WO2024255431A1 - 虚拟世界的运行方法、装置、设备、存储介质及程序产品 - Google Patents

虚拟世界的运行方法、装置、设备、存储介质及程序产品 Download PDF

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Publication number
WO2024255431A1
WO2024255431A1 PCT/CN2024/088208 CN2024088208W WO2024255431A1 WO 2024255431 A1 WO2024255431 A1 WO 2024255431A1 CN 2024088208 W CN2024088208 W CN 2024088208W WO 2024255431 A1 WO2024255431 A1 WO 2024255431A1
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Prior art keywords
virtual
event
energy
sub
server
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PCT/CN2024/088208
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English (en)
French (fr)
Inventor
潘博渊
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Publication of WO2024255431A1 publication Critical patent/WO2024255431A1/zh
Priority to US19/292,639 priority Critical patent/US20250360401A1/en
Anticipated expiration legal-status Critical
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Classifications

    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F13/60Generating 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F13/837Shooting of targets
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • 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
    • A63F2300/51Server architecture
    • A63F2300/513Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Definitions

  • the embodiments of the present application relate to the field of computer technology, and in particular to a method, device, equipment, storage medium and program product for operating a virtual world.
  • the virtual world is usually deployed and controlled by a server. Based on the instructions sent by the terminal corresponding to the player, the server dispatches computing resources to coordinate the game behaviors indicated by the instructions.
  • the corresponding computing resources of the server are limited.
  • the server receives instructions from a large number of terminals and sends a large amount of computing resources for the operation of the virtual world, computing crashes are likely to occur, making it impossible to control the computing power consumption of the virtual world well. This not only greatly reduces the player's experience of participating in the game, but also increases the huge computing load on the server and reduces the computing efficiency.
  • the embodiments of the present application provide a method, device, equipment, storage medium and program product for operating a virtual world, which can maintain the conservation of energy in the virtual world, avoid the tediousness of simply processing various events by the server itself and the problem of large amount of processing, and greatly improve the stability of the game.
  • the technical solution is as follows.
  • a method for operating a virtual world which is executed by a computer device, and the method comprises:
  • the event generation instruction being used to consume first element energy of the first virtual element and generate a virtual event
  • the first virtual element being an element constituting the virtual world
  • the virtual event being an event unit running in the virtual world
  • the virtual elements in the virtual world realizing energy interaction through the virtual event
  • the virtual event is generated based on the elemental sub-energy.
  • a virtual world operation device comprising:
  • a receiving module configured to receive an event generation instruction for a first virtual element, wherein the event generation instruction is used to consume first element energy of the first virtual element and generate a virtual event, wherein the first virtual element is an element constituting the virtual world, the virtual event is an event unit running in the virtual world, and the virtual elements in the virtual world realize energy interaction through the virtual event;
  • a consumption module configured to consume element sub-energy required to complete the virtual event in the first element energy based on the event generation instruction
  • the event generation instruction received by the server includes the element identifier corresponding to the first virtual element, so that the server determines the first virtual element targeted by the event generation instruction based on the element identifier.
  • the first element energy is the energy corresponding to the first virtual element.
  • the first virtual element as a physical form in the virtual world, has a certain mass, and the first element energy can also be regarded as a way to express the mass of the first virtual element.
  • each of the multiple virtual elements constituting the virtual world has a corresponding element energy, and the element energy is used to quantify the virtual world. The contribution of virtual elements in the virtual world.
  • the elemental energies of different types of virtual elements may be the same or different.
  • the elemental energy of virtual element A1 of type A is 50, the elemental energy of virtual element A2 of type A is also 50, and the elemental energy of virtual element B1 of type B is also 50; or, the elemental energy of virtual element A1 of type A is 50, the elemental energy of virtual element A2 of type A is also 50, and the elemental energy of virtual element B1 of type B is 60; or, the elemental energy of virtual element A1 of type A is 50, the elemental energy of virtual element A2 of type A is 60, and the elemental energy of virtual element B1 of type B is also 60; or, the elemental energy of virtual element A1 of type A is 50, the elemental energy of virtual element A2 of type A is 60, and the elemental energy of virtual element B1 of type B is also 60; or, the elemental energy of virtual element A1 of type A is 50, the elemental energy of virtual element A2 of type A is 60, and the elemental energy of virtual
  • the first virtual element is implemented as a physical element in the virtual world, and the first element energy of the first virtual element is implemented as an element mass corresponding to the first virtual element.
  • virtual events are event units running in the virtual world.
  • virtual events as events sent in the virtual world, can represent various changes that occur in the virtual world during operation.
  • virtual event 1 is implemented as the interaction between virtual object A1 and virtual object A2 (such as conversation, high five, etc.); or virtual event 2 is implemented as virtual object A1 killing virtual monster B1 in the virtual world; or virtual event 3 is implemented as virtual object A1 running in the virtual world, etc.
  • the virtual object A1 can be regarded as the first virtual element
  • the above virtual event is the event content expressed for the virtual object 1
  • the realization of the above virtual event needs to consume the first element energy corresponding to the virtual object A1.
  • virtual events can be used as a medium for interaction between virtual elements, avoiding the need for the server to allocate computing resources for the interaction between virtual elements.
  • Events are generated by consuming the element energy of virtual elements, avoiding the occurrence of events out of thin air.
  • the main virtual object controlled by the player initiates a query to the NPC, and the query process is regarded as the virtual event corresponding to the main virtual object.
  • the query process consumes the element energy of the main virtual object to generate a query event.
  • the element sub-energy is the sub-energy under the first element energy, and is used to characterize the partial energy under the first element energy. For example, if the first element energy is realized as A, the element sub-energy is the partial energy A1 in the first element energy A.
  • the server determines the virtual event that needs to be generated based on the event generation instruction, and thereby determines the sub-energy required to be obtained from the first element energy as the element sub-energy if the virtual event is to be completed based on the first virtual element targeted by the event generation instruction.
  • the element sub-energy consumed to complete a virtual event is implemented as a value configured by a game developer.
  • the element sub-energy required to complete the virtual event is implemented as a value determined according to the object level of the master virtual object.
  • the object level is the level of the main virtual object controlled by the player in the virtual world.
  • the object level of the main virtual object at the beginning of the game is level 1, and the object level increases as the game progresses.
  • the value of the element sub-energy consumed to complete the virtual event is 50; when the object level of the main virtual object controlled by the player is realized as level 5, the value of the element sub-energy consumed to complete the virtual event is 40, and so on.
  • the element sub-energy consumed to complete the virtual event is implemented as a value determined according to the running time of the virtual world.
  • the running time of the virtual world is the running time of the virtual world in the current game.
  • the value of the element sub-energy consumed to complete the virtual event is 10; after a period of time in the game, the value of the element sub-energy consumed to complete the virtual event is 20, and so on.
  • the element sub-energy consumed by the first virtual element is used as energy for generating the virtual event.
  • a virtual event is generated by the element sub-energy consumed by the first virtual element.
  • the value of the element sub-energy consumed in the first element energy is 30, and the element sub-energy 30 is used as the energy required to generate the virtual event.
  • the element sub-energy 30 is converted into the event energy corresponding to the virtual event, and the value of the event energy is 30, that is, the event energy corresponding to the virtual event may be equal to the element sub-energy.
  • the event energy corresponding to the virtual event is determined.
  • the event energy corresponding to the virtual event is implemented as a value configured by the game developer; or, the event energy corresponding to the virtual event is implemented as a value determined according to the object level of the master virtual object; or, the event energy corresponding to the virtual event is implemented as a value determined according to the running time of the virtual world, etc.
  • the event energy is less than the element sub-energy.
  • the event energy is the energy corresponding to the virtual event, so the event energy is less than the element sub-energy.
  • the value of the event energy corresponding to the virtual event is 30, and the value of the element sub-energy to complete the virtual event is 40.
  • a virtual event is generated using the difference between the element sub-energy and the event energy as the event propulsion energy.
  • event advancement energy is used to generate virtual events.
  • the value of the element sub-energy required to complete a virtual event is 40
  • the value of the event energy corresponding to the virtual event is 30,
  • the value of the event advancement energy is 10.
  • the event advancement energy is used to realize the process of consuming the element energy corresponding to the first virtual element and generating a virtual event.
  • the above content introduces the process of generating virtual events based on element sub-energy.
  • Event at this time, all the element sub-energy is converted into the energy required for the virtual event, realizing the full conversion of the element sub-energy and avoiding the problem of energy waste; the event energy of the virtual event can also be determined, and then the event propulsion energy of the difference between the element sub-energy and the event energy is used as the energy required to generate the virtual event, thereby enriching the generation accuracy of the virtual event, improving the authenticity of the virtual event in the virtual scene, and facilitating the stable operation of the virtual world.
  • an event generation instruction for a first virtual element is received, and the element sub-energy required to complete the virtual event in the first element energy is consumed based on the event generation instruction, thereby generating a virtual event based on the element sub-energy.
  • different energy consumption is performed on the first virtual element according to the event type of the generated virtual event.
  • the embodiment shown in FIG3 can also be implemented as steps 410 to 440, and step 320 shown in FIG3 can also be implemented as steps 420 to 440.
  • Step 410 Receive an event generation instruction for a first virtual element.
  • the event generation instruction is used to consume the first element energy of the first virtual element and generate a virtual event; the first virtual element is an element constituting the virtual world; and the virtual event is an event unit running in the virtual world.
  • an event generation instruction sent by a receiving terminal In an optional embodiment, an event generation instruction sent by a receiving terminal.
  • the event generation instruction is an instruction generated by the terminal based on the received event generation operation.
  • the event generation instruction received by the server is an instruction generated and sent by the terminal
  • the event generation operation received by the terminal is an operation performed on the first virtual element, that is, the event generation operation is used to trigger the first virtual element.
  • the triggering behavior indicates interaction with other virtual elements in the virtual world, then the virtual element is the first virtual element, and the triggering behavior is the event generation operation.
  • the purpose of the triggering behavior is the virtual event generated as indicated by the event generation operation.
  • the above content introduces the process of generating event generation instructions based on event generation operations.
  • the event generation operation is an operation performed on the first virtual element received by the terminal, which can adjust the energy state of the first virtual element so as to interact with other virtual elements in the virtual world.
  • the terminal can generate event generation instructions, so as to quantitatively generate virtual events through event generation instructions, and then use the process of propagation and execution of virtual events in the virtual world to manage the operation of the virtual world more comprehensively, thereby improving the operation stability of the virtual world.
  • the virtual elements in the virtual world realize energy interaction through virtual events.
  • the interaction between the first virtual element and other virtual elements includes at least one of the following interaction forms.
  • the first virtual element interacts with specific other virtual elements
  • the value of the first sub-energy deducted from the first element energy is 10 energy values, that is, 10 energy values are used to represent the first sub-energy.
  • Step 432 In response to the event type being the second event type, consuming a second sub-energy required to complete the virtual event in the first element energy.
  • the second event type is used to consume the second sub-energy.
  • the second event type is different from the first event type.
  • the second sub-energy is the element sub-energy consumed under the second event type.
  • the second sub-energy can also be called second element sub-energy, which means that the second sub-energy is element sub-energy with a second quantity.
  • the values of the first sub-energy and the second sub-energy may be the same. That is, the energy values consumed corresponding to different event types may be the same. For example, event type 1 consumes 10 energy values; event type 2 also consumes 10 energy values, etc. This embodiment of the present application does not limit this.
  • the energy value required to complete the virtual event is determined as the energy demand value, that is, the energy demand value is used to represent the energy value required to complete the virtual event.
  • the energy demand value is realized as the event energy corresponding to the virtual event (or the numerical value of the event energy); or, the energy demand value is realized as the sum of the event energy corresponding to the virtual event and the event advancement energy.
  • element sub-energy in the first element energy is consumed.
  • the element sub-energy in the first element energy is consumed, and the energy value of the element sub-energy is the same as the energy requirement value.
  • the element sub-energy in the first element energy is consumed.
  • a virtual event 520 when a virtual event 520 is generated by consuming the element energy of a virtual element 510, based on the fact that the energy requirement value for completing the virtual event 520 is less than the first element energy corresponding to the virtual element 510, an element sub-energy equal to the energy requirement value is consumed to generate the virtual event 520.
  • the virtual event 520 carries information and energy, wherein the information is event information, the representation is information expressed by the virtual event, and the energy is event energy, which is energy determined based on the element sub-energy corresponding to the virtual element.
  • FIG. 5 also includes the consumed virtual element 530 , which has energy transfer or mass loss.
  • the mass loss is because the virtual element 510 appears as a physical form in the virtual world, and the elemental energy of the virtual element may be regarded as a mass form.
  • the energy demand value is equal to the first element energy
  • element sub-energy in the first element energy is consumed, and the element sub-energy is equal to the first element energy
  • the first element energy of the first virtual element is set to 0, and the process of generating virtual events cannot be continued, but the element energy can wait to be increased through other virtual events; or, if the element sub-energy is equal to the first element energy, since the first element energy is converted into element energy in the virtual world, the first virtual element disappears from the virtual world, but the element energy is retained, and no energy disappearance occurs.
  • the above content introduces the process of determining the event type based on the event generation instruction, and then consuming different amounts of element sub-energy according to different event types.
  • the virtual event generated by the event generation instruction also corresponds to the event type. Since the virtual event is an event unit running in the virtual world, different event types can also achieve different tasks in the virtual world.
  • Using the event type as a judgment condition for the sub-energy consumption situation helps to determine the value of the element sub-energy more accurately. While maintaining the stability of the virtual world operation, it improves the diversity of virtual events and the flexibility of the virtual world operation, making the operation of the virtual world more realistically fit the real world and improving the accuracy of determining the element sub-energy.
  • the energy requirement value required to complete a virtual event is greater than the first element energy corresponding to the first virtual element, the first element energy corresponding to the first virtual element is not sufficient to generate the virtual event, and the process of generating the virtual event cannot be achieved by consuming the first element energy, so the first element energy is no longer consumed.
  • feedback information is sent to the terminal to instruct the terminal to change the virtual event through the feedback information; or, the feedback information is used to instruct the terminal that the virtual event cannot be generated, etc.
  • the above process introduces the content of using the energy requirement value as a limiting condition for consuming the first element energy.
  • the energy requirement value required to complete the virtual event is determined based on the event generation instruction. Only when the energy requirement value is not greater than the first element energy, it means that the first element energy is available for consumption, and then the element sub-energy required to complete the virtual event is determined from the first element energy to generate the virtual event; if the energy requirement value is greater than the first element energy, it means that the first element energy is less and the virtual event cannot be generated by consuming the first element energy. Therefore, it is necessary to stop the process of consuming the first element energy based on the event generation instruction.
  • the comparison result between the first element energy and the energy requirement value it is determined in a targeted manner whether the first element energy can be consumed to achieve the purpose of generating a virtual event, and the virtual event generation process is quantified through the energy requirement value, so as to more carefully follow the operating rules of the virtual world.
  • Step 440 generating a virtual event based on the element sub-energy.
  • the first sub-energy and the second sub-energy are energy consumption conditions of element sub-energy consumed under the first event type and the second event type, respectively.
  • a virtual event is generated based on the element sub-energy.
  • the virtual event is implemented as at least two virtual sub-events.
  • the virtual event is event A
  • the virtual event includes virtual sub-event A1 and virtual sub-event A2.
  • required energies respectively required to generate at least two virtual sub-events are determined, wherein the at least two required energies constitute element sub-energies.
  • the energy required to complete virtual sub-event A1 is 32
  • the energy required to complete virtual sub-event A2 is 26
  • the element sub-energy corresponding to virtual event A is 58.
  • the element sub-energies are allocated based on the required energy to obtain an allocation result.
  • the energy value allocated to virtual sub-event A1 is 32; based on the required energy of virtual sub-event A2 being 26, the energy value allocated to virtual sub-event A2 is 26, and the result of allocating the energy values is called the allocation result.
  • At least two virtual sub-events are generated based on the allocation result.
  • the corresponding virtual sub-event is generated using the energy value represented by the allocation result, that is: virtual sub-event A1 is generated by allocating energy value 32 for completing virtual sub-event A1; virtual sub-event A2 is generated by allocating energy value 26 for completing virtual sub-event A2.
  • the above content introduces the process of generating virtual sub-events when a virtual event is implemented as at least two virtual sub-events.
  • the required energy required for at least two virtual sub-events is determined respectively, so that the element sub-energy is divided in a targeted manner based on the required energy, and the allocation result representing the sub-energy value allocated to the virtual sub-event is obtained, so as to generate at least two virtual sub-events through the allocation result.
  • an event generation instruction at least two virtual sub-events can be generated at the same time, which not only improves the event generation efficiency, but also helps to improve the generation accuracy of virtual sub-events through the targeted allocation results, thereby improving the stability of the virtual world running based on virtual events.
  • the server for deploying the virtual world includes multiple zone servers.
  • the device for deploying the virtual world is implemented as a server, such as a physical server, a cloud server, etc.
  • the server includes multiple zone servers, which are regional servers. Multiple zone servers are used to jointly deploy the virtual world, and multiple zone servers are used to deploy virtual sub-worlds in the virtual world.
  • multiple servers are relatively independent of each other.
  • the relative independence of the servers is reflected in the local inertial reference system followed by the servers.
  • the local inertial reference systems followed by multiple servers can be different. In other words, there is no need to maintain a globally unified clock.
  • Each independent server in the game only needs to regard itself as a local inertial reference system and maintain its own clock.
  • server 1 maintains its own clock 1, which can be a 24-hour system.
  • Server 2 maintains its own clock 2, which is a 48-hour system.
  • Clock 1 and clock 2 are different clocks.
  • the multiple servers are respectively used to manage at least one virtual element, that is, each server can manage at least one virtual element in the virtual world.
  • the server includes two servers, server 1 is used to manage virtual elements A and B, and server 2 is used to manage virtual elements C and D.
  • a virtual event is generated in the first server.
  • the server that manages the first virtual element is determined from multiple servers as the first server, and within the first server, the element sub-energy required to complete the virtual event in the first element energy is consumed based on the event generation instruction, and then a virtual event is generated based on the element sub-energy, and the virtual event is located within the first server.
  • the above content introduces the generation environment of generating virtual events. If the first virtual element targeted by the event generation instruction is managed by the first zone, a virtual event is generated in the first zone.
  • the first zone can not only manage the first virtual element, but also consume the first element energy of the first virtual element to convert it into a virtual event. By realizing the conversion process of virtual events in the zone, it is helpful to avoid energy waste, maintain the stability of event conversion and improve event conversion efficiency, and avoid the inefficiency of other zones in executing the event generation process.
  • each zone server includes at least one computing unit, and multiple computing units are respectively used to manage at least one virtual element in the zone server.
  • a virtual event is generated within the first computing unit.
  • the above content introduces the content of generating virtual events by the first computing unit that manages the first virtual element. If the first virtual element targeted by the event generation instruction is managed by the first computing unit, a virtual event is generated in the first computing unit, so that the first computing unit can consume the first element energy of the first virtual element so as to convert it into a virtual event.
  • the management of the virtual elements by the computing unit is further refined, so that the conversion of virtual events can be made more accurate, and the stability of event conversion can be improved while avoiding energy waste. Multiple event conversion processes can also be executed in one server at the same time by dividing the computing units, thereby improving the efficiency of event conversion.
  • the element attribute component is used to characterize the element attribute of the virtual element.
  • the element attribute is implemented as the element type of the virtual element, such as virtual element a is a virtual element of type A; the element attribute is implemented as the element identifier of the virtual element, which is used to uniquely identify the virtual element to distinguish it from other virtual elements, etc. Therefore, the element attribute component corresponding to the virtual element is used to characterize what kind of virtual element the virtual element is.
  • the element energy corresponding to the virtual element is stored in the element attribute component, and when the virtual element consumes the element energy or increases the element energy, the element attribute component changes.
  • the element server component is used to represent the server where the virtual element is located.
  • different servers have their corresponding managed virtual elements, and when determining the element server component corresponding to a virtual element, the server that manages the virtual element is determined, and the element server component corresponding to the virtual element is determined based on the server. For example, if the server that manages virtual element a is server 1, the element server component corresponding to virtual element a is determined based on server 1. Therefore, the element server component corresponding to a virtual element is used to characterize which server among multiple servers the virtual element is located in.
  • the element position component is used to represent the position information of the virtual element in the zone and server where it is located.
  • different servers can be responsible for The process of managing different areas (different sub-virtual worlds) of the virtual world is realized through multiple servers.
  • different servers manage different sub-virtual worlds under the virtual world, after determining the server where the virtual element is located, the position of the virtual element in the sub-virtual world managed by the server can also be determined, thereby determining the element position component corresponding to the virtual element.
  • Server 1 is responsible for managing sub-virtual world A in the virtual world, and virtual element a is an element managed by server 1. Then, virtual element a is located in sub-virtual world A in the virtual world.
  • virtual element a is located in sub-virtual world A in the virtual world.
  • the element position component corresponding to virtual element a is determined based on the position coordinates. Therefore, the element position component corresponding to the virtual element is used to characterize the spatial position of the server in which the virtual element is located.
  • the multiple computing units are respectively used to manage at least one virtual element among the multiple virtual elements managed by the server, and the virtual elements managed by the multiple computing units do not overlap.
  • Server 1 among the multiple servers includes multiple computing units (computing unit 1 and computing unit 2), server 1 manages sub-virtual world A, computing unit 1 manages area A1 under sub-virtual world A, then the multiple virtual elements in area A1 are virtual elements managed by computing unit 1; computing unit 2 manages area A2 under sub-virtual world A, then the multiple virtual elements in area A2 are virtual elements managed by computing unit 2, and so on.
  • a service when determining the element position component corresponding to a virtual element, the computing unit that manages the virtual element is determined, and then the computing unit obtains the element position component corresponding to the virtual element based on the position of the virtual element in the area it manages (such as: position coordinates, relative position information relative to the area managed by the computing unit, etc.).
  • the element time component is used to represent the time information of the virtual element in the zone and server where it is located.
  • the server used to deploy the virtual world includes multiple zones and servers, each of which has a corresponding clock. Therefore, when determining the element time component corresponding to a virtual element, it is first necessary to determine the zone and server that manages the virtual element, and then determine the element time component based on the clock corresponding to the zone and server.
  • the server that manages virtual element a is server 1
  • the clock followed by server 1 is determined, such as the 24-hour clock followed by server 1
  • the element time component corresponding to virtual element a in server 1 is determined based on the clock. Therefore, the element time component corresponding to the virtual element is used to characterize the time situation of the virtual element in the current server.
  • the element vector corresponding to the virtual element is composed of the above four element components, so it can be expressed as [what, which, where, when].
  • the what component which represents what virtual element is
  • the element server component which represents the server where the virtual element is located
  • the local inertial reference system where the virtual element is located
  • the element position component hereinafter referred to as the where component
  • the spatial position of the virtual element in the local inertial reference system when is used to represent the element time component (hereinafter referred to as the when component), which represents the time when the virtual element is located in the server (based on the fact that different servers have their own corresponding local inertial reference systems
  • the above content introduces the composition of the element vector of the virtual element represented by the element vector.
