommendation degree of the game virtual character 7014. 4.
  • the user equipment ranks game avatars 7011 , game avatars 7012 , game avatars 7013 , and game avatars 7014 based on character recommendation degree 1 , character recommendation degree 2 , character recommendation degree 3 , and character recommendation degree 4 . Assuming that the character recommendation degree 1, the character recommendation degree 2, the character recommendation degree 3, and the character recommendation degree 4 are all 0, the user equipment randomly sorts each game virtual character, or directly determines each game virtual character according to the default sorting order sorting results. It is assumed that the game avatars are sequenced as game avatars 7011 , game avatars 7012 , game avatars 7013 , and game avatars 7014 .
  • the user equipment updates the initial simulation data according to the user game data, and obtains that the tool data amount of the game auxiliary tool 7021 is 3, and the tool data amount of the game auxiliary tool 7022 is 0, it can be determined that the display state of the game auxiliary tool 7021 is the second display state, the display state of the game auxiliary tool 7022 is the first display state.
  • the user equipment After updating the initial simulation data according to the user game data, the user equipment obtains game scene data, and displays the game scene screen 703 on the webpage display page according to the game scene data.
  • the user equipment displays the game background image, determines the object display area 704 in the game background image, and determines the character display area 704a and the tool display area 704b in the object display area 704 .
  • the game background picture and the object display area 704 constitute the game scene picture.
  • the user equipment sequentially renders the game virtual character 7011 , the game virtual character 7012 , the game virtual character 7013 , and the game virtual character 7014 in the object display area 704 .
  • the user equipment may also display the character recommendation degree of each game virtual character. Further, each virtual character displayed in the character display area 704a may be displayed through character cards.
  • Various game avatars can be triggered. When the game avatar is triggered, the relevant introduction of the game avatar, such as the skill and combat power value of the game avatar, is displayed.
  • game aids are displayed in the tool display area 704b.
  • the tool display order of each game auxiliary tool can be determined according to the tool data amount of each game auxiliary tool, and the game auxiliary tools can be displayed in sequence based on the tool display order, or each game auxiliary tool can be determined according to the tool category of each game auxiliary tool.
  • the tool display order of , and the game aids are displayed in sequence based on the tool display order. For example, if the tool data volume of the game auxiliary tool 7021 is 3 and the tool data volume of the game auxiliary tool 7022 is 0, the tool display order of each game auxiliary tool is determined to be the game auxiliary tool 7021 and the game auxiliary tool 7022 .
  • the tool description information and tool data amount of the game auxiliary tool may also be displayed in the presentation sub-area where the game auxiliary tool is located.
  • the tool description information of the game auxiliary tool 7021 "Drag airdrop to increase the combat power of special forces +2" and the tool data amount "3" are displayed;
  • the tool description information of the game auxiliary tool 7022 "Planting Shusuo to help the combat power of all special forces +4" and the tool data amount "0" are displayed.
  • the running process of the webpage simulation game is as follows:
  • the user equipment After displaying the game scene picture on the webpage display page, the user equipment responds to the game configuration operation for the game scene picture, and displays the target game virtual character corresponding to the game configuration operation in the game scene picture.
  • the game configuration operation may correspond to one or at least two target game virtual characters.
  • the user equipment generates a virtual character of the game to be triggered based on the game engine, and displays the virtual character of the game to be triggered in the game scene screen.
  • the to-be-triggered game avatar and the target game avatar belong to different camp sets.
  • the virtual character of the game to be triggered may be a character generated according to a real player in the client game, or may be a character generated by game artificial intelligence, which is not limited herein.
  • the user equipment triggers the game virtual character to be triggered based on the target game virtual character, determines the game score according to the triggered game virtual character to be triggered, and acquires the triggered game virtual character to be triggered.
  • ID to add the role ID to the role trigger set.
  • the character trigger set stores the character identifiers of all virtual characters to be triggered in the game that are triggered by the login character information (the character information logged in the webpage simulation game in the user device, or the character information corresponding to the login user information), which can be used as for checking game scores.
  • the game score may also be displayed on the game scene screen, so that the user corresponding to the user equipment can obtain the score obtained in the current game.
  • the initial value of the game score is zero.
  • the character score corresponding to the to-be-triggered game virtual character is determined, and the character score is added to the game score. , until the end of the game.
  • the to-be-triggered character information may include the blood volume and damage value of the corresponding to-be-triggered game virtual character, and the larger the blood volume or the greater the damage value, the greater the character score corresponding to the to-be-triggered game virtual character.
  • the user equipment can obtain the parameter weights of the character parameters in the character information to be triggered, perform a weighted summation of each character parameter based on the parameter weights, and determine the character score corresponding to the virtual character of the game to be triggered according to the weighted summation result.
  • the character score corresponding to each virtual character to be triggered in the game may be preset.
  • game virtual character 1 to be triggered In a web page simulation game corresponding to the Peace Elite game, game virtual character 1 to be triggered, game virtual character 2 to be triggered, game virtual character 3 to be triggered, and game virtual character 4 to be triggered are generated.
  • the character score corresponding to the game virtual character 1 to be triggered is 20, the character score corresponding to the game virtual character 2 to be triggered is 10, the character score corresponding to the game virtual character 3 to be triggered is 10, and the game virtual character 4 to be triggered
  • the corresponding character score is 20.
  • the user equipment updates the game score to 20, and changes the character identifier of the game virtual character 1 to be triggered.
  • the character trigger set includes the character ID of the virtual character 1 to be triggered and the virtual character to be triggered.
  • the operation data is the operation data of the local game.
  • the operation data may further include login user information in the webpage simulation game.
  • the user equipment generates a game match signature according to the game ID, game score, and game end time stamp; sends the game ID, game score, character trigger quantity, game end time stamp, character trigger set, and game match signature to the second server.
  • the second server performs legal verification on the obtained operation data. When the verification of the operation data fails, the second server determines the operation data as illegal data.
  • the game logo, game score and game end timestamp are used for legal verification of the game signature, and the character trigger set and the number of character triggers are used for legal verification of the game score;
  • the second server is corresponding to the webpage simulation game. server. Specifically, the second server generates the verification signature according to the game identifier, the game score and the game end timestamp, and determines the verification score according to the character trigger set and the number of character triggers. If the verification signature is the same as the game match signature, and the verification score is the same as the game score, it is determined that the running data is legal data; if the verification signature is different from the game match signature, or the verification score is different from the game score, it is determined The operation data is illegal data, and the operation data is discarded.
  • the operating parameters included in the operating data may be determined according to a web page simulation game.
  • the operation data verification method used by the second server to legally verify the operation data may be determined according to the operation parameters included in the operation data.
  • the second server may count the number of illegal times of the user corresponding to the logged-in user information.
  • the illegal number of times refers to the number of times that the user's running data is illegal data.
  • the illegal number of times is greater than the illegal threshold, the user's right to use the web page simulation game and the client game is cancelled.
  • the user's right to use the web page simulation game and the client game can be cancelled within a specified period of time.
  • the verification result of the operation data by the second server is obtained. If the verification result is the verification pass result, determine that the running data is legal data, obtain the login user information of the web page simulation game, and send the running data and the login user information to the first server corresponding to the client game, so that the first server is based on the running data, and send game virtual assets to the user account corresponding to the login user information; the user account is the account associated with the login user information in the client game. In one embodiment, this process can also be implemented by a second server. When the second server verifies the running data as a verified result, the second server determines that the running data is legal data, obtains the login user information of the webpage simulation game, and executes the running data.
  • the data and login user information are sent to the first server corresponding to the client game.
  • the user equipment or the second server may directly send the operation data to the first server.
  • the login user information and the game virtual asset are cached.
  • the second server can also cache the running data of each user of the web page simulation game, so that when the user enters the web page simulation game subsequently, he can continue to run the web page simulation game on the basis of the previous running data.
  • the first server after acquiring the running data, sends the game virtual asset to the user account corresponding to the logged-in user information according to the game score and the like in the running data.
  • the game virtual assets may include, but are not limited to, experience points, game virtual currency or game virtual tools.
  • the game loading screen is displayed on the webpage display page by responding to the game data loading request for the webpage simulation game; based on the game data loading request, the user game data in the client game is acquired, the game engine is called, and the Obtain the game scene data generated based on the user game data in the game engine, wherein the client game is the published game corresponding to the webpage simulation game; switch the game loading screen displayed on the webpage display page to the game rendered based on the game scene data
  • the scene screen; the game scene screen is used to respond to the game interaction operations associated with the web page simulation game.
  • the web page simulation game is a game for publicity generated based on client-side games, which takes up less memory space, saves resources, and improves the fluency of the game publicity display screen by preloading data before rendering.
  • FIG. 8 is a schematic diagram of a game data update provided by an embodiment of the present application.
  • the web page data will be updated according to the relevant data of the development change, and the web page form rendering will be updated according to the web page data, that is, the game Displays related to promotional content.
  • the web page simulation game ends, the web page data can be updated according to the running data in the web page simulation game, and the form rendering of the web page can be updated according to the web page data.
  • the form rendering of the web page can be updated.
  • the update of the form rendering of the web page can lead to the change of the game scene.
  • FIG. 9 is a schematic diagram of a game data update process provided by an embodiment of the present application.
  • the preloading of the interactive marketing scene is enabled to load the user game data in advance, so that when the webpage simulation game is officially rendered, the screen rendering is smoother.
  • enable interactive integrated rendering and perform integrated control which includes game engine threads and web page threads.
  • the game engine thread is used to process data related to the game engine
  • the web page thread is used to process data related to the web page.
  • the game engine is used to realize the interactive display, that is, the interaction between the user and the game promotion content, which improves the user's participation, thereby improving the richness of the game promotion form.
  • the Web page realizes functional interaction, is used to respond to the trigger operation of some functions in the displayed screen, realizes data update, and can carry out data transmission, so as to realize the data intercommunication between the game engine and the Web page, between the front end and the back end, Thus, the efficiency of data transmission during game promotion is improved.
  • the Web page can also implement screen rendering, such as rendering of a game loading screen.
  • the game engine can also obtain the device performance of the user equipment, and when the device performance is poor, the obtained data (such as game scene data, etc.) can be screened to discard some data to better adapt to the The device performance of the user equipment improves the efficiency of data processing.
  • the discarded part of the data may be data that improves the display effect of the screen, that is, after the part of the data is discarded, it does not affect the operation of each step in this application, but only reduces the part of the display effect.
  • the performance of the device may include but is not limited to the network performance, device hardware performance, or device data loading performance, etc.
  • FIG. 10 is a schematic diagram of a game data processing apparatus provided by an embodiment of the present application.
  • the game data processing apparatus may be a computer program (including program code) running in a computer device, for example, the game data processing apparatus is an application software; the game data processing apparatus may be used to execute the methods provided in the embodiments of the present application corresponding steps.
  • the game data processing apparatus 1000 can be used for the computer equipment in the embodiment corresponding to FIG. 3 .
  • the game data processing apparatus may include: a loading display module 11 , a data loading module 12 and a scene display module 13 .
  • the loading display module 11 is used to display the game loading screen on the webpage display page in response to the game data loading request for the webpage simulation game;
  • the data loading module 12 is used to obtain the user game data in the client game associated with the webpage simulation game based on the game data loading request, and call the game engine of the webpage simulation game to obtain the user-based game data through the game engine of the webpage simulation game.
  • the scene display module 13 is used to switch the game loading screen displayed in the webpage display page to the game scene screen rendered based on the game scene data of the webpage simulation game, and the game scene screen is used to respond to the game scene image associated with the webpage simulation game. Game interaction.
  • the data loading module 12 is specifically configured to, based on the game data loading request, play a game video of a web page simulation game in the web page display page; and a preset game trigger that reaches the game video in response to the playback
  • the calling event of the game start interface is triggered, the game engine of the webpage simulation game is called through the game start interface, and the game scene data of the webpage simulation game is obtained through the game engine of the webpage simulation game.
  • the device 1000 further includes:
  • the capacity determination module 14 is configured to determine the scene memory capacity representing the memory size required by the game scene data, and the load memory representing the memory size occupied by the loaded data that has been loaded into the memory based on the game engine in the game scene data capacity;
  • the ratio display module 15 is used for determining the loading ratio of the game scene data according to the scene memory capacity and the loading memory capacity, and displaying the loading ratio on the game loading screen.
  • the game scene data includes game background data and game object data
  • the scene display module 13 includes:
  • the background rendering unit 131 is configured to switch the game loading screen to the game background screen rendered based on the game background data in the webpage display page;
  • the object rendering unit 132 is configured to determine an object display area in the game background picture, render the game display object in the object display area according to the game object data, and determine the game background picture including the game display object as the game scene picture.
