CN107198884B - Method for efficiently loading game scenes - Google Patents

Method for efficiently loading game scenes Download PDF

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Publication number
CN107198884B
CN107198884B CN201710385228.0A CN201710385228A CN107198884B CN 107198884 B CN107198884 B CN 107198884B CN 201710385228 A CN201710385228 A CN 201710385228A CN 107198884 B CN107198884 B CN 107198884B
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game
player
client
scene
map
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CN107198884A (en
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张冰心
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Xuzhou Tiancao Network Technology Co.,Ltd.
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Xuzhou Tiancao Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating 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 by the player, e.g. authoring using a 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Information Transfer Between Computers (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a method for efficiently loading a game scene, which comprises the steps of calculating a nearby hidden scene entrance according to coordinates of a player in the game scene, carrying out logic calculation according to a motion track of the player, calculating a scene which the player is about to enter, and loading map resources in advance according to a result of the logic calculation, wherein the method is called an algorithm; calculating a scene which the player is going to go to according to the tasks acquired by the player, feeding back the logical reasoning result to the game client side, and loading map resources in advance by the game client side, wherein the method is called an embedded method; the interpolation may be performed on the basis of an algorithm. The game terminal loads the map in advance by logical calculation of real-time coordinates of the player, so that the waiting time for loading the map is effectively saved, and the smoothness of the game is improved; meanwhile, the game terminal carries out logic calculation on the game tasks of the players, loading of the map is completed in advance, and the game efficiency is improved.

