WO2022237130A1 - 游戏数据展示方法以及装置 - Google Patents

游戏数据展示方法以及装置 Download PDF

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Publication number
WO2022237130A1
WO2022237130A1 PCT/CN2021/133813 CN2021133813W WO2022237130A1 WO 2022237130 A1 WO2022237130 A1 WO 2022237130A1 CN 2021133813 W CN2021133813 W CN 2021133813W WO 2022237130 A1 WO2022237130 A1 WO 2022237130A1
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Prior art keywords
game
data
displayed
instruction
battle
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PCT/CN2021/133813
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English (en)
French (fr)
Inventor
谢祥超
庄晓强
邵峰
夏晖
王坤
沈晖
Original Assignee
完美世界征奇(上海)多媒体科技有限公司
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Publication of WO2022237130A1 publication Critical patent/WO2022237130A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • the invention relates to the field of data processing, in particular to a game data display method and device.
  • the game playback video is usually provided to the players so that the players can review the games.
  • the game playback solution usually downloads game data and loads it into the game client, and plays it back in the form of video through the player embedded in the game client.
  • the current game playback solution has the following problems: First, the game playback operation is cumbersome, which is not conducive to sharing and dissemination. In the current game return visit scheme, players need to actively start the game client and manually download the game data for viewing. The viewing operation is cumbersome and the playback efficiency is low. Moreover, the game playback video can only be played in the game client, and after being shared with others, the sharer needs to log in to the game client to watch it, which is not conducive to sharing and dissemination. Second, the game playback is not smooth. Game video playback takes up a lot of memory on the game client, which often causes the game client to freeze during game video playback, especially when fast forwarding or rewinding videos. Third, the game information displayed in the game review video is limited.
  • the game playback video is usually played back from the player’s first-person perspective, which makes the current game playback video often unable to fully display the game scene.
  • Various events that occurred in the game are not conducive to the overall review of the game.
  • the present invention provides a method and device for displaying game data to solve at least one problem existing in existing game playback solutions.
  • the present invention provides a method for displaying game data, the method comprising:
  • the game data display trigger instruction obtain the game data to be displayed from the server, wherein the game data to be displayed includes the game battle data obtained from the game server and analyzed;
  • the game data to be displayed render and generate a two-dimensional plane image containing the game battle data, and dynamically display the game battle data on the two-dimensional plane image.
  • the embodiment of the present invention provides a game data display device, the device includes:
  • An acquisition module configured to acquire game data to be displayed from a server in response to a game data display trigger instruction, wherein the game data to be displayed includes game battle data acquired and parsed from a game server;
  • the display module is configured to render and generate a two-dimensional plane image containing the game battle data according to the game data to be displayed, and dynamically display the game battle data on the two-dimensional plane image.
  • the present invention provides a data processing method, the method comprising:
  • the plane representation corresponding to the game battle data is rendered in a graphical interface, so as to obtain a two-dimensional plane image for reproducing the game battle data.
  • the present invention provides a data processing method, the method comprising:
  • the interactive behavior result and the corresponding behavior execution time are stored as game battle data, and transmitted to the cloud server as the corresponding game data of the current game.
  • the present invention provides an electronic device, including a memory and a processor, wherein a computer program that can run on the processor is stored in the memory, and when the processor executes the computer program, the above-mentioned first The steps of any one of the methods in one aspect.
  • a computer-readable medium having a non-volatile program code executable by a processor, the program code causes the processor to execute any one of the methods in the first aspect.
  • an embodiment of the present invention provides a computer device/equipment/system, including a memory, a processor, and computer programs/instructions stored on the memory, and when the processor executes the computer program/instructions, the computer program/instruction according to the first Aspects of any of the described methods.
  • an embodiment of the present invention provides a computer-readable medium, on which a computer program/instruction is stored, and when the computer program/instruction is executed by a processor, any method according to the first aspect is implemented.
  • An embodiment of the present invention further provides a computer program product, including a computer program/instruction, and when the computer program/instruction is executed by a processor, the method according to the first aspect is implemented.
  • the beneficial effect of the present invention is: in the present invention, in response to the game data display trigger instruction, the game data to be displayed is obtained from the server, wherein the game data to be displayed includes the game battle data obtained from the game server and analyzed; The displayed game data is rendered to generate a two-dimensional plane image containing game battle data, and the game battle data is dynamically displayed on the two-dimensional plane image.
  • the game display by reproducing the game battle data in the virtual scene where the virtual character is located in the two-dimensional plane image, the game display is not limited by the game client, which not only greatly reduces the viewing difficulty of the game display, but also facilitates the sharing and dissemination of the game , It also makes the game display method more flexible and greatly improves the player experience.
  • Fig. 1 is a schematic flow chart of a method for displaying game data according to an embodiment of the present invention
  • FIG. 2a and FIG. 2b are schematic diagrams of a method for displaying game data according to an embodiment of the present invention.
  • Fig. 3 is a schematic diagram of the principle of a game data display method according to an embodiment of the present invention.
  • Fig. 4 is a schematic flow chart of a data processing method according to an embodiment of the present invention.
  • FIG. 5 and FIG. 6 are schematic diagrams of a data processing method according to an embodiment of the present invention.
  • FIG. 7 is a schematic flowchart of another data processing method according to an embodiment of the present invention.
  • Fig. 8 is a block diagram of a game data display device according to an embodiment of the present invention.
  • FIG. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
  • Figure 10 schematically shows a block diagram of a computer device/equipment/system for implementing the method according to the present invention.
  • Fig. 11 schematically shows a block diagram of a computer program product implementing the method according to the invention.
  • the solutions provided by the embodiments of the present invention may be executed by an electronic device, and the electronic device may be a terminal device such as a smart phone, a tablet computer, a PC, or a notebook computer.
  • a service program for executing a game playback solution may be installed on the electronic device.
  • the service program is, for example, a game client, an instant messaging application client, or a browser.
  • the solutions provided by the embodiments of the present invention are applicable to various games, such as competitive shooting games, open world games, and role-playing games. Especially suitable for game playback scenarios of various games.