  • the device 1000 further includes:
  • the object hiding module 16 is used to hide the object display area in response to the hiding operation for the object display area, and display the object display area label in the game scene picture;
  • the object display module 17 is configured to display the object display area in the game scene picture in response to the triggering operation for the object display area label.
  • the game object data includes character data and auxiliary tool data, and the game display objects include game virtual characters and game auxiliary tools;
  • the object rendering unit 132 includes:
  • the character rendering subunit 1321 is used to determine the character display area in the object display area, and according to the character data, render the game virtual character in the character display area;
  • the tool rendering subunit 1322 is configured to determine a tool display area in the object display area, and render a game auxiliary tool in the tool display area according to the auxiliary tool data.
  • the character rendering subunit 1321 includes:
  • the role sorting subunit 13211 is used to obtain the character image information and the character recommendation degree from the character data, and sort the character image information based on the character recommendation degree;
  • the character display sub-unit 13212 is used for sequentially rendering the game virtual characters corresponding to the character image information in the character display area based on the sorted character image information.
  • the tool rendering subunit 1322 includes:
  • the description acquisition subunit 13221 is used to determine the tool data amount of the game auxiliary tool based on the auxiliary tool data, and obtain the tool description information of the game auxiliary tool;
  • the state determination subunit 13222 is used to render the game auxiliary tool with the first display state according to the auxiliary tool data in the tool display area when the tool data amount is zero, and display the tool description information of the game auxiliary tool; the first display state Used to characterize the failure of game aids;
  • the state determination subunit 13222 is further configured to render the game auxiliary tool with the second display state in the tool display area in the tool display area when the amount of tool data is at least one, and display the tool description information of the game auxiliary tool;
  • the second display state is used to indicate that the game aid is effective.
  • the data loading module 12 includes:
  • the ciphertext obtaining unit 121 is used to obtain the login user information of the web page simulation game, and obtain the user game ciphertext corresponding to the login user information from the client game; the user game ciphertext is the first server corresponding to the client game, and uses the login user The local public key corresponding to the information is obtained by encrypting the user's game data;
  • the ciphertext decryption unit 122 is used for decrypting the user's game ciphertext by using the local private key to obtain the user's game data.
  • the scene display module 13 also includes:
  • the instruction obtaining unit 133 is used to obtain the rendering data corresponding to the pixel point from the game scene data of the webpage simulation game based on the game engine of the webpage simulation game, and obtain the rendering instruction corresponding to the rendering data;
  • the instruction cache unit 134 is used to sort the rendering instructions based on the rendering positions of the pixels in the webpage display page, and sequentially add the sorted rendering instructions to the rendering queue;
  • the instruction execution unit 135 is configured to obtain the rendering type of the rendering instruction, execute the rendering instruction in the rendering queue based on the rendering type, and switch the game loading screen to display the game scene image based on the rendering instruction.
  • the data loading module 12 also includes:
  • the interface determination unit 123 is configured to, based on the game data loading request, obtain user game data in the client game associated with the webpage simulation game, and obtain the data load associated with the game data loading request in the game engine of the webpage simulation game. incoming interface;
  • the communication establishment unit 124 is used for establishing data communication with the game engine of the webpage simulation game based on the data loading interface, calling the game engine of the webpage simulation game based on the data communication, and sending the user game data to the game engine of the webpage simulation game;
  • the data generating unit 125 is configured to generate game scene data of the web page simulation game according to the user game data based on the game engine of the web page simulation game.
  • the device 1000 further includes:
  • the character selection module 18 is used to display the target game virtual character corresponding to the game configuration operation in the game scene screen in response to the game configuration operation for the game scene screen;
  • the character generation module 19 is used for generating the virtual character of the game to be triggered based on the game engine of the webpage simulation game, and displaying the virtual character of the game to be triggered in the game scene picture; the virtual character of the game to be triggered and the virtual character of the target game belong to different camp sets;
  • the character triggering module 20 is configured to respond to the triggering operation for the game virtual character to be triggered, trigger the game virtual character to be triggered based on the target game virtual character, determine the game score according to the triggered game virtual character to be triggered, and obtain the triggered game virtual character to be triggered.
  • the character ID of the game virtual character, and the character ID is added to the character trigger set; the character trigger set is used to detect the game score.
  • the device 1000 further includes:
  • the operation obtaining module 21 is used to obtain the operation data of the webpage simulation game when the webpage simulation game stops running; the operation data includes the game identifier, the game score, the number of character triggers, the game end timestamp and the character trigger set;
  • the signature generation module 22 is used to generate a game match signature according to the game identifier, the game score and the game end timestamp;
  • the operation feedback module 23 is used to send the game identifier, game score, character trigger quantity, game end timestamp, character trigger set and game game signature to the second server, so that the second server can legally verify the operation data,
  • the verification of the running data fails, the running data is determined as illegal data; the game logo, game score and game end timestamp are used to legally verify the game signature, and the character trigger set and character trigger quantity are used to verify the game
  • the score value is legally verified;
  • the second server is the server corresponding to the web page simulation game.
  • the device 1000 further includes:
  • a verification acquisition module 24 configured to acquire the verification result of the operation data by the second server
  • the data synchronization module 25 is used to determine that the running data is legal data if the verification result is the verification passing result, obtain the login user information of the web page simulation game, and send the running data and the login user information to the first server corresponding to the client game, So that the first server sends game virtual assets to the user account corresponding to the login user information based on the running data; the user account is the account associated with the login user information in the client game.
  • the initial simulation data includes at least two data packets
  • the data loading module 12 includes:
  • the data packet obtaining unit 126 is used for calling the game engine of the web page simulation game to obtain the i-th data packet sent by the second server corresponding to the web page simulation game; i is a positive integer, and i is less than or equal to the number of at least two data packets;
  • the data packet buffer unit 127 is used to obtain the sending time stamp carried by the ith data packet, and based on the sending time stamp, add the ith data packet to the game data to be rendered; the game data to be rendered includes already obtained from the initial simulation data
  • the received data packet, the sending time stamp is used to represent the time when the second server sends the i-th data packet for the first time when sending the initial simulation data;
  • the scene generating unit 128 is configured to generate game scene data of the webpage simulation game according to the user game data and the initial simulation data.
  • An embodiment of the present application provides a game data processing device, which displays a game loading screen on a webpage display page by responding to a game data loading request for a webpage simulation game;
  • the user game data in the client game associated with the game calls the game engine of the webpage simulation game to obtain the game scene data of the webpage simulation game generated based on the user game data through the game engine of the webpage simulation game, wherein the client game is The publishing game corresponding to the webpage simulation game;
  • the game loading screen displayed on the webpage display page is switched to the game scene screen rendered based on the game scene data; the game scene screen is used to respond to the game interactive operation associated with the webpage simulation game.
  • the web page simulation game is a game for publicity generated based on client-side games, which takes up less memory space, saves resources, and improves the fluency of the game publicity display screen by preloading data before rendering.
  • FIG. 11 is a schematic structural diagram of a computer device provided by an embodiment of the present application.
  • the computer device in this embodiment of the present application may include: one or more processors 1101 , a memory 1102 , and an input-output interface 1103 .
  • the processor 1101 , the memory 1102 and the input/output interface 1103 are connected through a bus 1104 .
  • the memory 1102 is used to store a computer program, the computer program includes program instructions, and the input and output interface 1103 is used to receive data and output data; the processor 1101 is used to execute the program instructions stored in the memory 1102, and perform the following operations:
  • the client game Based on the game data loading request, obtain the user game data in the client game associated with the webpage simulation game, and call the game engine of the webpage simulation game to obtain the game scene of the webpage simulation game generated based on the user game data through the game engine Data;
  • the client game is the published game corresponding to the webpage simulation game;
  • the game loading screen displayed on the webpage display page is switched to the game scene screen rendered based on the game scene data; the game scene screen is used to respond to the game interaction operation associated with the webpage simulation game.
  • the processor 1101 may be a central processing unit (central processing unit, CPU), the processor may also be other general-purpose processors, digital signal processors (digital signal processors, DSP), dedicated integrated Circuit (application specific integrated circuit, ASIC), off-the-shelf programmable gate array (field-programmable gate array, FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc.
  • a general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
  • the memory 1102 may include read-only memory and random access memory, and provides instructions and data to the processor 1101 and the input-output interface 1103 .
  • a portion of memory 1102 may also include non-volatile random access memory.
  • the memory 1102 may also store information of device type.
  • the computer device can execute the implementation manner provided by each step in FIG. 3 through its built-in functional modules.
  • the implementation manner provided by each step in FIG. 3 can be executed through its built-in functional modules.
  • the embodiments of the present application provide a computer device including: a processor, an input and output interface, and a memory, and the processor obtains computer instructions in the memory, executes each step of the method shown in FIG. 3 , and performs game data processing operations.
  • the embodiment of the present application realizes that in response to a game data loading request for a webpage simulation game, a game loading screen is displayed on the webpage display page; based on the game data loading request, the user game in the client game associated with the webpage simulation game is obtained.
  • the web page simulation game is a game for publicity generated based on client-side games, which takes up less memory space, saves resources, and improves the fluency of the game publicity display screen by preloading data before rendering.
  • Embodiments of the present application further provide a computer-readable storage medium, where a computer program is stored in the computer-readable storage medium, and the computer program includes program instructions.
  • the program instructions When the program instructions are executed by the processor, each step in FIG. 3 can be implemented.
  • the program instructions For the provided game data processing method, reference may be made to the implementation manner provided by each step in FIG. 3 , and details are not described herein again.
  • the description of the beneficial effects of using the same method will not be repeated.
  • program instructions may be deployed to execute on one computer device, or on multiple computer devices located at one site, or alternatively, on multiple computer devices distributed across multiple sites and interconnected by a communications network implement.
  • the computer-readable storage medium may be the game data processing apparatus provided in any of the foregoing embodiments or an internal storage unit of the computer device, such as a hard disk or a memory of the computer device.
  • the computer-readable storage medium can also be an external storage device of the computer device, such as a plug-in hard disk, a smart media card (smart media card, SMC), a secure digital (secure digital, SD) card equipped on the computer device, Flash card (flash card), etc.
  • the computer-readable storage medium may also include both an internal storage unit of the computer device and an external storage device.
  • the computer-readable storage medium is used to store the computer program and other programs and data required by the computer device.
  • the computer-readable storage medium can also be used to temporarily store data that has been or will be output.
  • Embodiments of the present application also provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • a processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the method provided in the various embodiments in FIG. 3 .
  • each process and/or the schematic structural diagrams of the method flowcharts and/or structural schematic diagrams can be implemented by computer program instructions. or blocks, and combinations of processes and/or blocks in flowcharts and/or block diagrams.
  • These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor or other programmable data processing device to produce a machine such that the instructions executed by the processor of the computer or other programmable data processing device produce a function
  • These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory result in an article of manufacture comprising instruction means, the instructions
  • the apparatus implements the functions specified in one or more of the flowcharts and/or one or more blocks of the structural diagram.
  • These computer program instructions can also be loaded on a computer or other programmable data processing device to cause a series of operational steps to be performed on the computer or other programmable device to produce a computer-implemented process such that The instructions provide steps for implementing the functions specified in the block or blocks of the flowchart and/or structural representation.