  • the existence of the virtual element relative to the zone can be expressed from at least one perspective of the element attribute, the element zone, the element position and the element time, which is beneficial to the zone's management of the virtual elements and the understanding of the virtual elements by other zones, and strengthens the expression of the virtual elements relative to the zone and the meaning of the virtual elements themselves.
  • a virtual event is represented by an event vector, which includes an event attribute component, an event location component, an event position component, and an event time component.
  • the event attribute component is used to characterize the event attributes of the virtual event.
  • event attributes are implemented as event types of virtual events, such as virtual event a is a virtual event of type A;
  • the event attribute is implemented as an event identifier of a virtual event, which is used to uniquely identify the virtual event to distinguish it from other virtual events, etc. Therefore, the event attribute component corresponding to the virtual event is used to characterize what kind of virtual event the virtual event is.
  • the event energy corresponding to the virtual event is stored in the event attribute component, and when the virtual event consumes the event energy or the element energy is converted into the event energy, the event attribute component changes.
  • the event zone component is used to characterize the zone where the virtual event is located.
  • virtual events are obtained based on virtual elements.
  • the virtual event is generated in the zone corresponding to the virtual element.
  • the virtual element a targeted by the event generation instruction is located in zone 1.
  • the virtual event is generated in zone 1. That is, when the element energy of a virtual element in any zone is consumed to generate a virtual event, the virtual event is generated in the zone, that is, virtual events are not generated across zones.
  • the server that generates the virtual event is used as the event server component corresponding to the virtual event, that is, the server where the virtual elements consumed to generate the virtual event are located is used as the event server component corresponding to the virtual event. Therefore, the event server component corresponding to the virtual event is used to characterize which server generated the virtual event.
  • the event location component is used to characterize the location information of the virtual event in the zone and server where it is located. Since the server used to deploy the virtual world includes multiple zones and servers, different zones and servers can be responsible for managing different areas (different sub-virtual worlds) of the virtual world, thereby realizing the process of managing the virtual world through multiple zones and servers.
  • an event position component corresponding to the virtual event is determined based on the position of the virtual event in the zone and server when the virtual event is generated.
  • the elemental energy of the virtual element a in server 1 is consumed to generate a virtual event.
  • the process of generating the virtual event is implemented at position A in the sub-virtual world managed by server 1.
  • the event position component corresponding to the virtual event is determined based on position A, such as: taking position A as the event position component corresponding to the virtual event, etc.
  • the process of consuming the element energy of virtual elements and generating virtual events is usually faster, and the event position component corresponding to the virtual event is determined based on the position of the consumed virtual elements in the server.
  • the elemental energy of virtual element a in server 1 is consumed to generate a virtual event.
  • Virtual element a is located at position B in the sub-virtual world managed by server 1.
  • the event position component corresponding to the virtual event is determined based on position B, such as taking position B as the event position component corresponding to the virtual event.
  • the virtual event when there is at least one zone among multiple zones and servers that includes multiple computing units, when the element energy of a virtual element under any computing unit is consumed to generate a virtual event, the virtual event is generated under the computing unit, that is, the virtual event is not generated across computing units.
  • the position of the virtual event in the area managed by the computing unit when the virtual event is generated is determined, thereby obtaining the event position component corresponding to the virtual event; or, the virtual elements consumed in generating the virtual event are determined, and the computing unit that manages the virtual elements is determined, and then the computing unit obtains the event position component corresponding to the virtual event based on the position of the virtual elements in the area managed by it, etc.
  • the event time component is used to represent the time information of the virtual event in the zone and server where it is located.
  • the server used to deploy the virtual world includes multiple zones and servers, each of which has a corresponding clock. Therefore, when determining the event time component corresponding to a virtual event, it is first necessary to determine the zone and server that generated the virtual event, and then determine the event time component based on the clock corresponding to the zone and server.
  • the clock followed by server 1 is determined.
  • the event time component corresponding to virtual event a in server 1 is determined based on the clock. Therefore, the event time component corresponding to the virtual event is used to characterize the time situation of the virtual event in the current server.
  • the event vector corresponding to the virtual event is composed of the above four event components, so it can be expressed as [what, which, where, when]. Among them, what is used to represent the event attribute component; which is used to represent the event location component; where is used to represent the event location component; when is used to represent the event time component.
  • the above content introduces the composition of event vectors of virtual events represented by event vectors.
  • the event attribute component, event location component, event position component and event time component it is possible to obtain the event attribute, event location component and event time component from the event vector.
  • Expressing the existence of virtual events relative to servers from at least one angle, including event servers, event locations, and event times, is not only beneficial to the process of servers generating and managing virtual events, but also beneficial to other servers receiving and analyzing virtual events. It strengthens the expression of virtual events relative to servers and the meaning of virtual events themselves, facilitates the transmission of virtual events between different servers, and strengthens the overall operational stability of the virtual world.
  • the representation of the event vector corresponding to the virtual event is the same as the representation of the element vector of the virtual element. Due to the same mathematical representation, the virtual elements and virtual events can be transformed and interact with each other, thereby more flexibly participating in the operation and calculation process of the virtual world.
  • the process of converting the virtual element 710 into the virtual event 720 can be realized by consuming the element energy of the virtual element 710, and the conversion process is realized by generating the virtual event 720 based on the virtual element 710. After the virtual event 720 is generated, the virtual event has part or all of the element energy corresponding to the virtual element 710, and the energy of the virtual event 720 can be called event energy.
  • a process of converting the virtual event 720 into the virtual element 710 may be realized by consuming event energy of the virtual event 720 , and the conversion process is realized by applying the virtual event 720 to the virtual element 710 .
  • different energy consumption contents for the first virtual element are introduced according to the event type of the generated virtual event.
  • the event type of the virtual event to be generated is determined, and when the event type is implemented as a first event type for consuming the first sub-energy, the first sub-energy corresponding to the first element energy is consumed, thereby generating a virtual event based on the first sub-energy.
  • the division of event types can make the process of energy consumption and conversion more realistic. Since different event types can consume different sub-energies under the first element energy, the authenticity and fun of the game are improved while ensuring energy conservation.
  • the virtual event is applied to the second virtual element in the virtual world.
  • the embodiment shown in FIG3 further includes the following steps 810 to 820 .
  • Step 810 Determine a second virtual element targeted by the virtual event.
  • the virtual event generated by the first virtual element is implemented as follows: the main virtual object asks the NPC in the virtual world questions about Monster A, and the inquiry event is a virtual event, which carries event information, such as: the object targeted by the virtual event, the question asked by the virtual event, etc.
  • the object targeted by the virtual event is the NPC, that is, the second virtual element; the question asked by the virtual event is the question about Monster A, etc.
  • the second virtual element is implemented as the first virtual element, that is, the first virtual element that generates the virtual event and the second virtual element acted upon by the virtual event are the same virtual element.
  • the virtual event generated by the first virtual element is realized as follows: the main control virtual object hits its own head, then the As a virtual event, the tapping event carries event information, such as the object targeted by the virtual event, the location where the virtual event is tapped, etc.
  • the object targeted by the virtual event is the main control virtual object itself, which is the second virtual element and also the first virtual element that generates the virtual event; the location where the virtual event is tapped is the head of the main control virtual object, etc.
  • Step 820 Apply the event energy corresponding to the virtual event to the second virtual element.
  • event energy is the energy obtained based on the transformation of element sub-energy.
  • the energy value of the event energy is realized as the energy value of the element sub-energies.
  • the energy value of the event energy is realized as the energy value in the element sub-energy excluding the event advancement energy.
  • the event energy corresponding to the virtual event is applied to the second virtual element, thereby completing the process of converting the virtual event into the virtual element.
  • the virtual event affects multiple virtual elements, that is, the second virtual element is implemented as multiple virtual elements.
  • the event sub-energy allocated to each second virtual element is determined from the event information carried by the virtual event, and the corresponding event sub-energy is applied to the corresponding second virtual element based on the result.
  • the second virtual element indicated by the virtual event includes virtual element 1 and virtual element 2.
  • the event sub-energy allocated to virtual element 1 is determined to be 3 from the event information carried by the virtual event, and the event sub-energy allocated to virtual element 2 is determined to be 5 from the event information carried by the virtual event. Based on the allocation result, the event energy is applied to virtual element 1 and virtual element 2 to implement the process of applying to the second virtual element.
  • the event energy in response to the event energy corresponding to the virtual event reaching a preset triggering threshold for triggering the second virtual element, the event energy is applied to the second virtual element.
  • the preset trigger threshold is implemented as a pre-set trigger threshold, which is a threshold condition for triggering the second virtual element to receive event energy.
  • the event energy corresponding to the virtual event is 50. If the preset trigger threshold of the second virtual element is 30, the event energy corresponding to the virtual event reaches the preset trigger threshold for triggering the second virtual element, and the event energy can be applied to the second virtual element.
  • the event energy in response to the event energy corresponding to the virtual event not reaching a preset triggering threshold for triggering the second virtual element, the event energy cannot be applied to the second virtual element.
  • the event energy corresponding to the virtual event is 30. If the preset trigger threshold of the second virtual element is 50, the event energy corresponding to the virtual event does not reach the preset trigger threshold for triggering the second virtual element, and the event energy cannot be applied to the second virtual element.
  • the preset trigger threshold is determined by a virtual element.
  • element types of different virtual elements may have different preset trigger thresholds.
  • the preset trigger threshold is determined by the event type of the virtual element and the virtual event.
  • the preset trigger threshold of virtual element A when generating virtual event B is preset trigger threshold 1
  • the preset trigger threshold of virtual element A when generating virtual event C is preset trigger threshold 2, and so on.
  • the problem of virtual elements being more arbitrarily affected by virtual events can be effectively avoided, thereby effectively avoiding the disorderly operation of the virtual world and improving the authenticity of the virtual world to a certain extent.
  • the event energy when the event energy cannot be applied to the second virtual element, the event energy is converted into virtual heat energy and dissipated in the virtual air of the virtual world; or, when the event energy cannot be applied to the second virtual element, the event energy is applied to the first virtual element, thereby returning the element energy consumed from the first virtual element to the first virtual element, and so on.
  • the above content describes the process of applying event energy to the second virtual element only when the event energy reaches the preset trigger threshold.
  • the second virtual element takes the preset trigger threshold as a condition for whether the virtual event can be applied to the second virtual element.
  • the second virtual element refuses to apply the virtual event to it.
  • the event energy of the virtual event reaches the preset trigger threshold, the second virtual element allows the virtual event to be applied to it, thereby avoiding the problem that any virtual event can trigger the second virtual element and maintaining the stability of the second virtual element in the virtual world. Only when the preset trigger threshold is reached can the second virtual element be changed based on the virtual event, thereby enriching the flexibility of the virtual world operation while ensuring the stability of the virtual world operation.
  • the second virtual element corresponds to the second element energy.
  • the second element energy is the element energy of the second virtual element before being affected by the virtual event.
  • the second element energy is realized as the initial element energy corresponding to the second virtual element; or, the second element energy is realized as the element energy of the second virtual element after being acted upon by at least one other virtual event.
  • the initial element energy of the second virtual element is a, and after the second virtual element is acted upon by virtual event 1, the second element energy of the second virtual element becomes a+b; and the virtual event generated based on the first virtual element is virtual event 2, which is not applied to the second virtual element.
  • the event energy corresponding to the virtual event is converted into the element energy of the second virtual element to obtain the second virtual element with the third element energy.
  • the third element energy is the sum of the event energy and the second element energy.
  • the second element energy is a
  • the event energy corresponding to the virtual event is c
  • the element energy corresponding to the second virtual element becomes the third element energy, and the energy value is realized as a+c.
  • the virtual event 910 carries information (event information) and has energy (event energy).
  • the virtual event 910 is applied to the second virtual element 920, that is, the event energy corresponding to the virtual event 910 is applied to the second virtual element 920, thereby obtaining the second virtual element 930 after application.
  • the energy (element energy), mass (mass is because the virtual element appears in a physical form in the virtual world, and the element energy of the virtual element may be regarded as a form of mass) or other information (such as: position and other information) in the second virtual element 930 after application changes.
  • a first event sub-energy consumed in the process of a virtual event reaching a second virtual element is determined, the first event sub-energy being less than the event energy; a difference between the event energy and the first event sub-energy is determined to obtain a second event sub-energy; and the second event sub-energy is converted into an element energy of the second virtual element to obtain a second virtual element having a fourth element energy.
  • the fourth element energy is the sum of the second event sub-energy and the second element energy.
  • the energy group consumed when the virtual event is applied to the second virtual element is first determined as the first event sub-energy, and then the energy that formally acts on the second virtual element is determined as the second event sub-energy based on the difference between the event energy and the first event sub-energy. Therefore, when the virtual event is applied to the second event sub-energy, the second event sub-energy is applied to the second virtual element to obtain a second virtual element with a fourth element energy that is the sum of the second event sub-energy and the second element energy.
  • the above content introduces the process of the second virtual element with the second element energy adjusting its own element energy based on the event energy.
  • the second virtual element can convert the event energy corresponding to the virtual event into the element energy of the second virtual element, thereby obtaining the second virtual element of the third element energy, realizing the complete conversion of element energy and avoiding the waste of element energy; it can also determine the first event sub-energy consumed in the process of the virtual event reaching the second virtual element, thereby converting the second event sub-energy of the difference between the event energy and the first event sub-energy into the element energy of the second virtual element, and obtaining the second virtual element of the fourth element energy.
  • This process fully considers the energy consumption problem that may exist in the conversion process, so that the second virtual element of the fourth element energy is more in line with the energy conversion and energy consumption of the real world, and improves the operational authenticity of the virtual world.
  • the server for deploying the virtual world includes multiple zone servers, the element vector is composed of an element position component and an element time component, and the event vector is composed of an event position component and an event time component.
  • multiple servers are used to manage at least one virtual element respectively.
  • the event position component and the event time component corresponding to the virtual event are determined, and the element position component and the element time component corresponding to the second virtual element are determined.
  • the virtual element is through the element vector, which includes the element attribute component, the element service component, the element position component and the element time component
  • the virtual event is through the event vector, which includes the event attribute component, the event service component, the event position component and the event time component.
  • the first virtual element that generates the virtual event and the second virtual element acted upon by the virtual event are in the same zone and server. Taking the first zone and server as an example, the event position component and event time component corresponding to the virtual event are determined, and the element position component and element time component corresponding to the second virtual element are determined.
  • the event position component corresponding to the virtual event is implemented as the position coordinates corresponding to the virtual event when the virtual event is generated; or, the event position component corresponding to the virtual event is implemented as the position coordinates of the first virtual element that generates the virtual event in the sub-virtual world corresponding to the first zone and server, etc.; the event moment component corresponding to the virtual event is implemented as the moment corresponding to the first zone and server when the virtual event is generated, etc.
  • the element position component corresponding to the second virtual element is implemented as the position coordinates of the second virtual element in the sub-virtual world corresponding to the first zone and server when the virtual event is applied to the second virtual element; the element moment component corresponding to the virtual element is implemented as the moment corresponding to the first zone and server when the virtual event is applied to the second virtual element.
  • the event energy corresponding to the virtual event is applied to the second virtual element.
  • the event energy corresponding to the virtual event can be applied to the second virtual element.
  • the above content introduces that by comparing the element position component and the event position component, and comparing the element moment component and the event moment component, it is possible to determine whether the event energy is applied to the content of the second virtual element.
  • the element position component represents the position information of the virtual element in the region and the event position component represents the position information of the virtual event in the region and the event position component
  • the element moment component represents the time information of the virtual element in the region and the event moment component represents the time information of the virtual event in the region and the event moment component
  • the element attribute component of the second virtual element is adjusted according to the event energy corresponding to the virtual event.
  • the effect of the virtual event may also change the information recorded on the second virtual element, and this information is also part of the what component in the second virtual element.
  • the event energy of the virtual event itself will not disappear out of thin air, but will become part of the elemental energy of the second virtual element, or be dissipated into the zone, while still maintaining the conservation of mass and energy.
  • a server computing units within the server, and virtual elements can choose to ignore virtual events with too low event energy, so that the effect of the virtual event will be ineffective, leaving only the event energy to be spread throughout the server.
  • the element position component of the second virtual element is adjusted according to the event energy corresponding to the virtual event.
  • the event energy corresponding to the virtual event will also change the position coordinates of the second virtual element in the virtual world, thereby realizing the process of adjusting the element position component of the second virtual element, causing forced displacement of the second virtual element.
  • a virtual event is realized by attacking a virtual monster.
  • the second virtual element targeted by the virtual event is the virtual monster.
  • the attack operation may cause forced displacement of the virtual monster, realizing the element position of the second virtual element by using event energy. The process of adjusting the quantity.
  • the above content introduces the process of adjusting the element component corresponding to the second virtual element through event energy to realize the application of event energy to the second virtual element.
  • the purpose of changing the element energy of the second virtual element can be achieved, thereby successfully realizing the purpose of applying event energy to the second virtual element, illustrating the implementation method of applying event energy to the second virtual element, and enriching the process of changing the second virtual element through virtual events.
  • the element vector corresponding to the virtual element is introduced.
  • all virtual elements in the game world are in a state of change, similar to the four-dimensional space-time of relativity, where all objects are constantly moving. Even if the position of the object in the reference system remains unchanged, its time coordinates are constantly changing in the space-time diagram.
  • the main control virtual object controlled by the player needs to continuously absorb to replenish element energy in order to consume element energy and move to the front of the stationary NPC. During this period, the main control virtual object can pick up or discard items to facilitate game actions.
  • the when component in the element vector follows the server's clock, and the other components remain unchanged.
  • the when component of an element may not be stored in the element object, and the server's clock is used directly when the element participates in calculations.
  • the virtual element moves within the zone, that is, the where component changes, and this process consumes element energy, that is, the energy attribute in the what component will decrease.
  • element energy that is, the energy attribute in the what component will decrease.
  • the element energy on the main control virtual object will decrease, and it will be unable to move when the element energy is insufficient.
  • the what component includes various element information corresponding to the virtual element.
  • the element information is represented in the form of a tree structure.
  • the tree structure includes multiple child nodes, and different child nodes respectively store part of the information in the element information.
  • There are differences in the element information of different virtual elements so there are differences in the tree structures corresponding to different virtual elements, for example, there are differences in the number of child nodes that make up the tree structure, the partial information stored, etc.
  • the elemental energy consumed during the movement (the elemental energy corresponding to the master virtual object) will not disappear out of thin air. Similar to heat energy, the elemental energy will be dissipated to the computing unit corresponding to the area where the master virtual object is located (or the server corresponding to the sub-virtual world in which it is located). Schematically, some virtual elements in the computing unit or server can also obtain the dissipated elemental energy. For example: virtual objects controlled by different players can automatically absorb elemental energy distributed in the server to increase their own elemental energy (energy value). Such an energy mechanism can effectively prevent the additional computing pressure caused by player scripts and other behaviors on the operation of the virtual world.
  • a virtual element wants to increase its own elemental energy (such as elemental mass), it can do so by picking up or absorbing other elemental energies in the zone, similar to digestion, absorption and wearing. After a virtual element is picked up, its original properties remain unchanged, and it can become an independent virtual element again after being discarded. Only after being absorbed will it completely become a part of the absorber, and all elemental properties will no longer exist, and it will no longer be able to be restored to an independent virtual element.
  • elemental energy such as elemental mass
  • the virtual elements are restricted to move within the server and cannot cross different servers. If it is necessary to cross servers, it can be achieved by converting the virtual elements into virtual events.
  • the energy conservation in the virtual world can be maintained, avoiding the tediousness of simply processing various events by the server itself and the problem of large amount of processing.
  • the authenticity of the game is improved while reducing the number of events.
  • the inefficiency issues in data processing have been solved, greatly improving the stability of the game.
  • the content of applying a virtual event generated by a first virtual element to a second virtual element is introduced.
  • the virtual event is implemented as a one-way transmission event
  • the second virtual element targeted by the generated virtual event is determined, and then when the virtual event is applied to the second virtual element, the event energy of the virtual event is applied to the second virtual element, thereby changing the second element energy of the second virtual element before being acted upon by the virtual event, obtaining a second virtual element with a third element energy, and realizing the process of the first virtual element and the second virtual element interacting through the virtual event.
  • the virtual event as a medium, the virtual event is prevented from being generated out of thin air in the virtual world, which is conducive to maintaining the energy conservation of the virtual world.
  • the generated virtual event is implemented in two forms: a one-way transmission event and a diffusion event.
  • the one-way transmission event is an event with a fixed propagation direction and has a clearly targeted second virtual element;
  • the diffusion event is an event including at least two propagation directions, and the virtual elements affected have a certain degree of randomness.
  • the action process is implemented based on the second virtual element indicated by the one-way transfer event.
  • the time period axis 1110 is the time measurement scale of the clock corresponding to the zone where the first virtual element and the second virtual element coexist, including time t1 and time t2.
  • the virtual event is generated at A (i.e., position A of the sub-virtual world managed by the zone), and at time t2, the virtual event is applied to B (i.e., position B of the sub-virtual world managed by the zone), and B is the position of the second virtual element in the sub-virtual world.
  • the event energy and event information of the virtual event are completely transmitted to the second virtual element.
  • the effect of a virtual event on a virtual element therein is directly completed within one computing cycle, because relativistic effects are ignored within the computing unit and information is considered to propagate at an infinite speed.
  • the one-way transfer event will directly act on the virtual event or virtual element at the specified position in the next calculation cycle generated, that is, it is possible to act only when the where component and the when component are equal at the same time in the same calculation unit.
  • the virtual event is a diffusion event
  • a process of finding a virtual element acted upon by the virtual event is implemented based on the diffusion event.
  • the time period axis 1210 is the time measurement scale of the clock corresponding to the zone where the first virtual element and the second virtual element coexist, including time t1 and time t2.
  • the virtual event is generated at A (i.e., position A of the sub-virtual world managed by the zone), and at time t2, the virtual event is spread to the entire computing unit (or zone, here taking the computing unit as an example).
  • the event energy of the virtual event is dispersed (e.g., dispersed to various positions of the computing unit), the event information of the virtual event is maintained, and there is a process of calculation at the coordinates of the virtual element and the virtual event, which means that there is a calculation process of the element position component corresponding to the virtual element and the event position component corresponding to the virtual event.
  • a virtual event when a virtual event is implemented as a diffusion event, if the process of applying the virtual event to the virtual element is completed by the zone server, the virtual event is traversed at each location in the sub-virtual world corresponding to the zone server, thereby applying the virtual event to the virtual element indicated by the virtual event; if the process of applying the virtual event to the virtual element is completed by the computing unit, the virtual event is traversed at each location in the area corresponding to the computing unit, thereby applying the virtual event to the virtual element indicated by the virtual event.
  • an event energy corresponding to a virtual event is broadcast to obtain a plurality of event sub-energies, and the plurality of event sub-energies correspond to different position components.
  • different event sub-energys are respectively marked with vectors related to the virtual event, including an attribute component indicating the energy value corresponding to the event sub-energy, a server component indicating the server where the virtual event is located, a location component indicating the location information of the event sub-energy within the server, and a time component indicating the time information of the event sub-energy within the server.