  • Fig. 1 is a flowchart of a method for displaying game data provided by an embodiment of the present invention. As shown in Fig. 1, the method includes the following steps:
  • the game data to be displayed render and generate a two-dimensional plane image including game battle data, and dynamically display the game battle data on the two-dimensional plane image.
  • the game battle data is used to reflect the behavior of the virtual character in the virtual scene.
  • the position change events include moving and chasing
  • the interaction events with game resources in the virtual scene include acquiring weapons, props, vehicles, crossing obstacles, avoiding (such as hiding behind walls), etc.
  • Interaction events include holding guns, riding vehicles, killing, dropping bombs, covering, etc.
  • the types of game battle data are not limited to the events introduced in this embodiment.
  • the two-dimensional plane image is used to reproduce the game battle data in the virtual scene where the virtual character is located.
  • the two-dimensional plane image may be rendered into an html5 (H5) page using a front-end rendering technology.
  • the H5 page can be displayed in the game client, or in a third-party client (such as a client with game data analysis function, instant messaging application, browser, etc.), which can not only prevent the game playback from being affected by the game client It is convenient for sharing and dissemination of games, and it can also reduce the memory resources and rendering overhead consumed by game playback, improve the loading speed of game playback, and make game playback smoother.
  • the two-dimensional plane image includes at least any one or combination of the following:
  • logos corresponding to virtual characters moving routes of virtual characters, logos or interface effects corresponding to interaction events between virtual characters, logos or interface effects corresponding to interaction events between virtual characters and game resources, logos or interface effects corresponding to props, The logo or interface effect corresponding to the weapon, the logo or interface effect corresponding to the vehicle, the terrain logo of the virtual scene, the ballistic trajectory, the explosion effect, the smoke effect, the killing effect, the current state of all players, and the casualties.
  • the two-dimensional plane image is realized as the H5 page shown in Fig. 2a and Fig. 2b.
  • the virtual scene is displayed in the form of a planar map.
  • the virtual character is identified in the form of an icon, and the character icon corresponding to the virtual character can be used to indicate the current location and travel route of the virtual character.
  • various game battle data caused by players triggering skills are also identified in the form of icons. For example, after a player throws a grenade, a grenade icon will appear at the corresponding location on the map, and the moving route of the grenade icon is used to represent the trajectory of the grenade.
  • the player holding a gun to observe the field of view can also be represented by rays.
  • kills between players could also be represented by a smoke icon.
  • the ballistic trajectory can be identified by a ray icon, and the ray direction is the player's shooting direction.
  • the introduction information displayed in the two-dimensional plane image includes the player status information displayed on the right side of the page (that is, the player's blood volume, team, survival status, and item usage), and the game progress title bar displayed at the top of the page.
  • Game progress information i.e. game playing time, current round.
  • the game data display trigger instruction in 101 includes at least any one of the following: a first trigger instruction generated by the client based on a preset condition, and a second trigger instruction generated in response to a game sharing link.
  • the preset condition is, for example, the end of the current round of the game, or the player triggers the display control, and other conditions are not limited.
  • a game sharing link is generated in response to a touch instruction on the game playback control, and the game sharing link is used to jump to the page where the two-dimensional plane image is located.
  • Game sharing links may also be referred to as game replay links, or others.
  • obtaining the game data to be displayed from the server can be implemented as:
  • the game data acquisition request includes the game match ID and/or player ID; if the server verifies that the game data acquisition request is passed, then obtain the game match ID and/or player ID corresponding to the game data from the server , as the game data to be displayed.
  • the player identifier is, for example, a player's registered account.
  • the game battle data can be obtained in real time from the game data stream, or from the game data that the corresponding round has ended.
  • the game data stream to be displayed in response to the game data display triggering instruction, is acquired in streaming form from the server, and the game battle data stream is analyzed in real time from the game data stream to be displayed. Furthermore, in step 102, based on the analyzed game battle data stream, a two-dimensional plane image including the game battle data stream is generated by real-time rendering. Thus, the effect of sharing while playing is achieved.
  • the whole game data to be displayed in response to the game data display trigger instruction, is obtained from the server, and the corresponding whole game battle data is parsed from the whole game data to be displayed . Furthermore, in step 102, based on the parsed whole game battle data, a two-dimensional plane image including the whole game battle data is rendered and generated. Thus, fast playback after the end of the game is realized.
  • step 101 the following steps can be used to realize the game battle data obtained from the game server and analyzed in step 101, specifically:
  • the key data includes at least any one or combination of the following: player's camp and teammate information, round, location, firefight, damage, kill, death, assist, weapon usage, prop usage, vehicle Usage.
  • an interface effect corresponding to the editing instruction is displayed in the two-dimensional plane image.
  • the editing instructions include multiple types.
  • one of the editing instructions is: progress control instruction.
  • an interface effect corresponding to the editing instruction is displayed in the two-dimensional plane image, which may be:
  • Responding to the progress control instruction determine the target time period corresponding to the progress control instruction; acquire the first game battle data associated with the target time period, the first game battle data includes the game of the virtual character in the target time period Process; dynamically displaying the first game match data in the two-dimensional plane image.
  • the progress control instruction at least includes any one or combination of the following: fast forward instruction, fast rewind instruction, specified round switching instruction, playback speed switching instruction, control instruction for playback progress control.
  • fast forward instruction fast rewind instruction
  • specified round switching instruction playback speed switching instruction
  • control instruction for playback progress control control instruction for playback progress control.
  • it may also be a drag command for the progress bar, or other forms of commands, which are not limited here.
  • another editing instruction is: an object switching instruction.
  • an interface effect corresponding to the editing instruction is displayed in the two-dimensional plane image, which may be:
  • the target playback object corresponding to the playback object switching instruction determines the target playback object corresponding to the playback object switching instruction, the target return visit object includes at least one virtual character controlled by the player; obtain the second game battle data associated with the target playback object, The second game battle data includes the game process of the target playback object; in the two-dimensional plane image, the second game battle data is dynamically displayed.
  • the introduction information includes player status information and/or game progress information
  • the player status information is used to indicate the current state of each player in the game
  • the game progress information is used to indicate The current game progress displayed in a 2D flat image.
  • the player state information at least includes: any one or combination of HP, team, survival, and game resource usage.
