CN113144612A - Game scene design method based on three-dimensional scanning - Google Patents

Game scene design method based on three-dimensional scanning Download PDF

Info

Publication number
CN113144612A
CN113144612A CN202110446903.2A CN202110446903A CN113144612A CN 113144612 A CN113144612 A CN 113144612A CN 202110446903 A CN202110446903 A CN 202110446903A CN 113144612 A CN113144612 A CN 113144612A
Authority
CN
China
Prior art keywords
scene
game
special effect
monster
generating
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202110446903.2A
Other languages
Chinese (zh)
Inventor
赵凌戈
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Shanghai Leiming Culture Communication Co ltd
Original Assignee
Shanghai Leiming Culture Communication Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Shanghai Leiming Culture Communication Co ltd filed Critical Shanghai Leiming Culture Communication Co ltd
Priority to CN202110446903.2A priority Critical patent/CN113144612A/en
Publication of CN113144612A publication Critical patent/CN113144612A/en
Pending legal-status Critical Current

Links

Images

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
    • A63F13/60Generating 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Computer Graphics (AREA)
  • Geometry (AREA)
  • Software Systems (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a game scene design method based on three-dimensional scanning, which comprises the following steps: s1, generating a scene initial graph: scanning the space based on three-dimensional scanning to generate a scene initial image; s2, scene path generation: generating a path of a scene by using a plurality of methods on a scene initial graph; s3, virtual crowd generation: after S2, defining different scene events and generating a 3D character model using three-dimensional scanning by building a database and virtual environment; s4, game monster distribution: establishing a game monster distribution system, and enabling a program to automatically cloth monsters according to the rules under the conditions of designating areas and using designated monster distribution rules; s5, processing a scene special effect; s6, generating a mobile scene; and S7, displaying the game scene. The game scene can be used for conveniently generating the character model, conveniently distributing monsters and processing special effects, shortening the development period of the game scene, enhancing the experience and performance of the game and improving the drawing efficiency of the game scene.