  • the third event sub-energy in response to the presence of the third virtual element at the location indicated by the location component of the third event sub-energy, is applied to the third virtual element.
  • the third event sub-energy is an event sub-energy among the multiple event sub-energies.
  • the third event sub-energy is any event sub-energy among the multiple event sub- energies.
  • the position component corresponding to the event sub-energy determines that a virtual element exists at the indicated position, and the virtual element is used as a third virtual element, where the third virtual element is a virtual element used to be acted upon by the third event sub-energy.
  • the third event sub-energy is applied to the third virtual element based on the position component. For example, based on the energy value corresponding to the third event sub-energy indicated by the attribute component in the third event sub-energy, the energy value is applied to the third virtual element to implement the action process.
  • the at least one event sub-energy when there is at least one event sub-energy among multiple event sub-energies that determines a third virtual element based on a corresponding position component, the at least one event sub-energy is used as the above-mentioned third event sub-energy to implement a process of applying a diffusion event to a virtual element.
  • the diffusion event generated in the computing unit will be directly diffused to the entire computing unit in the next computing cycle generated, which will cause the event energy of the virtual event to be evenly distributed in the computing unit. Operations will only be generated at the time and space coordinates where there are virtual elements or virtual events, and in most cases, the event sub-energy of the diffusion event will be ignored because it becomes weak, and thus cannot transmit information or affect the virtual elements.
  • the second virtual element may reject the action process.
  • the second virtual element may undergo corresponding changes.
  • the NPC may obtain previously unknown information, enriching its knowledge, thereby changing the what component of the second virtual element; at the same time, the NPC may also refuse to accept this statement of fact.
  • the above content introduces the process of applying event sub-energy to virtual elements by broadcasting event energy.
  • the event energy corresponding to the virtual event can be broadcast to obtain multiple event sub-energies corresponding to different position components, and then when there is a third virtual element at the position indicated by the position component of the third event sub-energy, the third event sub-energy can be applied to the third virtual element, thereby affecting the virtual elements in the virtual world through virtual events in the form of diffusion.
  • the extended event has a low degree of orientation, which is conducive to a wider impact on the virtual world. It is conducive to the spread of event energy while maintaining the stability of the virtual world, and promotes the flexible operation of the virtual world.
  • two forms of virtual events are introduced, namely, one-way transmission events and diffusion events.
  • the virtual event is a one-way transmission event
  • the virtual event is generated by the first virtual element in one calculation cycle
  • the virtual event is applied to the second virtual element in the next calculation cycle, and the process of applying the virtual event to the virtual element is realized by changing the second virtual element
  • the virtual event is a diffusion event
  • the event energy is broadcasted to obtain multiple event sub-energies
  • the third virtual element with an effect is determined according to the position components corresponding to different event sub-energies and the element position components corresponding to other virtual elements, so as to apply the third event sub-energy to the third virtual element.
  • virtual elements and virtual events are in constant transformation and interaction in the virtual world, just like the relationship between energy and matter in the physical world.
  • virtual elements and virtual events are constantly interacting with each other in servers or computing units. Only when virtual elements or virtual events cross computing units will they be handled by servers. When crossing servers, they are processed through the logical relationship between servers.
  • the process of converting a virtual element into a virtual event and finally applying the virtual element to the event may include the following parts.
  • virtual elements wish to interact with other virtual elements, they must use virtual events as a medium. Most virtual events in the game are generated by virtual elements, and virtual events do not appear out of thin air.
  • the virtual elements that generate virtual events can be elements placed in the game world, such as items, NPCs, virtual objects controlled by players, etc. That is, all virtual events have a definite source and will not come out of nothing.
  • generating a virtual event requires consuming element energy (since the virtual element is implemented in a physical form, the virtual element corresponds to the element mass, and the element mass can be called the element energy used for consumption).
  • element energy since the virtual element is implemented in a physical form, the virtual element corresponds to the element mass, and the element mass can be called the element energy used for consumption.
  • the element mass of the virtual element itself, or the attribute of the element energy carried will decrease, similar to the conservation of mass and energy in physics.
  • the element energy or element mass required to generate different types of virtual events is also different. When the element mass or element energy is insufficient, virtual events can no longer be generated.
  • the rule that virtual elements correspond to limited elemental energy or elemental mass limits the number of virtual events that occur, preventing the unlimited generation of virtual events from causing the virtual world to overload its computing power.
  • the specific values of the consumption of elemental mass or elemental energy can be adjusted by game developers, and different virtual worlds will be created with different parameters.
  • the event information and event energy carried by the virtual event are calculated at the time of generation and recorded in the what component corresponding to the virtual event.
  • the what component also records the event identifier (IDentity) of the virtual event, and the event ID identifier is composed of the zone server where the virtual event is generated (which), the time of generation (when), the location in the zone server (where), and the element identifier of the virtual element that generates the virtual event.
  • the event ID corresponding to the virtual event is globally unique.
  • virtual events carry event information and have event energy. Once a virtual event is generated, it will continue to propagate until it is applied to a virtual element, server, or computing unit. For example, the query event of the master virtual object is immediately received and processed by the NPC. On the contrary, if the master virtual object does not walk in front of the NPC, but asks aimlessly, the NPC will most likely not respond.
  • the virtual event when the virtual event is implemented as a one-way transmission event, it is shown in FIG. 11 ; when the virtual event is implemented as a diffusion event, it is shown in FIG. 12 .
  • virtual events can be superimposed and interfered like light, and virtual events within the computing unit also interact with each other according to the rules of superimposition and interference.
  • a virtual event 1310 issued by a master virtual object is implemented as a diffusion event.
  • the energy of the virtual event is dispersed, thereby becoming multiple sub-events.
  • Different sub-events correspond to sub-event energies, such as sub-event 1311 and sub-event 1312 .
  • the server based on which the virtual world is deployed also runs a signal collector.
  • the signal collector captures a large number of sub-events
  • the captured sub-events will be aggregated together. If the sum of the sub-event energies corresponding to the sub-events may still exceed the response threshold of the NPC, it will have an impact on the NPC.
  • sub-events and sub-events that meet the interaction conditions complete the interaction within a calculation cycle of the calculation unit, the sub-event energies are superimposed, and the event information corresponding to the sub-events remains unchanged, such as: each sub-event corresponds to complete event information.
  • Virtual elements in different computing units are in different positions and cannot interact with each other according to the principle of relativity.
  • Virtual elements in the same computing unit cannot be in the same space-time coordinates, so virtual elements cannot interact directly with each other. The interaction between them must be mediated by virtual events.
  • FIG. 14 it is the process of interaction between virtual elements in the same computing unit.
  • the time period axis 1410 is the time measurement scale of the clock corresponding to the zone where the first virtual element and the second virtual element coexist, including time t1, time t2 and time t3.
  • the first virtual element generates a directional virtual event at the location A, and the virtual event is used to be applied to the second virtual element at location B at time t2.
  • a feedback event is also generated at location B, and then the feedback event is applied to location A at time t3;
  • virtual elements can only cross servers or computing units if they are converted into virtual events.
  • FIG. 15 a schematic diagram is shown showing the rise and fall of a virtual event at the intersection of a map boundary corresponding to the virtual world and the virtual event when the virtual event crosses regions and servers.
  • zone and server 1510 the zone and server before the virtual event crosses
  • zone and server 1520 the zone and server after the virtual event crosses
  • the virtual elements need to be moved to the specific boundaries of the sub-virtual map (the map corresponding to the sub-virtual world) in the zone server 1510 first.
  • These locations can be transformed from virtual elements to virtual events. That is, at specific locations, the process of converting virtual elements into virtual events can be realized, and the specific locations are usually located at the boundaries of the sub-virtual map.
  • the specific locations can also be realized as other specific points or specific areas in the sub-virtual map, which is not limited in the embodiments of the present application.
  • the virtual event generated by the virtual element is also implemented as a directional event, and the generated virtual event begins to span the current computing unit to move to other computing units indicated by the directional event.
  • the process of reversely applying the virtual event to the virtual element is as follows.
  • the virtual event is received by the termination zone and appears at a specific boundary of the sub-virtual map corresponding to the termination zone, that is, the virtual event crosses to the location of the termination zone.
  • the virtual event restores the what component of the virtual element from the what component as the what component of the virtual element, and the where component is the coordinate of the specific boundary.
  • the element ID of the virtual element remains unchanged. In other words, all the element attributes of the virtual element in the starting zone are inherited by the virtual element generated in the ending zone.
  • the above content introduces the process of virtual elements crossing from the starting area to the ending area in a single crossing mode, wherein the virtual elements need to move to other crossing starting and ending points on the virtual map before continuing the next crossing.
  • the virtual element may sequentially cross multiple zones and servers in a continuous crossing manner.
  • FIG16 a schematic diagram of a virtual element continuously crossing an intermediate zone and server for multiple times until the end zone and server is reached is given.
  • the starting server is server 1610
  • the middle server is server 1620
  • the ending server is server 1630.
  • the virtual event is generated from server 1610
  • the middle server is server 1620
  • the ending server is server 1630.
  • the virtual event is generated from server 1610
  • Specific point 1 of server 1620 is used to receive virtual events sent from server 1610. Since specific point 2 of server 1620 is the specific point for sending virtual events to server 1630, if the virtual event needs to be transferred from server 1620 to server 1630, the virtual event can only be sent to server 1630 when the virtual event terminates specific point 2 of server 1620.
  • the virtual event is not sent to a specific point of the sub-virtual map corresponding to the server, but is directly handed over to the crossing management module in the server.
  • the crossing management module is used to manage the continuous crossing process.
  • the crossing management module in the zone and server deducts energy from the virtual event and continues to pass it to the next designated zone and server until the crossing end condition is met.
  • the crossing management module selects the corresponding crossing start and end points to convert the virtual event back into a virtual element.
  • a crossing management module is provided in the server, and when a virtual event is realized as a single crossing process when crossing the server, the crossing management module is not started, and the transmission process of the virtual event is realized by triggering the virtual event at a specific point in the virtual map; when a virtual event is realized as a continuous crossing process when crossing the server, the crossing management module is started, thereby realizing the transmission process of the virtual event with the help of the crossing management module; or, a crossing management module is provided in the server, and no matter whether the virtual event is realized as a single crossing process or a continuous crossing process when crossing the server, the transmission process of the virtual event is realized with the help of the crossing management module; or, no matter whether the virtual event is realized as a single crossing process or a continuous crossing process when crossing the server, the transmission process of the virtual event is realized by triggering the virtual event at a specific point in the virtual map, etc.
  • the energy consumption rules are used to restrict the virtual world, so as to effectively balance the player values and environment values in the virtual world, and to a large extent avoid the problems of value imbalance and contradictions in the previous and subsequent settings in traditional games. Under this restriction, the computing power consumption of running the virtual world will be controlled, and the stability of the game will be better.
  • FIG. 17 shows a block diagram of a virtual world operation device provided by an exemplary embodiment of the present application.
  • the device includes the following modules:
  • the receiving module 1710 is used to receive an event generation instruction for a first virtual element, wherein the event generation instruction is used to consume the first element energy of the first virtual element and generate a virtual event, wherein the first virtual element is an element constituting the virtual world, the virtual event is an event unit running in the virtual world, and the virtual elements in the virtual world realize energy interaction through the virtual event;
  • a consumption module 1720 configured to consume sub-energy required to complete the virtual event in the first element energy based on the event generation instruction
  • the generation module 1730 is used to generate the virtual event based on the element sub-energy.
  • the consumption module 1720 is further used to determine the event type based on the event generation instruction, where the event type is used to characterize the type of the virtual event generated by the event generation instruction;
  • the event type is a first event type, which consumes a first sub-energy required to complete the virtual event in the first element energy.
  • the first event type is used to consume the first sub-energy, and the first sub-energy is used to represent a first amount of element sub-energy.
  • the consumption module 1720 is also used to consume a second sub-energy required to complete the virtual event in the first element energy in response to the event type being a second event type, the second event type being used to consume the second sub-energy, the second sub-energy being used to represent a second amount of element sub-energy, and the second event type being different from the first event type.
  • the generation module 1730 is also used to generate the virtual event from the element sub-energy consumed by the first virtual element; or, determine the event energy corresponding to the virtual event, and the event energy is less than the element sub-energy; use the difference between the element sub-energy and the event energy as the event propulsion energy to generate the virtual event, and the event propulsion energy is used to generate the virtual event.
  • the virtual event is implemented as at least two virtual sub-events
  • the generation module 1730 is also used to determine the required energy required to generate the at least two virtual sub-events respectively, wherein at least two required energies constitute the element sub-energy; allocate the element sub-energy based on the required energy corresponding to the at least two virtual sub-events respectively, to obtain an allocation result, and the allocation result is used to characterize the numerical result of the sub-energy allocated to the virtual sub-event; and generate the at least two virtual sub-events based on the allocation result.
  • the server for deploying the virtual world includes a plurality of zone servers, and the plurality of zone servers are respectively used to manage at least one virtual element;
  • the generating module 1730 is further configured to generate the virtual event in a first server among the multiple servers in response to the first virtual element targeted by the event generating instruction being managed by the first server.
  • At least one of the multiple servers includes multiple computing units, and the computing units are used to manage at least one virtual element in the server;
  • the generation module 1730 is further configured to generate the virtual event in a first computing unit in response to the first virtual element targeted by the event generation instruction being managed by the first computing unit among the plurality of computing units.
  • the virtual event includes a one-way transmission event, and the one-way transmission event is an event with a single propagation direction;
  • the device also includes:
  • Action module 1740 is used to determine a second virtual element targeted by the virtual event, where the second virtual element is used to represent the virtual element receiving the virtual event; and apply event energy corresponding to the virtual event to the second virtual element, where the event energy is energy obtained based on the conversion of the element sub-energy.
  • the action module 1740 is also used to apply the event energy to the second virtual element in response to the event energy corresponding to the virtual event reaching a preset trigger threshold for triggering the second virtual element, and the preset trigger threshold is the threshold condition for triggering the second virtual element to receive the event energy.
  • the second virtual element corresponds to the second element energy before being acted upon by the virtual event
  • the action module 1740 is also used to convert the event energy corresponding to the virtual event into the element energy of the second virtual element to obtain the second virtual element with a third element energy, wherein the third element energy is the sum of the event energy and the second element energy; or, determine the first event sub-energy consumed in the process of the virtual event reaching the second virtual element, wherein the first event sub-energy is less than the event energy; determine the difference between the event energy and the first event sub-energy to obtain the second event sub-energy; convert the second event sub-energy into the element energy of the second virtual element to obtain the second virtual element with a fourth element energy, wherein the fourth element energy is the sum of the second event sub-energy and the second element energy.
  • the server for deploying the virtual world includes a plurality of zone servers, and the plurality of zone servers are respectively used to manage at least one virtual element;
  • the virtual element is represented by an element vector, which consists of an element attribute component, an element service component, an element
  • the element attribute component is used to characterize the element attribute of the virtual element
  • the element zone component is used to characterize the zone where the virtual element is located
  • the element position component is used to characterize the position information of the virtual element in the zone where the virtual element is located
  • the element time component is used to characterize the time information of the virtual element in the zone where the virtual element is located;
  • the virtual event is represented by an event vector, which consists of at least one of an event attribute component, an event zone component, an event position component and an event time component;
  • the event attribute component is used to characterize the event attribute of the virtual event
  • the event zone component is used to characterize the zone where the virtual event is located
  • the event position component is used to characterize the location information of the virtual event in the zone where it is located
  • the event time component is used to characterize the time information of the virtual event in the zone where it is located.
  • the element vector is composed of an element position component and an element time component
  • the event vector is composed of an event position component and an event time component
  • the action module 1740 is also used to determine the event position component and event time component corresponding to the virtual event, and determine the element position component and element time component corresponding to the second virtual element in response to the first virtual element and the second virtual element being managed by the first zone among the multiple zones; in response to the event position component being the same as the element position component, and the event time component being the same as the element time component, apply the event energy corresponding to the virtual event to the second virtual element.
  • the element attribute component includes the element energy corresponding to the virtual element, and the event attribute component includes the event energy corresponding to the virtual event;
  • the action module 1740 is further configured to adjust the element attribute component of the second virtual element according to the event energy corresponding to the virtual event; or, to adjust the element position component of the second virtual element according to the event energy corresponding to the virtual event.
  • the virtual event includes a diffusion event
  • the action module 1740 is also used to broadcast the event energy corresponding to the virtual event to obtain multiple event sub-energies, and the multiple event sub-energies correspond to different position components; in response to the presence of a third virtual element at the position indicated by the position component of the third event sub-energy, the third event sub-energy is applied to the third virtual element, and the third event sub-energy is an event sub-energy among the multiple event sub-energies.
  • the generation module 1730 is also used to determine the energy requirement value required to complete the virtual event based on the event generation instruction; in response to the energy requirement value being not greater than the first element energy, consume the element sub-energy required to complete the virtual event in the first element energy; in response to the energy requirement value being greater than the first element energy, stop consuming the first element energy based on the event generation instruction.
  • the receiving module 1710 is further used to receive the event generation instruction sent by the terminal, where the event generation instruction is an instruction generated by the terminal based on a received event generation operation; wherein the event generation operation is used to trigger the first virtual element.
  • the virtual world operation device provided in the above embodiment is only illustrated by the division of the above functional modules.
  • the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
  • the virtual world operation device provided in the above embodiment and the virtual world operation method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
  • Fig. 19 shows a schematic diagram of the structure of a server provided by an exemplary embodiment of the present application, which specifically includes the following structure.
  • the server 1900 includes a central processing unit (CPU) 1901, a random access memory (RAM) 1902, and a read-only memory (ROM) 1903.
  • the server 1900 further includes a system memory 1904 and a system bus 1905 connecting the system memory 1904 and the central processing unit 1901.
  • the server 1900 further includes a mass storage device 1906 for storing an operating system 1913, application programs 1914, and other program modules 1915.
  • the mass storage device 1906 is connected to the central processing unit 1901 through a mass storage controller (not shown) connected to the system bus 1905.
  • the above-mentioned memory also includes one or more programs, and the one or more programs are stored in the memory and configured to be executed by the CPU.
  • the embodiment of the present application also provides a computer device, which includes a processor and a memory, wherein at least one instruction, at least one program, code set or instruction set is stored in the memory, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the operation method of the virtual world provided by the above-mentioned method embodiments.
  • the computer device can be a terminal or a server.