  • the introduction information is implemented as player status information of each player, for example.
  • the player status information display bar can be set at the bottom, top, left, right, or any other position of the page, which is not limited here.
  • the player status information can also be triggered to display the player status information of the corresponding player by selecting the player icon in the two-dimensional plane image.
  • this method Compared with loading game data (such as demo files) into the game client to play in the prior art, this method does not need to start the game client, occupies resources such as CPU and memory, and greatly reduces resources such as CPU and memory, and does not cause problems such as stuttering during viewing; in addition Compared with the small map in the game, this method can obtain all the information and behaviors of each player at any point in time because it parses the entire demo file; at the same time, this method is more flexible, portable, and has low viewing costs, and it will be triggered automatically after the game ends Demo analysis and event generation. After generation, the system will store the event data in the cloud, which is convenient for multi-terminal download and use. It can not only be played on the PC side, but also supports playback on the mobile app, and also lays the foundation for subsequent dissemination and sharing.
  • a data processing method is provided.
  • the data processing method is applied to the display terminal on the user side.
  • Fig. 4 is a flowchart of a data processing method provided by an embodiment of the present invention. As shown in Fig. 4, the method includes the following steps:
  • demo file is composed of a frame-by-frame Frame data composition
  • each frame data contains the full amount of information of each player, including the player's camp and teammate information, which round, location, firefight, damage, kill, death, assists, and the use of props, frame
  • the data is stored sequentially in the demo file, so the game demo file provides us with the possibility to obtain these data.
  • the parsing of the entire demo file through the above steps is completed within 10 seconds, occupying less system resources, and is conducive to concurrent execution to increase the number of generated per unit time. Therefore, the loading and displaying speed of the two-dimensional plane image is greatly improved.
  • the two-dimensional plane image is loaded in the client.
  • the system will download the revisit data to the cloud server locally and load it into the memory.
  • the data frame stream sorted by time can be obtained. Based on the data Set the timer for the frame rate of the frame stream (for example, if the frame rate is 30 frames, the timer is set to execute every 1/30 second), obtain each frame of data sequentially and render it on the user interface, and the rendered information includes the player Personal information, team information, current game progress, and confrontation information.
  • the playback data is generally around 10MB. Compared with the size of the demo file, which can easily range from 100MB to 300MB, it paves the way for playback on mobile phones while saving traffic. Watching the replay is carried out from the perspective of God (that is, the global perspective of the game), so that you can obtain all the game information more comprehensively and have an overview of the overall situation of the game.
  • God that is, the global perspective of the game
  • the duration is approximately equal to the duration of the game.
  • the specific implementation steps are shown in Figure 6.
  • a data processing method is also provided, which can be applied to a server. As shown in Figure 7, the method includes the following steps:
  • a game data display device is also provided, as shown in Figure 8, the device includes:
  • the acquiring module 01 is configured to acquire game data to be displayed from a server in response to a game data display trigger instruction, wherein the game data to be displayed includes game battle data acquired and parsed from a game server;
  • the presentation module 02 is configured to render and generate a two-dimensional plane image containing the game battle data according to the game data to be presented, and dynamically display the game battle data on the two-dimensional plane image.
  • the device in this embodiment can implement any of the method steps provided in the above embodiments, which will not be expanded here. For similarities, refer to the above.
  • an electronic device including: a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory complete mutual communication through the communication bus;
  • the processor is used to implement the game data display method described in the method embodiment when executing the program stored in the memory.
  • the communication bus 1140 mentioned above for the electronic device may be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus or the like.
  • PCI Peripheral Component Interconnect
  • EISA Extended Industry Standard Architecture
  • the communication bus 1140 can be divided into address bus, data bus, control bus and so on.
  • the communication interface 1120 is used for communication between the above-mentioned electronic devices and other devices.
  • the memory 1130 may include a random access memory (Random Access Memory, RAM), and may also include a non-volatile memory (non-volatile ememory), such as at least one disk memory.
  • RAM Random Access Memory
  • non-volatile ememory non-volatile ememory
  • the memory may also be at least one storage device located far away from the aforementioned processor.
  • the above-mentioned processor 1110 can be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU), a network processor (Network Processor, NP), etc.; it can also be a digital signal processor (Digital Signal Processing, DSP), a dedicated Integrated Circuit (Application Specific Integrated Circuit, ASIC), Field-Programmable Gate Array (Field-Programmable Gate Array, FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.
  • a central processing unit Central Processing Unit, CPU
  • NP Network Processor
  • DSP Digital Signal Processing
  • ASIC Application Specific Integrated Circuit
  • FPGA Field-Programmable Gate Array
  • the various component embodiments of the present invention may be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof.
  • a microprocessor or a digital signal processor (DSP) can be used in practice to implement some or all functions of some or all components in the game task issuing device according to the embodiment of the present invention.
  • DSP digital signal processor
  • the present invention can also be implemented as programs/instructions (eg, computer programs/instructions and computer program products) of devices or means for performing part or all of the methods described herein.
  • Such programs/instructions for implementing the present invention may be stored on a computer-readable medium, or may exist in the form of one or more signals, such signals may be downloaded from an Internet website, or provided on a carrier signal, or in any form Available in other formats.
  • Computer-readable media including both permanent and non-permanent, removable and non-removable media, can be implemented by any method or technology for storage of information.
  • Information may be computer readable instructions, data structures, modules of a program, or other data.
  • Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read only memory (ROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Flash memory or other memory technology, Compact Disc Read-Only Memory (CD-ROM), Digital Versatile Disc (DVD) or other optical storage, Magnetic cassettes, disk storage, quantum memory, graphene-based storage media or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by computing devices.
  • PRAM phase change memory
  • SRAM static random access memory
  • DRAM dynamic random access memory
  • RAM random access memory
  • ROM read only memory
  • EEPROM Electrically Er
  • FIG. 10 schematically shows a computer device/device/system that can implement the method for issuing game tasks according to the present invention.
  • the computer device/device/system includes a processor 1010 and a computer-readable medium in the form of a memory 1020 .
  • Memory 1020 is one example of a computer readable medium having storage space 1030 for storing computer programs/instructions 1031 .