Abstract

一种游戏数据处理方法、装置、计算机及可读存储介质,该方法包括:响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面(S301);基于游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过所述网页模拟游戏的游戏引擎获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据(S302);将网页展示页面中显示的游戏载入画面,切换为基于网页模拟游戏的游戏场景数据所渲染的游戏场景画面(S303),该游戏场景画面用于响应与网页模拟游戏相关联的游戏互动操作。

Description

一种游戏数据处理方法、装置、计算机及可读存储介质
本申请要求2020年7月29日提交的申请号为202010744247.X、发明名称为“一种游戏数据处理方法、装置、计算机及可读存储介质”的中国专利申请的优先权。
技术领域
本申请涉及计算机技术领域,尤其涉及一种游戏数据处理方法、装置、计算机及可读存储介质。
背景技术
随着互联网的发展,以及人们娱乐生活的丰富,出现了越来越多的线上游戏。线上游戏的工作人员一般会对线上游戏进行宣传,以使用户可以了解线上游戏的玩法、剧情或场景设计等,从而可以通过宣传吸引用户。目前,线上游戏一般会通过游戏视频进行宣传,游戏视频是工作人员事先通过提取线上游戏中的相关数据生成的。由于游戏视频是已经生成好的,用户只能从中获取到工作人员宣传出来的关于线上游戏的信息,而无法选择自己想要获取的数据。或者,线上游戏的宣传可能会基于页面跳转的形式实现。例如,在宣传网页中引入线上游戏的链接,在宣传网页和线上游戏之间进行跳转,以使用户可以查看线上游戏中的具体场景。
发明内容
本申请实施例提供了一种游戏数据处理方法、装置、计算机及可读存储介质,可以增强游戏宣传部分与用户之间的互动性,提高游戏宣传内容的丰富性及游戏宣传展示画面的流畅性。
本申请实施例一方面提供了一种游戏数据处理方法,该方法包括:
响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面;
基于游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过网页模拟游戏的游戏引擎获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据;
将网页展示页面中显示的游戏载入画面,切换为基于网页模拟游戏的游戏场景数据所渲染的游戏场景画面,该游戏场景画面用于响应与网页模拟游戏相关联的游戏互动操作。
本申请实施例另一方面提供了一种游戏数据处理方法,所述方法包括:
从用户设备接收登录了网页模拟游戏的登录用户信息;
根据登录用户信息,获取登录用户信息对应的、与所述网页模拟游戏关联的客户端游戏的用户游戏数据;
通过网页模拟游戏中的用户游戏数据处理单元,将所述客户端游戏的用户游戏数据转换成游戏模拟参数,再将该游戏模拟参数传入初始模拟数据中,生成网页模拟游戏的游戏场景数据,其中,所述初始模拟数据为网页模拟游戏中未结合客户端游戏的用户游戏数据时的数据;
将所述游戏场景数据发送给用户设备。
本申请实施例一方面提供了一种游戏数据处理装置,该装置包括:
载入显示模块,用于响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面;
数据载入模块,用于基于游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过网页模拟游戏的游戏引擎获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据;
场景显示模块,用于将网页展示页面中显示的游戏载入画面,切换为基于网页模拟游戏的游戏场景数据所渲染的游戏场景画面,该游戏场景画面用于响应与网页模拟游戏相关联的游戏互动操作。
本申请实施例一方面提供了一种计算机设备,包括处理器、存储器、输入输出接口;
处理器分别与存储器和输入输出接口相连,其中,输入输出接口用于接收数据及输出数据,存储器用于存储计算机程序,处理器用于调用计算机程序,以执行本申请实施例一方面中的游戏数据处理方法。
本申请实施例一方面提供了一种计算机可读存储介质,计算机可读存储介质存储有计算机程序,计算机程序包括程序指令,程序指令当被处理器执行时,执行本申请实施例一方面中的游戏数据处理方法。
本申请实施例一方面提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行本申请实施例一方面中的各种可选方式中提供的方法。
附图说明
为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本申请实施例提供的一种游戏数据处理网络架构图;
图2是本申请实施例提供的一种游戏数据处理的场景示意图;
图3是本申请实施例提供的一种游戏数据处理的方法流程图;
图4是本申请实施例提供的一种游戏场景渲染示意图;
图5A至图5B是本申请实施例提供的一种游戏场景数据生成过程示意图;
图6是本申请实施例提供的一种游戏场景画面渲染流程图;
图7是本申请实施例提供的一种对象展示区域渲染场景示意图;
图8是本申请实施例提供的一种游戏数据更新示意图;
图9是本申请实施例提供的一种游戏数据更新流程示意图;
图10是本申请实施例提供的一种游戏数据处理装置示意图;
图11是本申请实施例提供的一种计算机设备的结构示意图。
具体实施方式
下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技 术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。
如前所述,有的用于宣传线上游戏的游戏视频可以在宣传网页和线上游戏之间进行跳转,以使用户可以查看线上游戏中的具体场景。然而,这些技术需要用户设备存储游戏及网页宣传内容,可能会导致消耗较多的内存空间,而且当从宣传网页跳转到游戏时,需要加载和处理较多的数据,造成游戏宣传内容显示不流畅。相应地,本申请实施例提供了一种游戏数据处理方法、装置、计算机及可读存储介质以对这些技术进行改进。
根据本申请实施例,当对多个用户同时进行宣发时,可能会产生大量的数据,此时可以采用大数据领域的数据传输技术,以提高游戏数据交互的效率。其中,该数据传输技术可以用于本申请中的网页前端与游戏引擎前端、前端与后台等之间的数据交互。
其中,大数据(Big data)是指无法在一定时间范围内用常规软件工具进行捕捉、管理和处理的数据集合,是需要新处理模式才能具有更强的决策力、洞察发现力和流程优化能力的海量、高增长率和多样化的信息资产。随着云时代的来临,大数据也吸引了越来越多的关注,大数据需要特殊的技术,以有效地处理大量的容忍经过时间内的数据。适用于大数据的技术,包括大规模并行处理数据库、数据挖掘、分布式文件系统、分布式数据库、云计算平台、互联网和可扩展的存储系统。
在本申请实施例中,请参见图1,图1是本申请实施例提供的一种游戏数据处理网络架构图。本申请实施例可以由计算机设备实现,其中,计算机设备可以是由服务器及终端设备组成。计算机设备还可以是服务器或终端设备,在此不做限定。其中,本申请实施例可以应用于任意一种游戏,举例来说,第一人称射击游戏(First-person shooting game,FPS)或角色扮演游戏(Role-playing Game,RPG)等,例如,和平精英、穿越火线:枪战王者(Cross Fire Mobile Games,CFM)或反恐精英等。
其中,如图1所示,用户设备101进入游戏宣传场景中,实现的该游戏宣传场景包括网页前端1011、游戏引擎前端1012及游戏后台1013等。其中,用户设备101通过网页前端1011显示客户端游戏的部分宣传内容,响应该网页前端1011中针对网页模拟游戏的游戏数据载入请求,基于该网页前端1011显示游戏载入画面,并从游戏后台1013获取该游戏数据载入请求所请求的游戏场景数据,基于该游戏引擎前端1012显示由游戏场景数据所渲染得到的游戏场景画面。其中,客户端游戏可以为网页模拟游戏对应的发布游戏,客户端游戏为需要宣传的游戏。通过结合网页(Web网页)与游戏引擎,使得在该针对客户端游戏的互动营销中生成了客户端游戏对应的网页模拟游戏,通过该网页模拟游戏实现了该客户端游戏的简单功能,提高了与用户之间的互动性及游戏宣传内容的丰富性。其中,用户设备101在获取游戏场景数据时,会从客户端游戏对应的第一服务器102中获取用户游戏数据,基于该用户游戏数据生成游戏场景数据,以在对游戏的互动营销中结合用户的真实游戏数据,提高了游戏宣传的真实性。
可以理解的是,本申请实施例中所提及的计算机设备或用户设备包括但不限于终端设备或服务器。换句话说,计算机设备或用户设备可以是服务器或终端设备,也可以是服务器和终端设备组成的系统。其中,以上所提及的终端设备可以是一种电子设备,包括但不限于手机、平板电脑、台式电脑、笔记本电脑、掌上电脑、增强现实/虚拟现实(Augmented Reality/Virtual Reality,AR/VR)设备、头盔显示器、可穿戴设备、智能音箱及其他具备网络接入能力的移动互联网设备(mobile internet device,MID)等。
举例来说,假定该客户端游戏为和平精英游戏。工作人员基于和平精英这一游戏生成游戏宣传内容,该游戏宣传内容包括游戏描述宣传内容及游戏模拟宣传内容。其中,游戏描述宣传内容可以是根据该客户 端游戏生成的游戏解说视频或游戏图像说明,亦或者是游戏文字解说等,在此不做限制。游戏模拟宣传内容是通过客户端游戏对应的网页模拟游戏生成的。在一实施方式中,游戏宣传内容可以只包括游戏模拟宣传内容。用户可以直接通过在网页模拟游戏中进行游戏,以了解该客户端游戏的相关消息。其中,该网页模拟游戏可以是根据客户端游戏中的主要场景及功能等所生成的。换句话说,该网页模拟游戏相当于是简易版的客户端游戏,用户可以通过网页模拟游戏,实现与该客户端游戏的互动营销场景之间的互动。
其中,互动营销是指有广大消费者参与宣传的一种营销模式,企业在营销过程中,获取消费者的意见和建议,以用于产品的规划和设计,实现对客户端游戏的优化等。
例如,请参见图2,图2是本申请实施例提供的一种游戏数据处理的场景示意图。如图2所示,以游戏宣传内容包括游戏描述宣传内容及游戏模拟宣传内容为例。用户A在用户设备201中点击游戏宣传内容缩略图2011,进行触发操作。用户设备201响应针对游戏宣传内容缩略图2011的触发操作,显示游戏描述宣传内容2012。游戏描述宣传内容2012所在的页面中显示有游戏触发标签2013。当该游戏触发标签2013被触发时,会生成针对网页模拟游戏的游戏数据载入请求。用户设备201响应于该游戏数据载入请求,在网页展示页面中显示游戏载入画面202。网页模拟游戏对应的第二服务器基于该游戏数据载入请求,从客户端游戏对应的第一服务器203中获取用户游戏数据。之后,第二服务器调用网页模拟游戏的游戏引擎2022,以根据用户游戏数据生成游戏场景数据。其中,游戏引擎2022集成于游戏宣传内容中,用户游戏数据为用户A在玩客户端游戏过程中产生的数据。当游戏场景数据成功载入用户设备201时,用户设备201将显示的游戏载入画面202切换为根据游戏场景数据所渲染的游戏场景画面203。通过游戏场景数据的预载入过程,使得用户在使用网页模拟游戏了解客户端游戏时,用户终端可以直接基于游戏场景数据进行渲染,提高了游戏宣传展示画面的流畅性。
其中,游戏引擎是指一些已编写好的可编辑电脑游戏系统或者一些交互式实时图像应用程序的核心组件。这些系统为游戏设计者提供各种编写游戏所需的各种工具,其目的在于让游戏设计者能容易和快速地做出游戏程式而不用由零开始。大部分游戏引擎都支持多种操作平台,如Linux、苹果操作系统(Mac Operating System X,Mac OS X)、微软操作系统Windows。游戏引擎包含以下系统:渲染引擎(即“渲染器”,含二维图像引擎和三维图像引擎)、物理引擎、碰撞检测系统、音效、脚本引擎、电脑动画、人工智能、网络引擎以及场景管理。可知,通过该游戏引擎可以展示渲染较为复杂的场景,从而提高了游戏宣传内容的丰富性。而通过网页与游戏引擎进行结合,将该游戏引擎写入网页中,通过网页实现游戏宣传内容中可以直接显示的部分,通过游戏引擎实现游戏宣传内容中用于与用户之间进行交互的部分,提高了游戏宣传的互动性,提高了后台开发效率。
进一步地,请参见图3,图3是本申请实施例提供的一种游戏数据处理的方法流程图。如图3所示,该游戏数据处理过程包括如下步骤:
步骤S301,响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面。
在本申请实施例中,用户设备响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面。其中,网页展示页面为Web网页,游戏载入画面是基于与网页模拟游戏对应的客户端游戏生成的一张游戏图像。客户端游戏和网页模拟游戏可以是同一游戏的不同版本,或者是相关联的不同的游戏,例如为同一游戏开发商的游戏产品。游戏载入画面可以是服务器预先写入网页展示页面的网页前端的计算机程序中的一张图像。网页前端的计算机程序,或简称为网页前端,是指运行在用户设备端的浏览器上展 现给用户浏览的网页的计算机程序。当用户设备请求所述网页展示页面时,从服务器获取所述网页前端的计算机程序,包括所述游戏载入画面,在用户设备的浏览器中运行,以显示网页展示页面,并在网页显示页面中显示游戏载入画面。所述游戏载入画面可以是提取客户端游戏中使用频率最高的游戏场景封面,以及使用频率最高的游戏角色形象,根据该游戏场景封面及游戏角色形象生成的。
例如,在和平精英游戏中,存在沙漠场景、雨林场景、雪地场景及海岛场景,其中,沙漠场景的使用频率为35%,雨林场景的使用频率为25%,雪地场景的使用频率为30%,海岛场景的使用频率为10%,则获取沙漠场景的游戏场景封面,以及获取和平精英游戏中使用频率最高的游戏角色形象,根据沙漠场景的游戏场景封面与该游戏角色形象生成游戏载入画面。例如,在一款RPG中,假定使用频率最高的游戏角色为医师,则可以获取医师的游戏角色形象,获取游戏副本的使用频率,或者游戏地图的使用频率,截取使用频率最高的游戏副本或游戏地图中的画面,以生成游戏载入画面。其中,可以只统计游戏副本的使用频率,也可以只统计游戏地图的使用频率,或者可以统计游戏副本及游戏地图的使用频率等,在此不做限制。
在一实施方式中,通过提取客户端游戏中使用频率最高的游戏场景封面,以及使用频率最高的游戏角色形象,根据该游戏场景封面及游戏角色形象生成游戏载入画面,可以由客户端游戏对应的第一服务器预先执行。第一服务器根据客户端游戏数据,生成所述游戏载入画面,将该游戏载入画面发送至网页模拟游戏对应的第二服务器,由第二服务器将该游戏载入画面写入网页前端的计算机程序中。其中,第一服务器与第二服务器可以是同一个服务器,也可以是不同的服务器。当两者为同一个服务器时,可以在生成游戏载入画面后,直接将该游戏载入画面写入网页前端的计算机程序中。
在一实施方式中,用户设备在网页展示页面中显示游戏载入画面时,可以确定该游戏载入请求所请求的游戏场景数据的场景内存容量,以及该游戏场景数据中的已加载数据的载入内存容量。其中,场景内存容量用于表示游戏场景数据所需占用的内存大小,载入内存容量用于表示已经基于游戏引擎成功加载到内存中的数据所占用的内存大小。用户设备根据场景内存容量及载入内存容量,确定游戏场景数据的载入比例,并在游戏载入画面中显示该载入比例。在一实施方式中,游戏场景数据可以存储于网页模拟游戏对应的第二服务器中,此时可以极大减少用户设备的内存空间占用率,使得在性能较差的用户设备中也可以展示该客户端游戏的游戏宣传内容。游戏场景数据也可以集成于游戏模拟宣传内容(参见图2中描述)中,使得在无网络的情况下,用户设备也可以展示该客户端游戏的游戏宣传内容,再加上无需在不同的计算机设备之间进行数据传输,从而提高了游戏数据的加载效率。其中,由于网页模拟游戏本身所占用的内存较小,使得该游戏场景数据即使集成于游戏模拟宣传内容中,也不会占用特别大的内存。
进一步地,请参见图4,图4是本申请实施例提供的一种游戏场景渲染示意图。如图4所示,以该游戏场景数据集成于游戏模拟宣传内容中为例。用户设备在响应网页前端中针对网页模拟游戏的游戏数据载入请求时,基于游戏引擎线程,从本地内存403中获取该游戏数据载入请求所请求的游戏场景数据,并将获取到的游戏场景数据的载入比例反馈至网页前端。网页前端根据获取到的载入比例,在游戏载入画面402的载入显示区域4021中显示该载入比例。例如,当假定获取到载入比例为61%,则在该载入显示区域4021中显示该载入比例,如“赛场准备中…进度61%”等。举例来说,该Web网页与游戏引擎之间的数据交互的实现可以参见如下的计算机程序代码1:
Figure PCTCN2021106177-appb-000001
Figure PCTCN2021106177-appb-000002
其中,上述计算机程序代码1为本申请实施例中的一种可选的伪代码,仅为表示一种Web网页与游戏引擎的数据交互方式,并不代表实际的代码程序。通过该计算机程序代码1,表示在本申请实施例中,网页前端、网页线程、游戏引擎线程及游戏引擎前端(在用户设备上运行的游戏引擎部分)之间通过各自的接口实现数据交互。由于Web网页与游戏引擎是集成于一体的,而非由各自独立的计算机程序实现,提高了Web网页与游戏引擎之间的数据交互效率。例如,在该游戏引擎中给出游戏开始接口window.minigameData.play(),以及其他游戏逻辑控制接口等,在Web网页中可以通过该游戏引擎给出的接口,调用游戏引擎,实现游戏引擎与Web网页之间的数据交互,如计算机程序代码2:
Figure PCTCN2021106177-appb-000003
其中,该计算机程序代码2为本申请实施例中的一种实施方式的代码。例如,当用户点击游戏宣传内容缩略图,查看游戏宣传内容时,用户设备在网页展示页面中播放该游戏宣传内容(游戏视频)。当播放到游戏宣传内容的预设的游戏触发位置时,执行计算机程序代码2,自动触发游戏开始接口的调用事件,通过游戏开始接口调用游戏引擎,并通过游戏引擎获取游戏场景数据。其中,在该预设的游戏触发位置处触发网页前端的游戏开始进程(如计算机程序代码2中的gameApi.startGame),即为针对网页模拟游戏的游戏数据载入请求。在一实施方式中,响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面,可以是在网页前端的游戏开始进程中,基于该游戏开始接口的调用事件,通过游戏开始接口,调用游戏引擎,并通过游戏引擎在网页展示页面中显示游戏载入画面;或者,可以是基于该游戏开始进程,网页前端在网页展示页面中显示游戏载入画面,再触发游戏开始接口的调用事件,通过游戏开始接口,调用游戏引擎,并基于游戏引擎执行步骤S302。
其中,本申请实施例中包括两个线程,一个是网页线程,一个是游戏引擎线程。网页线程用于处理与网页前端相关联的数据,游戏引擎线程用于处理与游戏引擎前端相关联的数据。通过网页线程与游戏引擎线程,在后台(例如,所述第二服务器)实现对本申请中需要显示的页面的渲染,并将渲染结果反馈至对应的前端(网页前端或游戏引擎前端)(在用户设备上),以使对应的前端,根据获取到的渲染结果,在页面中显示相应的画面。例如,基于游戏引擎线程,在后台处理游戏场景数据,得到该游戏场景数据对应的渲染结果。然后,后台将该渲染结果反馈至游戏引擎前端,该游戏引擎前端根据该渲染结果显示游戏场景画面。通过在后台启动网页线程及游戏引擎线程处理数据,提高了前端的响应速度,充分利用了系统资源,提高了本申请中的游戏数据处理的效率。通过同时执行多个线程,可以最大限度地发挥硬件性能,提升了游戏引擎与网页的数据交互速度。
步骤S302,基于游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过网页模拟游戏的游戏引擎获取基于用户游戏数据所生成的游戏场景数据。
在本申请实施例中,用户设备基于该游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,其中,该用户游戏数据存储于客户端游戏对应的第一服务器中。在一实施方式中,该用户游戏数据还可以存储于网页模拟游戏对应的登录用户信息(登录该网页模拟游戏的用户信息)所在的计算机设备中。其中,当该用户设备未获取到客户端游戏中的用户游戏数据时(表示该网页模拟游戏的登录用户信息对应的用户未使用过客户端游戏),调用网页模拟游戏的游戏引擎,获取初始模拟数据,将该初始模拟数据作为游戏场景数据。在一实施方式中,第一服务器可以预先将客户端游戏相关的用户游戏数据发送至网页模拟游戏对应的第二服务器中,该第二服务器根据用户游戏数据生成游戏场景数据,用户设备直接通过游戏引擎从第二服务器中获取游戏场景数据。其中,该客户端游戏为网页模拟游戏的发布游戏,即,网页模拟游戏是用于宣传该客户端游戏。
在一实施方式中,该初始模拟数据可以包括至少两个数据包。用户设备在获取游戏场景数据时,调用游戏引擎,从网页模拟游戏对应的第二服务器,获取第i个数据包;i为正整数,i小于或等于所述至少两个数据包的数量。用户设备获取第i个数据包携带的发送时间戳,基于发送时间戳,将第i个数据包添加至待渲染游戏数据中。该待渲染游戏数据包括已经从第二服务器获取到的、初始模拟数据中的数据包。发送时间戳用于表征第二服务器发送初始模拟数据时,首次发送第i个数据包的时间。用户设备根据用户游戏数据及初始模拟数据,生成游戏场景数据。例如,第二服务器在第一次向用户设备发送初始模拟数据中的第i个数据包时,该第i个数据包携带发送时间戳“10点25分30秒”,当第二服务器获取到第i个数据包发送失败的消息时,第二次向用户设备发送初始模拟数据中的第i个数据包,该第i个数据包携带的发送时间戳仍然是“10点25分30秒”。换句话说,第二服务器向用户设备发送初始模拟数据时,该初始模拟数据中的各个数据包均携带有发送时间戳,这些发送时间戳为第二服务器首次发送各个数据包时的时间。
其中,请参见图5A及图5B,图5A至图5B是本申请实施例提供的一种游戏场景数据生成过程示意图。如图5A所示,假定第一服务器与第二服务器为同一个服务器。用户设备501基于游戏数据载入请求,将网页模拟游戏的登录用户信息发送至第二服务器502。第二服务器502中包括客户端游戏及网页模拟游戏两部分。第二服务器502根据登录用户信息,从客户端游戏中获取登录用户的用户游戏数据,将该用户游戏数据输入网页模拟游戏部分,通过网页模拟游戏部分中的用户游戏数据处理单元,将该用户游戏数据转换成游戏模拟参数,再将该游戏模拟参数传入初始模拟数据中,生成网页模拟游戏的游戏场景数据。第二服务器502将该游戏场景数据发送至用户设备501,用户设备501基于游戏引擎加载该游戏场景数据。其中,该初始模拟数据为网页模拟游戏中未结合用户游戏数据时的数据,如游戏背景数据或游戏对象数据中的基础数据等。简单来说,该网页模拟游戏中可以存在一段与“初始模拟数据.更新(游戏模拟参数=转换(用户游戏数据);)”这一逻辑相关的计算机程序。
其中,如图5B所示,假定第一服务器与第二服务器为不同的服务器。用户设备503向第二服务器504发送登录用户信息。第二服务器504根据登录用户信息,从第一服务器505中获取登录用户的用户游戏数据,将该用户游戏数据转换成游戏模拟参数,根据该游戏模拟参数更新初始模拟数据,生成游戏场景数据,将该游戏场景数据发送至用户设备503中,由用户设备503基于游戏引擎加载该游戏场景数据。
在一实施方式中,在图5A或图5B中,该用户游戏数据可以预先转换。即,第二服务器根据用户数据 更新周期,从第一服务器中获取该客户端游戏中的至少两个用户游戏数据,将至少两个用户游戏数据分别转换成游戏模拟参数,其中,一个游戏模拟参数对应一个登录用户信息。当第二服务器502(504)获取到用户设备501(503)所发送的登录用户信息时,假定该登录用户信息为登录用户信息1。第二服务器502(504)获取该登录用户信息1对应的游戏模拟参数1,根据该游戏模拟参数1,更新初始模拟数据,生成游戏场景数据,并将该游戏场景数据发送至用户设备501(503)中。在一实施方式中,当第二服务器502(504)获取到该游戏模拟参数1时,将该游戏模拟参数1发送至用户设备501(503),用户设备501(503)调用游戏引擎,基于该游戏引擎,将游戏模拟参数1输入初始模拟数据,更新该初始模拟数据,生成游戏场景数据。其中,当用户设备501(503)未获取到游戏场景数据,且未获取到游戏模拟参数时,用户设备501(503)将初始模拟数据作为游戏场景数据。在一实施方式中,第二服务器可以直接将用户游戏数据发送至用户设备,用户设备基于游戏引擎将用户游戏数据转换成游戏模拟参数,根据游戏模拟参数更新初始模拟数据,生成游戏场景数据。在一实施方式中,用户设备可以直接从第一服务器中获取用户游戏数据,基于用户游戏数据生成游戏场景数据。这种情况下,由于在用户游戏数据的获取过程中,无需通过第二服务器进行二次转发,可以提高用户游戏数据的获取效率。其中,用户游戏数据转换为游戏模拟参数时使用数据转换逻辑算法,该数据转换逻辑算法用于提取用户游戏数据中的游戏数据特征值,将该游戏数据特征值转换为初始模拟数据可以接受或可用的游戏模拟参数。