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Abstract

一种虚拟世界的运行方法、装置、设备、存储介质及程序产品,涉及计算机技术领域。该方法包括:接收针对第一虚拟元素的事件生成指令(310);基于事件生成指令消耗第一元素能量中完成虚拟事件所需的元素子能量(320);基于元素子能量生成虚拟事件(330)。

Description

虚拟世界的运行方法、装置、设备、存储介质及程序产品
本申请要求于2023年06月15日提交的申请号为202310712728.6、发明名称为“虚拟世界的运行方法、装置、设备、存储介质及程序产品”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及计算机技术领域,特别涉及一种虚拟世界的运行方法、装置、设备、存储介质及程序产品。
背景技术
随着文化娱乐生活水平的提高,人们对虚拟场景的生活体验和要求也越来越高,游戏作为虚拟场景的一种表现方式,成为众多人释放压力的渠道。目前的游戏应用中,玩家通过在虚拟世界中执行各种游戏任务、与不同玩家控制的虚拟对象进行虚拟对局等形式,参与到不同的游戏中。
相关技术中,在虚拟世界背景下的网络游戏中,通常由服务器控制部署虚拟世界,服务器基于玩家所对应终端发送的指令,通过下发计算资源的方式调配指令所指示的游戏行为。
然而,服务器对应的计算资源是有限的,当服务器接收到来自大量终端发送的指令而下发大量计算资源以供虚拟世界运行时,很容易发生计算崩溃的问题,从而无法对虚拟世界的算力消耗予以良好的控制,不仅大大降低了玩家参与游戏的使用体验,更为服务器增加的巨大的计算负载,响应计算效率。
发明内容
本申请实施例提供了一种虚拟世界的运行方法、装置、设备、存储介质及程序产品,能够保持虚拟世界中能量的守恒,避免单纯由服务器自身对各种事件进行处理的繁琐性以及数量处理量较大的问题,大大提升了游戏的稳定性。所述技术方案如下。
一方面,提供了一种虚拟世界的运行方法,由计算机设备执行,所述方法包括:
接收针对第一虚拟元素的事件生成指令,所述事件生成指令用于消耗所述第一虚拟元素的第一元素能量并生成虚拟事件,所述第一虚拟元素是构成所述虚拟世界的元素,所述虚拟事件是运行在所述虚拟世界中的事件单元,所述虚拟世界中的虚拟元素通过所述虚拟事件实现能量交互;
基于所述事件生成指令消耗所述第一元素能量中完成所述虚拟事件所需的元素子能量;
基于所述元素子能量生成所述虚拟事件。
另一方面,提供了一种虚拟世界的运行装置,所述装置包括:
接收模块,用于接收针对第一虚拟元素的事件生成指令,所述事件生成指令用于消耗所述第一虚拟元素的第一元素能量并生成虚拟事件,所述第一虚拟元素是构成所述虚拟世界的元素,所述虚拟事件是运行在所述虚拟世界中的事件单元,所述虚拟世界中的虚拟元素通过所述虚拟事件实现能量交互;
消耗模块,用于基于所述事件生成指令消耗所述第一元素能量中完成所述虚拟事件所需的元素子能量;
生成模块,用于基于所述元素子能量生成所述虚拟事件。
另一方面,提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述本申请实施例中任一所述虚拟世界的运行方法。
另一方面,提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令 集由处理器加载并执行以实现如上述本申请实施例中任一所述的虚拟世界的运行方法。
另一方面,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上述实施例中任一所述的虚拟世界的运行方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
接收针对第一虚拟元素的事件生成指令,基于事件生成指令消耗第一元素能量中完成虚拟事件所需的元素子能量,从而基于元素子能量生成虚拟事件。通过将虚拟元素的元素能量转化为生成虚拟事件所需的能量,能够保持虚拟世界中能量的守恒,避免单纯由服务器自身对各种事件进行处理的繁琐性以及数量处理量较大的问题,通过虚拟世界自身的能量维护和转换过程,在提高游戏真实性的同时,降低了数据处理的低效问题,大大提升了游戏的稳定性。
附图说明
图1是本申请一个示例性实施例提供的电子设备的结构框图;
图2是本申请一个示例性实施例提供的通过服务器运行虚拟世界的示意图;
图3是本申请一个示例性实施例提供的虚拟世界的运行方法流程图;
图4是本申请另一个示例性实施例提供的虚拟世界的运行方法流程图;
图5是本申请一个示例性实施例提供的虚拟元素生成虚拟事件的示意图;
图6是本申请一个示例性实施例提供的区服和计算单元的结构框架示意图;
图7是本申请一个示例性实施例提供的虚拟元素和虚拟事件相互转换的示意图;
图8是本申请再一个示例性实施例提供的虚拟世界的运行方法流程图;
图9是本申请一个示例性实施例提供的虚拟事件应用于虚拟元素的示意图;
图10是本申请一个示例性实施例提供的虚拟元素的分量变化示意图;
图11是本申请一个示例性实施例提供的虚拟事件实现为单向传递事件的传递示意图;
图12是本申请一个示例性实施例提供的虚拟事件实现为扩散事件的传递示意图;
图13是本申请一个示例性实施例提供的子事件能量叠加的示意图;
图14是本申请一个示例性实施例提供的事件相互作用的示意图;
图15是本申请一个示例性实施例提供的虚拟事件单次跨越区服的示意图;
图16是本申请一个示例性实施例提供的虚拟事件连续跨越区服的示意图;
图17是本申请一个示例性实施例提供的虚拟世界的运行装置结构框图;
图18是本申请另一个示例性实施例提供的虚拟世界的运行装置结构框图;
图19是本申请一个示例性实施例提供的服务器的结构示意图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,针对本申请实施例中涉及的名词进行简单介绍。
游戏:或称网络游戏、在线游戏,是以互联网为传输媒介,以服务器为处理终端的多人在线游戏。本实施例提供的游戏源于现代物理学中狭义相对论原理,抛弃了相关技术中的游戏世界观。本实施例的游戏世界观的基本原理如下:
·时间相对性与局部惯性参考系:相关技术中,游戏的各个服务器(本实施例中称为区服)存在全局的时钟(本实施例中称为虚拟时区),各个区服之间需要保持时钟的同步,即类似于经典力学中的绝对时间。而在新的游戏世界观中,无需维持一个全局统一的时钟,只需要游戏中每个独立的区服将自己作为一个局部惯性参考系,维持自己的时钟即可。比如:区服1维持自己的时钟1,时钟1可以是24小时制,区服2维持自己的时钟2,时钟2是48小时制,时钟1与时钟2为不同时钟。
·光速不变原理:相关技术中,游戏中将信息传递的时间作为延迟处理,不作为游戏的流程,游戏逻辑中假设信息传递的速度是无限的。而狭义相对论指出光速是有上限的,即信息传递速度是有限的。在新的游戏世界观中,信息传递的过程本身也被作为游戏的一部分。比如:玩家从区服1穿越到区服2,则该穿越过程也作为游戏的一部分。
虚拟世界:是本实施例中提供的游戏对应的客户端在运行时显示或提供的虚拟世界。该虚拟世界可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟世界可以是二维虚拟世界、2.5维虚拟世界和三维虚拟世界中的任意一种。
虚拟对象:是指在虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物中的至少一种。可选地,当虚拟环境为三维虚拟环境时,虚拟对象可以是三维虚拟模型,每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟对象通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟对象也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。
虚拟元素:是出现在虚拟世界中的各种元素,用于构成整个虚拟世界。虚拟元素包括地块、湖泊、天空、各种虚拟动物、各种虚拟植物、各种虚拟建筑物、各种虚拟道具等。被玩家控制的虚拟对象也属于虚拟元素中的一种。
区服:是指区域服务器,或称服务器、节点。一个区服由一个服务器或一个服务器集群承载。本实施例中,用于部署虚拟世界的服务器包括至少两个区服,区服与区服之间不直接相连,而是通过消息中转节点(或称为信息传递节点)进行逻辑相连,每个区服只能向与自己逻辑相连的其他区服传递信息,而不能向不与自己逻辑相连的其他区服传递信息。
在一个示例中,将整个游戏的虚拟世界视为球形(可参考足球的形状),用于部署该虚拟世界的服务器包括至少两个区服,每个区服对应的子虚拟世界(可以参考足球上的每一块五边形区域)分布在虚拟世界的表面,每个区服向外延伸,通过消息中转节点与有限个数的其他区服通信连接,每个区服或消息中转节点都与紧邻本区服的边界的N个区服存在一条信息传递通路,即物理世界中有一条信号线相连,可以互相收发信息。
其中,本申请涉及的服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(Content Delivery Network,CDN)、以及大数据和人工智能平台等基础云计算服务的云服务器。此外,本申请涉及的终端可以是智能手机、平板电脑、笔记本电脑、台式计算机、智能音箱、智能手表等,但并不局限于此。终端以及服务器可以通过有线或无线通信方式进行直接或间接地连接,本申请在此不做限制。
事件(或称虚拟事件):是本实施例中的整个游戏的虚拟世界运行的基本单元。类比相对论中事件的描述,由于本实施例中的时间相对性,我们不能说在某地发生了某事件,只能说在某惯性参考系中某地某时发生了某事件。即事件永远发生在选定中的[x,y,z,t]处,其中,x,y,z是在某惯性参考系中横坐标、纵坐标和竖坐标方向的值,t是该惯性参考系中的时刻。同样,本实施例的虚拟世界中的事件也由该事件的事件属性(什么事件,表示为what)、位于的区服(哪个惯性参考系,表示为which)、在区服中的逻辑位置(选定惯性参考系中的空间位置,表示为where)、在区服中的生成时刻(在选定惯性参考系中的生成时间,表示为when)进行描述。因此,在本实施例中的事件对应的事件描述向量需要至少包含上述四种信息,至少需要如下的事件描述向量进行描述:[what,which,where,when]。
类似的,本实施例的游戏中的虚拟元素也可抽象为事件,什么虚拟元素、位于哪个区服、在区服中的逻辑位置、在区服中的生成时刻。唯一与事件不同的是,虚拟元素将最终在本实施例的游戏的虚拟世界中被渲染出来,可被用户看到。在本实施例中,事件和虚拟元素之间可以互相转化,相互作用。事件可以生成虚拟元素,虚拟元素也可以生成事件。类似于现代 物理学中的质量和能量之间的关系。事件更像是一种能量,虚拟元素更像是一种质量。可选地,事件对应有虚拟能量和虚拟质量中的至少之一。
单向传递事件:本实施例中的事件的一种类型,是设置有单个传播方向和终止条件的事件。单向传递事件存在虚拟能量和虚拟质量,其虚拟能量的消耗与虚拟事件的传播情况相关(如下会详细说明),虚拟质量保持不变。在本区服同时对不同区服传递到本区服中的同一个单向传递事件进行计算时,该单向传递事件在本区服中对应的虚拟能量可以累加。可选地,单向传递事件的终止条件包括:达到设定传播次数、虚拟能量小于能量阈值、事件到达指定区服、不存在继续传播的合法传播方向中的至少之一。示例性的,单向传递事件可以是:玩家从一个区服穿越到另一个区服的跨区服穿越事件,玩家从区服内的一个计算单元穿越到另一个计算单元的同区服穿越事件,虚拟道具通过飞行从一个区服穿越到另一个区服的跨区服飞行事件,虚拟道具通过飞行从区服内的一个计算单元穿越到另一个计算单元的同区服飞行事件。其中,单向传递事件的虚拟能量只有在跨区服的过程中进行扣除,从而能够防止虚拟事件在区服间无限传递。
(1)当单向传递在区服内传播时,虚拟事件对应的事件能量的消耗与区服内部的设置条件相关,该设置条件包括影响能量扣除的相关条件。以相关条件实现为空气条件为例进行如下说明。
当区服对应的子虚拟地图设置为真空状态时,若单向传递事件在区服内进行跨计算单元的传递,由于同一区服下不同的计算单元用于管理该区服对应的子虚拟地图中的不同区域,因此虚拟事件在不同计算单元的传递视为虚拟事件在同一个子虚拟地图下不同区域之间的传递,真空环境下不存在阻力消耗,且区服内的能量是守恒的,因此虚拟事件对应的事件能量是不会减少的;
当区服对应的子虚拟地图设置为存在空气阻力的状态时,若单向传递事件在区服内进行跨计算单元的传递,空气阻力会导致能量的消耗,在考虑区服内能量守恒的条件下,因此虚拟事件对应的事件能量是会减少的,减少的能量可以以热能的形式分散在区服对应的子虚拟世界内。
也即:当单向传递事件跨越同一区服下的不同计算单元时,根据影响能量扣除的相关条件,单向传递事件的事件能量可能会被扣除,也可能保持不变。
(2)当单向传递事件跨越区服时,可以通过额外的设置条件对单向传递事件的事件能量进行扣除,如当单向传递事件从一个区服跨越至另一个区服时,扣除事件能量中预设数量的能量值,从而能够有效防止虚拟事件在区服间无限传递的情况。
扩散事件:本实施例中的事件的一种类型,是包括至少两个传播方向的事件。扩散事件存在虚拟能量、不存在虚拟质量,扩散事件可以由本区服向与本区服所有逻辑相连的区服进行发送,其虚拟能量会随着传播距离而衰减。因为,若虚拟能量不衰减,则会将导致扩散事件在游戏的虚拟世界中永远传递下去且不会消失。在本区服同时对不同区服传递到本区服中的同一个扩散事件进行计算时,该扩散事件在本区服中对应的虚拟能量可以累加。示例性的,扩散事件可以是需要进行广播或通知的事件,比如:某个玩家获得了奖励、某个玩家获得了某个比赛冠军。
计算单元:是指一个区服中划分出的多个单元,一个区服包括至少两个计算单元。计算单元类似于GPU(Graphics Processing Unit,图像处理器)内的多个并行计算核心。同一个区服中的计算单元在同一个计算周期内发生的所有事件同时而不同地。在一个计算单元中,我们可以认为同一个计算周期内所有的事件同时同地发生,按照此定义,因为距离较近可以忽略相对论效应,回到经典力学方式。即在同一个区服内,所有的虚拟元素与事件仍可以直接按照相关技术中相同时钟和计算周期的方式来运行。
云技术(Cloud Technology):指在广域网或局域网内将硬件、软件、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。
云技术基于云计算商业模式应用的网络技术、信息技术、整合技术、管理平台技术、应用技术等的总称,可以组成资源池,按需所用,灵活便利。云计算技术将变成重要支撑。技术网络系统的后台服务需要大量的计算、存储资源,如视频网站、图片类网站和更多的门户网站。伴随着互联网行业的高度发展和应用,将来每个物品都有可能存在自己的识别标志,都需要传输到后台系统进行逻辑处理,不同程度级别的数据将会分开处理,各类行业数据皆需要强大的系统后盾支撑,只能通过云计算来实现。
云游戏(Cloud Gaming):又可称为游戏点播(gaming on demand),是一种以云计算技术为基础的在线游戏技术。云游戏技术使图形处理与数据运算能力相对有限的轻端设备(thin client)能运行高品质游戏。在云游戏场景下,游戏并不在玩家游戏终端,而是在云端服务器中运行,并由云端服务器将游戏场景渲染为视频音频流,通过网络传输给玩家游戏终端。玩家游戏终端无需拥有强大的图形运算与数据处理能力,仅需拥有基本的流媒体播放能力与获取玩家输入指令并发送给云端服务器的能力即可。
需要进行说明的是,本申请在收集用户的相关数据之前以及在收集用户的相关数据的过程中,都可以显示提示界面、弹窗或输出语音提示信息,该提示界面、弹窗或语音提示信息用于提示用户当前正在搜集其相关数据,使得本申请仅仅在获取到用户对该提示界面或者弹窗发出的确认操作后,才开始执行获取用户相关数据的相关步骤,否则(即未获取到用户对该提示界面或者弹窗发出的确认操作时),结束获取用户相关数据的相关步骤,即不获取用户的相关数据。换句话说,本申请所采集的所有用户数据都是在用户同意并授权的情况下进行采集的,且相关用户数据的收集、使用和处理需要遵守相关地区的相关法律法规和标准。
图1示出了本申请一个示例性实施例提供的计算机系统的结构框图,该计算机系统可以成为实现基于虚拟世界的信息传递方法的系统架构。该计算机系统100中包括:第一终端120、服务器140和第二终端160。
第一终端120安装和运行有提供有支持虚拟世界的客户端。示例性的,该客户端可以是大逃杀射击游戏、虚拟现实(Virtual Reality,VR)客户端、增强现实(Augmented Reality,AR)程序、三维地图程序、虚拟现实游戏、增强现实游戏、第一人称射击游戏(First-Person Shooting Game,FPS)、第三人称射击游戏(Third-Personal Shooting Game,TPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、策略游戏(Simulation Game,SLG)中的任意一种。
第一终端120是第一用户使用的终端,第一用户使用第一终端120对位于虚拟世界中的第一虚拟对象进行控制,该控制包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷、建造虚拟建筑、穿越到其他服务器对应的子虚拟世界中的至少一种。
第一终端120通过无线网络或有线网络与服务器140相连。
服务器140可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云计算服务的云服务器、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(Content Delivery Network,CDN)、以及大数据和人工智能平台等基础云计算服务的云服务器。服务器140包括一台服务器、多台服务器、云计算平台和虚拟化中心的至少一种。
示例性的,服务器140包括处理器144和存储器142,存储器142又包括接收模块1421、控制模块1422和发送模块1423,接收模块1421用于接收客户端发送的请求,如查看装备的第一查看请求,或,查看位置的第二查看请求;控制模块1422用于控制虚拟世界画面的渲染;发送模块1423用于向客户端发送响应,如向客户端发送当前已有装备,或,向客户端发送当前所在位置。服务器140用于为第一终端120和第二终端160的客户端提供后台服务。
可选地,服务器140承担主要计算工作,第一终端120和第二终端160承担次要计算工作;或者,服务器140承担次要计算工作,第一终端120和第二终端160承担主要计算工作; 或者,服务器140、第一终端120和第二终端160三者之间采用分布式计算架构进行协同计算。
本实施例中,服务器140也称为区服。用于部署虚拟世界的服务器包括多个相同型号或不同型号的服务器140。完整的虚拟世界由多个子虚拟世界组成,一个子虚拟世界部署于一个服务器140,一个服务器140可以连接不同的终端,比如:服务器140连接第一终端120和第二终端160,即第一用户和第二用户位于同一个区服,在第一终端120和第二终端160的客户端上显示的均为该服务器140对应的子虚拟世界。需要说明的是,本实施例中用于部署虚拟世界的多个服务器分别对应于不同的虚拟时区(时钟不同步),且服务器的数量可以不断增加,虚拟世界可以不断膨胀,因此,本实施例的虚拟世界不存在一个完整的世界地图,每个服务器140对应的子虚拟世界存在完整的子世界地图。
第二终端160安装和运行有支持虚拟世界的客户端。该客户端可以是大逃杀射击游戏、虚拟现实(Virtual Reality,VR)客户端、增强现实(Augmented Reality,AR)程序、三维地图程序、虚拟现实游戏、增强现实游戏、第一人称射击游戏(First-Person Shooting Game,FPS)、第三人称射击游戏(Third-Personal Shooting Game,TPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、策略游戏(Simulation Game,SLG)中的任意一种。
第二终端160是第二用户使用的终端,第二用户使用第二终端160对位于虚拟世界中的第二虚拟对象进行控制,该控制包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷、建造虚拟建筑、穿越到其他服务器对应的子虚拟世界中的至少一种。
可选地,第一用户通过第一终端120以及第二用户通过第二终端160控制的虚拟对象位于同一虚拟世界中的不同位置,即第一用户和第二用户处于同一虚拟世界的同一场对战中。
可选地,第一终端120和第二终端160上安装的客户端是相同的,或两个终端上安装的客户端是不同控制系统平台的同一类型客户端。本申请实施例对第一终端120和第二终端160上安装的客户端的形式不作限定,包括但不限于安装在第一终端120和第二终端160中的App(Application,客户端)、小程序等,还可以是网页形式。第一终端120可以泛指多个终端中的一个,第二终端160可以泛指多个终端中的一个,本实施例仅以第一终端120和第二终端160来举例说明。第一终端120和第二终端160的设备类型相同,设备型号可以不同。该设备类型包括:智能手机、平板电脑、可穿戴设备、PC(Personal Computer,个人计算机)、膝上型便携计算机和台式计算机中的至少一种。以下实施例以终端包括智能手机来举例说明。
本领域技术人员可以知晓,上述终端的数量可以更多或更少。比如上述终端可以仅为一个(即用户与人工智能进行对局),或者上述终端可以是8个(1v1v1v1v1v1v1v1,8个用户之间进行循环对局和淘汰,最终决出胜利者),或者更多数量。本申请实施例对终端的数量和设备类型不加以限定。
在一些实施例中,上述服务器还可以实现为区块链系统中的节点。
相关技术中,在虚拟世界背景下的网络游戏中,通常通过服务器控制部署虚拟世界,服务器基于玩家所对应终端发送的指令,通过下发计算资源的方式调配指令所指示的游戏行为。然而,服务器对应的计算资源是有限的,当服务器接收到来自大量终端发送的指令而下发大量计算资源以供虚拟世界运行时,很容易产生计算崩溃的问题发生,无法对虚拟世界的算力消耗予以良好的控制,不仅大大降低了玩家参与游戏的使用体验,更为服务器增加的巨大的计算负载,响应计算效率。