  • the computer program/instruction 1031 is executed by the processor 1010, various steps in the method for issuing game tasks described above can be realized.
  • Fig. 11 schematically shows a block diagram of a computer program product implementing the method according to the invention.
  • the computer program product includes a computer program/instruction 1110.
  • a processor such as the processor 1010 shown in FIG. each step.

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Abstract

本发明实施例提供一种游戏数据展示方法以及装置,该方法包括:响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,其中待展示的游戏数据包括从游戏服务器获取而解析得到的游戏对战数据;根据待展现的游戏数据,渲染生成包含游戏对战数据的二维平面图像,并在二维平面图像上动态显示游戏对战数据。该方法通过在二维平面图像中复现虚拟角色所处虚拟场景中的游戏对战数据,使得游戏展示不受游戏客户端的限制,不仅大大降低游戏展示的观看难度,便于游戏的分享传播,还使得游戏展示方式更灵活,大大提升玩家体验。

Description

游戏数据展示方法以及装置
交叉引用
本发明要求2021年05月14日递交的、申请号为“202110530492.5”、发明名称为“游戏数据展示方法以及装置”的中国专利申请的优先权,其全部内容通过引用结合在本发明中。
技术领域
本发明涉及数据处理领域,尤其涉及一种游戏数据展示方法以及装置。
背景技术
目前,在各类游戏结束后,为满足玩家的各种需求,通常会向玩家提供游戏回放视频,以便玩家对游戏进行复盘。
以竞技类射击游戏为例,在对战结束后,玩家往往需要对整场比赛或某些比赛时刻进行回放,方便与队友进行复盘或分享,比如复盘自身、队友以及对手的走位掩护、击杀、道具使用等情况。
目前,游戏回放方案通常是通过下载比赛数据,并加载到游戏客户端中,通过游戏客户端内嵌的播放器以视频形式进行回放。
但是,目前的游戏回放方案存在以下问题:其一,游戏回放操作繁琐,不利于分享传播。目前的游戏回访方案中,需要玩家主动启动游戏客户端并手工下载游戏数据进行观看,观看操作繁琐,回放效率低。并且,游戏回放视频往往只能在游戏客户端中进行播放,分享给其他人后,还需被分享者同样登录到游戏客户端中才能观看,不利于分享传播。其二,游戏回放不流畅。游戏视频回放占用的游戏客户端内存较大,导致在游戏视频回放过程中经常会出现游戏客户端卡顿,尤其是快进或快退视频。其三,游戏回访视频所展示的游戏信息有限,以竞技类射击游戏为例,游戏回放视频中,通常是以游戏玩家的第一人称视角进行回放,导致目前的游戏回放视频往往无法全面展示游戏场景中所发生的各种事件,不利于游戏全局复盘。
因而,亟待提出一种游戏回放方案,用以解决上述至少一个技术问题。
发明内容
本发明提供了一种游戏数据展示方法以及装置,以解决现有游戏回放 方案存在的至少一个问题。
第一方面,本发明提供了一种游戏数据展示方法,所述方法包括:
响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,其中所述待展示的游戏数据包括从游戏服务器获取而解析得到的游戏对战数据;
根据所述待展现的游戏数据,渲染生成包含所述游戏对战数据的二维平面图像,并在所述二维平面图像上动态显示所述游戏对战数据。
第二方面,本发明实施例提供了一种游戏数据展示装置,装置包括:
获取模块,用于响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,其中所述待展示的游戏数据包括从游戏服务器获取而解析得到的游戏对战数据;
展示模块,用于根据所述待展现的游戏数据,渲染生成包含所述游戏对战数据的二维平面图像,并在所述二维平面图像上动态显示所述游戏对战数据。
第三方面,本发明提供了一种数据处理方法,方法包括:
响应于回放触发指令,从服务端获取游戏数据,所述游戏数据包括目标游戏回合中的全量游戏对战数据;
解析所述游戏数据,以得到虚拟场景中的游戏对战数据以及对应的时间顺序;
根据所述游戏对战数据的时间顺序,在图形界面中渲染所述游戏对战数据对应的平面表现,以得到用于复现所述游戏对战数据的二维平面图像。
第四方面,本发明提供了一种数据处理方法,方法包括:
对于任一游戏,获取虚拟场景中虚拟角色的交互行为结果以及对应的行为执行时间;
将所述交互行为结果以及对应的行为执行时间存储为游戏对战数据,并传输至云服务器中作为当前游戏对应的游戏数据。
第五方面,本发明提供了一种电子设备,包括存储器、处理器,所述存储器中存储有可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述第一方面任一项所述的方法的步骤。
第六方面,一种具有处理器可执行的非易失的程序代码的计算机可读介质,所述程序代码使所述处理器执行第一方面任一所述方法。
第七方面,本发明实施例提供一种计算机装置/设备/系统,包括存储器、处理器及存储在存储器上的计算机程序/指令,所述处理器执行所述计 算机程序/指令时实现根据第一方面任一所述方法。
第八方面,本发明实施例提供一种计算机可读介质,其上存储有计算机程序/指令,所述计算机程序/指令被处理器执行时实现根据第一方面任一所述方法。
本发明实施例又提供了一种计算机程序产品,包括计算机程序/指令,所述计算机程序/指令被处理器执行时实现根据第一方面中所述方法。