在一实施方式中,用户设备获取网页模拟游戏的登录用户信息,从客户端游戏中获取登录用户信息对应的用户游戏密文。其中,用户游戏密文是客户端游戏对应的第一服务器,采用登录用户信息对应的本地公钥对用户游戏数据进行加密得到的。用户设备采用本地私钥对用户游戏密文进行解密,得到用户游戏数据。在一实施方式中,该用户游戏密文也可以是由网页模拟游戏对应的第二服务器对用户游戏数据进行加密得到的。具体地,用户设备根据登录用户信息,可以通过加密算法生成一对密钥。当用户设备从第一服务器中获取用户游戏数据时,将本地公钥发送至第一服务器;当从第二服务器中获取用户游戏数据时,将本地公钥发送至第二服务器。其中,当第一服务器或第二服务器向用户设备发送原始数据时,可以采用所述用户设备的本地公钥对发送的原始数据进行加密,将加密后的原始数据发送至用户设备。用户设备采用本地私钥对接收到的加密后的原始数据进行解密,得到第一服务器或第二服务器发送的原始数据,其中,该原始数据可以是第一服务器或第二服务器发送给用户设备的任意数据。例如,第二服务器向用户设备发送游戏模拟参数,则采用所述用户设备的本地公钥对游戏模拟参数进行加密,将加密后的游戏模拟参数发送至用户设备,用户设备可以采用本地私钥对加密后的游戏模拟参数进行解密,得到该游戏模拟参数。
在一实施方式中,基于游戏数据载入请求,获取客户端游戏中的用户游戏数据,并获取游戏引擎中与游戏数据载入请求相关联的数据载入接口(如计算机程序代码2中的游戏开始接口);基于数据载入接口与游戏引擎建立数据通信,基于数据通信调用游戏引擎,将用户游戏数据发送至游戏引擎;基于游戏引擎,根据用户游戏数据生成游戏场景数据。在一实施方式中,该根据用户游戏数据生成游戏场景数据的过程,可以参见图5A或图5B中所示的相关描述。
举例来说,该客户端游戏为和平精英游戏。获取客户端游戏中与登录用户信息相关联的用户游戏数据,该用户游戏数据包括用户游戏时长、用户游戏成就及用户经验值等,该登录用户信息对应用户A。假定根据该用户游戏数据确定用户A在进行游戏时,主要是射击敌人,其次是收集物资,再是抗伤害。基于数据转换逻辑算法,根据用户游戏数据中用户A的经验值等确定用户A的战力加成,根据各个用户行为特征 的行为占比,将战力加成添加至初始模拟数据中的游戏虚拟角色的战力值中。其中,一个游戏虚拟角色可以对应一种用户行为特征。例如,射击敌人的行为占比为45%,收集物资的行为占比为30%,抗伤害的行为占比为25%,获取到战力加成为2000。假定网页模拟游戏中的游戏虚拟角色1主攻击,对应射击敌人这一用户行为特征,游戏虚拟角色2主收纳,对应收集物资这一用户行为特征,游戏虚拟角色3主防御,对应抗伤害这一用户行为特征。将战力加成中的45%(900战力加成)添加至游戏虚拟角色1的战力值中,将战力加成中的30%(600战力加成)添加至游戏虚拟角色2的战力值中,将战力加成中的25%(500战力加成)添加至游戏虚拟角色3的战力值中。在一实施方式中,还可以根据用户游戏数据中的用户A的经验值等,在网页模拟游戏中为该用户A发放游戏辅助工具等。以上为基于用户游戏数据更新初始模拟数据的一种实施方式,可以根据具体的需要设置不同的数据转换逻辑算法,在此不做限制。
举例来说,该客户端游戏为RPG。获取到用户A的用户游戏数据,基于数据转换逻辑算法,获取用户A在客户端游戏中各个游戏使用角色的使用频率,并获取用户A的等级信息。用户设备基于该等级信息,确定角色伤害加成,并根据各个游戏使用角色的使用频率,将角色伤害加成添加至网页模拟游戏中的各个游戏虚拟角色的战力值中。其中,该游戏虚拟角色与游戏使用角色相对应。例如,该游戏使用角色包括医师、射手及刀客,该游戏虚拟角色也包括医师、射手及刀客。例如,获取到用户A的等级信息中等级为90级,则根据用户A的等级信息(等级及经验值),确定角色伤害加成为500。其中,如果医师的使用频率为50%,射手的使用频率为20%,刀客的使用频率为30%,则将角色伤害加成中的50%(250角色伤害加成)添加至医师的战力值中,将角色伤害加成中的20%(100角色伤害加成)添加至射手的战力值中,将角色伤害加成中的30%(150角色伤害加成)添加至刀客的战力值中。
以上关于和平精英游戏及RPG的例子,为基于用户游戏数据更新初始模拟数据的实施方式,可以根据具体的需要设置不同的数据转换逻辑算法,在此不做限制,其中,该客户端游戏也可以是其他类型的游戏。
步骤S303,将网页展示页面中显示的游戏载入画面,切换为基于网页模拟游戏的游戏场景数据所渲染的游戏场景画面。所述游戏场景画面用于响应与所述网页模拟游戏相关联的游戏互动操作。
在本申请实施例中,用户设备可以基于游戏引擎,从游戏场景数据中获取像素点对应的渲染数据,确定渲染数据对应的渲染指令;基于像素点在网页展示页面中的渲染位置,对渲染指令进行排序,并将排序后的渲染指令依次添加至渲染队列中;获取渲染指令的渲染类型,基于渲染类型,执行渲染队列中的渲染指令,并基于渲染指令,将游戏载入画面切换显示为游戏场景画面。其中,该游戏场景画面的渲染过程可以参见图6所示,图6是本申请实施例提供的一种游戏场景画面渲染流程图,该过程包括如下步骤:
步骤S601,获取渲染数据。
具体地,用户设备触发该游戏场景画面的渲染进程,以在网页展示页面中绘制游戏场景画面。将该游戏场景画面中的各个像素点记作Node。用户设备访问内存中各个像素点的数据,以获取渲染数据,当访问完该游戏场景画面中的所有像素点时,开始绘制该像素点。例如,用户设备执行“Node::visit()”,对所有像素点Node,递归调用visit()(访问指令),递归结束后,执行this—>draw()(像素点绘制指令)。
步骤S602,获取渲染数据对应的渲染指令。
具体地,获取渲染数据的渲染指令,包括节点绘制指令DrawNode及精灵绘制指令Sprite等。
步骤S603,将渲染指令添加至渲染队列中。
具体地,用户设备可以基于各个像素点在网页展示页面中的渲染位置(即游戏场景画面中的位置), 对各个像素点对应的渲染指令进行排序,将排序后的渲染指令依次添加至渲染队列中。
步骤S604,执行渲染指令。
具体地,用户设备获取渲染指令的渲染类型,以及渲染类型对应的渲染函数,并基于渲染函数执行对应的渲染指令。渲染指令全部执行后,用户设备将显示的游戏载入画面切换为游戏场景画面。在一实施方式中,可以隐藏游戏载入画面,再在网页展示页面中显示游戏场景画面,或者,直接用游戏场景画面覆盖游戏载入画面。在一实施方式中,渲染类型可以包括如下几种类型:
1、渲染三角形类型(triangles command);
2、渲染三维(3-dimensional,3D)类型;
3、创建渲染分支类型;
4、自定义渲染命令;
5、同时渲染多个使用同一纹理的图形;
6、渲染自定义图元等。
在一实施方式中,渲染类型是根据游戏引擎中所使用的渲染指令所确定的,并不仅限于上述提及的六种渲染类型。
在一实施方式中,游戏场景数据包括游戏背景数据及游戏对象数据。用户设备在渲染该游戏场景画面时,在网页展示页面中,将游戏载入画面切换为基于游戏背景数据渲染得到的游戏背景画面;在游戏背景画面中确定对象展示区域,根据游戏对象数据,在对象展示区域中渲染游戏展示对象。将包括游戏展示对象的游戏背景画面,确定为游戏场景画面。在一实施方式中,游戏背景数据属于初始模拟数据,对象展示区域在游戏背景画面中的位置信息也属于初始模拟数据,即,用户游戏数据用于更新该初始模拟数据中的部分参数。例如,请参见图4,当游戏场景数据载入完成时,载入显示区域4021中所显示的载入比例为100%,如,该载入显示区域4021中显示比例显示数据4022,“赛场准备中…进度100%”。用户设备调用游戏引擎前端,该游戏引擎前端在网页展示页面中显示游戏场景画面404,在该游戏场景画面404中确定对象展示区域4041,在该对象展示区域4041中渲染游戏展示对象。
进一步地,用户设备响应针对对象展示区域4041的隐藏操作,隐藏对象展示区域4041,在游戏场景画面中显示对象展示区域标签4042。当该对象展示区域标签4042被触发时,响应针对对象展示区域标签4042的触发操作,在游戏场景画面404中显示对象展示区域4041。
其中,对游戏场景画面中的对象展示区域中渲染游戏展示对象时,具体如下:
在一实施方式中,游戏对象数据包括角色数据及辅助工具数据,游戏展示对象包括游戏虚拟角色及游戏辅助工具。用户设备在根据游戏对象数据在对象展示区域中渲染游戏展示对象时,在对象展示区域中确定角色展示区域,根据角色数据在角色展示区域中渲染游戏虚拟角色;在对象展示区域中确定工具展示区域,根据辅助工具数据在工具展示区域中渲染游戏辅助工具。
在一实施方式中,用户设备在根据角色数据在角色展示区域中渲染游戏虚拟角色时,从角色数据中获取角色形象信息及角色推荐度,基于角色推荐度对角色形象信息进行排序;基于排序后的角色形象信息,在角色展示区域中依次渲染角色形象信息对应的游戏虚拟角色。其中,角色推荐度是基于用户游戏数据生成的。当用户设备未获取到该用户游戏数据时,角色推荐度为初始模拟数据中的推荐默认值,当获取到用户游戏数据时,根据该用户游戏数据转换得到的游戏模拟参数,更新初始模拟数据中的推荐默认值,得到 角色推荐度。例如,步骤S302中和平精英游戏中的游戏虚拟角色的战力值,或者RPG中游戏虚拟角色的战力值等,可以作为对应的游戏虚拟角色的角色推荐度。在一实施方式中,网页模拟游戏的第二服务器可以获取对应的客户端游戏中所有玩家的用户游戏数据,根据所有玩家的用户游戏数据生成初始模拟数据中的推荐默认值。以和平精英游戏为例,假定推荐默认值为0,根据用户游戏数据更新初始模拟数据后,得到游戏虚拟角色1的战力值为900,游戏虚拟角色2的战力值为600,游戏虚拟角色3的战力值为500,即游戏虚拟角色1的角色推荐度为900,游戏虚拟角色2的角色推荐度为600,游戏虚拟角色3的角色推荐度为500。用户设备基于角色推荐度对各个游戏虚拟角色进行排序,得到排序结果为游戏虚拟角色1、游戏虚拟角色2及游戏虚拟角色3,再根据各个游戏虚拟角色的角色形象信息,在角色展示区域中依次渲染游戏虚拟角色1、游戏虚拟角色2及游戏虚拟角色3。
在一实施方式中,用户设备在根据辅助工具数据在工具展示区域中渲染游戏辅助工具时,基于辅助工具数据确定游戏辅助工具的工具数据量,获取游戏辅助工具的工具描述信息。当工具数据量为零时,在工具展示区域中,根据辅助工具数据渲染具有第一显示状态的游戏辅助工具,显示游戏辅助工具的工具描述信息。其中,第一显示状态用于表征游戏辅助工具失效,该第一显示状态可以是不显示的状态,也可以是显示但不可触发的状态。例如,当工具数据量为零时,在工具展示区域中不显示该游戏辅助工具,或者,在工具展示区域中灰度显示该游戏辅助工具,此时的游戏辅助工具不可被触发。当工具数据量为至少一个时,在工具展示区域中,根据辅助工具数据渲染具有第二显示状态的游戏辅助工具,显示游戏辅助工具的工具描述信息。其中,第二显示状态用于表征游戏辅助工具有效。其中,各个游戏辅助工具的工具数据量可以是根据用户游戏数据所得到的。当用户设备未获取到用户游戏数据时,工具数据量为初始模拟数据中的工具数量默认值(如0),当获取到用户游戏数据时,根据用户游戏数据转换得到的游戏模拟参数,更新初始模拟数据中的工具数量默认值,得到工具数据量。其中,可以根据用户游戏数据向用户设备的网页模拟游戏的登录用户信息发放游戏辅助工具。在一实施方式中,还可以在工具展示区域中显示与游戏辅助工具关联的工具获取标签;响应针对该工具获取标签的触发操作,在任务显示页面中显示用于获取游戏辅助工具的任务选项,该任务显示页面独立显示于网页展示页面。
在一实施方式中,请参见图7,图7是本申请实施例提供的一种对象展示区域渲染场景示意图。如图7所示,用户设备获取到初始模拟数据中包括游戏虚拟角色7011、游戏虚拟角色7012、游戏虚拟角色7013及游戏虚拟角色7014。假定游戏虚拟角色7011、游戏虚拟角色7012、游戏虚拟角色7013及游戏虚拟角色7014的推荐默认值均为0。用户设备获取到初始模拟数据中包括游戏辅助工具7021及游戏辅助工具7022,其中,游戏辅助工具7021及游戏辅助工具7022的工具数量默认值均为0。用户设备根据用户游戏数据更新初始模拟数据,得到游戏虚拟角色7011的角色推荐度1、游戏虚拟角色7012的角色推荐度2、游戏虚拟角色7013的角色推荐度3及游戏虚拟角色7014的角色推荐度4。用户设备基于角色推荐度1、角色推荐度2、角色推荐度3及角色推荐度4,对游戏虚拟角色7011、游戏虚拟角色7012、游戏虚拟角色7013及游戏虚拟角色7014进行排序。假定角色推荐度1、角色推荐度2、角色推荐度3及角色推荐度4均为0,则用户设备对各个游戏虚拟角色进行随机排序,或者,直接根据默认的排列顺序,确定各个游戏虚拟角色的排序结果。假定,各个游戏虚拟角色排序后依次为游戏虚拟角色7011、游戏虚拟角色7012、游戏虚拟角色7013及游戏虚拟角色7014。