在本申请实施例中,介绍了一种虚拟世界的运行方法,可以由服务器执行,从而通过服务器执行该方法实现对虚拟世界的部署过程。示意性的,如图2所示。为本申请提供的一个通过服务器运行虚拟世界的示意图。其中包括终端210、服务器220,终端210和服务器220之间通过通信网络230相通信。
示意性的,终端210中安装有游戏应用程序,当玩家打开游戏程序后,终端210能够通 过终端屏幕对服务器220发送的游戏画面进行渲染显示,游戏画面包括游戏进入画面、游戏大厅画面、虚拟世界画面等多种画面。
可选地,虚拟世界画面用于呈现游戏对应的虚拟世界,虚拟世界中包括多种虚拟元素,虚拟元素是构成虚拟世界的元素,如:虚拟路面、虚拟建筑物、虚拟怪物、非玩家角色(Non-Player Character,NPC)、不同玩家控制的虚拟对象等。
在一些实施例中,终端210接收玩家在游戏应用程序中进行的各种游戏操作,当游戏操作实现为针对虚拟世界内多个虚拟元素中第一虚拟元素的事件生成操作,并生成事件生成指令。其中,事件生成指令用于消耗第一虚拟元素的第一元素能量并生成虚拟事件,因此,事件生成操作用于表示对第一元素能量进行消耗以生成虚拟事件的操作。示意性的,事件生成操作实现为控制主控虚拟对象(第一虚拟元素)与NPC进行互动,则主控虚拟对象为所针对的第一虚拟元素,互动过程实现为虚拟事件,也即:通过消耗主控虚拟对象的第一元素能量实现互动过程等。
终端210将生成的事件生成指令通过通信网络230发送至服务器220,服务器220在接收到事件生成指令后,基于事件生成指令消耗第一元素能量中完成虚拟事件所需的元素子能量;此外,服务器220基于第一虚拟元素被消耗的元素子能量生成虚拟事件。
在一些实施例中,服务器220将基于虚拟事件而改变虚拟世界的渲染数据发送至终端210,以使得终端210基于渲染数据将虚拟事件而改变虚拟世界的结果显示在屏幕上。
通过消耗虚拟元素的元素能量而生成虚拟事件,保持虚拟世界中能量的守恒,避免单纯由服务器自身对各种事件进行处理的繁琐性以及数量处理量较大的问题,通过虚拟世界自身的能量维护和转换过程,在提高游戏真实性的同时,降低了数据处理的低效问题,能在很大程度上避免传统游戏中的数值不平衡与前后设定矛盾等问题。控制服务器运行游戏时的算力消耗,提升游戏的稳定性,进而有利于提高人机交互效率。
结合上述名词简介和应用场景,对本申请提供的虚拟世界的运行方法进行说明,以该方法由计算机设备执行为例,如以服务器执行为例进行说明,如图3所示,该方法包括如下步骤310至步骤330。
步骤310,接收针对第一虚拟元素的事件生成指令。
示意性的,服务器所控制运行的虚拟世界中包括多个虚拟元素,作为构成整个虚拟世界的元素,虚拟元素可以实现为虚拟世界中的虚拟地面、虚拟湖泊、虚拟天空、虚拟建筑物、虚拟动物、虚拟植物、虚拟道具、虚拟对象等各种实体元素。第一虚拟元素是构成虚拟世界的元素。
可选地,第一虚拟元素是虚拟世界中多个虚拟元素中的至少一个虚拟元素,因此第一虚拟元素也是构成虚拟世界的元素。
示意性的,第一虚拟元素实现为玩家控制的主控虚拟对象;或者,第一虚拟元素实现为放置在虚拟地面上的虚拟宝箱;或者,第一虚拟元素实现为玩家控制主控虚拟对象拾取的虚拟道具等。
其中,事件生成指令用于消耗第一虚拟元素的第一元素能量并生成虚拟事件。
示意性的,当服务器接收到事件生成指令后,能够根据事件生成指令中携带的信息确定事件生成指令所针对的第一虚拟元素。
例如:多个虚拟元素分别对应有元素标识,元素标识用于唯一指代该虚拟元素,在服务器接收的事件生成指令中,包括该第一虚拟元素对应的元素标识,从而使得服务器基于该元素标识确定事件生成指令所针对的第一虚拟元素。
第一元素能量是第一虚拟元素对应的能量。示意性的,第一虚拟元素作为虚拟世界中的实体形式,具有一定的质量,第一元素能量也可以视为对第一虚拟元素进行质量表达的一种方式。
可选地,构成虚拟世界的多个虚拟元素分别存在对应的元素能量,元素能量用于量化虚 拟元素在虚拟世界中的贡献。
不同虚拟元素的元素能量可能相同,也可能不同。例如:虚拟元素A的元素能量为50,虚拟元素B的元素能量也为50;或者,虚拟元素A的元素能量为50,虚拟元素B的元素能量也为80。
不同类型的虚拟元素的元素能量可能相同,也可能不同。例如:A类型的虚拟元素A1的元素能量为50,A类型的虚拟元素A2的元素能量也为50,B类型的虚拟元素B1的元素能量也为50;或者,A类型的虚拟元素A1的元素能量为50,A类型的虚拟元素A2的元素能量也为50,B类型的虚拟元素B1的元素能量为60;或者,A类型的虚拟元素A1的元素能量为50,A类型的虚拟元素A2的元素能量为60,B类型的虚拟元素B1的元素能量也为60;或者,A类型的虚拟元素A1的元素能量为50,A类型的虚拟元素A2的元素能量为60,B类型的虚拟元素B1的元素能量为80等。
在一些实施例中,虚拟元素初始的元素能量是游戏开发人员在配置游戏的过程中预先设定的数值;或者,虚拟元素初始的元素能量是游戏开始时随机分配的数值等。
示意性的,随着游戏的进行,虚拟元素初始的元素能量可能会发生变化,变化既包括元素能量变大,也包括元素能量变小。第一元素能量用于表征第一虚拟元素对应的元素能量,第一元素能量既可以实现为第一虚拟元素初始的元素能量,也可以实现为第一虚拟元素存在能量变化后的元素能量,本申请实施例对此不加以限定。
在一些实施例中,第一虚拟元素实现为虚拟世界中的实体元素,第一虚拟元素的第一元素能量实现为第一虚拟元素对应的元素质量。
可选地,事件生成指令作为消耗第一元素能量并生成虚拟事件的指令,能够使得服务器在确定针对的第一虚拟元素后,对第一虚拟元素的第一元素能量执行消耗过程,并基于该效果生成虚拟事件。
其中,虚拟事件是运行在虚拟世界中的事件单元。
示意性的,虚拟事件作为在虚拟世界中发送的事件,能够表征虚拟世界在运行过程中发生的各种变化。例如:虚拟事件1实现为虚拟对象A1和虚拟对象A2之间的互动(如:对话、击掌等);或者,虚拟事件2实现为虚拟对象A1在虚拟世界中击杀虚拟怪物B1;或者,虚拟事件3实现为虚拟对象A1在虚拟世界中进行奔跑等。
其中,可以将虚拟对象A1视为第一虚拟元素,上述虚拟事件是针对虚拟对象1表达的事件内容,且实现上述虚拟事件需要消耗虚拟对象A1对应的第一元素能量。
也即:可以将虚拟事件作为虚拟元素之间进行交互的媒介,避免虚拟元素之间的交互需要通过服务器单独分配计算资源进行计算,通过消耗虚拟元素的元素能量产生事件,避免事件凭空产生。例如:玩家控制的主控虚拟对象对NPC发起询问,该询问过程即视为主控虚拟对象对应的虚拟事件,该询问过程消耗主控虚拟对象的元素能量,用于产生一个询问事件。
其中,虚拟世界中的虚拟元素通过虚拟事件实现能量交互。
示意性的,当一个虚拟元素需要与其他虚拟元素进行互动时,需要通过消耗元素能量并生成虚拟事件的方式实现互动过程,也即:虚拟元素之间的交互需要通过虚拟事件实现,且该交互过程是通过能量交互的形式实现的,从而能够在虚拟世界中保持能量守恒。
步骤320,基于事件生成指令消耗第一元素能量中完成虚拟事件所需的元素子能量。
示意性的,基于事件生成指令用于消耗第一虚拟元素对应的第一元素能量,确定完成虚拟事件所需的元素子能量。
元素子能量为第一元素能量下的子能量,用于表征第一元素能量下的部分能量。例如:第一元素能量实现为A,元素子能量为第一元素能量A中的部分能量A1。
可选地,第一元素能量实现为多个子能量组成的能量,元素子能量实现为一定数量的子能量。例如:第一元素能量实现为100,实现为由100个子能量组成的能量,元素子能量实现为67个子能量,则67即为第一数量等。
在一些实施例中,服务器基于事件生成指令确定需要生成的虚拟事件,从而基于事件生成指令所针对的第一虚拟元素,确定若完成虚拟事件所需要从第一元素能量中获取的子能量作为元素子能量。
可选地,完成虚拟事件所需要消耗的元素子能量实现为游戏开发人员自行配置的数值。
例如:预先设定若完成虚拟事件A,需要消耗的元素子能量的数值为23,若完成虚拟事件B,需要消耗的元素子能量的数值为48;或者,预先设定若完成A类型的虚拟事件,需要消耗的元素子能量的数值为50,若完成B类型的虚拟事件,需要消耗的元素子能量的数值为30等。
可选地,完成虚拟事件所需要消耗的元素子能量实现为根据主控虚拟对象的对象级别确定的数值。
对象级别是玩家控制的主控虚拟对象在虚拟世界中的等级。例如:主控虚拟对象在游戏开始时的对象级别是1级,随着游戏进行,对象级别升高。例如:当玩家控制的主控虚拟对象的对象级别实现为3级时,完成虚拟事件所需要消耗的元素子能量的数值为50;当玩家控制的主控虚拟对象的对象级别实现为5级时,完成虚拟事件所需要消耗的元素子能量的数值为40等。
可选地,完成虚拟事件所需要消耗的元素子能量实现为根据虚拟世界的运行时长确定的数值。
示意性的,虚拟世界的运行时长是虚拟世界在本场游戏中的运行时长。例如:在游戏开始时,完成虚拟事件所需要消耗的元素子能量的数值为10;在游戏进行一段时间后,完成虚拟事件所需要消耗的元素子能量的数值为20等。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
步骤330,基于元素子能量生成虚拟事件。
示意性的,在确定从第一元素能量中获取的元素子能量后,以第一虚拟元素被消耗的元素子能量作为生成虚拟事件的能量。
在一个可选的实施例中,由第一虚拟元素被消耗的元素子能量生成虚拟事件。
示意性的,第一元素能量中被消耗的元素子能量的数值为30,将元素子能量30作为生成虚拟事件所需要的能量。
可选地,将元素子能量30转化为虚拟事件对应的事件能量,则事件能量的数值为30,也即:虚拟事件对应的事件能量可能等于元素子能量。
在一个可选的实施例中,确定虚拟事件对应的事件能量。
示意性的,考虑到在将元素子能量转化为虚拟事件对应的事件能量时,可能还需要消耗一部分的能量实现转化过程,确定虚拟事件对应的事件能量。
可选地,虚拟事件对应的事件能量实现为游戏开发人员自行配置的数值;或者,虚拟事件对应的事件能量实现为根据主控虚拟对象的对象级别确定的数值;或者,虚拟事件对应的事件能量实现为根据虚拟世界的运行时长确定的数值等。
其中,事件能量小于元素子能量。
示意性的,基于元素子能量是完成虚拟事件的能量,事件能量是虚拟事件对应的能量,因此该事件能量小于元素子能量。例如:虚拟事件对应的事件能量的数值为30,完成虚拟事件的元素子能量的数值为40。
在一个可选的实施例中,以元素子能量和事件能量之差为事件推进能量生成虚拟事件。
其中,事件推进能量用于生成虚拟事件。
示意性的,完成虚拟事件的元素子能量的数值为40,虚拟事件对应的事件能量的数值为30,则事件推进能量的数值为10,通过事件推进能量实现消耗第一虚拟元素对应的元素能量并生成虚拟事件的过程。
上述内容介绍了基于元素子能量生成虚拟事件的过程。既可以基于元素子能量生成虚拟 事件,此时元素子能量全部转化为虚拟事件所需的能量,实现对元素子能量充分转化并避免能量浪费的问题;也可以确定虚拟事件的事件能量,进而将元素子能量和事件能量之差的事件推进能量作为生成虚拟事件所需的能量,从而丰富生成虚拟事件的生成精度,提高虚拟事件在虚拟场景中的真实性,有利于虚拟世界的稳定运行。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,接收针对第一虚拟元素的事件生成指令,基于事件生成指令消耗第一元素能量中完成虚拟事件所需的元素子能量,从而基于元素子能量生成虚拟事件。通过将虚拟元素的元素能量转化为生成虚拟事件所需的能量,能够保持虚拟世界中能量的守恒,避免单纯由服务器自身对各种事件进行处理的繁琐性以及数量处理量较大的问题,通过虚拟世界自身的能量维护和转换过程,在提高游戏真实性的同时,降低了数据处理的低效问题,大大提升了游戏的稳定性。
在一个可选的实施例中,根据所生成的虚拟事件的事件类型,对第一虚拟元素进行不同的能量消耗。示意性的,如图4所示,上述图3所示出的实施例还可以实现为如下步骤410至步骤440,上述图3所示出的步骤320还可以实现为如下步骤420至步骤440。
步骤410,接收针对第一虚拟元素的事件生成指令。
其中,事件生成指令用于消耗第一虚拟元素的第一元素能量并生成虚拟事件;第一虚拟元素是构成虚拟世界的元素;虚拟事件是运行在虚拟世界中的事件单元。
在一个可选的实施例中,接收终端发送的事件生成指令。
其中,事件生成指令是终端基于接收的事件生成操作生成的指令。
示意性的,服务器所接收的事件生成指令是终端生成并发送的指令,终端所接收的事件生成操作是针对第一虚拟元素进行的操作。也即:事件生成操作用于触发第一虚拟元素。
例如:玩家通过操作终端控制主控虚拟对象在虚拟世界中进行游戏时,对终端显示的虚拟世界中的任一虚拟元素进行触发,若该触发行为指示与虚拟世界中的其他虚拟元素进行交互,则该虚拟元素即为第一虚拟元素,该触发行为即为事件生成操作,该触发行为所需要达成的目的即为事件生成操作所指示生成的虚拟事件。
上述内容介绍了基于事件生成操作生成事件生成指令的过程。事件生成操作是终端接收的针对第一虚拟元素进行的操作,能够调整第一虚拟元素的能量状态,以便和虚拟世界中的其他虚拟元素进行交互,通过事件生成操作使得终端可以生成事件生成指令,以便通过事件生成指令量化性地生成虚拟事件,进而借助虚拟事件在虚拟世界中的传播、执行等过程,对虚拟世界的运行情况进行更统筹的管理,进而提升虚拟世界的运行稳定性。
其中,虚拟世界中的虚拟元素通过虚拟事件实现能量交互。第一虚拟元素与其他虚拟元素之间的交互包括以下交互形式中的至少一种。
(1)第一虚拟元素与特定的其他虚拟元素进行交互
示意性的,玩家执行的触发行为实现为主控虚拟对象在虚拟世界中进行奔跑,则第一虚拟元素为主控虚拟对象,存在特定的其他虚拟元素实现为虚拟地面;或者,玩家执行的触发行为实现为主控虚拟对象与NPC进行对话,则第一虚拟元素为主控虚拟对象,存在特定的其他虚拟元素实现为NPC等。
(2)第一虚拟元素与不特定的其他虚拟元素进行交互
示意性的,玩家执行的触发行为实现为在虚拟世界的广场上发布虚拟公告,则第一虚拟元素为主控虚拟对象,存在不特定的其他虚拟元素实现为查看虚拟公告的其他虚拟对象等;或者,玩家执行的触发行为实现为在虚拟世界中散布虚拟药水,则第一虚拟元素为主控虚拟对象,存在不特定的其他虚拟元素实现为被虚拟药水治愈的其他虚拟对象等。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
步骤420,基于事件生成指令确定事件类型。
其中,事件类型是事件生成指令所指示生成的虚拟事件的类型。
示意性的,若将不同虚拟元素之间进行交互所需要的过程称为虚拟事件,则虚拟世界中存在众多的虚拟事件,考虑到管理虚拟事件的繁琐性,可以预先将相同事件类型的虚拟事件进行统一管理。
示意性的,第一虚拟元素实现为主控虚拟对象,将主控虚拟对象与其他虚拟对象之间的交互视为一种事件类型(如:事件类型1);将主控虚拟对象与不同虚拟怪物之间的交互视为另一种事件类型(如:事件类型2);将主控虚拟对象与静态的虚拟元素之间的交互视为又一种事件类型(如:事件类型3)等。
在接收到事件生成指令后,确定事件生成指令所需要生成的虚拟事件,并确定虚拟事件对应的事件类型。
示意性的,事件生成指令所需要生成的虚拟事件实现为主控虚拟对象与队友虚拟对象之间进行交互(如:击掌),则确定虚拟事件对应的事件类型为事件类型1;或者,事件生成指令所需要生成的虚拟事件实现为主控虚拟对象与虚拟建筑物进行之间进行交互(如:攻击虚拟建筑物),则确定虚拟事件对应的事件类型为事件类型3等。
步骤431,响应于事件类型为第一事件类型,消耗第一元素能量中完成虚拟事件所需的第一子能量。
其中,第一事件类型用于消耗第一子能量,第一子能量是在第一事件类型下消耗的元素子能量,也可称第一子能量为第一元素子能量,代表第一子能量为具有第一数量的元素子能量。
示意性的,通过事件类型管理多个虚拟事件包括管理事件类型对应的能量消耗情况。
可选地,基于游戏开发人员的设置,确定不同事件类型分别对应消耗的能量数值。如:事件类型1消耗10个能量值;事件类型2消耗14个能量值等。
在一些实施例中,当确定事件生成指令所需要生成的虚拟事件的事件类型为第一事件类型,基于第一事件类型消耗的是第一子能量,因此对第一虚拟元素对应的第一元素能量进行消耗时,扣除第一元素能量中的第一子能量。
例如:第一事件类型实现为事件类型1,对第一虚拟元素对应的第一元素能量进行消耗时,扣除第一元素能量中的第一子能量的数值为10个能量值,即:10个能量值用于表征第一子能量。
步骤432,响应于事件类型为第二事件类型,消耗第一元素能量中完成虚拟事件所需的第二子能量。
其中,第二事件类型用于消耗第二子能量,第二事件类型与第一事件类型不同,第二子能量是在第二事件类型下消耗的元素子能量,也可称第二子能量为第二元素子能量,代表第二子能量为具有第二数量的元素子能量。
示意性的,第二事件类型实现为事件类型2,对第一虚拟元素对应的第一元素能量进行消耗时,扣除第一元素能量中的第一子能量的数值为14个能量值,即:14个能量值用于表征第二子能量。
可选地,第一子能量和第二子能量的数值可能相同。也即:不同事件类型所对应消耗的能量值可能相同。例如:事件类型1消耗10个能量值;事件类型2也消耗10个能量值等,本申请实施例对此不加以限定。
在一个可选的实施例中,基于事件生成指令,确定完成虚拟事件所需的能量需求值。
示意性的,在接收到事件生成指令后,确定完成虚拟事件所需的能量值作为能量需求值,也即:能量需求值用于表征完成虚拟事件所需要消耗的能量数值。
可选地,能量需求值实现为虚拟事件对应的事件能量(或称事件能量的数值);或者,能量需求值实现为虚拟事件对应的事件能量以及事件推进能量之和等。
在一个可选的实施例中,响应于能量需求值不大于第一元素能量,消耗第一元素能量中的元素子能量。
可选地,在完成虚拟事件所需的能量需求值不大于第一虚拟元素对应的第一元素能量时,消耗第一元素能量中的元素子能量,此时元素子能量的能量值与能量需求值相同。
示意性的,当能量需求值小于第一元素能量,消耗第一元素能量中的元素子能量。
如图5所示,在通过消耗虚拟元素510的元素能量生成虚拟事件520时,基于完成虚拟事件520的能量需求值小于虚拟元素510对应的第一元素能量,消耗与能量需求值大小相等的元素子能量,生成虚拟事件520,虚拟事件520中携带有信息和能量,信息是事件信息,表征是虚拟事件所表达的信息,能量是事件能量,表征基于虚拟元素对应的元素子能量而确定的能量。
此外,图5中还包括被消耗后的虚拟元素530,被消耗后的虚拟元素530存在能量转移或质量亏损的情况,质量亏损是因为虚拟元素510在虚拟世界中呈现为实体形态,可能将虚拟元素的元素能量视为质量形式。
示意性的,当能量需求值等于第一元素能量,消耗第一元素能量中的元素子能量,该元素子能量与第一元素能量相等。
可选地,若元素子能量等于第一元素能量,第一虚拟元素的第一元素能量置0,无法继续执行生成虚拟事件的过程,但是可以等待通过其他虚拟事件增长元素能量;或者,若元素子能量等于第一元素能量,由于第一元素能量转化为虚拟世界中的元素能量,该第一虚拟元素从虚拟世界中消失,但是元素能量被保留,并未出现能量消失的情况。
上述内容介绍了基于事件生成指令确定事件类型,进而根据不同事件类型消耗不同数量的元素子能量的过程。事件生成指令指示生成的虚拟事件还对应有事件类型,基于虚拟事件是运行在虚拟世界中的事件单元,因此不同的事件类型也可以在虚拟世界中实现不同的任务,以事件类型作为子能量消耗情况的判断条件,有助于对元素子能量进行更精准的数值确定,在维护虚拟世界运行稳定性的同时,提高了虚拟事件的多样性以及虚拟世界的运行灵活性,使得虚拟世界的运行更加真实地贴合真实世界,提高元素子能量的确定准确性。
在一个可选的实施例中,响应于能量需求值大于第一元素能量,停止基于事件生成指令消耗第一元素能量。
示意性的,在完成虚拟事件所需的能量需求值大于第一虚拟元素对应的第一元素能量时,第一虚拟元素对应的第一元素能量无法足够用于生成虚拟事件,则无法通过消耗第一元素能量实现生成虚拟事件的过程,因此不再消耗第一元素能量。
可选地,当能量需求值大于第一元素能量时,向终端发送反馈信息,以通过反馈信息指示终端更换虚拟事件;或者,以通过反馈信息指示终端无法生成虚拟事件等。
上述过程介绍了以能量需求值作为对第一元素能量进行消耗的限定条件的内容。基于事件生成指令确定完成虚拟事件所需的能量需求值,只有在能量需求值不大于第一元素能量时,代表第一元素能量可供消耗,进而从第一元素能量中确定完成虚拟事件所需的元素子能量,以便生成虚拟事件;若能量需求值大于第一元素能量,代表第一元素能量较少,无法通过消耗第一元素能量方式生成虚拟事件,因此需要停止基于事件生成指令消耗第一元素能量的过程。也即:根据第一元素能量与能量需求值之间的比较结果,针对性地确定是否能够消耗第一元素能量实现生成虚拟事件的目的,通过能量需求值对虚拟事件的生成过程予以量化,从而更加细致地遵循虚拟世界的运行规则。
步骤440,基于元素子能量生成虚拟事件。
其中,上述第一子能量和第二子能量分别为在第一事件类型和第二事件类型下消耗的元素子能量的能量消耗情况。
示意性的,当第一虚拟元素中第一元素能量足够被消耗,且被消耗的能量值为元素子能量时,基于元素子能量生成虚拟事件。
在一个可选的实施例中,虚拟事件实现为至少两个虚拟子事件。
示意性的,虚拟事件为A事件,虚拟事件包括虚拟子事件A1和虚拟子事件A2。
在一些实施例中,确定生成至少两个虚拟子事件分别所需的需求能量,其中至少两个需求能量组成元素子能量。
示意性的,完成虚拟子事件A1所需的需求能量为32,完成虚拟子事件A2所需的需求能量为26,则与虚拟事件A对应的元素子能量为58。
在一些实施例中,基于需求能量对元素子能量进行分配,得到分配结果。
示意性的,基于虚拟子事件A1所需的需求能量为32,则为虚拟子事件A1分配的能量值为32;基于虚拟子事件A2所需的需求能量为26,为虚拟子事件A2分配的能量值为26,将该分配能量值的结果称为分配结果。
在一些实施例中,基于分配结果生成至少两个虚拟子事件。
示意性的,基于分配结果,采用分配结果所表征的能量值生成对应的虚拟子事件,也即:通过为完成虚拟子事件A1分配的能量值32生成虚拟子事件A1;通过为完成虚拟子事件A2分配的能量值26生成虚拟子事件A2。
上述内容介绍了在虚拟事件实现为至少两个虚拟子事件时生成虚拟子事件的过程。分别确定至少两个虚拟子事件所需的需求能量,从而基于需求能量针对性地对元素子能量进行划分,得到表征为虚拟子事件分配的子能量数值的分配结果,从而通过分配结果生成至少两个虚拟子事件。借助一个事件生成指令可以同时生成至少两个虚拟子事件,在提高事件生成效率的同时,有助于通过针对性得到的分配结果提高虚拟子事件的生成准确性,进而提升基于虚拟事件运行虚拟世界的稳定性。
在一个可选的实施例中,用于部署虚拟世界的服务器包括多个区服。