Description

Game scene design method based on three-dimensional scanning
Technical Field
The invention belongs to the technical field of games, and particularly relates to a game scene design method based on three-dimensional scanning.
Background
A game is an electronic game service that a user operates on a mobile terminal such as a mobile phone, a PDA, etc. platform through a mobile communication network, such as a mobile phone chess game, a sports game, an adventure game, a pet game, etc. Due to the characteristics of networking, portability, convenience, and potentially huge user groups, games have rapidly emerged in recent years and become one of the main applications of 3G to be put to commercial use, and become the focus of attention in the IT industry. With the continuous richness of game types and increasingly powerful functions, the online game function is realized, and the online game can be networked to other people at any time and any place to play games; and provides rich and colorful game scenes, so that the game is more vivid and lifelike, however, various game scene design methods in the market still have various problems.
For example, an authorized bulletin number CN106621336A discloses a visual verification method and system for FPS game scene map design, which can implement fusion of killing and death behaviors and trajectory analysis, and can analyze and embody the trajectory behaviors of players from a detailed level, so as to verify the rationality of game map design and accurately locate the parts to be improved/optimized, but do not solve the problems of the existing game scene design method based on three-dimensional scanning: the method is inconvenient for generating a biological model and distributing monsters and processing special effects, and reduces the drawing efficiency of a game scene, so that a game scene design method based on three-dimensional scanning is provided.
Disclosure of Invention
The invention aims to provide a game scene design method based on three-dimensional scanning, so as to solve the problems in the background technology.
In order to achieve the purpose, the invention provides the following technical scheme: a game scene design method based on three-dimensional scanning comprises the following steps:
s1, generating a scene initial graph: scanning the space based on three-dimensional scanning to generate a scene initial image;
s2, scene path generation: generating a path of a scene by using a plurality of methods on a scene initial graph;
s3, virtual crowd generation: after S2, defining different scene events and generating a 3D character model using three-dimensional scanning by building a database and virtual environment;
s4, game monster distribution: establishing a game monster distribution system, and enabling a program to automatically cloth monsters according to the rules under the conditions of designating areas and using designated monster distribution rules;
s5, scene special effect treatment: acquiring environmental elements in a game scene, and acquiring a special effect template and special effect data based on the environmental elements to obtain the game scene with special effect;
s6, mobile scene generation: according to the game scene with special effects in S5, when the character moves, scenes at different positions can be automatically switched along with the movement of the character;
s7, game scene display: and acquiring a current observation point, acquiring a position coordinate according to the current observation point, and displaying the game scene according to the position coordinate.
Preferably, the processing method in S1 includes the following operations:
s101, using a spatial hierarchy structure or a spatial tree structure to expand a scene graph;
s102, rendering the scene graph;
and S103, separating, eliminating and drawing the scene graph.
Preferably, the plurality of methods in S2 include a direct loading method that sets map data in a game scene in advance and then loads and calls the map data directly while the game is running, and an obstacle generating method that generates a certain obstacle appropriately according to the need of the game on an open map by initializing the game scene to all reachable areas and forms a path with an area that is not obstructed.
Preferably, the virtual crowd generation in S3 further includes generating a three-dimensional virtual dangerous scene and completing the construction of the three-dimensional virtual dangerous scene.
Preferably, the game monster distribution system of S4 includes a scene area dividing module, a monster rule generating module, and a game executing module, where the scene area dividing module is configured to obtain a scene area specified by a game, and obtain a scene area model configuration; the monster distribution rule generation module is used for performing custom configuration on monster partitions in the area by using a monster editor according to the area model configuration obtained by the scene area division module and generating a monster configuration data table of the designated area; and the game execution module is used for loading the monster configuration data table obtained by the monster rule generation module to generate monsters when a game program runs.
Preferably, the method for distributing the game monsters in S4 includes the following steps:
s201, obtaining a designated scene area of a game to obtain scene area model configuration;
s202, carrying out user-defined configuration on the monster partitions in the area by using a monster editor according to the area model configuration obtained in the S201, and generating a monster configuration data table of the designated area;
and S203, loading the monster configuration data table obtained in the S202 to generate a monster when the game program runs.
Preferably, the special effect template in S5 is pre-stored in the first path, the special effect template is determined based on special effects of a plurality of environment elements, and the special effect of one environment element is designed from one or more special effect elements; the special effect data is pre-stored in a second path, the special effect data is determined and obtained based on special effect attributes of a plurality of environment elements, the special effect attribute of one environment element represents the attribute of a special effect element for carrying out special effect design on the environment element, and the special effect attribute comprises an attribute value; wherein the special effect template and the special effect data are stored in a json form.