本发明的有益效果为:在本发明中,响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,其中待展示的游戏数据包括从游戏服务器获取而解析得到的游戏对战数据;根据待展现的游戏数据,渲染生成包含游戏对战数据的二维平面图像,并在二维平面图像上动态显示游戏对战数据。本发明实施例,通过在二维平面图像中复现虚拟角色所处虚拟场景中的游戏对战数据,使得游戏展示不受游戏客户端的限制,不仅大大降低游戏展示的观看难度,便于游戏的分享传播,还使得游戏展示方式更灵活,大大提升玩家体验。
附图说明
此处所说明的附图用来提供对本发明的进一步理解,构成本发明的一部分,本发明的示意性实施例及其说明用于解释本发明,并不构成对本发明的不当限定。在附图中:
图1是本发明实施例的一种游戏数据展示方法的流程示意图;
图2a和图2b是本发明实施例的一种游戏数据展示方法的原理示意图;
图3是本发明实施例的一种游戏数据展示方法的原理示意图;
图4是本发明实施例的一种数据处理方法的流程示意图;
图5和图6是本发明实施例的一种数据处理方法的原理示意图;
图7是本发明实施例的另一种数据处理方法的流程示意图;
图8是本发明实施例的一种游戏数据展示装置的模块示意图;
图9是本发明实施例的一种电子设备结构示意图;
图10示意性地示出了用于实现根据本发明的方法的计算机装置/设备/系统的框图;以及
图11示意性地示出了实现根据本发明的方法的计算机程序产品的框图。
具体实施方式
下面结合附图和具体的实施方式对本发明作进一步的描述。以下描述仅为说明本发明的基本原理而并非对其进行限制。
为使本发明实施例的目的、技术方案和优点更加清楚,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。
除非另有定义,本文所使用的所有的技术和科学术语与属于本发明的技术领域的技术人员通常理解的含义相同。本文中在本发明的说明书中所使用的术语只是为了描述具体的实施例的目的,不是旨在于限制本发明。
本发明实施例提供的方案可以由一电子设备来执行,该电子设备可以是诸如智能手机、平板电脑、PC机、笔记本电脑等终端设备。在一可选实施例中,该电子设备上可以安装有用于执行游戏回放方案的服务程序。该服务程序比如是游戏客户端、即时通信应用客户端、浏览器。
本发明实施例提供的方案适用于各种游戏,例如竞技类射击游戏、开放大世界游戏、角色扮演游戏等。尤其适用于各种游戏的游戏回放场景。
图1为本发明实施例提供的一种游戏数据展示方法的流程图,如图1所示,该方法包括如下步骤:
101、响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,其中待展示的游戏数据包括从游戏服务器获取而解析得到的游戏对战数据。
102、根据待展现的游戏数据,渲染生成包含游戏对战数据的二维平面图像,并在二维平面图像上动态显示游戏对战数据。
其中,游戏对战数据用于反映虚拟角色在虚拟场景中的行为表现。以竞技类射击游戏为例,位置变化事件包括走位、追逐,与虚拟场景中游戏资源的交互事件包括获取武器、道具、载具、穿越障碍、躲避(比如躲到墙后)等,虚拟角色间的交互事件包括持枪、乘坐载具、击杀、投弹、掩护等。当然,实际应用中,游戏对战数据的类型不仅限于本实施例介绍的事件。
本发明实施例中,二维平面图像用于复现虚拟角色所处虚拟场景中的游戏对战数据。可选地,二维平面图像可以采用前端渲染技术渲染到html5(H5)页面中。该H5页面可在游戏客户端中展示,也可在第三方客户端 (例如带有游戏数据分析功能的客户端、即时通信应用、浏览器等)中展示,这样不仅能够避免游戏回放受到游戏客户端的限制,便于游戏的分享传播,还能够降低游戏回放时所耗费的内存资源和渲染开销,提高游戏回放的加载速度,使游戏回放更为流畅。
本发明实施例中,二维平面图像至少包括以下中的任意一种或者组合:
虚拟角色对应的标识、虚拟角色的移动路线、虚拟角色间的交互事件对应的标识或界面效果、虚拟角色与游戏资源之间的交互事件对应的标识或界面效果、道具对应的标识或界面效果、武器对应的标识或界面效果、载具对应的标识或界面效果、虚拟场景的地形标识、弹道轨迹、爆炸效果、烟雾效果、击杀效果、所有玩家的当前状态、伤亡情况。
举例来说,二维平面图像例如实现为图2a和图2b示出的H5页面。
在本发明的一可选实施例中,在图2a和图2b中,虚拟场景以平面地图的形式进行展示。虚拟角色以图标形式进行标识,虚拟角色对应的角色图标可用于表明该虚拟角色当前所处位置,以及行进路线。在图2a和图2b中,玩家触发技能所引起的各种游戏对战数据,也采用图标形式进行标识。例如,玩家掷出手雷后,地图中对应位置会出现手雷图标,手雷图标的移动路线用于表示手雷的移动轨迹。例如,玩家持枪观察视野也可以用射线表示。例如,玩家间的击杀事件也可以采用烟雾图标进行表示。
在图2a中,玩家射击时,弹道轨迹可以采用射线图标标识,射线方向即玩家射击方向。
在图2b中,二维平面图像中展示的介绍信息,包括页面右侧展示玩家状态信息(即玩家的血量、战队、存活情况、道具使用情况),以及页面上方通过游戏进度标题栏展示的游戏进度信息(即游戏播放时长、当前所处回合)。
101中的游戏数据展示触发指令至少包括以下中的任意一种:由客户端基于预设条件生成的第一触发指令、响应于游戏分享链接生成的第二触发指令。其中,预设条件比如是游戏当前回合结束,或玩家触发展示控件,其他条件不限定。可选地,在101之前,响应于对游戏回放控件的触控指令,生成游戏分享链接,游戏分享链接用于跳转至二维平面图像所处页面。游戏分享链接也可称为游戏回放链接,或其他。
101中,响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,可以实现为:
向服务器发送游戏数据获取请求,游戏数据获取请求包括比赛对局标 识和/或玩家标识;若服务器验证通过游戏数据获取请求,则从服务器中获取比赛对局标识和/或玩家标识对应的游戏数据,作为待展现的游戏数据。
其中,玩家标识比如是玩家注册账号。
实际应用中,游戏对战数据可以是从游戏数据流中实时获取,也可以从对应回合已结束的游戏数据中获取。
在一可选实施例中,101中,响应于游戏数据展示触发指令,从服务器中流式获取待展示的游戏数据流,并从待展示的游戏数据流中实时解析出游戏对战数据流。进而,102中,基于解析后的游戏对战数据流,实时渲染生成包含游戏对战数据流的二维平面图像。从而,达到边游戏,边分享的效果。