其中,用户设备根据用户游戏数据更新初始模拟数据,得到游戏辅助工具7021的工具数据量为3,游 戏辅助工具7022的工具数据量为0,则可以确定游戏辅助工具7021的显示状态为第二显示状态,游戏辅助工具7022的显示状态为第一显示状态。
用户设备根据用户游戏数据更新初始模拟数据后,得到游戏场景数据,根据该游戏场景数据,在网页展示页面中显示游戏场景画面703。用户设备显示游戏背景画面,确定游戏背景画面中的对象展示区域704,确定该对象展示区域704中的角色展示区域704a及工具展示区域704b。游戏背景画面与对象展示区域704组成了游戏场景画面。在一实施方式中,用户设备在对象展示区域704中依次渲染游戏虚拟角色7011、游戏虚拟角色7012、游戏虚拟角色7013及游戏虚拟角色7014。在一实施方式中,用户设备还可以显示各个游戏虚拟角色的角色推荐度。进一步地,角色展示区域704a中所显示的各个游戏虚拟角色可以是通过角色卡片所显示的。各个游戏虚拟角色可以被触发。当游戏虚拟角色被触发时,显示该游戏虚拟角色的相关介绍,如该游戏虚拟角色的技能及战力值等。
在一实施方式中,在工具展示区域704b中显示游戏辅助工具。其中,可以根据各个游戏辅助工具的工具数据量,确定各个游戏辅助工具的工具显示顺序,基于该工具显示顺序依次显示游戏辅助工具,也可以根据各个游戏辅助工具的工具类别,确定各个游戏辅助工具的工具显示顺序,基于该工具显示顺序依次显示游戏辅助工具。例如,如果游戏辅助工具7021的工具数据量为3,游戏辅助工具7022的工具数据量为0,则确定各个游戏辅助工具的工具显示顺序为游戏辅助工具7021及游戏辅助工具7022。在一实施方式中,还可以在游戏辅助工具所在的展现子区域中显示该游戏辅助工具的工具描述信息及工具数据量。如图7中所示,在游戏辅助工具7021所在的展示子区域1中,显示游戏辅助工具7021的工具描述信息“拖动空投提升特种兵战力+2”及工具数据量“3”;在游戏辅助工具7022所在的展示子区域2中,显示游戏辅助工具7022的工具描述信息“种植梭梭助力特种兵全员战力+4”及工具数据量“0”。
其中,该网页模拟游戏运行过程如下:
用户设备在网页展示页面中显示了游戏场景画面后,响应针对该游戏场景画面的游戏配置操作,在游戏场景画面中显示游戏配置操作对应的目标游戏虚拟角色。其中,游戏配置操作可以对应一个或至少两个目标游戏虚拟角色。用户设备基于游戏引擎生成待触发游戏虚拟角色,在游戏场景画面中显示待触发游戏虚拟角色。其中,该待触发游戏虚拟角色与目标游戏虚拟角色属于不同的阵营集合。在一实施方式中,待触发游戏虚拟角色可以是根据客户端游戏中的真实玩家所生成的角色,也可以是通过游戏人工智能生成的角色,在此不做限制。响应针对待触发游戏虚拟角色的触发操作,用户设备基于目标游戏虚拟角色触发待触发游戏虚拟角色,根据被触发的待触发游戏虚拟角色确定游戏分值,获取被触发的待触发游戏虚拟角色的角色标识,将角色标识添加至角色触发集合中。其中,该角色触发集合中保存了登录角色信息(用户设备中的网页模拟游戏中登录的角色信息,或登录用户信息对应的角色信息)所触发的所有待触发游戏虚拟角色的角色标识,可以用于对游戏分值进行检测。在一实施方式中,还可以在游戏场景画面中显示该游戏分值,以使用户设备对应的用户可以获取到本局游戏所获得的分数。
在一实施方式中,该游戏分值的初始值为0。用户设备中,每触发一个待触发游戏虚拟角色,根据该待触发游戏虚拟角色的待触发角色信息,确定该待触发游戏虚拟角色对应的角色分值,将该角色分值添加至游戏分值中,直至本局游戏结束。例如,该待触发角色信息可以包括对应的待触发游戏虚拟角色的血量及伤害值等,血量越大或伤害值越大的待触发游戏虚拟角色所对应的角色分值越大。具体的,用户设备可以获取待触发角色信息中的角色参数的参数权重,基于参数权重对各个角色参数进行加权求和,根据加权 求和结果确定该待触发游戏虚拟角色对应的角色分值。在一实施方式中,每个待触发游戏虚拟角色所对应的角色分值可以是预先设定好的。
例如,在和平精英游戏对应的网页模拟游戏中,生成了待触发游戏虚拟角色1、待触发游戏虚拟角色2、待触发游戏虚拟角色3及待触发游戏虚拟角色4。其中,待触发游戏虚拟角色1对应的角色分值为20,待触发游戏虚拟角色2对应的角色分值为10,待触发游戏虚拟角色3对应的角色分值为10,待触发游戏虚拟角色4对应的角色分值为20。响应针对待触发游戏虚拟角色1的触发操作,当该待触发游戏虚拟角色1被触发(血量清零)时,用户设备将游戏分值更新为20,将待触发游戏虚拟角色1的角色标识添加至角色触发集合中;…,直至本局游戏结束。假定待触发游戏虚拟角色1及待触发游戏虚拟角色2被触发,则得到本局游戏中的游戏分值为30,此时,该角色触发集合中包括待触发游戏虚拟角色1的角色标识及待触发游戏虚拟角色2的角色标识。
其中,当本局游戏结束时,即网页模拟游戏停止运行,用户设备获取网页模拟游戏的运行数据,该运行数据包括游戏标识、游戏分值、角色触发数量、游戏结束时间戳及角色触发集合。其中,运行数据为本局游戏的运行数据,在一实施方式中,运行数据中还可以包括网页模拟游戏中的登录用户信息。用户设备根据游戏标识、游戏分值及游戏结束时间戳,生成游戏对局签名;将游戏标识、游戏分值、角色触发数量、游戏结束时间戳、角色触发集合及游戏对局签名发送至第二服务器。第二服务器对获取到的运行数据进行合法验证。当对运行数据验证不通过时,第二服务器将运行数据确定为非法数据。其中,游戏标识、游戏分值及游戏结束时间戳用于对游戏对局签名进行合法验证,角色触发集合及角色触发数量用于对游戏分值进行合法验证;第二服务器为网页模拟游戏对应的服务器。具体的,第二服务器根据游戏标识、游戏分值及游戏结束时间戳生成验证签名,根据角色触发集合及角色触发数量确定验证分值。若验证签名与游戏对局签名相同,且验证分值与游戏分值相同,则确定运行数据为合法数据;若验证签名与游戏对局签名不同,或者验证分值与游戏分值不同,则确定运行数据为非法数据,并丢弃该运行数据。在一实施方式中,运行数据中包括的运行参数可以是根据网页模拟游戏所确定的。第二服务器对运行数据进行合法验证所使用的运行数据验证方法,可以根据运行数据中包括的运行参数确定。
在一实施方式中,第二服务器可以统计该登录用户信息对应的用户的非法次数。该非法次数是指该用户的运行数据为非法数据的次数。当该非法次数大于非法阈值时,取消该用户对网页模拟游戏及客户端游戏的使用权限。在一实施方式中,可以在指定时长内取消该用户对网页模拟游戏及客户端游戏的使用权限。
在一实施方式中,获取第二服务器对运行数据的验证结果。若验证结果为验证通过结果,则确定运行数据为合法数据,获取网页模拟游戏的登录用户信息,将运行数据及登录用户信息发送至客户端游戏对应的第一服务器,以使第一服务器基于运行数据,向登录用户信息对应的用户账户发送游戏虚拟资产;用户账户为登录用户信息在客户端游戏中所关联的账户。在一实施方式中,该过程也可以是由第二服务器实现,第二服务器对运行数据的验证结果为验证通过结果时,确定运行数据为合法数据,获取网页模拟游戏的登录用户信息,将运行数据及登录用户信息发送至客户端游戏对应的第一服务器。在一实施方式中,当该运行数据中包括登录用户信息时,在确定运行数据为合法数据后,用户设备(或第二服务器)可以直接将运行数据发送至第一服务器。在一实施方式中,若第一服务器未获取到用户账户,则缓存该登录用户信息及游戏虚拟资产。当该登录用户信息及游戏虚拟资产的缓存时间超出指定缓存时长时,则删除该登录用户信息及游戏虚拟资产。其中,第二服务器还可以缓存网页模拟游戏的各个用户的运行数据,使得用户在后续 进入网页模拟游戏时,可以在之前的运行数据的基础上,继续运行网页模拟游戏。
在一实施方式中,第一服务器获取到运行数据后,根据该运行数据中的游戏分值等,向登录用户信息对应的用户账户发送游戏虚拟资产。该游戏虚拟资产可以包括但不限于经验值、游戏虚拟货币或游戏虚拟工具等。通过在网页模拟游戏中融入客户端游戏中的用户游戏数据,并通过网页模拟游戏的运行数据,更新客户端游戏,从而实现了网页模拟游戏与客户端游戏之间的交互,提高了游戏宣传的实际效用。
本申请实施例通过响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面;基于游戏数据载入请求,获取客户端游戏中的用户游戏数据,调用游戏引擎,从游戏引擎中获取基于用户游戏数据所生成的游戏场景数据,其中,客户端游戏为网页模拟游戏对应的发布游戏;将网页展示页面中显示的游戏载入画面切换为基于游戏场景数据所渲染的游戏场景画面;游戏场景画面用于响应与网页模拟游戏相关联的游戏互动操作。通过融合网页与游戏引擎,实现对游戏的宣传,可以显示游戏的相关介绍,并实现与用户之间的互动,同时,获取用户在真实游戏(客户端游戏)中的数据,将该数据结合到游戏宣传中,使得游戏宣传所展示的页面更为真实,提高了用户体验,提高了游戏宣传内容的丰富性。而网页模拟游戏是基于客户端游戏所生成的用于宣传的游戏,所占用的内存空间较小,节省了资源,而且通过预先载入数据再进行渲染,提高了游戏宣传展示画面的流畅性。
进一步地,可以参见图8,图8是本申请实施例提供的一种游戏数据更新示意图。如图8所示,当发生开发变更1、开发变更2或开发变更3对应的事件时,会根据开发变更的相关数据,更新Web网页数据,并根据Web网页数据更新Web网页形态渲染,即游戏宣传内容的相关显示画面。其中,当网页模拟游戏结束时,可以根据该网页模拟游戏中的运行数据更新Web网页数据,并根据Web网页数据更新Web网页形态渲染。其中,当重新开始网页模拟游戏时,可以更新Web网页形态渲染。其中,Web网页形态渲染的更新,可以导致游戏场景变更。
进一步地,请参见图9,图9是本申请实施例提供的一种游戏数据更新流程示意图。如图9所示,开启互动营销场景预加载,以提前载入用户游戏数据,使得在正式渲染网页模拟游戏时,画面渲染更为流畅。在运行网页模拟游戏时,开启互动整合渲染,进行整合调控,该整合调控包括游戏引擎线程及Web网页线程。游戏引擎线程用于处理游戏引擎相关的数据,Web网页线程用于处理Web网页相关的数据。其中,游戏引擎用于实现互动展示,即用户与游戏宣传内容之间的互动,提高了用户的参与性,从而提高游戏宣传形式的丰富性。该Web网页实现功能互动,用于响应显示的画面中的部分功能的触发操作,实现数据更新,并可以进行数据传递,以实现游戏引擎与Web网页之间、前端与后台之间的数据互通,从而提高了游戏宣传时数据传输的效率。同时,该Web网页还可以实现画面渲染,如游戏载入画面的渲染等。在一实施方式中,该游戏引擎还可以获取用户设备的设备性能,当设备性能较差时,可以对获取到的数据(如游戏场景数据等)进行筛选,以丢弃部分数据,更好地适应用户设备的设备性能,提高数据处理的效率。其中,丢弃的部分数据可以是提高画面显示效果的数据,即,该部分数据被丢弃后,不影响本申请中各个步骤的运行,只会降低部分显示效果,该设备性能可以包括但不限于网络性能、设备硬件性能或设备数据加载性能等。
进一步地,请参见图10,图10是本申请实施例提供的一种游戏数据处理装置示意图。该游戏数据处理装置可以是运行于计算机设备中的一个计算机程序(包括程序代码),例如该游戏数据处理装置为一个应用软件;该游戏数据处理装置可以用于执行本申请实施例提供的方法中的相应步骤。如图10所示,该 游戏数据处理装置1000可以用于图3所对应实施例中的计算机设备。具体的,该游戏数据处理装置可以包括:载入显示模块11、数据载入模块12及场景显示模块13。
载入显示模块11,用于响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面;
数据载入模块12,用于基于游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过网页模拟游戏的游戏引擎获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据;
场景显示模块13,用于将网页展示页面中显示的游戏载入画面,切换为基于网页模拟游戏的游戏场景数据所渲染的游戏场景画面,该游戏场景画面用于响应与网页模拟游戏相关联的游戏互动操作。
所述数据载入模块12具体用于,基于所述游戏数据载入请求,在所述网页展示页面中播放网页模拟游戏的游戏视频;响应所述播放到达所述游戏视频的预设的游戏触发位置时,触发游戏开始接口的调用事件,通过游戏开始接口调用网页模拟游戏的游戏引擎,并通过网页模拟游戏的游戏引擎获取所述网页模拟游戏的游戏场景数据。