Preferably, the environment elements in S5 include a game background and a game character, the game background has a background special effect, and the game character has a skill special effect; the special effect template comprises a background special effect template and a skill special effect template, the special effect data comprises background special effect data and skill special effect data, the background special effect template and the background special effect data are used for rendering to obtain the background special effect, and the skill special effect template and the skill special effect data are used for rendering to obtain the skill special effect.
Preferably, the generating of the moving scene in S6 specifically includes the following steps:
s301, establishing a scene storage module, and setting a primitive record in the scene storage module;
s302, establishing a scene design module, wherein the scene design module acquires primitive records from a scene storage module to assemble the primitive records into a scene;
and S303, converting the assembled scene into a scene data record which can uniquely correspond to the scene through a scene design module, and storing the scene data record into a scene storage module.
Compared with the prior art, the invention has the beneficial effects that: the game scene can be used for conveniently generating the character model, conveniently distributing monsters and processing special effects, shortening the development period of the game scene, enhancing the experience and performance of the game and improving the drawing efficiency of the game scene.
Drawings
FIG. 1 is a block flow diagram 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.
Example 1
Referring to fig. 1, the present invention provides a technical solution: a game scene design method based on three-dimensional scanning comprises the following steps:
s1, generating a scene initial graph: scanning the space based on three-dimensional scanning to generate a scene initial image;
s2, scene path generation: generating a path of a scene by using a plurality of methods on a scene initial graph;
s3, virtual crowd generation: after S2, defining different scene events and generating a 3D character model using three-dimensional scanning by building a database and virtual environment;
s4, game monster distribution: establishing a game monster distribution system, and enabling a program to automatically cloth monsters according to the rules under the conditions of designating areas and using designated monster distribution rules;
s5, scene special effect treatment: acquiring environmental elements in a game scene, and acquiring a special effect template and special effect data based on the environmental elements to obtain the game scene with special effect;
s6, mobile scene generation: according to the game scene with special effects in S5, when the character moves, scenes at different positions can be automatically switched along with the movement of the character;
s7, game scene display: and acquiring a current observation point, acquiring a position coordinate according to the current observation point, and displaying the game scene according to the position coordinate.
In this embodiment, preferably, the processing method in S1 includes the following operations:
s101, using a spatial hierarchy structure or a spatial tree structure to expand a scene graph;
s102, rendering the scene graph;
and S103, separating, eliminating and drawing the scene graph.
In this embodiment, preferably, the multiple methods in S2 include a direct loading method and an obstacle generating method, where the direct loading method is to set map data in a game scene in advance, then directly load and invoke the map data when the game is running, the obstacle generating method initializes the game scene to all reachable areas, and generates a certain obstacle appropriately according to the needs of the game on an open map, and a path is formed in the remaining area without obstacle.
In this embodiment, preferably, the generating of the virtual crowd in S3 further includes generating a three-dimensional virtual dangerous scene and completing the building of the three-dimensional virtual dangerous scene.
In this embodiment, preferably, the game monster distribution system of S4 includes a scene area dividing module, a monster rule generating module, and a game executing module, where the scene area dividing module is configured to obtain a designated scene area of a game, and obtain a scene area model configuration; the monster distribution rule generation module is used for performing custom configuration on monster partitions in the area by using a monster editor according to the area model configuration obtained by the scene area division module and generating a monster configuration data table of the designated area; and the game execution module is used for loading the monster configuration data table obtained by the monster rule generation module to generate monsters when a game program runs.
In this embodiment, preferably, the method for distributing game monsters in S4 includes the following steps:
s201, obtaining a designated scene area of a game to obtain scene area model configuration;
s202, carrying out user-defined configuration on the monster partitions in the area by using a monster editor according to the area model configuration obtained in the S201, and generating a monster configuration data table of the designated area;
and S203, loading the monster configuration data table obtained in the S202 to generate a monster when the game program runs.
In this embodiment, preferably, the special effect template in S5 is pre-stored in the first path, the special effect template is determined based on special effects of a plurality of environment elements, and the special effect of one environment element is designed by one or more special effect elements; the special effect data is pre-stored in a second path, the special effect data is determined and obtained based on special effect attributes of a plurality of environment elements, the special effect attribute of one environment element represents the attribute of a special effect element for carrying out special effect design on the environment element, and the special effect attribute comprises an attribute value; wherein the special effect template and the special effect data are stored in a json form.
In this embodiment, it is preferable that the environment elements in S5 include a game background and a game character, the game background has a background special effect, and the game character has a skill special effect; the special effect template comprises a background special effect template and a skill special effect template, the special effect data comprises background special effect data and skill special effect data, the background special effect template and the background special effect data are used for rendering to obtain the background special effect, and the skill special effect template and the skill special effect data are used for rendering to obtain the skill special effect.