另一可选实施例中,101中,响应于游戏数据展示触发指令,从服务器中获取待展示的整局游戏数据,并从待展示的整局游戏数据中解析出对应的整局游戏对战数据。进而,102中,基于解析后的整局游戏对战数据,渲染生成包含整局游戏对战数据的二维平面图像。从而,实现游戏结束后的快速回放。
无论是上述何种游戏数据,都可以采用如下步骤实现101中从游戏服务器获取而解析得到的游戏对战数据,具体为:
从游戏服务器获取多帧游戏数据;解析每一帧游戏数据中的关键数据作为游戏对战数据。
其中,关键数据至少包括以下中的任意一种或组合:玩家所属阵营和队友信息、所处回合、所在位置、交火、伤害、击杀、死亡、助攻、武器使用情况、道具使用情况、载具使用情况。
在一可选实施例中,响应于游戏对战数据的编辑指令,在二维平面图像中展示与编辑指令对应的界面效果。从而,使得游戏回放、游戏直播的方式更为灵活,提升分享效果。
本发明实施例中,编辑指令包括多种。例如,其中一种编辑指令为:进度控制指令。102中,响应于所述游戏对战数据的编辑指令,在所述二维平面图像中展示与所述编辑指令对应的界面效果,可以是:
响应于所述进度控制指令,确定所述进度控制指令对应的目标时段;获取所述目标时段关联的第一游戏对战数据,所述第一游戏对战数据包括虚拟角色在所述目标时段中的游戏过程;在所述二维平面图像中,动态显示所述第一游戏对战数据。
其中,所述进度控制指令至少包括以下中的任意一种或者组合:快进 指令、快退指令、指定回合切换指令、播放速度切换指令、对播放进度控件的控制指令。当然,还可以是对进度条的拖动指令,或者其他形式的指令,此处不限制。
例如,另一种编辑指令为:对象切换指令。102中,响应于所述游戏对战数据的编辑指令,在所述二维平面图像中展示与所述编辑指令对应的界面效果,可以是:
响应于所述对象切换指令,确定所述回放对象切换指令对应的目标回放对象,所述目标回访对象包括至少一个玩家控制的虚拟角色;获取与所述目标回放对象关联的第二游戏对战数据,所述第二游戏对战数据包括所述目标回放对象的游戏过程;在所述二维平面图像中,动态显示所述第二游戏对战数据。
可选地,展示与游戏对战数据对应的介绍信息,介绍信息包括玩家状态信息和/或游戏进度信息,玩家状态信息用于指示各个玩家在游戏中当前所处的状态,游戏进度信息用于指示二维平面图像中当前展示的游戏进度。玩家状态信息至少包括:血量、战队、存活情况、游戏资源使用情况中的任意一种或者组合。以图2示出的H5页面为例,介绍信息例如实现为各个玩家的玩家状态信息。玩家状态信息展示栏可以设置在页面下方、上方、左侧、右侧,或其他任意位置,此处并不限定。
当然,除了玩家状态信息展示栏外,玩家状态信息还可通选取过二维平面图像中的玩家图标,触发展示对应玩家的玩家状态信息。
以竞技射击类游戏为例,假设待回放游戏为多人对战游戏,每场比赛包含30小局,比赛结束后会生成一个demo文件,扩展名为.dem,该文件包含了整场比赛任意时刻、每位玩家的所有信息和事件,包括所属阵营、队友、胜负等信息,以及走位、伤害和击杀、以及使用道具等事件,是一个结构化文件,通过分析该文件,可以得到比赛中每位玩家在每个时间点的行为,将这些行为按时间排序组织成数据流,采用前端技术(例如H5)渲染到平面图,就可以离线观看正常比赛的回放。上述流程可以采用图3示出的架构实现。
相比较现有技术中将游戏数据(例如demo文件)加载入游戏客户端播放,该方法无需启动游戏客户端,占用CPU和内存等资源大幅降低,观看过程中不会出现卡顿等问题;此外和游戏内小地图相比,该方法由于解析了整个demo文件,可以获取每位玩家在任意时间点的所有信息和行为;同时该方法更加灵活、轻便,观看成本低,比赛结束后会自动触发demo 解析和事件生成,生成后系统会将事件数据存储在云端,便于多端下载使用,不仅能在PC端播放,也支持在手机app播放,同时也为后续传播分享奠定基础。
通过上述101至102,通过在二维平面图像中复现虚拟角色所处虚拟场景中的游戏对战数据,使得游戏展示不受游戏客户端的限制,不仅大大降低游戏展示的观看难度,便于游戏的分享传播,还使得游戏展示方式更灵活,大大提升玩家体验。
在本发明的又一实施例中,提供了一种数据处理方法。该数据处理方法应用于用户侧的展示终端。图4为本发明实施例提供的一种数据处理方法的流程图,如图4所示,该方法包括如下步骤:
401、响应于回放触发指令,从服务端获取游戏数据,所述游戏数据包括目标游戏回合中的全量游戏对战数据;
402、解析所述游戏数据,以得到虚拟场景中的游戏对战数据以及对应的时间顺序;
403、根据所述游戏对战数据的时间顺序,在图形界面中渲染所述游戏对战数据对应的平面表现,以得到用于复现所述游戏对战数据的二维平面图像。
具体而言,上述处理过程中,以demo回放为基础,而demo回放的基础是获取所有比赛信息,首先需要获取该玩家在游戏生命周期内的所有数据和事件,由于demo文件是由一帧一帧的数据组成,每一帧数据包含了各个玩家的全量信息,包含玩家所属阵营和队友信息、第几回合、所在位置、交火、伤害、击杀、死亡、助攻、以及道具的使用情况,帧数据在demo文件中是按序存储的,所以游戏demo文件为我们获取这些数据提供了可能,通过解析demo文件,记录每一帧的关键数据,即可还原整场比赛发生的每一个事件。具体实现步骤如图5所示。
实际应用中,通过上述步骤整个demo文件的解析在10秒之内完成,占用系统资源较少,有利于并发执行以提升单位时间内生成的数量。从而,大大提高二维平面图像的加载展示速度。
进而,在客户端中加载二维平面图像。玩家在客户端或者app触发观看demo回放后,系统会到云服务器将回访数据下载至本地并加载进内存中,通过一定的数据格式进行解析后,可以得到按时间排序的数据帧流,基于数据帧流的帧率设置定时器(例如帧率为30帧,则定时器设置为每 隔1/30秒执行一次),按序获取每帧数据并将其渲染在用户界面,渲染的信息包括玩家个人信息、团队信息、当前比赛进程、以及对抗信息。
回放数据普遍在10MB左右,相比较demo文件动辄100MB~300MB的大小,在节约流量的同时,为在手机端播放铺平道路。观看回放以上帝视角(也即游戏全局视角)进行,可以更加全面的获取所有比赛信息,纵览比赛全局。整个回放在1倍速播放时,时长约等于比赛时长,同时支持快进、快退、跳至指定时间点播放,以及用慢速和倍速完成播放,满足玩家不同的观看需求。具体实现步骤如图6所示。