其中,该装置1000还包括:
容量确定模块14,用于确定表示游戏场景数据所需占用的内存大小的场景内存容量,以及表示游戏场景数据中已经基于游戏引擎加载到内存中的已加载数据所占用的内存大小的载入内存容量;
比例显示模块15,用于根据场景内存容量及载入内存容量,确定游戏场景数据的载入比例,并在游戏载入画面中显示载入比例。
其中,该游戏场景数据包括游戏背景数据及游戏对象数据;
该场景显示模块13,包括:
背景渲染单元131,用于在网页展示页面中,将游戏载入画面切换为基于游戏背景数据渲染得到的游戏背景画面;
对象渲染单元132,用于在游戏背景画面中确定对象展示区域,根据游戏对象数据,在对象展示区域中渲染游戏展示对象,将包括游戏展示对象的游戏背景画面,确定为游戏场景画面。
其中,该装置1000还包括:
对象隐藏模块16,用于响应针对对象展示区域的隐藏操作,隐藏对象展示区域,在游戏场景画面中显示对象展示区域标签;
对象显示模块17,用于响应针对对象展示区域标签的触发操作,在游戏场景画面中显示对象展示区域。
其中,游戏对象数据包括角色数据及辅助工具数据,游戏展示对象包括游戏虚拟角色及游戏辅助工具;
在根据游戏对象数据在对象展示区域中渲染游戏展示对象方面,该对象渲染单元132包括:
角色渲染子单元1321,用于在对象展示区域中确定角色展示区域,根据角色数据,在角色展示区域中渲染游戏虚拟角色;
工具渲染子单元1322,用于在对象展示区域中确定工具展示区域,根据辅助工具数据,在工具展示区域中渲染游戏辅助工具。
其中,在根据角色数据在角色展示区域中渲染游戏虚拟角色方面,该角色渲染子单元1321包括:
角色排序子单元13211,用于从角色数据中获取角色形象信息及角色推荐度,基于角色推荐度对角色 形象信息进行排序;
角色显示子单元13212,用于基于排序后的角色形象信息,在角色展示区域中依次渲染角色形象信息对应的游戏虚拟角色。
其中,在根据辅助工具数据在工具展示区域中渲染游戏辅助工具方面,该工具渲染子单元1322包括:
描述获取子单元13221,用于基于辅助工具数据确定游戏辅助工具的工具数据量,获取游戏辅助工具的工具描述信息;
状态确定子单元13222,用于当工具数据量为零时,在工具展示区域中,根据辅助工具数据渲染具有第一显示状态的游戏辅助工具,显示游戏辅助工具的工具描述信息;第一显示状态用于表征游戏辅助工具失效;
该状态确定子单元13222,还用于当工具数据量为至少一个时,在工具展示区域中,根据辅助工具数据渲染具有第二显示状态的游戏辅助工具,显示游戏辅助工具的工具描述信息;第二显示状态用于表征游戏辅助工具有效。
其中,在获取客户端游戏中的用户游戏数据方面,该数据载入模块12包括:
密文获取单元121,用于获取网页模拟游戏的登录用户信息,从客户端游戏中获取登录用户信息对应的用户游戏密文;用户游戏密文是客户端游戏对应的第一服务器,采用登录用户信息对应的本地公钥对用户游戏数据进行加密得到的;
密文解密单元122,用于采用本地私钥对用户游戏密文进行解密,得到用户游戏数据。
其中,该场景显示模块13,还包括:
指令获取单元133,用于基于网页模拟游戏的游戏引擎,从网页模拟游戏的游戏场景数据中获取像素点对应的渲染数据,并获取渲染数据对应的渲染指令;
指令缓存单元134,用于基于像素点在网页展示页面中的渲染位置,对渲染指令进行排序,将排序后的渲染指令依次添加至渲染队列中;
指令执行单元135,用于获取渲染指令的渲染类型,基于渲染类型,执行渲染队列中的渲染指令,基于渲染指令,将游戏载入画面切换显示为游戏场景画面。
其中,该数据载入模块12,还包括:
接口确定单元123,用于基于游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,并获取网页模拟游戏的游戏引擎中与游戏数据载入请求相关联的数据载入接口;
通信建立单元124,用于基于数据载入接口与网页模拟游戏的游戏引擎建立数据通信,基于数据通信调用网页模拟游戏的游戏引擎,将用户游戏数据发送至网页模拟游戏的游戏引擎;
数据生成单元125,用于基于网页模拟游戏的游戏引擎,根据用户游戏数据生成网页模拟游戏的游戏场景数据。
其中,该装置1000还包括:
角色选取模块18,用于响应针对游戏场景画面的游戏配置操作,在游戏场景画面中显示游戏配置操作对应的目标游戏虚拟角色;
角色生成模块19,用于基于网页模拟游戏的游戏引擎生成待触发游戏虚拟角色,在游戏场景画面中显示待触发游戏虚拟角色;待触发游戏虚拟角色与目标游戏虚拟角色属于不同的阵营集合;
角色触发模块20,用于响应针对待触发游戏虚拟角色的触发操作,基于目标游戏虚拟角色触发待触发游戏虚拟角色,根据被触发的待触发游戏虚拟角色确定游戏分值,获取被触发的待触发游戏虚拟角色的角色标识,将角色标识添加至角色触发集合中;角色触发集合用于对游戏分值进行检测。
其中,该装置1000还包括:
运行获取模块21,用于当网页模拟游戏停止运行时,获取网页模拟游戏的运行数据;运行数据包括游戏标识、游戏分值、角色触发数量、游戏结束时间戳及角色触发集合;
签名生成模块22,用于根据游戏标识、游戏分值及游戏结束时间戳,生成游戏对局签名;
运行反馈模块23,用于将游戏标识、游戏分值、角色触发数量、游戏结束时间戳、角色触发集合及游戏对局签名发送至第二服务器,以使第二服务器对运行数据进行合法验证,当对运行数据验证不通过时,将运行数据确定为非法数据;游戏标识、游戏分值及游戏结束时间戳用于对游戏对局签名进行合法验证,角色触发集合及角色触发数量用于对游戏分值进行合法验证;第二服务器为网页模拟游戏对应的服务器。
其中,该装置1000还包括:
验证获取模块24,用于获取第二服务器对运行数据的验证结果;
数据同步模块25,用于若验证结果为验证通过结果,则确定运行数据为合法数据,获取网页模拟游戏的登录用户信息,将运行数据及登录用户信息发送至客户端游戏对应的第一服务器,以使第一服务器基于运行数据,向登录用户信息对应的用户账户发送游戏虚拟资产;用户账户为登录用户信息在客户端游戏中所关联的账户。
其中,初始模拟数据包括至少两个数据包;
在调用游戏引擎,从游戏引擎中获取基于用户游戏数据所生成的游戏场景数据方面,该数据载入模块12包括:
数据包获取单元126,用于调用网页模拟游戏的游戏引擎,获取网页模拟游戏对应的第二服务器发送的第i个数据包;i为正整数,i小于或等于至少两个数据包的数量;
数据包缓存单元127,用于获取第i个数据包携带的发送时间戳,基于发送时间戳,将第i个数据包添加至待渲染游戏数据中;待渲染游戏数据包括初始模拟数据中已经获取到的数据包,发送时间戳用于表征第二服务器发送初始模拟数据时,首次发送第i个数据包的时间;
场景生成单元128,用于根据用户游戏数据及初始模拟数据,生成网页模拟游戏的游戏场景数据。
本申请实施例提供了一种游戏数据处理装置,该装置通过响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面;基于游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过网页模拟游戏的游戏引擎获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据,其中,客户端游戏为网页模拟游戏对应的发布游戏;将网页展示页面中显示的游戏载入画面切换为基于游戏场景数据所渲染的游戏场景画面;游戏场景画面用于响应与网页模拟游戏相关联的游戏互动操作。通过融合网页与游戏引擎,实现对游戏的宣传,可以显示游戏的相关介绍,并实现与用户之间的互动,同时,获取用户在真实游戏(客户端游戏)中的数据,将该数据结合到游戏宣传中,使得游戏宣传所展示的页面更为真实,提高了用户体验,提高了游戏宣传内容的丰富性。而网页模拟游戏是基于客户端游戏所生成的用于宣传的游戏,所占用的内存空间较小,节省了资源,而且通过预先载入数据再进行渲染,提高了游戏宣传展示画面的流畅性。
参见图11,图11是本申请实施例提供的一种计算机设备的结构示意图。如图11所示,本申请实施例中的计算机设备可以包括:一个或多个处理器1101、存储器1102和输入输出接口1103。该处理器1101、存储器1102和输入输出接口1103通过总线1104连接。存储器1102用于存储计算机程序,该计算机程序包括程序指令,输入输出接口1103用于接收数据及输出数据;处理器1101用于执行存储器1102存储的程序指令,执行如下操作:
响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面;
基于游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过游戏引擎,获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据;客户端游戏为网页模拟游戏对应的发布游戏;
将网页展示页面中显示的游戏载入画面,切换为基于游戏场景数据所渲染的游戏场景画面;游戏场景画面用于响应与网页模拟游戏相关联的游戏互动操作。
在一些可行的实施方式中,该处理器1101可以是中央处理单元(central processing unit,CPU),该处理器还可以是其他通用处理器、数字信号处理器(digital signal processor,DSP)、专用集成电路(application specific integrated circuit,ASIC)、现成可编程门阵列(field-programmable gate array,FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件等。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。
该存储器1102可以包括只读存储器和随机存取存储器,并向处理器1101和输入输出接口1103提供指令和数据。存储器1102的一部分还可以包括非易失性随机存取存储器。例如,存储器1102还可以存储设备类型的信息。
具体实现中,该计算机设备可通过其内置的各个功能模块执行如该图3中各个步骤所提供的实现方式,具体可参见该图3中各个步骤所提供的实现方式,在此不再赘述。
本申请实施例通过提供一种计算机设备,包括:处理器、输入输出接口、存储器,通过处理器获取存储器中的计算机指令,执行该图3中所示方法的各个步骤,进行游戏数据处理操作。本申请实施例实现了响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面;基于游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过游戏引擎,获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据,其中,客户端游戏为网页模拟游戏对应的发布游戏;将网页展示页面中显示的游戏载入画面,切换为基于游戏场景数据所渲染的游戏场景画面;游戏场景画面用于响应与网页模拟游戏相关联的游戏互动操作。通过融合网页与游戏引擎,实现对游戏的宣传,可以显示游戏的相关介绍,并实现与用户之间的互动,同时,获取用户在真实游戏(客户端游戏)中的数据,将该数据结合到游戏宣传中,使得游戏宣传所展示的页面更为真实,提高了用户体验,提高了游戏宣传内容的丰富性。而网页模拟游戏是基于客户端游戏所生成的用于宣传的游戏,所占用的内存空间较小,节省了资源,而且通过预先载入数据再进行渲染,提高了游戏宣传展示画面的流畅性。
本申请实施例还提供一种计算机可读存储介质,该计算机可读存储介质存储有计算机程序,该计算机程序包括程序指令,当该程序指令被该处理器执行时,可以实现图3中各个步骤所提供的游戏数据处理方法,具体可参见该图3中各个步骤所提供的实现方式,在此不再赘述。另外,对采用相同方法的有益效果描述,也不再进行赘述。对于本申请所涉及的计算机可读存储介质实施例中未披露的技术细节,请参照本 申请方法实施例的描述。作为示例,程序指令可被部署为在一个计算机设备上执行,或者在位于一个地点的多个计算机设备上执行,又或者,在分布在多个地点且通过通信网络互连的多个计算机设备上执行。
该计算机可读存储介质可以是前述任一实施例提供的游戏数据处理装置或者该计算机设备的内部存储单元,例如计算机设备的硬盘或内存。该计算机可读存储介质也可以是该计算机设备的外部存储设备,例如该计算机设备上配备的插接式硬盘,智能存储卡(smart media card,SMC),安全数字(secure digital,SD)卡,闪存卡(flash card)等。进一步地,该计算机可读存储介质还可以既包括该计算机设备的内部存储单元也包括外部存储设备。该计算机可读存储介质用于存储该计算机程序以及该计算机设备所需的其他程序和数据。该计算机可读存储介质还可以用于暂时地存储已经输出或者将要输出的数据。