In this embodiment, preferably, the generating of the moving scene in S6 specifically includes the following steps:
s301, establishing a scene storage module, and setting a primitive record in the scene storage module;
s302, establishing a scene design module, wherein the scene design module acquires primitive records from a scene storage module to assemble the primitive records into a scene;
and S303, converting the assembled scene into a scene data record which can uniquely correspond to the scene through a scene design module, and storing the scene data record into a scene storage module.
Example 2
Referring to fig. 1, the present invention provides a technical solution: a game scene design method based on three-dimensional scanning comprises the following steps:
s1, generating a scene initial graph: scanning the space based on three-dimensional scanning to generate a scene initial image;
s2, scene path generation: generating a path of a scene by using a plurality of methods on a scene initial graph;
s3, virtual crowd generation: after S2, defining different scene events and generating a 3D character model using three-dimensional scanning by building a database and virtual environment;
s4, game monster distribution: establishing a game monster distribution system, and enabling a program to automatically cloth monsters according to the rules under the conditions of designating areas and using designated monster distribution rules;
s5, scene special effect treatment: acquiring environmental elements in a game scene, and acquiring a special effect template and special effect data based on the environmental elements to obtain the game scene with special effect;
s6, mobile scene generation: according to the game scene with special effects in S5, when the character moves, scenes at different positions can be automatically switched along with the movement of the character;
s7, game scene display: and acquiring a current observation point, acquiring a position coordinate according to the current observation point, and displaying the game scene according to the position coordinate.
In this embodiment, preferably, the processing method in S1 includes the following operations:
s101, using a spatial hierarchy structure or a spatial tree structure to expand a scene graph;
s102, rendering the scene graph;
and S103, separating, eliminating and drawing the scene graph.
In this embodiment, preferably, the multiple methods in S2 include a direct loading method and an obstacle generating method, where the direct loading method is to set map data in a game scene in advance, then directly load and invoke the map data when the game is running, the obstacle generating method initializes the game scene to all reachable areas, and generates a certain obstacle appropriately according to the needs of the game on an open map, and a path is formed in the remaining area without obstacle.
In this embodiment, preferably, the game monster distribution system of S4 includes a scene area dividing module, a monster rule generating module, and a game executing module, where the scene area dividing module is configured to obtain a designated scene area of a game, and obtain a scene area model configuration; the monster distribution rule generation module is used for performing custom configuration on monster partitions in the area by using a monster editor according to the area model configuration obtained by the scene area division module and generating a monster configuration data table of the designated area; and the game execution module is used for loading the monster configuration data table obtained by the monster rule generation module to generate monsters when a game program runs.
In this embodiment, preferably, the method for distributing game monsters in S4 includes the following steps:
s201, obtaining a designated scene area of a game to obtain scene area model configuration;
s202, carrying out user-defined configuration on the monster partitions in the area by using a monster editor according to the area model configuration obtained in the S201, and generating a monster configuration data table of the designated area;
and S203, loading the monster configuration data table obtained in the S202 to generate a monster when the game program runs.
In this embodiment, preferably, the special effect template in S5 is pre-stored in the first path, the special effect template is determined based on special effects of a plurality of environment elements, and the special effect of one environment element is designed by one or more special effect elements; the special effect data is pre-stored in a second path, the special effect data is determined and obtained based on special effect attributes of a plurality of environment elements, the special effect attribute of one environment element represents the attribute of a special effect element for carrying out special effect design on the environment element, and the special effect attribute comprises an attribute value; wherein the special effect template and the special effect data are stored in a json form.
In this embodiment, it is preferable that the environment elements in S5 include a game background and a game character, the game background has a background special effect, and the game character has a skill special effect; the special effect template comprises a background special effect template and a skill special effect template, the special effect data comprises background special effect data and skill special effect data, the background special effect template and the background special effect data are used for rendering to obtain the background special effect, and the skill special effect template and the skill special effect data are used for rendering to obtain the skill special effect.
The working principle and the advantages of the invention are as follows: the game scene can be used for conveniently generating the character model, conveniently distributing monsters and processing special effects, shortening the development period of the game scene, enhancing the experience and performance of the game and improving the drawing efficiency of the game scene.
Although embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that changes, modifications, substitutions and alterations can be made in these embodiments without departing from the principles and spirit of the invention, the scope of which is defined in the appended claims and their equivalents.