示意性的,用于部署虚拟世界的设备实现为服务器,如:实体服务器、云服务器等。服务器对应包括多个区服,区服是区域服务器,多个区服用于共同部署虚拟世界,多个区服分别用于部署虚拟世界中的虚拟子世界。
在本申请实施例中,多个区服之间具有相对独立性,区服对应的相对独立性体现在区服所遵循的局部惯性参考系,多个区服分别遵循的局部惯性参考系可以不同。也即:无需维持一个全局统一的时钟,只需要游戏中每个独立的区服将自己作为一个局部惯性参考系,维持自己的时钟即可。比如:区服1维持自己的时钟1,时钟1可以是24小时制,区服2维持自己的时钟2,时钟2是48小时制,时钟1与时钟2为不同时钟。
多个区服分别用于管理至少一个虚拟元素,即:每个区服能够对虚拟世界中的至少一个虚拟元素进行管理。
其中,多个区服分别管理的虚拟元素之间不存在重叠关系。例如:服务器包括2个区服,区服1用于管理虚拟元素A和虚拟元素B,区服2用于管理虚拟元素C和虚拟元素D。
在一个可选的实施例中,响应于事件生成指令针对的第一虚拟元素由多个区服中的第一区服所管理,在第一区服内生成虚拟事件。
示意性的,若接收到的事件生成指令是针对第一虚拟元素进行的指令,从多个区服中确定管理第一虚拟元素的区服作为第一区服,并在第一区服内,基于事件生成指令消耗第一元素能量中完成虚拟事件所需的元素子能量,进而基于元素子能量生成虚拟事件,该虚拟事件位于第一区服内。
上述内容介绍了生成虚拟事件的生成环境。若事件生成指令所针对的第一虚拟元素由第一区服所管理,则在第一区服内生成虚拟事件,第一区服不仅可以管理第一虚拟元素,还可以对第一虚拟元素的第一元素能量进行消耗,以便转化得到虚拟事件,通过在区服内实现虚拟事件的转化过程,有利于避免能量的浪费,还可以维护事件转换的稳定性以及提高事件转化效率,避免其他区服执行事件生成过程的低效性问题。
在一些实施例中,用于部署虚拟世界的服务器包括多个区服,多个区服中存在至少一个区服内包括多个计算单元。
其中,计算单元用于管理区服内的至少一个虚拟元素。
示意性的,每个区服内包括至少一个计算单元,多个计算单元分别用于管理区服内的至少一个虚拟元素。
在一些实施例中,响应于事件生成指令针对的第一虚拟元素由多个计算单元中的第一计算单元管理,在第一计算单元内生成虚拟事件。
可选地,用于部署虚拟世界的服务器包括多个区服,当每个区服内包括多个计算单元时,以计算单元为虚拟事件生成过程中的生成位置。例如:当区服内包括多个计算单元时,多个计算单元在区服对应的子虚拟世界中呈现蜂窝状划分,划分出的每个六边形区域为一个计算单元,除边界处的计算单元外,每个计算单元与周围六个计算单元相连接,计算单元之间也通过虚拟事件进行信息的传递与交互。
示意性的,如图6所示,为用于部署虚拟世界的服务器的框架示意图。其中包括多个区服610,如:区服1、区服2、区服3等;以任意一个区服(如:区服1)为例,其中包括多个计算单元,如:计算单元1、计算单元2、计算单元3等;以任意一个计算单元(如:计算单元3)为例,该计算单元用于管理虚拟世界中的多个虚拟元素,且在接收到针对虚拟元素的事件生成指令后,会在该计算单元内生成虚拟事件,从而使得计算单元内同时存在虚拟元素以及虚拟事件。
可选地,用于部署虚拟世界的服务器包括多个区服,当每个区服内包括一个计算单元时,计算单元所处的区服即视为该计算单元,以计算单元(或称区服)为虚拟事件生成过程中的生成位置。
示意性的,第一虚拟元素可以通过区服内的计算单元进行更细化的管理,若第一虚拟元素和第二虚拟元素都是区服1管理的虚拟元素,其中第一虚拟元素是区服1中计算单元1管理的虚拟元素,第二虚拟元素是区服1中计算单元2管理的虚拟元素,从而在区服管理下通过计算单元对虚拟元素进一步细化管理。
上述内容介绍通过管理第一虚拟元素的第一计算单元生成虚拟事件的内容。若事件生成指令所针对的第一虚拟元素由第一计算单元所管理,则在第一计算单元内生成虚拟事件,使得第一计算单元可以对第一虚拟元素的第一元素能量进行消耗,以便在其中转化得到虚拟事件,通过计算单元对区服针对虚拟元素的管理进一步细化,从而可以使得虚拟事件的转化也更加的精准,在避免能量浪费的同时提高事件转换的稳定性,也可以通过计算单元的划分同时在一个区服内执行多个事件转化过程,从而提高事件转化效率。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
在一个可选的实施例中,虚拟元素通过元素向量,元素向量由元素属性分量、元素区服分量、元素位置分量和元素时刻分量组成。
其中,元素属性分量用于表征虚拟元素的元素属性。
例如:元素属性实现为虚拟元素的元素类型,如:虚拟元素a为A类型的虚拟元素;元素属性实现为虚拟元素的元素标识,用于唯一标识该虚拟元素,以和其他虚拟元素形成区别等。因此,虚拟元素对应的元素属性分量用于表征该虚拟元素是什么虚拟元素。
可选地,虚拟元素对应的元素能量存储在元素属性分量中,当虚拟元素消耗元素能量或者增加元素能量时,元素属性分量发生变化。
其中,元素区服分量用于表征虚拟元素所处的区服。
示意性的,基于不同的区服分别具有其对应管理的虚拟元素,在确定虚拟元素对应的元素区服分量时,确定管理该虚拟元素的区服,从而基于该区服确定该虚拟元素对应的元素区服分量。例如:管理虚拟元素a的区服为区服1,则基于区服1确定虚拟元素a对应的元素区服分量。因此,虚拟元素对应的元素区服分量用于表征该虚拟元素是位于多个区服中哪个区服的虚拟元素。
其中,元素位置分量用于表征虚拟元素在所处的区服内的位置信息。
示意性的,基于用于部署虚拟世界的服务器内包括多个区服,可以通过不同的区服负责 管理虚拟世界的不同区域(不同子虚拟世界),实现通过多个区服管理虚拟世界的过程。考虑到不同区服管理虚拟世界下的不同子虚拟世界,在确定虚拟元素所处的区服后,还可以确定虚拟元素在该区服所管理的子虚拟世界内的位置情况,从而确定该虚拟元素对应的元素位置分量。
例如:区服1负责管理虚拟世界中的子虚拟世界A,虚拟元素a是由该区服1负责管理的元素,则该虚拟元素a在虚拟世界中位于子虚拟世界A,确定虚拟元素a在子虚拟世界A中的位置情况,如:虚拟元素a在子虚拟世界A的位置坐标为(1,2),则基于该位置坐标确定虚拟元素a对应的元素位置分量。因此,虚拟元素对应的元素位置分量用于表征该虚拟元素位于区服的哪个空间位置。
可选地,当多个区服中存在至少一个区服包括多个计算单元时,多个计算单元分别用于管理该区服下管理的多个虚拟元素中的至少一个虚拟元素,且多个计算单元所管理的虚拟元素之间不重叠。例如:多个区服中的区服1下包括多个计算单元(计算单元1和计算单元2),区服1管理子虚拟世界A,计算单元1管理子虚拟世界A下的区域A1,则处于区域A1内的多个虚拟元素为计算单元1所管理的虚拟元素;计算单元2管理子虚拟世界A下的区域A2,则处于区域A2内的多个虚拟元素为计算单元2所管理的虚拟元素等。
示意性的,在区服下包括多个计算单元时,当确定虚拟元素对应的元素位置分量时,确定管理该虚拟元素的计算单元,进而由计算单元根据该虚拟元素在其管理的区域下的位置情况(如:位置坐标、相对计算单元所管理区域的相对位置信息等),得到该虚拟元素对应的元素位置分量。
其中,元素时刻分量用于表征虚拟元素在所处的区服内的时间信息。
示意性的,基于用于部署虚拟世界的服务器内包括多个区服,多个区服分别有对应的时钟,因此在确定虚拟元素对应的元素时刻分量时,首先需要确定管理该虚拟元素的区服,进而根据该区服对应的时钟确定元素时刻分量。
例如:管理虚拟元素a的区服为区服1,确定该区服1所遵循的时钟,如:该区服1所遵循的时钟为24小时制,则基于该时钟确定虚拟元素a在区服1内对应的元素时刻分量。因此,虚拟元素对应的元素时刻分量用于表征该虚拟元素位于当前区服下的时刻情况。
综上所述,基于虚拟元素所对应的元素向量由以上四部分元素分量组成,因此可以表示为[what,which,where,when]。其中,what即用于表示元素属性分量(下文简称what分量),代表了虚拟元素是什么虚拟元素;which即用于表示元素区服分量(下文简称which分量),代表了虚拟元素所位于的区服(不同的区服有各自对应的局部惯性参考系,因此也可以称为虚拟元素位于哪个局部惯性参考系);where即用于表示元素位置分量(下文简称where分量),代表了虚拟元素所位于区服内的位置情况(基于不同的区服有各自对应的局部惯性参考系,因此也可以称为虚拟元素位于该局部惯性参考系内的哪个空间位置);when即用于表示元素时刻分量(下文简称when分量),代表了虚拟元素所位于区服内的时刻情况(基于不同的区服有各自对应的局部惯性参考系,因此也可以称为虚拟元素在该局部惯性参考系下的时刻信息)。
在上述内容中介绍了通过元素向量表示的虚拟元素的元素向量组成情况。借助元素属性分量、元素区服分量、元素位置分量和元素时刻分量中的至少一种信息,可以从元素属性、元素区服、元素位置以及元素时刻的至少一种角度表达虚拟元素相对于区服的存在情况,既有利于区服对虚拟元素的管理,也有利于其他区服对虚拟元素的了解,强化的虚拟元素相对于区服的表现形式以及虚拟元素自身表达含义信息。
在一个可选的实施例中,虚拟事件通过事件向量,事件向量包括事件属性分量、事件区服分量、事件位置分量和事件时刻分量组成。
其中,事件属性分量用于表征虚拟事件的事件属性。
例如:事件属性实现为虚拟事件的事件类型,如:虚拟事件a为A类型的虚拟事件;事 件属性实现为虚拟事件的事件标识,用于唯一标识该虚拟事件,以和其他虚拟事件形成区别等。因此,虚拟事件对应的事件属性分量用于表征该虚拟事件是什么虚拟事件。
可选地,虚拟事件对应的事件能量存储在事件属性分量中,当虚拟事件消耗事件能量或者元素能量转化为事件能量时,事件属性分量发生变化。
其中,事件区服分量用于表征虚拟事件所处的区服。
示意性的,虚拟事件是基于虚拟元素得到的,在生成虚拟事件时,在虚拟元素对应的区服内生成虚拟事件。例如:事件生成指令所针对的虚拟元素a位于区服1,在消耗虚拟元素a对应的元素能量生成虚拟事件时,该虚拟事件生成在区服1中。也即:在任意一个区服下的虚拟元素的元素能量被消耗以生成虚拟事件时,该虚拟事件在该区服下生成,即:不跨区服生成虚拟事件。
将生成虚拟事件的区服作为该虚拟事件对应的事件区服分量,也即:将生成该虚拟事件所消耗的虚拟元素所处的区服作为该虚拟事件对应的事件区服分量。因此,虚拟事件对应的事件区服分量用于表征生成该虚拟事件的区服是什么区服。
其中,事件位置分量用于表征虚拟事件在所处的区服内的位置信息。基于用于部署虚拟世界的服务器内包括多个区服,可以通过不同的区服负责管理虚拟世界的不同区域(不同子虚拟世界),实现通过多个区服管理虚拟世界的过程。
可选地,在确定生成虚拟事件的区服后,基于在生成该虚拟事件时虚拟事件在该区服内的位置情况,确定该虚拟事件对应的事件位置分量。
示意性的,区服1内的虚拟元素a的元素能量被消耗以生成虚拟事件,生成虚拟事件的过程是在区服1所管理的子虚拟世界中的A位置实现的,则基于A位置确定该虚拟事件对应的事件位置分量,如:将A位置作为该虚拟事件对应的事件位置分量等。
可选地,基于消耗虚拟元素的元素能量并生成虚拟事件的过程通常较快,基于被消耗的虚拟元素在区服内的位置情况,确定该虚拟事件对应的事件位置分量。
示意性的,区服1内的虚拟元素a的元素能量被消耗以生成虚拟事件,虚拟元素a位于区服1所管理的子虚拟世界中的B位置,则基于B位置确定该虚拟事件对应的事件位置分量,如:将B位置作为该虚拟事件对应的事件位置分量等。
在一些实施例中,当多个区服中存在至少一个区服包括多个计算单元时,在任意一个计算单元下的虚拟元素的元素能量被消耗以生成虚拟事件时,该虚拟事件在该计算单元下生成,即:不跨计算单元生成虚拟事件。
可选地,当确定虚拟事件对应的事件位置分量时,确定生成该虚拟事件时该虚拟事件在该计算单元所管理的区域下的位置情况,从而得到该虚拟事件对应的事件位置分量;或者,确定生成该虚拟事件所消耗的虚拟元素,并确定管理该虚拟元素的计算单元,进而由该计算单元根据该虚拟元素在其管理的区域下的位置情况得到该虚拟事件对应的事件位置分量等。
其中,事件时刻分量用于表征虚拟事件在所处的区服内的时间信息。
示意性的,基于用于部署虚拟世界的服务器内包括多个区服,多个区服分别有对应的时钟,因此在确定虚拟事件对应的事件时刻分量时,首先需要确定生成该虚拟事件的区服,进而根据该区服对应的时钟确定事件时刻分量。
例如:生成虚拟事件a的区服为区服1,确定该区服1所遵循的时钟,如:该区服1所遵循的时钟为24小时制,则基于该时钟确定虚拟事件a在区服1内对应的事件时刻分量。因此,虚拟事件对应的事件时刻分量用于表征该虚拟事件位于当前区服下的时刻情况。
综上所述,基于虚拟事件所对应的事件向量由以上四部分事件分量组成,因此可以表示为[what,which,where,when]。其中,what即用于表示事件属性分量;which即用于表示事件区服分量;where即用于表示事件位置分量;when即用于表示事件时刻分量。
在上述内容中介绍了通过事件向量表示的虚拟事件的事件向量组成情况。借助事件属性分量、事件区服分量、事件位置分量和事件时刻分量中的至少一种信息,可以从事件属性、 事件区服、事件位置以及事件时刻的至少一种角度表达虚拟事件相对于区服的存在情况,既有利于区服针对虚拟事件进行生成和管理的过程,也有利于其他区服接收虚拟事件、分析虚拟事件的过程,强化的虚拟事件相对于区服的表现形式以及虚拟事件自身表达含义信息,便于虚拟事件在不同区服之间传递,以强化虚拟世界的整体运行稳定性。
在一些实施例中,虚拟事件对应的事件向量的表示形式与虚拟元素的元素向量的表示形式相同,由于在数学表示形式上相同,虚拟元素和虚拟事件之间可以相互转化,相互作用,从而更加灵活地参与到虚拟世界的运行运算过程中。
示意性的,如图7所示,为虚拟元素和虚拟事件之间的转换关系示意图。
其中,可以通过消耗虚拟元素710的元素能量,实现从虚拟元素710转化为虚拟事件720的过程,该转换过程实现为基于虚拟元素710产生虚拟事件720。在生成虚拟事件720后,虚拟事件具有了虚拟元素710对应的部分或全部元素能量,可以称虚拟事件720的能量为事件能量。
此外,可以通过消耗虚拟事件720的事件能量,实现从虚拟事件720转化为虚拟元素710的过程,该转换过程实现为将虚拟事件720应用于虚拟元素710。
值得注意的是,图7所示的转换过程仅为虚拟元素和虚拟事件之间进行转换的笼统介绍,其中的虚拟元素也仅为对多个虚拟元素的笼统说明,产生虚拟事件所消耗的虚拟元素和虚拟事件所作用的虚拟元素既可以实现为相同的虚拟元素,也可以实现为不同的虚拟元素,本申请实施例对此不加以限定。
综上所述,通过将虚拟元素的元素能量转化为生成虚拟事件所需的能量,能够保持虚拟世界中能量的守恒,避免单纯由服务器自身对各种事件进行处理的繁琐性以及数量处理量较大的问题,通过虚拟世界自身的能量维护和转换过程,在提高游戏真实性的同时,降低了数据处理的低效问题,大大提升了游戏的稳定性。
在本申请实施例中,介绍了根据所生成的虚拟事件的事件类型,对第一虚拟元素进行不同的能量消耗内容。根据针对第一虚拟元素的事件生成指令,确定所需要生成的虚拟事件的事件类型,并在事件类型实现为用于消耗第一子能量的第一事件类型时,消耗第一元素能量对应的第一子能量,从而基于第一子能量生成虚拟事件。通过事件类型的划分能够使得能量消耗和转化的过程变得更加的真实,由于不同事件类型能够消耗第一元素能量下不同的子能量,在保证能量守恒的条件下,提升了游戏的真实性和趣味性。
在一个可选的实施例中,在生成虚拟事件后,将虚拟事件应用于虚拟世界中的第二虚拟元素上。示意性的,如图8所示,上述图3所示出的实施例之后还包括如下步骤810至步骤820。
步骤810,确定虚拟事件针对的第二虚拟元素。
示意性的,在生成虚拟事件的同时,虚拟事件中携带有事件信息,事件信息中包括虚拟事件所针对的第二虚拟元素,第二虚拟元素用于表征接收虚拟事件的虚拟元素,也可以称第二虚拟元素为虚拟事件所应用的虚拟元素。
在一些实施例中,第二虚拟元素实现为第一虚拟元素之外的虚拟元素,即:生成虚拟事件的第一虚拟元素和接收虚拟事件的第二虚拟元素是不同的虚拟元素。
示意性的,第一虚拟元素生成的虚拟事件实现为:主控虚拟对象询问虚拟世界中NPC有关A怪物的问题,则该询问事件作为虚拟事件,其中携带有事件信息,如:虚拟事件针对的对象,虚拟事件所询问的问题等。其中,虚拟事件针对的对象为NPC,即为第二虚拟元素;虚拟事件所询问的问题为A怪物的问题等。
在一些实施例中,第二虚拟元素实现为第一虚拟元素,即:生成虚拟事件的第一虚拟元素和虚拟事件所作用的第二虚拟元素是相同的虚拟元素。
示意性的,第一虚拟元素生成的虚拟事件实现为:主控虚拟对象敲打自己的头部,则该 敲打事件作为虚拟事件,其中携带有事件信息,如:虚拟事件针对的对象,虚拟事件所敲打的位置等。其中,虚拟事件针对的对象为主控虚拟对象本身,即为第二虚拟元素,也是产生虚拟事件的第一虚拟元素;虚拟事件所敲打的位置为主控虚拟对象的头部等。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
步骤820,将虚拟事件对应的事件能量应用于第二虚拟元素。
其中,事件能量是基于元素子能量转化得到的能量。
可选地,当元素子能量全部用于生成虚拟事件时,事件能量的能量值实现为元素子能量的能量值。
可选地,当元素子能量部分用于促进生成虚拟事件(事件推进能量),部分用于生成虚拟事件时,事件能量的能量值实现为元素子能量中除事件推进能量之外的能量值。
示意性的,在确定虚拟事件所针对的第二虚拟元素后,将虚拟事件对应的事件能量应用于第二虚拟元素,从而完成从虚拟事件转换为虚拟元素的过程。
在一些实施例中,虚拟事件所作用的虚拟元素包括多个,即:第二虚拟元素实现为多个虚拟元素。
示意性的,在将虚拟事件对应的事件能量应用于第二虚拟元素时,从虚拟事件携带的事件信息中确定为每一个第二虚拟元素分别分配的事件子能量,并根据该结果将对应的事件子能量应用于对应的第二虚拟元素。
例如:虚拟事件指示的第二虚拟元素包括虚拟元素1和虚拟元素2,从虚拟事件携带的事件信息中确定为虚拟元素1分配的事件子能量为3,从虚拟事件携带的事件信息中确定为虚拟元素2分配的事件子能量为5,则基于该分配结果,将事件能量应用于虚拟元素1和虚拟元素2,实现应用于第二虚拟元素的过程。
在一个可选的实施例中,响应于虚拟事件对应的事件能量达到触发第二虚拟元素的预设触发阈值,将事件能量应用于第二虚拟元素。
示意性的,预设触发阈值实现为预先设定的触发阈值,是触发第二虚拟元素接收事件能量的阈值条件。
示意性的,虚拟事件对应的事件能量为50,若第二虚拟元素的预设触发阈值为30,则虚拟事件对应的事件能量达到触发第二虚拟元素的预设触发阈值,能够将事件能量应用于第二虚拟元素。
可选地,响应于虚拟事件对应的事件能量未达到触发第二虚拟元素的预设触发阈值,无法将事件能量应用于第二虚拟元素。
示意性的,虚拟事件对应的事件能量为30,若第二虚拟元素的预设触发阈值为50,则虚拟事件对应的事件能量未达到触发第二虚拟元素的预设触发阈值,无法将事件能量应用于第二虚拟元素。
在一些实施例中,预设触发阈值是由虚拟元素决定的。
例如:不同虚拟元素的元素类型确定具有不同的预设触发阈值。
在一些实施例中,预设触发阈值是由虚拟元素和虚拟事件的事件类型共同决定的。
例如:虚拟元素A在生成虚拟事件B时的预设触发阈值为预设触发阈值1;虚拟元素A在生成虚拟事件C时的预设触发阈值为预设触发阈值2等。
其中,通过设置预设触发阈值,能够有效避免虚拟元素更随意地受虚拟事件影响的问题,从而有效避免虚拟世界的无序运行,并在一定程度上提高虚拟世界的真实性。
在一些实施例中,当无法将事件能量应用于第二虚拟元素时,将事件能量转化为虚拟热能散播在虚拟世界的虚拟空气中;或者,当无法将事件能量应用于第二虚拟元素时,将事件能量应用于第一虚拟元素,从而将从第一虚拟元素中消耗的元素能量返还至第一虚拟元素等。
上述内容介绍了当事件能量达到预设触发阈值才可以将事件能量应用于第二虚拟元素的过程。第二虚拟元素以预设触发阈值为条件,对虚拟事件是否能够应用于第二虚拟元素的情 况进行判断以及限制,当虚拟事件的事件能量小于预设触发阈值,则第二虚拟元素拒绝将虚拟事件应用其上,当虚拟事件的事件能量达到预设触发阈值,则第二虚拟元素允许将虚拟事件应用其上,从而可以避免任何虚拟事件都可以触发第二虚拟元素的问题,维护第二虚拟元素在虚拟世界中的稳定性,只有在达到预设触发阈值时第二虚拟元素才可以基于虚拟事件进行变化,在丰富虚拟世界运行灵活性的同时保证虚拟世界的运行稳定。
在一个可选的实施例中,第二虚拟元素对应第二元素能量。
其中,第二元素能量为第二虚拟元素在未被虚拟事件作用前的元素能量。
示意性的,第二元素能量实现为第二虚拟元素对应的初始元素能量;或者,第二元素能量实现为第二虚拟元素被其他至少一个虚拟事件作用后的元素能量。例如:第二虚拟元素的初始元素能量为a,第二虚拟元素被虚拟事件1作用后,使得第二虚拟元素的第二元素能量变为a+b;而上述基于第一虚拟元素生成的虚拟事件为虚拟事件2,该虚拟事件2未应用于第二虚拟元素。
在一个可选的实施例中,将虚拟事件对应的事件能量转化为第二虚拟元素的元素能量,得到具有第三元素能量的第二虚拟元素。
其中,第三元素能量为事件能量和第二元素能量之和。
示意性的,第二元素能量为a,虚拟事件对应的事件能量为c,将虚拟事件对应的事件能量应用于第二虚拟元素后,第二虚拟元素对应的元素能量变为第三元素能量,能量值实现为a+c。
如图9所示,在生成虚拟事件910后,虚拟事件910中携带有信息(事件信息)且具有能量(事件能量),将虚拟事件910应用于第二虚拟元素920,即:将虚拟事件910对应的事件能量应用于第二虚拟元素920,从而得到应用后的第二虚拟元素930,应用后的第二虚拟元素930中的能量(元素能量)、质量(质量是因为虚拟元素在虚拟世界中呈现为实体形态,可能将虚拟元素的元素能量视为质量形式)或者其他信息(如:位置等信息)发生变化。
在一个可选的实施例中,确定虚拟事件到达第二虚拟元素的过程中消耗的第一事件子能量,第一事件子能量小于事件能量;确定事件能量和第一事件子能量之差,得到第二事件子能量;将第二事件子能量转化为第二虚拟元素的元素能量,得到具有第四元素能量对第二虚拟元素。
其中,第四元素能量为第二事件子能量和第二元素能量之和。
示意性的,当虚拟事件对应的事件能量在应用于第二虚拟元素时需要消耗能量,首先确定将虚拟事件应用于第二虚拟元素时消耗的能量组作为第一事件子能量,进而根据事件能量和第一事件子能量之差确定所正式作用在第二虚拟元素时的能量为第二事件子能量,从而在虚拟事件应用于第二事件子能量时,将第二事件子能量应用于第二虚拟元素,得到具有第二事件子能量和第二元素能量之和的第四元素能量的第二虚拟元素。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