上述整个过程均为自动执行并完成,玩家在观看回放的同时,也可以分享至各大社交平台,作为我方平台的增值服务,对增强用户粘性起到了巨大作用。
本实施例与上下文实施例如相互参见,相似之处不在赘述。
在本发明的又一实施例中,还提供了一种数据处理方法,该方法可应用于服务端。如图7所示,方法包括以下步骤:
701、对于任一游戏,获取虚拟场景中虚拟角色的交互行为结果以及对应的行为执行时间;
702、将所述交互行为结果以及对应的行为执行时间存储为游戏对战数据,并传输至云服务器中作为当前游戏对应的游戏数据。
本实施例与上下文实施例如相互参见,相似之处不在赘述。
在本发明的又一实施例中,还提供了一种游戏数据展示装置,如图8所示,装置包括:
获取模块01,用于响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,其中所述待展示的游戏数据包括从游戏服务器获取而解析得到的游戏对战数据;
展示模块02,用于根据所述待展现的游戏数据,渲染生成包含所述游戏对战数据的二维平面图像,并在所述二维平面图像上动态显示所述游戏对战数据。
本实施例中的装置可实现上文实施例提供的任一方法步骤,此处不在展开,相似之处参见上文。
在本发明的又一实施例中,还提供一种电子设备,包括:处理器、通 信接口、存储器和通信总线,其中,处理器,通信接口,存储器通过通信总线完成相互间的通信;
存储器,用于存放计算机程序;
处理器,用于执行存储器上所存放的程序时,实现方法实施例所述的游戏数据展示方法。
上述电子设备提到的通信总线1140可以是外设部件互连标准(Peripheral Component Interconnect,PCI)总线或扩展工业标准结构(Extended Industry Standard Architecture,EISA)总线等。该通信总线1140可以分为地址总线、数据总线、控制总线等。
为便于表示,图9中仅用一条粗线表示,但并不表示仅有一根总线或一种类型的总线。
通信接口1120用于上述电子设备与其他设备之间的通信。
存储器1130可以包括随机存取存储器(Random Access Memory,RAM),也可以包括非易失性存储器(non-volatil ememory),例如至少一个磁盘存储器。可选的,存储器还可以是至少一个位于远离前述处理器的存储装置。
上述的处理器1110可以是通用处理器,包括中央处理器(Central Processing Unit,CPU)、网络处理器(Network Processor,NP)等;还可以是数字信号处理器(Digital Signal Processing,DSP)、专用集成电路(Application SpecificIntegrated Circuit,ASIC)、现场可编程门阵列(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。
本发明的各个部件实施例可以以硬件实现,或者以在一个或者多个处理器上运行的软件模块实现,或者以它们的组合实现。本领域的技术人员应当理解,可以在实践中使用微处理器或者数字信号处理器(DSP)来实现根据本发明实施例的游戏任务发放装置中的一些或者全部部件的一些或者全部功能。本发明还可以实现为用于执行这里所描述的方法的一部分或者全部的设备或者装置的程序/指令(例如,计算机程序/指令和计算机程序产品)。这样的实现本发明的程序/指令可以存储在计算机可读介质上,或者可以一个或者多个信号的形式存在,这样的信号可以从因特网网站上下载得到,或者在载体信号上提供,或者以任何其他形式提供。
计算机可读介质包括永久性和非永久性、可移动和非可移动媒体可以 由任何方法或技术来实现信息存储。信息可以是计算机可读指令、数据结构、程序的模块或其他数据。计算机的存储介质的例子包括,但不限于相变内存(PRAM)、静态随机存取存储器(SRAM)、动态随机存取存储器(DRAM)、其他类型的随机存取存储器(RAM)、只读存储器(ROM)、电可擦除可编程只读存储器(EEPROM)、快闪记忆体或其他内存技术、只读光盘只读存储器(CD-ROM)、数字多功能光盘(DVD)或其他光学存储、磁盒式磁带、磁盘存储、量子存储器、基于石墨烯的存储介质或其他磁性存储设备或任何其他非传输介质,可用于存储可以被计算设备访问的信息。
图10示意性地示出了可以实现根据本发明的游戏任务发放方法的计算机装置/设备/系统,该计算机装置/设备/系统包括处理器1010和以存储器1020形式的计算机可读介质。存储器1020是计算机可读介质的一个示例,其具有用于存储计算机程序/指令1031的存储空间1030。当所述计算机程序/指令1031由处理器1010执行时,可实现上文所描述的游戏任务发放方法中的各个步骤。
图11示意性地示出了实现根据本发明的方法的计算机程序产品的框图。所述计算机程序产品包括计算机程序/指令1110,当所述计算机程序/指令1110被诸如图10所示的处理器1010之类的处理器执行时,可实现上文所描述的游戏任务发放方法中的各个步骤。
上文对本说明书特定实施例进行了描述,其与其它实施例一并涵盖于所附权利要求书的范围内。在一些情况下,在权利要求书中记载的动作或步骤可以按照不同于实施例中的顺序来执行并且仍然可以实现期望的结果。另外,在附图中描绘的过程不一定遵循示出的特定顺序或者连续顺序才能实现期望的结果。在某些实施方式中,多任务处理和并行处理也是可行的或者有利的。
还需要说明的是,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、商品或者设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、商品或者设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、商品或者设备中还存在另外的相同要素。
应可理解,以上所述实施例仅为举例说明本发明之目的而并非对本发明进行限制。在不脱离本发明基本精神及特性的前提下,本领域技术人员还可 以通过其他方式来实施本发明。本发明的范围当以后附的权利要求为准,凡在本说明书一个或多个实施例的精神和原则之内所做的任何修改、等同替换、改进等,皆应涵盖其中。