Description

Method for efficiently loading game scenes
Technical Field
The invention relates to the field of online games, in particular to a method for efficiently loading game scenes.
Background
When loading resources from a storage medium in a typical game, the operating system runs very slowly when there are a large number of file handles for files in the operating system. Many games can only load the necessary resources from the packaged resource file for optimization. These packaged resource files are large file databases, and exist in the form of a single file or a group of files. In these databases, a complete directory hierarchy is maintained. The resource file effectively solves the problem of overlarge file handle overhead. But presents another serious problem. The order of these resource files is typically a mirror image of the directory structure on the hard disk. And games rarely access resource files in their order in the directory structure. Instead, in most cases, they all access the resource file in a jump within the resource file. This becomes a major bottleneck. If the data set used by the game is very large, the weakness existing in the layout of the resource file of the game is exposed, so that the resource loading progress of the game is very slow, and particularly the loading speed of the game scene is too slow, and the game experience of the player is seriously influenced.
Disclosure of Invention
In order to solve the problem of slow loading of game scenes in games, the invention provides a method for efficiently loading game scenes.
The purpose of the invention can be realized by the following technical scheme:
a method for loading game scenes efficiently includes calculating a scene entrance hidden nearby according to coordinates of a player in a game scene, carrying out logic calculation according to a motion track of the player, calculating a scene which the player is about to enter, and loading map resources in advance according to a result of the logic calculation, wherein the method is called an algorithm; the method comprises the steps of calculating a scene which a player is going to go to according to tasks acquired by the player, feeding back a logic reasoning result to a game client, and loading map resources in advance by the game client.
The algorithm comprises the following steps:
s1: starting a client;
s2: uploading player coordinates by a coordinate unit;
s3, the data processing module processes the data;
s4: the game terminal performs logic calculation;
the embedding method comprises the following steps:
s5: whether the player has an incomplete game mission;
s6: whether other game maps are involved in the task;
s7: and the client loads the map data.
In step S1, when the client loads resources at the time of starting, the resources are not resources for loading all map scenes in the game: when a player finishes a game, a coordinate unit in the game stores a coordinate position of the player offline to a game terminal, when the player logs in the game next time, the game terminal sends a coordinate instruction of the player offline to a client, and the game client only loads a map scene where the player offline in the game, so that the loading rate of the client can be improved.
In step S2, the coordinate unit monitors the position of the player in the game in real time, and uploads the real-time coordinates of the player to the data processing module.
In step S3, the data processing module marks the coordinate, and compares the marked data with all data in the data terminal, where the marking comparison principle is as follows: any coordinate in a certain area can be marked as the same point, the marked coordinate is expressed as a specific mark point, and the mark point and the data in the database are used for comparison calculation, so that the calculation amount of the data processing module is reduced; according to the result of the comparison of the database, the scene entrance in the coordinate range can be counted; and the data processing module uploads the processed data to the game terminal.
In step S4, the game terminal starts logic computation after receiving the data uploaded by the data processing module, determines a map scene that the player may go according to the existing level, fighting ability, and motion trajectory of the player, and feeds back the determined result to the game client, and the game client starts to pre-load the map according to the result fed back by the game terminal.
If the player has an incomplete mission in the step S5, proceeding to S6; if the player does not have an incomplete mission, the game terminal logic calculates an entry algorithm.
If no other scenes are involved in the task in the step S6, the game terminal logic calculation enters an algorithm; and if other game scenes are involved in the task, the game terminal feeds back the game scene to the game client.
In step S7, the game client loads a map according to the data fed back by the game terminal, and meanwhile, the game client sends information to the player to remind the player whether the task is not completed and whether the task is completed before.
Drawings
The invention will be further described with reference to the accompanying drawings.
FIG. 1 is a schematic diagram of an algorithm flow according to the present invention;
FIG. 2 is a flow chart of the logic calculation of the inline method of the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
A method for loading game scenes efficiently is characterized in that a scene entrance hidden nearby is calculated according to coordinates of a player in the game scenes, logic calculation is carried out according to the motion trail of the player, the scene which the player is about to enter is calculated, and scene resources are loaded in advance according to the result of the logic calculation; the other principle of loading game scene resources is to calculate the scene to which the player is going according to the tasks acquired by the player, feed back the logical reasoning result to the game client, and load the scene resources in advance by the game client, which is called as an algorithm.
Examples 1
FIG. 1 shows a process of loading scene resources in advance according to the coordinates of a player in a game.
S1: starting a client;
when the client side starts to load the resources, the resources of all map scenes in the game are not loaded: when a player finishes a game, a coordinate unit in the game stores a coordinate position of the player offline to a game terminal, when the player logs in the game next time, the game terminal sends a coordinate instruction of the player offline to a client, and the game client only loads a map scene where the player offline in the game, so that the loading rate of the client can be improved.
S2: uploading player coordinates by a coordinate unit;
the coordinate unit monitors the position of a player in the game in real time and uploads the real-time coordinates of the player to the data processing module.
S3, the data processing module processes the data;
the data processing module marks the coordinate, and marks and compares the marked data with all data in the data terminal, and the marking and comparing principle lies in that: any coordinate in a certain area can be marked as the same point, the marked coordinate is expressed as a specific mark point, and the mark point and the data in the database are used for comparison calculation, so that the calculation amount of the data processing module is reduced; according to the result of the comparison of the database, the scene entrance in the coordinate range can be counted; and the data processing module uploads the processed data to the game terminal.
S4: the game terminal performs logic calculation;
the game terminal starts to perform logic calculation after receiving the data uploaded by the data processing module, determines the map scene which the player may go according to the factors such as the existing level, fighting capacity and motion trail of the player, feeds back the determined result to the game client, and the game client starts to pre-load the map according to the result fed back by the game terminal.
By integrating the steps of S1-S4, the game terminal loads the map in advance by logically calculating the real-time coordinates of the player, so that the waiting time for loading the map is effectively saved, and the fluency of the game is improved.
On the basis of embodiment example 1, another embodiment example is now proposed.
EXAMPLES example 2
The implementation example loads the scenes involved in the game mission in advance according to the existing game mission of the player, which is called an embedded method, and fig. 2 shows the logic calculation process of the embedded method.
S5: whether the player has an incomplete game mission;
wherein if the player has an incomplete mission, proceeding to S6; if the player does not have an incomplete mission, the gaming terminal logic calculates into embodiment 1.
S6: whether other game maps are involved in the task;
if the task does not relate to other scenes, the logic calculation of the game terminal enters an implementation example 1; and if other game scenes are involved in the task, the game terminal feeds back the game scene to the game client.
S7: loading a map by a client;
the game client loads a map according to data fed back by the game terminal, and meanwhile, the game client sends information to the player to remind the player whether a task is not completed or not.
The embedded method improves the loading speed of the game by loading the map related to the game task of the player in advance and combining with an algorithm, so that the overall experience of the game is improved.
The foregoing is merely exemplary and illustrative of the present invention and various modifications, additions and substitutions may be made by those skilled in the art to the specific embodiments described without departing from the scope of the invention as defined in the following claims.