上述内容介绍了具有第二元素能量的第二虚拟元素基于事件能量调整自身元素能量的过程。第二虚拟元素在接收虚拟事件后,既可以将虚拟事件对应的事件能量转化为第二虚拟元素的元素能量,从而得到第三元素能量的第二虚拟元素,实现元素能量的完全转化,避免元素能量的浪费;也可以确定虚拟事件到达第二虚拟元素的过程中消耗的第一事件子能量,从而将事件能量与第一事件子能量之差的第二事件子能量转化为第二虚拟元素的元素能量,并得到第四元素能量的第二虚拟元素,该过程充分考虑了转化过程可能存在的能量消耗问题,从而使得第四元素能量的第二虚拟元素更加符合真实世界的能量转化和能量消耗情况,提高了虚拟世界的运行真实性。
在一个可选的实施例中,用于部署虚拟世界的服务器包括多个区服,元素向量由元素位置分量和元素时刻分量组成,事件向量由事件位置分量和事件时刻分量组成。
其中,多个区服分别用于管理至少一个虚拟元素。
在一个可选的实施例中,响应于第一虚拟元素和第二虚拟元素均由第一区服管理,确定虚拟事件对应的事件位置分量和事件时刻分量,以及,确定第二虚拟元素对应的元素位置分量和元素时刻分量。
其中,虚拟元素通过元素向量,元素向量包括元素属性分量、元素区服分量、元素位置分量和元素时刻分量组成;虚拟事件通过事件向量,事件向量包括事件属性分量、事件区服分量、事件位置分量和事件时刻分量组成。
示意性的,生成虚拟事件的第一虚拟元素和虚拟事件所作用的第二虚拟元素处于一个区服中,以该区服为第一区服为例,确定虚拟事件对应的事件位置分量和事件时刻分量,并确定第二虚拟元素对应的元素位置分量和元素时刻分量。
其中,虚拟事件对应的事件位置分量实现为生成虚拟事件时虚拟事件对应的位置坐标;或者,虚拟事件对应的事件位置分量实现为生成虚拟事件的第一虚拟元素在第一区服对应的子虚拟世界中所处的位置坐标等;虚拟事件对应的事件时刻分量实现为生成虚拟事件时第一区服对应的时刻等。
其中,第二虚拟元素对应的元素位置分量实现为虚拟事件应用于第二虚拟元素时,第二虚拟元素在第一区服对应的子虚拟世界中所处的位置坐标等;虚拟元素对应的元素时刻分量实现为虚拟事件应用于第二虚拟元素时第一区服对应的时刻等。
在一个可选的实施例中,响应于事件位置分量和元素位置分量相同,且事件时刻分量和元素时刻分量相同,将虚拟事件对应的事件能量应用于第二虚拟元素。
示意性的,当确定虚拟事件对应的事件位置分量和事件时刻分量,均能够与虚拟元素对应的元素位置分量和元素时刻分量相同,则可以将虚拟事件对应的事件能量应用于第二虚拟元素。
上述内容介绍了通过比较元素位置分量和事件位置分量,以及比较元素时刻分量和事件时刻分量的过程,可以确定是否将事件能量应用于第二虚拟元素的内容。考虑到元素位置分量表示了虚拟元素在所处区服内的位置信息,事件位置分量表示了虚拟事件在所处区服内的位置信息,因此通过比较元素位置分量和事件位置分量可以确定虚拟元素和虚拟事件是否处于相同位置;此外,考虑到元素时刻分量表示了虚拟元素在所处区服内的时间信息,事件时刻分量表示了虚拟事件在所处区服内的时间信息,因此通过比较元素时刻分量和事件时刻分量可以确定虚拟元素和虚拟事件是否处于相同时刻,从而以相同时刻和相同位置作为能量应用条件,只有在两者相同时才可以将事件能量应用于第二虚拟元素上,有利于提高资源利用效率,提高能量应用的准确性和应用质量。
在一个可选的实施例中,以虚拟事件对应的事件能量调整第二虚拟元素的元素属性分量。
示意性的,大部分情况下虚拟事件在应用于第二虚拟元素时,会改变第二虚拟元素的what分量,例如:造成第二虚拟元素的元素能量(元素质量)的增减。
示意性的,当第二虚拟元素实现为文字或者显示屏一类的虚拟元素时,虚拟事件的作用还可以改变第二虚拟元素上记载的信息,这些信息也是第二虚拟元素中what分量的一部分。
示意性的,虚拟事件应用于第二虚拟元素后,虚拟事件本身的事件能量不会凭空消失,而是会成为第二虚拟元素的一部分元素能量,或者散发到区服中,依然保持质能的守恒。
示意性的,区服、区服内的计算单元、以及虚拟元素都可以选择忽略掉事件能量过低的虚拟事件,这样虚拟事件的作用将会无效,只剩下事件能量散布到区服中。
在一个可选的实施例中,以虚拟事件对应的事件能量调整第二虚拟元素的元素位置分量。
示意性的,部分情况下虚拟事件对应的事件能量还将改变第二虚拟元素在虚拟世界中的位置坐标,从而实现调整第二虚拟元素的元素位置分量的过程,造成第二虚拟元素的强制位移。
例如:虚拟事件实现为对虚拟怪物进行攻击,该虚拟事件针对的第二虚拟元素为虚拟怪物,该攻击操作可能对虚拟怪物造成强制位移,实现以事件能量对第二虚拟元素的元素位置 分量进行调整的过程。
上述内容介绍了通过事件能量调整第二虚拟元素对应的元素分量以实现将事件能量应用于第二虚拟元素的过程。通过事件能量调整元素属性分量和元素位置分量中的至少一种,可以实现改变第二虚拟元素的元素能量的目的,从而成功实现将事件能量应用于第二虚拟元素的目的,说明了将事件能量应用于第二虚拟元素的实现方式,丰富了通过虚拟事件改变第二虚拟元素的过程。
在一些实施例中,如图10所示,对虚拟元素对应的元素向量进行介绍。以多个虚拟元素中的任意一个虚拟元素1010为例,游戏世界中的所有虚拟元素都处于变化之中,类似于在相对论的四维时空中,所有物体都不断运动中一样,即便物体在参考系中的位置不变,它的时间坐标也在时空图中不断变化。例如:玩家控制的主控虚拟对象需要不断吸收来补充元素能量,才能消耗元素能量移动到静止的NPC面前,在期间主控虚拟对象可以拾取或者丢弃物品以方便游戏行动。
可选地,当虚拟元素在区服中静止不动或者不受其它虚拟事件作用时,元素向量中的when分量跟随者区服的时钟一同推进,其它分量保持不变。在实际的工程实践中,元素的when分量可以不存储在元素对象中,在元素参与运算时,直接使用区服的时钟。
可选地,类似物理学中的泡利不相容原理,区服(或者计算单元)内虚拟元素两两之间不能where分量和when分量同时相等,即时空坐标(时间坐标和控件坐标)中的一点只能容纳最多一个虚拟元素。即:两个不同的虚拟元素无法在一个区服对应的相同时刻下处于相同位置。
可选地,虚拟元素在区服内移动,即where分量发生变化,该过程需要消耗元素能量,即what分量中的能量属性将会减少。例如:玩家控制的主控虚拟对象跑动时,主控虚拟对象身上的元素能量将会减少,元素能量不足时将无法移动。
示意性的,what分量中包括虚拟元素对应的各种元素信息,元素信息以树状结构的形式进行表示,树状结构中包括多个子结点,不同的子结点分别存储元素信息中的部分信息。不同虚拟元素的元素信息存在差异,因此不同虚拟元素分别对应的树状结构存在差异,例如:组成树状结构的子结点的数量、所存储的部分信息等存在差异。当虚拟元素被拾取或者被丢弃时,虚拟元素对应的what分量变化,what分量增加或减少子结点(元素属性仍存在,但是发生变化);当虚拟元素被吸收或者排放时,虚拟元素对应的what分量改变(元素属性不复存在)。
可选地,以主控虚拟对象在虚拟世界中移动为例,移动时消耗的元素能量(主控虚拟对象对应的元素能量)也不会凭空消失,类似热能一样,元素能量会散发到主控虚拟对象所处区域对应的计算单元(或所处子虚拟世界对应的区服)中。示意性的,在计算单元或者区服中的某些虚拟元素还可以获取被散发的元素能量。例如:由不同玩家控制的虚拟对象可以自动吸收在区服中散布的元素能量以增加自身的元素能量(能量值)。这样的能量机制可以有效地防止玩家脚本挂机等行为对虚拟世界的运行造成的额外运算压力。
可选地,虚拟元素若想增加自身的元素能量(如:元素质量),可以通过拾取或吸收区服中的其它元素能量实现,类似于消化吸收和穿戴,虚拟元素被拾取之后其原有属性保持不变,在被丢弃后可重新成为独立的虚拟元素。只有被吸收之后才彻底成为吸收者的一部分,所有元素属性不复存在,将无法再还原成独立的虚拟元素。
可选地,虚拟元素被限制在区服内运动,无法跨越不同区服。若需要跨越区服,则可以通过虚拟元素转化为虚拟事件的方法实现。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,通过将虚拟元素的元素能量转化为生成虚拟事件所需的能量,能够保持虚拟世界中能量的守恒,避免单纯由服务器自身对各种事件进行处理的繁琐性以及数量处理量较大的问题,通过虚拟世界自身的能量维护和转换过程,在提高游戏真实性的同时,降低了数 据处理的低效问题,大大提升了游戏的稳定性。
在本申请实施例中,介绍了将通过第一虚拟元素生成的虚拟事件应用于第二虚拟元素的内容。当虚拟事件实现为单向传递事件时,确定所生成的虚拟事件所针对的第二虚拟元素,进而在将虚拟事件应用于第二虚拟元素时,将虚拟事件的事件能量应用于第二虚拟元素,从而改变第二虚拟元素在未被虚拟事件作用前的第二元素能量,得到具有第三元素能量的第二虚拟元素,实现第一虚拟元素与第二虚拟元素通过虚拟事件进行交互的过程,借助虚拟事件为媒介的方式,避免虚拟事件在虚拟世界中凭空产生,有利于维持虚拟世界的能量守恒。
在一个可选的实施例中,生成的虚拟事件实现为单向传递事件和扩散事件两种形式,单向传递事件是设置有固定传播方向的事件,具有明确针对的第二虚拟元素;扩散事件是包括至少两个传播方向的事件,所作用的虚拟元素具有一定的随机性。
可选地,当虚拟事件为单向传递事件时,基于单向传递事件所指示的第二虚拟元素实现作用过程。
如图11所示,时间周期轴1110为第一虚拟元素和第二虚拟元素所共处的区服所对应时钟的时间计量尺度,其中包括时刻t1和时刻t2。在时刻t1下虚拟事件产生在A处(即:区服管理的子虚拟世界的A位置处),并在时刻t2下将虚拟事件应用于B处(即:区服管理的子虚拟世界的B位置处),B处即为第二虚拟元素在子虚拟世界中的位置。在图11所示的单向传递事件的传递过程中,虚拟事件的事件能量和事件信息完全传递到第二虚拟元素处。
在一些实施例中,在计算单元的级别,虚拟事件对其中虚拟元素的作用是在一个计算周期内直接完成的,因为计算单元内忽略相对论效应,认为信息是以无限速度传播的。
在一些实施例中,单向传递事件将在产生的下一个计算周期直接与指定位置的虚拟事件或虚拟元素产生作用,即只有在相同计算单元内,where分量和when分量同时相等时才有可能产生作用。
可选地,当虚拟事件为扩散事件时,基于扩散事件实现寻找虚拟事件所作用的虚拟元素的过程。
如图12所示,时间周期轴1210为第一虚拟元素和第二虚拟元素所共处的区服所对应时钟的时间计量尺度,其中包括时刻t1和时刻t2。在时刻t1下虚拟事件产生在A处(即:区服管理的子虚拟世界的A位置处),并在时刻t2下将虚拟事件散布到整个计算单元(或者区服,此处以计算单元为例)。在图12所示的扩散事件的传递过程中,虚拟事件的事件能量分散(如:分散到计算单元的各个位置处),虚拟事件的事件信息保持,且存在虚拟元素和虚拟事件的坐标处进行计算的过程,即表示存在虚拟元素对应的元素位置分量和虚拟事件对应的事件位置分量的计算过程。
在一个可选的实施例中,当虚拟事件实现为扩散事件时,若由区服完成虚拟事件应用于虚拟元素的过程,则将虚拟事件在区服对应的子虚拟世界的各个位置进行遍历,从而将虚拟事件应用于该虚拟事件所指示的虚拟元素;若由计算单元完成虚拟事件应用于虚拟元素的过程,则将虚拟事件在该计算单元对应的区域内的各个位置进行遍历,从而将虚拟事件应用于该虚拟事件所指示的虚拟元素。
在一些实施例中,广播虚拟事件对应的事件能量,得到多个事件子能量,多个事件子能量对应不同的位置分量。
示意性的,不同事件子能量分别标注有与该虚拟事件相关的向量,包括指示事件子能量对应的能量值的属性分量,指示虚拟事件所在区服的区服分量,指示事件子能量在区服内位置信息的位置分量,以及指示事件子能量在区服内时刻信息的时刻分量。
在一些实施例中,响应于第三事件子能量的位置分量指示的位置处存在第三虚拟元素,将第三事件子能量应用于第三虚拟元素。
其中,第三事件子能量是多个事件子能量中的事件子能量。
示意性的,第三事件子能量是多个事件子能量中的任意一个事件子能量,若根据第三事 件子能量对应的位置分量确定该指示的位置处存在虚拟元素,将该虚拟元素作为第三虚拟元素,该第三虚拟元素是用于被第三事件子能量作用的虚拟元素。
基于该位置分量将第三事件子能量应用于第三虚拟元素。例如:基于第三事件子能量中属性分量指示的第三事件子能量对应的能量值,将该能量值应用于该第三虚拟元素,实现作用过程。
可选地,当多个事件子能量中存在至少一个事件子能量基于对应的位置分量确定第三虚拟元素,将该至少一个事件子能量分别作为上述的第三事件子能量,实现扩散事件应用于虚拟元素的过程。
在一些实施例中,在计算单元内产生的扩散事件将在产生的下一个计算周期直接扩散到整个计算单元中,这将导致虚拟事件的事件能量被平均分布到计算单元中。只有存在虚拟元素或者虚拟事件的时空坐标处才会产生运算,且大部分情况下扩散事件的事件子能量会因为变得微弱而被忽略,从而无法传递信息或对虚拟元素造成影响。
可选地,当虚拟事件对应的事件能量应用于第二虚拟元素时,第二虚拟元素可以拒绝该作用过程。
示意性的,若在计算单元内虚拟事件直接应用于第二虚拟元素,第二虚拟元素可能会产生相应的变化。例如:主控虚拟对象向NPC陈述了一个事实,那么NPC可能得到以前不知道的信息,它的知识丰富了,从而使得第二虚拟元素的what分量发生了改变;同时,NPC也可以拒绝接受这个陈述事实。
上述内容介绍了通过对事件能量广播以实现将事件子能量应用于虚拟元素的过程。当虚拟事件实现为扩散事件时,可以将虚拟事件对应的事件能量进行广播以得到对应不同位置分量的多个事件子能量,进而在其中第三事件子能量的位置分量指示的位置处存在第三虚拟元素时,可以将第三事件子能量应用于第三虚拟元素,从而通过表现为扩散形式的虚拟事件对虚拟世界中的虚拟元素造成影响,扩展事件的定向程度较低,有利于对虚拟世界造成更加广泛的影响,在保持虚拟世界稳定的条件下有利于事件能量的传播,推进虚拟世界的灵活运行。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,通过将虚拟元素的元素能量转化为生成虚拟事件所需的能量,能够保持虚拟世界中能量的守恒,避免单纯由服务器自身对各种事件进行处理的繁琐性以及数量处理量较大的问题,通过虚拟世界自身的能量维护和转换过程,在提高游戏真实性的同时,降低了数据处理的低效问题,大大提升了游戏的稳定性。
在本申请实施例中,介绍了虚拟事件实现为单向传递事件和扩散事件的两种形式。当虚拟事件为单向传递事件时,当在一个计算周期下通过第一虚拟元素生成虚拟事件,在下一个计算周期将虚拟事件应用于第二虚拟元素,通过改变第二虚拟元素的方式实现虚拟事件应用于虚拟元素的过程;当虚拟事件为扩散事件时,将事件能量广播后得到多个事件子能量,根据不同事件子能量对应的位置分量和其他虚拟元素对应的元素位置分量,确定存在作用情况的第三虚拟元素,从而将第三事件子能量应用于第三虚拟元素。通过单向传递事件和扩散事件的两种形式,对虚拟事件的作用情况进行更加全面地分析,提高虚拟事件应用于虚拟元素的效率,避免虚拟事件无法准确应用于虚拟元素的问题。
在一个可选的实施例中,虚拟元素和虚拟事件在虚拟世界中处于不断的转化和作用中,如同物理世界中的能量和物质之间的关系一样,大部分情况下,虚拟元素和虚拟事件在区服或者计算单元中不断相互作用着,只有当虚拟元素或虚拟事件跨越计算单元时交由区服处理;跨越区服时,通过区服之间的逻辑关系进行处理。
示意性的,虚拟元素转化为虚拟事件,并最终应用于虚拟元素过程可以包括如下部分。
(一)虚拟元素产生虚拟事件
示意性的,虚拟元素希望与其它虚拟元素交互必须以虚拟事件作为媒介,游戏中大部分的虚拟事件都是由虚拟元素产生的,虚拟事件不会凭空产生。
可选地,产生虚拟事件的虚拟元素可以是游戏世界中摆放的元素,如:物品、NPC、玩家控制的虚拟对象等。也即:所有虚拟事件有一个确定的源头,不会无中生有。
可选地,产生虚拟事件需要以消耗元素能量(由于虚拟元素实现为实体形式,因此虚拟元素对应元素质量,可以将元素质量称为用于消耗的元素能量)为代价,虚拟元素在产生虚拟事件之后其本身的元素质量,或者携带的元素能量的属性会减少,类似于物理学中的质能守恒。同时产生不同类型虚拟事件所需要的元素能量或元素质量也不同,元素质量或元素能量不足时将无法再产生虚拟事件。
基于此,虚拟元素对应有限的元素能量或元素质量的规则,限制了虚拟事件的产生次数,防止虚拟事件的无限产生而导致虚拟世界超负荷运算的问题;在此规则下,对元素质量或元素能量的消耗具体数值可以由游戏开发者进行调节,在不同的参数将打造出不同的虚拟世界。
可选地,虚拟事件携带的事件信息和事件能量在产生的时刻计算得出并记录在虚拟事件对应的what分量中。同时what分量中还记录了虚拟事件的事件标识(IDentity),事件ID标识基于虚拟事件产生所在的区服(which),产生的时刻(when),在区服中的位置(where)以及生成虚拟事件的虚拟元素的元素标识组成。
可选地,若规定一个虚拟元素在一个计算周期内只能发出最多一个虚拟事件,则虚拟事件对应的事件ID就具有了全局唯一性。
(二)虚拟事件在计算单元内传播与运算
示意性的,虚拟事件携带有事件信息,具有事件能量。虚拟事件一旦产生,直至应用于虚拟元素、区服或计算单元,一直处于传播状态不会停下。例如:主控虚拟对象的询问事件立即被NPC接到并处理一样。相反,若主控虚拟对象没有走到NPC面前,而是漫无目的地发出询问,NPC大概率是不会作出响应的。
可选地,当虚拟事件实现为单向传递事件时如图11所示;当虚拟事件实现为扩散事件时如图12所示。
(三)虚拟事件应用于虚拟元素
可选地,当虚拟事件应用于第二虚拟元素时,如图9所示,此处不再赘述。
(四)虚拟事件相互作用
在一些实施例中,虚拟事件可以像光一样叠加干涉,计算单元内的虚拟事件和虚拟事件之间也按照叠加干涉的规则相互作用。
如图13所示,主控虚拟对象发出的虚拟事件1310实现为扩散事件,虚拟事件的能量分散,从而变成多个子事件,不同的子事件对应子事件能量,如:子事件1311和子事件1312。
示意性的,基于部署虚拟世界的服务器还运行有信号收集器,当信号收集器大量捕捉到子事件,则会将捕捉到的子事件汇聚在一起,若子事件分别对应的子事件能量之和依然可能叠加超过NPC的响应阈值,则会对NPC产生影响。
其中,类似于相干光源才会产生干涉的情况,计算单元内也只有相同事件ID的虚拟事件才能相互作用,且需要同时满足where分量和when分量相等的条件。
此外,满足相互作用条件的子事件和子事件在计算单元的一个计算周期内完成相互作用,子事件能量相叠加,且子事件对应的事件信息不变,如:每个子事件都对应有完整的事件信息。
(五)虚拟元素在虚拟世界中演化
示意性的,虚拟世界中的所有虚拟元素都处于变化之中,类似于在相对论的四维时空中,所有物体都不断运动中一样,即便物体在参考系中的位置不变,它的时间坐标也在时空图中不断变化。
可选地,以在计算单元内分析虚拟元素之间的演化情况为例。位于不同计算单元内的虚拟元素之间因为处于不同位置,根据相对性原理无法相互作用。而位于同一个计算单元中的虚拟元素不可能位于同一时空坐标中,因此虚拟元素之间无法直接相互作用,两个虚拟元素 之间作用必须以虚拟事件为媒介。
如图14所示,为相同计算单元中虚拟元素相互作用的流程。
(1)时间周期轴1410为第一虚拟元素和第二虚拟元素所共处的区服所对应时钟的时间计量尺度,其中包括时刻t1、时刻t2以及时刻t3。在时刻t1下第一虚拟元素于所在的A处产生定向的虚拟事件,该虚拟事件用于在时刻t2时应用在处于B处的第二虚拟元素上,在时刻t2时也会在B处产生反馈事件,进而在时刻t3时将反馈事件应用于A处;
(2)虚拟事件在产生的下一个计算周期在第二虚拟元素的时空坐标处与第二虚拟元素一起运算,得出影响结果;
(3)若(2)中的影响结果产生了回给第一虚拟元素的新的虚拟事件,则在下一个计算周期,新的虚拟事件在第一虚拟元素的时空坐标处与第一虚拟元素进行运算,得到反馈结果。
(六)虚拟元素与虚拟事件相互转化
可选地,虚拟元素只有转化成虚拟事件才能跨越区服或者计算单元。
如图15所示,示出了虚拟事件在跨越区服时在虚拟世界对应的地图边界与虚拟事件的交点处起落的一种示意图。
示意性的,虚拟元素并不是在任何地方都能转化成虚拟事件来为跨越区服做准备的,以起始区服(虚拟事件跨越前的区服)实现为区服1510,终止区服(虚拟事件跨越后的区服)实现为1520为例,虚拟事件转化成虚拟元素的流程实现为如下步骤。
(1)虚拟元素需要先移动到区服1510中子虚拟地图(子虚拟世界对应的地图)特定的边界处,这些位置可以进行从虚拟元素到虚拟事件的转化。也即:在特定位置处,可以实现虚拟元素转化为虚拟事件的过程,且特定位置处通常位于子虚拟地图的边界。可选地,特定位置处也可以实现为子虚拟地图中的其他特定点或特定区域,本申请实施例对此不加以限定。
(2)虚拟元素转化成虚拟事件时,虚拟事件的what分量中将虚拟元素的what分量全部记录下来,虚拟事件的事件ID的生成规则和虚拟元素产生虚拟事件时的规则相同。
(3)虚拟元素转化成的虚拟事件携带的事件能量来源于元素携带的部分或全部元素能量,转化后虚拟元素的what分量中能量值进行相应的扣减。
(4)示意性的,在跨越服务的场景下,由于虚拟元素转化出虚拟事件的目的在于跨越区服1510并移动至其他区服(如:区服1520),因此虚拟元素转化出的虚拟事件实现为方向性事件,在接下来的计算周期,生成的虚拟事件开始跨越当前区服以移动至方向性事件指示的其他区服。
可选地,在跨越同一区服下不同的计算单元的场景下,虚拟元素生成的虚拟事件也实现为方向性事件,生成的虚拟事件开始跨越当前计算单元以移动至方向性事件指示的其他计算单元。
(5)虚拟事件在跨越区服或计算单元时,将会将跨越的边界信息记录下来,成为跨越轨迹的一部分。同时,基于跨越而扣减的能量留在跨越前的计算单元或跨越前的区服中。
在一些实施例中,以虚拟事件从起始区服跨越至跨越后的区服为例,则虚拟事件反向应用于虚拟元素的流程如下所示。
(1)虚拟事件被终止区服接收到,出现在终止区服对应的子虚拟地图的特定边界处,也就是虚拟事件跨越至终止区服的位置。
(2)虚拟事件从what分量中将虚拟元素的what分量还原出来,作为虚拟元素的what分量,where分量则是该特定边界的坐标,虚拟元素的元素ID不变。也即:起始区服中的虚拟元素的元素属性全部被继承到了终止区服中产生的虚拟元素。
(3)跨越过程导致虚拟元素的能量减少,但性质不变。因此,游戏的开发者可以调节虚拟元素所消耗的能量值,从而打造不同的游戏体验。
上述内容介绍了虚拟元素通过单次跨越的方式从起始区服跨越至终止区服的过程,其中,虚拟元素需要移动到虚拟地图上其它的穿越起止点,才能继续下一次穿越。
在一个可选的实施例中,虚拟元素可以通过连续跨越的方式依次跨越多个区服。示意性的,如图16所示,示例性地给出了虚拟元素连续多次跨越中间区服,直至终止区服的示意图。