Claims (16)

  1. 一种游戏数据展示方法,其中,所述方法包括:
    响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,其中所述待展示的游戏数据包括从游戏服务器获取而解析得到的游戏对战数据;
    根据所述待展现的游戏数据,渲染生成包含所述游戏对战数据的二维平面图像,并在所述二维平面图像上动态显示所述游戏对战数据。
  2. 根据权利要求1所述的方法,其中,所述游戏数据展示触发指令至少包括以下中的任意一种:
    由客户端基于预设条件生成的第一触发指令;
    响应于游戏分享链接生成的第二触发指令。
  3. 根据权利要求1所述的方法,其中,响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,包括:
    向服务器发送游戏数据获取请求,所述游戏数据获取请求包括比赛对局标识和/或玩家标识;
    若服务器验证通过所述游戏数据获取请求,则从服务器中获取所述比赛对局标识和/或所述玩家标识对应的游戏数据,作为所述待展现的游戏数据。
  4. 根据权利要求1所述的方法,其中,响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,包括:
    响应于游戏数据展示触发指令,从服务器中流式获取待展示的游戏数据流,并从待展示的游戏数据流中实时解析出游戏对战数据流;
    根据所述待展现的游戏数据,渲染生成包含所述游戏对战数据的二维平面图像,包括:
    基于解析后的游戏对战数据流,实时渲染生成包含所述游戏对战数据流的二维平面图像。
  5. 根据权利要求1所述的方法,其中,响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,包括:
    响应于游戏数据展示触发指令,从服务器中获取待展示的整局游戏数据,并从待展示的整局游戏数据中解析出对应的整局游戏对战数据;
    根据所述待展现的游戏数据,渲染生成包含所述游戏对战数据的二维平面图像,包括:
    基于解析后的整局游戏对战数据,渲染生成包含所述整局游戏对战数据的二维平面图像。
  6. 根据权利要求1所述的方法,其中,从游戏服务器获取而解析得到的游戏对战数据,包括:
    从游戏服务器获取多帧游戏数据;
    解析每一帧游戏数据中的关键数据作为所述游戏对战数据;
    其中,所述关键数据至少包括以下中的任意一种或组合:玩家所属阵营和队友信息、所处回合、所在位置、交火、伤害、击杀、死亡、助攻、武器使用情况、道具使用情况、载具使用情况。
  7. 根据权利要求1所述的方法,其中,还包括:
    响应于所述游戏对战数据的编辑指令,在所述二维平面图像中展示与所述编辑指令对应的界面效果。
  8. 根据权利要求7所述的方法,其中,所述编辑指令包括进度控制指令;
    响应于所述游戏对战数据的编辑指令,在所述二维平面图像中展示与所述编辑指令对应的界面效果,包括:
    响应于所述进度控制指令,确定所述进度控制指令对应的目标时段;
    获取所述目标时段关联的第一游戏对战数据,所述第一游戏对战数据包括虚拟角色在所述目标时段中的游戏过程;
    在所述二维平面图像中,动态显示所述第一游戏对战数据;
    其中,所述进度控制指令至少包括以下中的任意一种或者组合:快进指令、快退指令、指定回合切换指令、播放速度切换指令、对播放进度控件的控制指令。
  9. 根据权利要求7所述的方法,其中,所述编辑指令包括对象切换指令;
    响应于所述游戏对战数据的编辑指令,在所述二维平面图像中展示与所述编辑指令对应的界面效果,包括:
    响应于所述对象切换指令,确定所述回放对象切换指令对应的目标回放对象,所述目标回访对象包括至少一个玩家控制的虚拟角色;
    获取与所述目标回放对象关联的第二游戏对战数据,所述第二游戏对战数据包括所述目标回放对象的游戏过程;
    在所述二维平面图像中,动态显示所述第二游戏对战数据。
  10. 根据权利要求1所述的方法,其中,所述二维平面图像至少包括以下中的任意一种或者组合:
    虚拟角色对应的标识、虚拟角色的移动路线、虚拟角色间的交互事件对应的标识或界面效果、虚拟角色与游戏资源之间的交互事件对应的标识或界面效果、道具对应的标识或界面效果、武器对应的标识或界面效果、载具对 应的标识或界面效果、虚拟场景的地形标识、弹道轨迹、爆炸效果、击杀效果。
  11. 根据权利要求1所述的方法,其中,还包括:
    展示与所述游戏对战数据对应的介绍信息,所述介绍信息包括玩家状态信息和/或游戏进度信息,所述玩家状态信息用于指示各个玩家在游戏中当前所处的状态,所述游戏进度信息用于指示所述二维平面图像中当前展示的游戏进度。
  12. 根据权利要求1所述的方法,其中,所述玩家状态信息至少包括:血量、战队、存活情况、游戏资源持有情况中的任意一种或者组合。
  13. 一种游戏数据展示装置,其中,所述装置包括:
    获取模块,用于响应于游戏数据展示触发指令,从服务器获取待展示的游戏数据,其中所述待展示的游戏数据包括从游戏服务器获取而解析得到的游戏对战数据;
    展示模块,用于根据所述待展现的游戏数据,渲染生成包含所述游戏对战数据的二维平面图像,并在所述二维平面图像上动态显示所述游戏对战数据。
  14. 一种计算机装置/设备/系统,包括存储器、处理器及存储在存储器上的计算机程序/指令,所述处理器执行所述计算机程序/指令时实现根据权利要求1-12中任一项所述的游戏数据展示方法的步骤。
  15. 一种计算机可读介质,其上存储有计算机程序/指令,所述计算机程序/指令被处理器执行时实现根据权利要求1-12中任一项所述的游戏数据展示方法的步骤。
  16. 一种计算机程序产品,包括计算机程序/指令,所述计算机程序/指令被处理器执行时实现根据权利要求1-12中任一项所述的游戏数据展示方法的步骤。
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