本申请实施例还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行图3中的各种实施方式中所提供的方法。
本申请实施例的说明书和权利要求书及附图中的术语“第一”、“第二”等是用于区别不同对象,而非用于描述特定顺序。此外,术语“包括”以及它们任何变形,意图在于覆盖不排他的包含。例如包含了一系列步骤或单元的过程、方法、装置、产品或设备没有限定于已列出的步骤或模块,而是可选地还包括没有列出的步骤或模块,或可选地还包括对于这些过程、方法、装置、产品或设备固有的其他步骤单元。
本领域普通技术人员可以意识到,结合本文中所公开的实施例描述的各示例的单元及算法步骤,能够以电子硬件、计算机软件或者二者的结合来实现,为了清楚地说明硬件和软件的可互换性,在该说明中已经按照功能一般性地描述了各示例的组成及步骤。这些功能究竟以硬件还是软件方式来执行,取决于技术方案的特定应用和设计约束条件。专业技术人员可以对每个特定的应用来使用不同方法来实现所描述的功能,但是这种实现不应认为超出本申请的范围。
本申请实施例提供的方法及相关装置是参照本申请实施例提供的方法流程图和/或结构示意图来描述的,具体可由计算机程序指令实现方法流程图和/或结构示意图的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。这些计算机程序指令可提供到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或结构示意图一个方框或多个方框中指定的功能的装置。这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或结构示意图一个方框或多个方框中指定的功能。这些计算机程序指令也可装载到计算机或其他可编程数据处理设备上,使得在计算机或其他可编程设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算机或其他可编程设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或结构示意一个方框或多个方框中指定的功能的步骤。
以上所揭露的仅为本申请较佳实施例而已,当然不能以此来限定本申请之权利范围,因此依本申请权利要求所作的等同变化,仍属本申请所涵盖的范围。

Claims (16)

  1. 一种游戏数据处理方法,其特征在于,所述方法包括:
    响应针对网页模拟游戏的游戏数据载入请求,在网页展示页面中显示游戏载入画面;
    基于所述游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过所述网页模拟游戏的游戏引擎获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据;
    将所述网页展示页面中显示的所述游戏载入画面,切换为基于所述网页模拟游戏的游戏场景数据所渲染的游戏场景画面,所述游戏场景画面用于响应与所述网页模拟游戏相关联的游戏互动操作。
  2. 如权利要求1所述的方法,其特征在于,基于所述游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过所述网页模拟游戏的游戏引擎获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据:
    基于所述游戏数据载入请求,在所述网页展示页面中播放网页模拟游戏的游戏视频;
    响应所述播放到达所述游戏视频的预设的游戏触发位置时,触发游戏开始接口的调用事件,通过游戏开始接口调用网页模拟游戏的游戏引擎,并通过网页模拟游戏的游戏引擎获取所述网页模拟游戏的游戏场景数据。
  3. 如权利要求1所述的方法,其特征在于,所述网页模拟游戏的游戏场景数据包括游戏背景数据及游戏对象数据;
    所述将所述网页展示页面中显示的所述游戏载入画面,切换为基于所述网页模拟游戏的游戏场景数据所渲染的游戏场景画面,包括:
    在所述网页展示页面中,将所述游戏载入画面切换为基于所述游戏背景数据渲染得到的游戏背景画面;
    在所述游戏背景画面中确定对象展示区域,根据所述游戏对象数据,在所述对象展示区域中渲染游戏展示对象,将包括所述游戏展示对象的所述游戏背景画面,确定为游戏场景画面。
  4. 如权利要求3所述的方法,其特征在于,所述游戏对象数据包括角色数据及辅助工具数据,所述游戏展示对象包括游戏虚拟角色及游戏辅助工具;
    所述根据所述游戏对象数据,在所述对象展示区域中渲染游戏展示对象,包括:
    在所述对象展示区域中确定角色展示区域,根据所述角色数据,在所述角色展示区域中渲染所述游戏虚拟角色;
    在所述对象展示区域中确定工具展示区域,根据所述辅助工具数据,在所述工具展示区域中渲染所述游戏辅助工具。
  5. 如权利要求4所述的方法,其特征在于,所述根据所述角色数据,在所述角色展示区域中渲染所述游戏虚拟角色,包括:
    从所述角色数据中获取角色形象信息及角色推荐度,基于所述角色推荐度对所述角色形象信息进行排序;
    基于排序后的所述角色形象信息,在所述角色展示区域中依次渲染所述角色形象信息对应的游戏虚拟角色。
  6. 如权利要求4所述的方法,其特征在于,所述根据所述辅助工具数据,在所述工具展示区域中渲 染所述游戏辅助工具,包括:
    基于所述辅助工具数据,确定所述游戏辅助工具的工具数据量,获取所述游戏辅助工具的工具描述信息;
    当所述工具数据量为零时,在所述工具展示区域中,根据所述辅助工具数据渲染具有第一显示状态的所述游戏辅助工具,显示所述游戏辅助工具的工具描述信息;所述第一显示状态用于表征所述游戏辅助工具失效;
    当所述工具数据量为至少一个时,在所述工具展示区域中,根据所述辅助工具数据渲染具有第二显示状态的所述游戏辅助工具,显示所述游戏辅助工具的工具描述信息;所述第二显示状态用于表征所述游戏辅助工具有效。
  7. 如权利要求1所述的方法,其特征在于,所述获取客户端游戏中的用户游戏数据,包括:
    获取所述网页模拟游戏的登录用户信息,从客户端游戏中获取所述登录用户信息对应的用户游戏密文;所述用户游戏密文是所述客户端游戏对应的第一服务器,采用所述登录用户信息对应的本地公钥对用户游戏数据进行加密得到的;
    采用本地私钥对所述用户游戏密文进行解密,得到所述用户游戏数据。
  8. 如权利要求1所述的方法,其特征在于,所述将所述网页展示页面中显示的所述游戏载入画面,切换为基于所述网页模拟游戏的游戏场景数据所渲染的游戏场景画面,包括:
    基于所述网页模拟游戏的游戏引擎,从所述网页模拟游戏的游戏场景数据中获取像素点对应的渲染数据,并获取所述渲染数据对应的渲染指令;
    基于所述像素点在所述网页展示页面中的渲染位置,对所述渲染指令进行排序,将排序后的所述渲染指令依次添加至渲染队列中;
    获取所述渲染指令的渲染类型,基于所述渲染类型,执行所述渲染队列中的所述渲染指令,基于所述渲染指令,将所述游戏载入画面切换显示为所述游戏场景画面。
  9. 如权利要求1所述的方法,其特征在于,所述基于所述游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,调用网页模拟游戏的游戏引擎,以通过网页模拟游戏的游戏引擎获取基于用户游戏数据所生成的网页模拟游戏的游戏场景数据,包括:
    基于所述游戏数据载入请求,获取与网页模拟游戏关联的客户端游戏中的用户游戏数据,并获取所述网页模拟游戏的游戏引擎中与所述游戏数据载入请求相关联的数据载入接口;
    基于所述数据载入接口与所述网页模拟游戏的游戏引擎建立数据通信,基于所述数据通信调用所述网页模拟游戏的游戏引擎,将所述用户游戏数据发送至所述网页模拟游戏的游戏引擎;
    基于所述网页模拟游戏的游戏引擎,根据所述用户游戏数据生成网页模拟游戏的游戏场景数据。
  10. 如权利要求1所述的方法,其特征在于,所述方法还包括:
    响应针对所述游戏场景画面的游戏配置操作,在所述游戏场景画面中显示所述游戏配置操作对应的目标游戏虚拟角色;
    基于所述网页模拟游戏的游戏引擎生成待触发游戏虚拟角色,在所述游戏场景画面中显示所述待触发游戏虚拟角色;所述待触发游戏虚拟角色与所述目标游戏虚拟角色属于不同的阵营集合;
    响应针对所述待触发游戏虚拟角色的触发操作,基于所述目标游戏虚拟角色触发所述待触发游戏虚拟 角色,根据被触发的所述待触发游戏虚拟角色确定游戏分值,获取被触发的所述待触发游戏虚拟角色的角色标识,将所述角色标识添加至角色触发集合中;所述角色触发集合用于对所述游戏分值进行检测。
  11. 如权利要求10所述的方法,其特征在于,所述方法还包括:
    当所述网页模拟游戏停止运行时,获取所述网页模拟游戏的运行数据;所述运行数据包括游戏标识、所述游戏分值、角色触发数量、游戏结束时间戳及所述角色触发集合;
    根据所述游戏标识、所述游戏分值及所述游戏结束时间戳,生成游戏对局签名;
    将所述游戏标识、所述游戏分值、所述角色触发数量、所述游戏结束时间戳、所述角色触发集合及所述游戏对局签名发送至第二服务器,以使所述第二服务器对所述运行数据进行合法验证,当对所述运行数据验证不通过时,将所述运行数据确定为非法数据;所述游戏标识、所述游戏分值及所述游戏结束时间戳用于对所述游戏对局签名进行合法验证,所述角色触发集合及所述角色触发数量用于对所述游戏分值进行合法验证;所述第二服务器为所述网页模拟游戏对应的服务器。
  12. 如权利要求11所述的方法,其特征在于,所述方法还包括:
    获取所述第二服务器对所述运行数据的验证结果;
    若所述验证结果为验证通过结果,则确定所述运行数据为合法数据,获取所述网页模拟游戏的登录用户信息,将所述运行数据及所述登录用户信息发送至所述客户端游戏对应的第一服务器,以使所述第一服务器基于所述运行数据,向所述登录用户信息对应的用户账户发送游戏虚拟资产;所述用户账户为所述登录用户信息在所述客户端游戏中所关联的账户。
  13. 如权利要求1所述的方法,其特征在于,初始模拟数据包括至少两个数据包;
    所述调用网页模拟游戏的游戏引擎,以通过所述网页模拟游戏的游戏引擎,获取基于所述用户游戏数据所生成的网页模拟游戏的游戏场景数据,包括:
    调用网页模拟游戏的游戏引擎,获取所述网页模拟游戏对应的第二服务器发送的第i个数据包;i为正整数,i小于或等于所述至少两个数据包的数量;
    获取第i个数据包携带的发送时间戳,基于所述发送时间戳,将所述第i个数据包添加至待渲染游戏数据中;所述待渲染游戏数据包括所述初始模拟数据中已经获取到的数据包,所述发送时间戳用于表征所述第二服务器发送所述初始模拟数据时,首次发送所述第i个数据包的时间;
    根据所述用户游戏数据及所述初始模拟数据,生成网页模拟游戏的游戏场景数据。
  14. 一种游戏数据处理方法,其特征在于,所述方法包括:
    从用户设备接收登录了网页模拟游戏的登录用户信息;
    根据登录用户信息,获取登录用户信息对应的、与所述网页模拟游戏关联的客户端游戏的用户游戏数据;
    通过网页模拟游戏中的用户游戏数据处理单元,将所述客户端游戏的用户游戏数据转换成游戏模拟参数,再将该游戏模拟参数传入初始模拟数据中,生成网页模拟游戏的游戏场景数据,其中,所述初始模拟数据为网页模拟游戏中未结合客户端游戏的用户游戏数据时的数据;
    将所述游戏场景数据发送给用户设备。
  15. 一种计算机设备,其特征在于,包括处理器、存储器、输入输出接口;
    所述处理器分别与所述存储器和所述输入输出接口相连,其中,所述输入输出接口用于接收数据及输 出数据,所述存储器用于存储计算机程序,所述处理器用于调用所述计算机程序,以执行如权利要求1-14任一项所述的方法。
  16. 一种计算机可读存储介质,其特征在于,所述计算机可读存储介质存储有计算机程序,所述计算机程序包括程序指令,所述程序指令当被处理器执行时,执行如权利要求1-14任一项所述的方法。
PCT/CN2021/106177 2020-07-29 2021-07-14 一种游戏数据处理方法、装置、计算机及可读存储介质 WO2022022281A1 (zh)

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