示意性的,考虑到区服内(或计算单元内)具有同时不同地的特点,由于无法忽略相对论效应,因此在虚拟元素到达至中间区服后,虚拟元素在中间区服内的移动过程是无法在瞬间完成的。
例如:起始区服为区服1610,中间区服为区服1620,终止区服为区服1630,在虚拟事件从区服1610生成后,当虚拟事件终止区服1610指示的特定点后,跨越至区服1620,区服1620的特定点1用于接收来自区服1610发送的虚拟事件,由于区服1620的特定点2才是用于发送向区服1630发送虚拟事件的特定点,因此若需要将虚拟事件从区服1620跨越传递至区服1630,还需要当虚拟事件终止区服1620的特定点2时,才能将虚拟事件发送至区服1630。
在一些实施例中,基于上述过程的繁琐性,可以在实现连续的区服跨越时,不将虚拟事件发送到区服对应的子虚拟地图的特定点,而是直接交给区服中的穿越管理模块。
其中,穿越管理模块用于对连续跨越过程进行管理。
示意性的,由区服中的穿越管理模块对虚拟事件进行能量扣除,继续往下一个指定的区服进行传递,直至达到穿越结束条件,才由穿越管理模块选择对应的穿越起止点将虚拟事件重新转换成虚拟元素。
值得注意的是,上述提及的两种方案间并没有原则性矛盾,而是在虚拟世界的运行方法下的两种选择方式,可以共存,从而为虚拟世界提供更多可能的玩法。
示意性的,在区服内设置穿越管理模块,当虚拟事件在跨越区服时实现为单次跨越过程,穿越管理模块不启动,通过虚拟事件在虚拟地图中特定点的触发方式实现虚拟事件的传递过程;当虚拟事件在跨越区服时实现为连续跨越过程,穿越管理模块才启动,从而借助穿越管理模块实现虚拟事件的传递过程;或者,在区服内设置穿越管理模块,无论虚拟事件在跨越区服时实现为单次跨越过程还是连续跨越过程,均借助穿越管理模块实现虚拟事件的传递过程;或者,无论虚拟事件在跨越区服时实现为单次跨越过程还是连续跨越过程,均通过虚拟事件在虚拟地图中特定点的触发方式实现虚拟事件的传递过程等。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,通过将虚拟元素的元素能量转化为生成虚拟事件所需的能量,能够保持虚拟世界中能量的守恒,避免单纯由服务器自身对各种事件进行处理的繁琐性以及数量处理量较大的问题,通过虚拟世界自身的能量维护和转换过程,在提高游戏真实性的同时,降低了数据处理的低效问题,大大提升了游戏的稳定性。
在本申请实施例中,借用能量消耗规则对虚拟世界的作出限制,从而能够有效地平衡虚拟世界中玩家数值与环境数值,能在很大程度上避免传统游戏中的数值不平衡与前后设定矛盾等问题。在此限制下运行虚拟世界的算力消耗将得到控制,游戏的稳定性将会更好。
请参考图17,其示出了本申请一个示例性的实施例提供的虚拟世界的运行装置结构框图,该装置包括如下模块:
接收模块1710,用于接收针对第一虚拟元素的事件生成指令,所述事件生成指令用于消耗所述第一虚拟元素的第一元素能量并生成虚拟事件,所述第一虚拟元素是构成所述虚拟世界的元素,所述虚拟事件是运行在所述虚拟世界中的事件单元,所述虚拟世界中的虚拟元素通过所述虚拟事件实现能量交互;
消耗模块1720,用于基于所述事件生成指令消耗所述第一元素能量中完成所述虚拟事件所需的子能量;
生成模块1730,用于基于所述元素子能量生成所述虚拟事件。
在一个可选的实施例中,所述消耗模块1720还用于基于所述事件生成指令确定事件类型,所述事件类型用于表征所述事件生成指令所指示生成的所述虚拟事件的类型;响应于所 述事件类型为第一事件类型,消耗所述第一元素能量中完成所述虚拟事件所需的第一子能量,所述第一事件类型用于消耗所述第一子能量,所述第一子能量用于表示第一数量的元素子能量。
在一个可选的实施例中,所述消耗模块1720还用于响应于所述事件类型为第二事件类型,消耗所述第一元素能量中完成所述虚拟事件所需的第二子能量,所述第二事件类型用于消耗所述第二子能量,所述第二子能量用于表示第二数量的元素子能量,所述第二事件类型与所述第一事件类型不同。
在一个可选的实施例中,所述生成模块1730还用于由所述第一虚拟元素被消耗的所述元素子能量生成所述虚拟事件;或者,确定所述虚拟事件对应的事件能量,所述事件能量小于所述元素子能量;以所述元素子能量和所述事件能量之差为事件推进能量,生成所述虚拟事件,所述事件推进能量用于生成所述虚拟事件。
在一个可选的实施例中,所述虚拟事件实现为至少两个虚拟子事件;
所述生成模块1730还用于确定生成所述至少两个虚拟子事件分别所需的需求能量,其中至少两个需求能量组成所述元素子能量;基于所述至少两个虚拟子事件分别对应的所述需求能量分配所述元素子能量,得到分配结果,所述分配结果用于表征为所述虚拟子事件分配的子能量的数值结果;基于所述分配结果生成所述至少两个虚拟子事件。
在一个可选的实施例中,用于部署所述虚拟世界的服务器包括多个区服,所述多个区服分别用于管理至少一个虚拟元素;
所述生成模块1730还用于响应于所述事件生成指令针对的所述第一虚拟元素由所述多个区服中的第一区服管理,在所述第一区服内生成所述虚拟事件。
在一个可选的实施例中,所述多个区服中存在至少一个区服内包括多个计算单元,计算单元用于管理区服内的至少一个虚拟元素;
所述生成模块1730还用于响应于所述事件生成指令针对的所述第一虚拟元素由所述多个计算单元中的第一计算单元管理,在所述第一计算单元内生成所述虚拟事件。
如图18所示,在一个可选的实施例中,所述虚拟事件包括单向传递事件,所述单向传递事件是具有单个传播方向的事件;
所述装置还包括:
作用模块1740,用于确定所述虚拟事件针对的第二虚拟元素,所述第二虚拟元素用于表征接收所述虚拟事件的虚拟元素;将所述虚拟事件对应的事件能量应用于所述第二虚拟元素,所述事件能量是基于所述元素子能量转化得到的能量。
在一个可选的实施例中,所述作用模块1740还用于响应于所述虚拟事件对应的事件能量达到触发所述第二虚拟元素的预设触发阈值,将所述事件能量应用于所述第二虚拟元素,所述预设触发阈值是触发所述第二虚拟元素接收所述事件能量的阈值条件。
在一个可选的实施例中,所述第二虚拟元素在未被所述虚拟事件作用前对应第二元素能量;
所述作用模块1740还用于将所述虚拟事件对应的所述事件能量转化为所述第二虚拟元素的元素能量,得到具有第三元素能量的所述第二虚拟元素,所述第三元素能量为所述事件能量以及所述第二元素能量之和;或者,确定所述虚拟事件到达所述第二虚拟元素的过程中消耗的第一事件子能量,所述第一事件子能量小于所述事件能量;确定所述事件能量和所述第一事件子能量之差,得到第二事件子能量;将所述第二事件子能量转化为所述第二虚拟元素的元素能量,得到具有第四元素能量对所述第二虚拟元素,所述第四元素能量为所述第二事件子能量以及所述第二元素能量之和。
在一个可选的实施例中,所述用于部署所述虚拟世界的服务器包括多个区服,所述多个区服分别用于管理至少一个虚拟元素;
所述虚拟元素通过元素向量表示,所述元素向量由元素属性分量、元素区服分量、元素 位置分量和元素时刻分量中的至少一种组成;所述元素属性分量用于表征所述虚拟元素的元素属性,所述元素区服分量用于表征所述虚拟元素所处的区服,所述元素位置分量用于表征所述虚拟元素在所处的区服内的位置信息,所述元素时刻分量用于表征所述虚拟元素在所处的区服内的时间信息;
所述虚拟事件通过事件向量表示,所述事件向量由事件属性分量、事件区服分量、事件位置分量和事件时刻分量中的至少一种组成;所述事件属性分量用于表征所述虚拟事件的事件属性,所述事件区服分量用于表征所述虚拟事件所处的区服,所述事件位置分量用于表征所述虚拟事件在所处的区服内的位置信息,所述事件时刻分量用于表征所述虚拟事件在所处的区服内的时间信息。
在一个可选的实施例中,所述元素向量由元素位置分量和元素时刻分量组成,所述事件向量由事件位置分量和事件时刻分量组成;
所述作用模块1740还用于响应于所述第一虚拟元素和所述第二虚拟元素均由所述多个区服中的第一区服管理,确定所述虚拟事件对应的事件位置分量和事件时刻分量,以及,确定所述第二虚拟元素对应的元素位置分量和元素时刻分量;响应于所述事件位置分量和所述元素位置分量相同,且所述事件时刻分量和所述元素时刻分量相同,将所述虚拟事件对应的事件能量应用于所述第二虚拟元素。
在一个可选的实施例中,所述元素属性分量中包括所述虚拟元素对应的元素能量,所述事件属性分量中包括所述虚拟事件对应的事件能量;
所述作用模块1740还用于以所述虚拟事件对应的事件能量调整所述第二虚拟元素的元素属性分量;或者,以所述虚拟事件对应的事件能量调整所述第二虚拟元素的元素位置分量。
在一个可选的实施例中,所述虚拟事件包括扩散事件;
所述作用模块1740还用于广播所述虚拟事件对应的事件能量,得到多个事件子能量,所述多个事件子能量对应不同的位置分量;响应于第三事件子能量的位置分量指示的位置处存在第三虚拟元素,将所述第三事件子能量应用于所述第三虚拟元素,所述第三事件子能量是所述多个事件子能量中的事件子能量。
在一个可选的实施例中,所述生成模块1730还用于基于所述事件生成指令,确定完成所述虚拟事件所需的能量需求值;响应于所述能量需求值不大于所述第一元素能量,消耗所述第一元素能量中完成所述虚拟事件所需的所述元素子能量;响应于所述能量需求值大于所述第一元素能量,停止基于所述事件生成指令消耗所述第一元素能量。
在一个可选的实施例中,所述接收模块1710还用于接收终端发送的所述事件生成指令,所述事件生成指令是所述终端基于接收的事件生成操作生成的指令;其中,所述事件生成操应用于触发所述第一虚拟元素。
综上所述,通过将虚拟元素的元素能量转化为生成虚拟事件所需的能量,能够保持虚拟世界中能量的守恒,避免单纯由服务器自身对各种事件进行处理的繁琐性以及数量处理量较大的问题,通过虚拟世界自身的能量维护和转换过程,在提高游戏真实性的同时,降低了数据处理的低效问题,大大提升了游戏的稳定性。
需要说明的是:上述实施例提供的虚拟世界的运行装置,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的虚拟世界的运行装置与虚拟世界的运行方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
图19示出了本申请一个示例性实施例提供的服务器的结构示意图。具体来讲包括如下结构。
服务器1900包括中央处理单元(Central Processing Unit,CPU)1901、包括随机存取存储器(Random Access Memory,RAM)1902和只读存储器(Read Only Memory,ROM)1903 的系统存储器1904,以及连接系统存储器1904和中央处理单元1901的系统总线1905。服务器1900还包括用于存储操作系统1913、应用程序1914和其他程序模块1915的大容量存储设备1906。
大容量存储设备1906通过连接到系统总线1905的大容量存储控制器(未示出)连接到中央处理单元1901。
不失一般性,计算机可读介质可以包括计算机存储介质和通信介质。根据本申请的各种实施例,服务器1900还可以通过诸如因特网等网络连接到网络上的远程计算机运行。也即服务器1900可以通过连接在系统总线1905上的网络接口单元1911连接到网络1912,或者说,也可以使用网络接口单元1911来连接到其他类型的网络或远程计算机系统(未示出)。
上述存储器还包括一个或者一个以上的程序,一个或者一个以上程序存储于存储器中,被配置由CPU执行。
本申请的实施例还提供了一种计算机设备,该计算机设备包括处理器和存储器,该存储器中存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行以实现上述各方法实施例提供的虚拟世界的运行方法。可选地,该计算机设备可以是终端,也可以是服务器。
本申请的实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行,以实现上述各方法实施例提供的虚拟世界的运行方法。
本申请的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上述实施例中任一所述的虚拟世界的运行方法。
可选地,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、固态硬盘(SSD,Solid State Drives)或光盘等。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (20)

  1. 一种虚拟世界的运行方法,由计算机设备执行,所述方法包括:
    接收针对第一虚拟元素的事件生成指令,所述事件生成指令用于消耗所述第一虚拟元素的第一元素能量并生成虚拟事件,所述第一虚拟元素是构成所述虚拟世界的元素,所述虚拟事件是运行在所述虚拟世界中的事件单元,所述虚拟世界中的虚拟元素通过所述虚拟事件实现能量交互;
    基于所述事件生成指令消耗所述第一元素能量中完成所述虚拟事件所需的元素子能量;
    基于所述元素子能量生成所述虚拟事件。
  2. 根据权利要求1所述的方法,其中,所述基于所述事件生成指令消耗所述第一元素能量中完成所述虚拟事件所需的元素子能量,包括:
    基于所述事件生成指令确定事件类型,所述事件类型是所述事件生成指令所指示生成的所述虚拟事件的类型;
    响应于所述事件类型为第一事件类型,消耗所述第一元素能量中完成所述虚拟事件所需的第一子能量,所述第一事件类型用于消耗所述第一子能量,所述第一子能量用于表示第一数量的元素子能量。
  3. 根据权利要求2所述的方法,其中,所述方法还包括:
    响应于所述事件类型为第二事件类型,消耗所述第一元素能量中完成所述虚拟事件所需的第二子能量,所述第二事件类型用于消耗所述第二子能量,所述第二子能量用于表示第二数量的元素子能量,所述第二事件类型与所述第一事件类型不同。
  4. 根据权利要求1至3任一所述的方法,其中,所述基于所述元素子能量生成所述虚拟事件,包括:
    由所述第一虚拟元素被消耗的所述元素子能量生成所述虚拟事件;
    或者,
    确定所述虚拟事件对应的事件能量,所述事件能量小于所述元素子能量;以所述元素子能量和所述事件能量之差为事件推进能量,生成所述虚拟事件,所述事件推进能量用于生成所述虚拟事件。
  5. 根据权利要求1至4任一所述的方法,其中,所述虚拟事件实现为至少两个虚拟子事件;
    所述基于所述元素子能量生成所述虚拟事件,包括:
    确定生成所述至少两个虚拟子事件分别所需的需求能量,其中至少两个需求能量组成所述元素子能量;
    基于所述至少两个虚拟子事件分别对应的所述需求能量分配所述元素子能量,得到分配结果,所述分配结果用于表征为所述虚拟子事件分配的子能量的数值结果;
    基于所述分配结果生成所述至少两个虚拟子事件。
  6. 根据权利要求1至5任一所述的方法,其中,用于部署所述虚拟世界的服务器包括多个区服,所述多个区服分别用于管理至少一个虚拟元素;
    所述方法还包括:
    响应于所述事件生成指令针对的所述第一虚拟元素由所述多个区服中的第一区服管理,在所述第一区服内生成所述虚拟事件。
  7. 根据权利要求6所述的方法,其中,所述多个区服中存在至少一个区服内包括多个计算单元,计算单元用于管理区服内的至少一个虚拟元素;
    所述方法还包括:
    响应于所述事件生成指令针对的所述第一虚拟元素由所述多个计算单元中的第一计算单元管理,在所述第一计算单元内生成所述虚拟事件。
  8. 根据权利要求1至7任一所述的方法,其中,所述虚拟事件包括单向传递事件,所述单向传递事件是具有单个传播方向的事件;
    所述基于所述元素子能量生成所述虚拟事件之后,还包括:
    确定所述虚拟事件针对的第二虚拟元素,所述第二虚拟元素用于表征接收所述虚拟事件的虚拟元素;
    将所述虚拟事件对应的事件能量应用于所述第二虚拟元素,所述事件能量是基于所述元素子能量转化得到的能量。
  9. 根据权利要求8所述的方法,其中,所述将所述虚拟事件对应的事件能量应用于所述第二虚拟元素,包括:
    响应于所述虚拟事件对应的事件能量达到触发所述第二虚拟元素的预设触发阈值,将所述事件能量应用于所述第二虚拟元素,所述预设触发阈值是触发所述第二虚拟元素接收所述事件能量的阈值条件。
  10. 根据权利要求8所述的方法,其中,所述第二虚拟元素在未应用所述事件能量前对应第二元素能量;
    所述将所述虚拟事件对应的事件能量应用于所述第二虚拟元素,包括:
    将所述虚拟事件对应的所述事件能量转化为所述第二虚拟元素的元素能量,得到具有第三元素能量的所述第二虚拟元素,所述第三元素能量为所述事件能量以及所述第二元素能量之和;
    或者,
    确定所述虚拟事件到达所述第二虚拟元素的过程中消耗的第一事件子能量,所述第一事件子能量小于所述事件能量;确定所述事件能量和所述第一事件子能量之差,得到第二事件子能量;将所述第二事件子能量转化为所述第二虚拟元素的元素能量,得到具有第四元素能量对所述第二虚拟元素,所述第四元素能量为所述第二事件子能量以及所述第二元素能量之和。
  11. 根据权利要求8所述的方法,其中,用于部署所述虚拟世界的服务器包括多个区服,所述多个区服分别用于管理至少一个虚拟元素;
    所述虚拟元素通过元素向量表示,所述元素向量由元素属性分量、元素区服分量、元素位置分量和元素时刻分量中的至少一种组成;所述元素属性分量用于表征所述虚拟元素的元素属性,所述元素区服分量用于表征所述虚拟元素所处的区服,所述元素位置分量用于表征所述虚拟元素在所处的区服内的位置信息,所述元素时刻分量用于表征所述虚拟元素在所处的区服内的时间信息;
    所述虚拟事件通过事件向量表示,所述事件向量由事件属性分量、事件区服分量、事件位置分量和事件时刻分量中的至少一种组成;所述事件属性分量用于表征所述虚拟事件的事件属性,所述事件区服分量用于表征所述虚拟事件所处的区服,所述事件位置分量用于表征所述虚拟事件在所处的区服内的位置信息,所述事件时刻分量用于表征所述虚拟事件在所处的区服内的时间信息。
  12. 根据权利要求11所述的方法,其中,所述元素向量由元素位置分量和元素时刻分量组成,所述事件向量由事件位置分量和事件时刻分量组成;
    所述将所述虚拟事件对应的事件能量应用于所述第二虚拟元素,包括:
    响应于所述第一虚拟元素和所述第二虚拟元素均由所述多个区服中的第一区服管理,确定所述虚拟事件对应的事件位置分量和事件时刻分量,以及,确定所述第二虚拟元素对应的元素位置分量和元素时刻分量;
    响应于所述事件位置分量和所述元素位置分量相同,且所述事件时刻分量和所述元素时刻分量相同,将所述虚拟事件对应的事件能量应用于所述第二虚拟元素。
  13. 根据权利要求11所述的方法,其中,所述元素属性分量中包括所述虚拟元素对应的 元素能量,所述事件属性分量中包括所述虚拟事件对应的事件能量;
    所述将所述虚拟事件对应的事件能量应用于所述第二虚拟元素,包括:
    以所述虚拟事件对应的事件能量调整所述第二虚拟元素的元素属性分量;
    或者,
    以所述虚拟事件对应的事件能量调整所述第二虚拟元素的元素位置分量。
  14. 根据权利要求1至13任一所述的方法,其中,所述虚拟事件包括扩散事件;
    所述基于所述元素子能量生成所述虚拟事件之后,还包括:
    广播所述虚拟事件对应的事件能量,得到多个事件子能量,所述多个事件子能量对应不同的位置分量;
    响应于第三事件子能量的位置分量指示的位置处存在第三虚拟元素,将所述第三事件子能量应用于所述第三虚拟元素,所述第三事件子能量是所述多个事件子能量中的事件子能量。
  15. 根据权利要求1至14任一所述的方法,其中,所述方法还包括:
    基于所述事件生成指令,确定完成所述虚拟事件所需的能量需求值;
    响应于所述能量需求值不大于所述第一元素能量,消耗所述第一元素能量中完成所述虚拟事件所需的所述元素子能量;
    响应于所述能量需求值大于所述第一元素能量,停止基于所述事件生成指令消耗所述第一元素能量。
  16. 根据权利要求1至15任一所述的方法,其中,所述接收针对的第一虚拟元素的事件生成指令,包括:
    接收终端发送的所述事件生成指令,所述事件生成指令是所述终端基于接收的事件生成操作生成的指令;
    其中,所述事件生成操作用于触发所述第一虚拟元素。
  17. 一种虚拟世界的运行装置,所述装置包括:
    接收模块,用于接收针对第一虚拟元素的事件生成指令,所述事件生成指令用于消耗所述第一虚拟元素的第一元素能量并生成虚拟事件,所述第一虚拟元素是构成所述虚拟世界的元素,所述虚拟事件是运行在所述虚拟世界中的事件单元,所述虚拟世界中的虚拟元素通过所述虚拟事件实现能量交互;
    消耗模块,用于基于所述事件生成指令消耗所述第一元素能量中完成所述虚拟事件所需的元素子能量;
    生成模块,用于基于所述元素子能量生成所述虚拟事件。
  18. 一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如权利要求1至16任一所述的虚拟世界的运行方法。
  19. 一种计算机可读存储介质,所述存储介质中存储有至少一段程序,所述至少一段程序由处理器加载并执行以实现如权利要求1至16任一所述的虚拟世界的运行方法。
  20. 一种计算机程序产品,包括计算机指令,所述计算机指令被处理器执行时实现如权利要求1至16任一所述的虚拟世界的运行方法。
PCT/CN2024/088208 2023-06-15 2024-04-17 虚拟世界的运行方法、装置、设备、存储介质及程序产品 Ceased WO2024255431A1 (zh)

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CN114404971A (zh) * 2022-01-21 2022-04-29 腾讯科技(深圳)有限公司 虚拟对象的互动方法、装置、设备、介质及产品
CN114522423A (zh) * 2022-01-25 2022-05-24 网易(杭州)网络有限公司 虚拟对象的控制方法、装置、存储介质及计算机设备
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CN113730916A (zh) * 2020-05-27 2021-12-03 腾讯科技(深圳)有限公司 基于虚拟环境中的资源加载方法、装置、设备及介质
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