Claims (1)

1. A method for loading game scenes efficiently is characterized in that:
the method comprises the steps of calculating a scene entrance hidden nearby according to coordinates of a player in a game scene, carrying out logic calculation according to a motion track of the player, calculating a scene which the player is about to enter, and loading map resources in advance according to a result of the logic calculation, wherein the algorithm is called as an algorithm;
calculating a scene which the player is going to go to according to the tasks acquired by the player, feeding back the logical reasoning result to the game client side, and loading map resources in advance by the game client side, wherein the method is called an embedded method;
the embedded method can be carried out on the basis of an algorithm;
the algorithm comprises the following steps:
s1: starting a client;
s2: uploading player coordinates by a coordinate unit;
s3, the data processing module processes the data;
s4: the game terminal performs logic calculation;
the embedding method comprises the following steps:
s5: whether the player has an incomplete game mission;
s6: whether other game maps are involved in the task;
s7: loading map data by a client;
in step S1, when the client loads resources at the time of starting, the resources are not resources for loading all map scenes in the game: when a player finishes a game, a coordinate unit in the game stores a coordinate position of the player in an offline state to a game terminal, when the player logs in the game next time, the game terminal sends a coordinate instruction of the player in the offline state to a client, and the game client only loads a map scene where the player is in the offline state in the game, so that the loading rate of the client can be improved;
the coordinate unit in the step S2 monitors the position of the player in the game in real time, and uploads the real-time coordinates of the player to the data processing module;
in step S3, the data processing module marks the coordinate, and compares the marked data with all data in the data terminal, where the marking comparison principle is as follows: any coordinate in a certain area can be marked as the same point, the marked coordinate is expressed as a specific mark point, and the mark point and the data in the database are used for comparison calculation, so that the calculation amount of the data processing module is reduced; according to the result of the comparison of the database, the scene entrance in the coordinate range can be counted; the data processing module uploads the processed data to the game terminal;
in the step S4, the game terminal starts to perform logic calculation after receiving the data uploaded by the data processing module, determines a map scene that the player may go according to the existing level, fighting capability, motion track and other factors of the player, and feeds back the determined result to the game client, and the game client starts to pre-load the map according to the result fed back by the game terminal;
if the player has an incomplete mission in the step S5, proceeding to S6; if the player does not have the unfinished task, the game terminal logic calculation enters the algorithm;
if no other scenes are involved in the task in the step S6, the game terminal logic calculation enters an algorithm; if the task involves other game scenes, the game terminal feeds back to the game client;
in step S7, the game client loads a map according to the data fed back by the game terminal, and meanwhile, the game client sends information to the player to remind the player whether the task is not completed and whether the task is completed before.
CN201710385228.0A 2017-05-26 2017-05-26 Method for efficiently loading game scenes Active CN107198884B (en)

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CN109925718B (en) * 2019-01-14 2023-04-28 珠海金山数字网络科技有限公司 System and method for distributing game micro-terminal map
CN110908736A (en) * 2019-11-26 2020-03-24 广东趣炫网络股份有限公司 3D scene loading method, device, equipment and storage medium
CN111064712B (en) * 2019-11-29 2022-03-18 珠海金山网络游戏科技有限公司 Game resource packaging method and system
CN111729305B (en) * 2020-06-23 2024-02-09 网易(杭州)网络有限公司 Map scene preloading method, model training method, device and storage medium
CN113368497A (en) * 2021-05-20 2021-09-10 广州三七互娱科技有限公司 Weather particle rendering method and device and electronic equipment
CN114356566B (en) * 2021-12-30 2022-11-25 许磊 Game data streaming media method based on correlation

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CN1924873A (en) * 2006-09-19 2007-03-07 北京金山数字娱乐科技有限公司 Game map storage method and device, display method and system
CN103729558A (en) * 2013-12-26 2014-04-16 北京像素软件科技股份有限公司 Scene change method
CN105025061A (en) * 2014-04-29 2015-11-04 中国电信股份有限公司 Method and server for constructing cloud-end shared game scene

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Patent Citations (3)

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Publication number Priority date Publication date Assignee Title
CN1924873A (en) * 2006-09-19 2007-03-07 北京金山数字娱乐科技有限公司 Game map storage method and device, display method and system
CN103729558A (en) * 2013-12-26 2014-04-16 北京像素软件科技股份有限公司 Scene change method
CN105025061A (en) * 2014-04-29 2015-11-04 中国电信股份有限公司 Method and server for constructing cloud-end shared game scene

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