Claims (9)

1. A game scene design method based on three-dimensional scanning is characterized in that: the method comprises the following steps:
s1, generating a scene initial graph: scanning the space based on three-dimensional scanning to generate a scene initial image;
s2, scene path generation: generating a path of a scene by using a plurality of methods on a scene initial graph;
s3, virtual crowd generation: after S2, defining different scene events and generating a 3D character model using three-dimensional scanning by building a database and virtual environment;
s4, game monster distribution: establishing a game monster distribution system, and enabling a program to automatically cloth monsters according to the rules under the conditions of designating areas and using designated monster distribution rules;
s5, scene special effect treatment: acquiring environmental elements in a game scene, and acquiring a special effect template and special effect data based on the environmental elements to obtain the game scene with special effect;
s6, mobile scene generation: according to the game scene with special effects in S5, when the character moves, scenes at different positions can be automatically switched along with the movement of the character;
s7, game scene display: and acquiring a current observation point, acquiring a position coordinate according to the current observation point, and displaying the game scene according to the position coordinate.
2. The game scene design method based on three-dimensional scanning as claimed in claim 1, wherein: the processing method in S1 includes the following operations:
s101, using a spatial hierarchy structure or a spatial tree structure to expand a scene graph;
s102, rendering the scene graph;
and S103, separating, eliminating and drawing the scene graph.
3. The game scene design method based on three-dimensional scanning as claimed in claim 1, wherein: the various methods in S2 include a direct loading method that initializes a game scene to all reachable areas by presetting map data in the game scene and then directly loading and calling when the game is running, and an obstacle generating method that appropriately generates certain obstacles on an open map according to the needs of the game and forms a path in the remaining areas without obstacles.
4. The game scene design method based on three-dimensional scanning as claimed in claim 1, wherein: the virtual crowd generation in S3 further includes generating a three-dimensional virtual dangerous scene and completing the construction of the three-dimensional virtual dangerous scene.
5. The game scene design method based on three-dimensional scanning as claimed in claim 1, wherein: the game monster distribution system of S4 comprises a scene area division module, a monster rule generation module and a game execution module, wherein the scene area division module is used for acquiring a designated scene area of a game to obtain scene area model configuration; the monster distribution rule generation module is used for performing custom configuration on monster partitions in the area by using a monster editor according to the area model configuration obtained by the scene area division module and generating a monster configuration data table of the designated area; and the game execution module is used for loading the monster configuration data table obtained by the monster rule generation module to generate monsters when a game program runs.
6. The game scene design method based on three-dimensional scanning as claimed in claim 1, wherein: the game monster distribution method in S4 includes the steps of:
s201, obtaining a designated scene area of a game to obtain scene area model configuration;
s202, carrying out user-defined configuration on the monster partitions in the area by using a monster editor according to the area model configuration obtained in the S201, and generating a monster configuration data table of the designated area;
and S203, loading the monster configuration data table obtained in the S202 to generate a monster when the game program runs.
7. The game scene design method based on three-dimensional scanning as claimed in claim 1, wherein: the special effect template in S5 is pre-stored in the first path, and is determined based on special effects of a plurality of environment elements, and a special effect of one environment element is designed from one or more special effect elements; the special effect data is pre-stored in a second path, the special effect data is determined and obtained based on special effect attributes of a plurality of environment elements, the special effect attribute of one environment element represents the attribute of a special effect element for carrying out special effect design on the environment element, and the special effect attribute comprises an attribute value; wherein the special effect template and the special effect data are stored in a json form.
8. The game scene design method based on three-dimensional scanning as claimed in claim 1, wherein: the environment elements in the S5 include a game background and a game character, the game background has a background special effect, and the game character has a skill special effect; the special effect template comprises a background special effect template and a skill special effect template, the special effect data comprises background special effect data and skill special effect data, the background special effect template and the background special effect data are used for rendering to obtain the background special effect, and the skill special effect template and the skill special effect data are used for rendering to obtain the skill special effect.
9. The game scene design method based on three-dimensional scanning as claimed in claim 1, wherein: the mobile scene generation in S6 specifically includes the following steps:
s301, establishing a scene storage module, and setting a primitive record in the scene storage module;
s302, establishing a scene design module, wherein the scene design module acquires primitive records from a scene storage module to assemble the primitive records into a scene;
and S303, converting the assembled scene into a scene data record which can uniquely correspond to the scene through a scene design module, and storing the scene data record into a scene storage module.
CN202110446903.2A 2021-04-25 2021-04-25 Game scene design method based on three-dimensional scanning Pending CN113144612A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202110446903.2A CN113144612A (en) 2021-04-25 2021-04-25 Game scene design method based on three-dimensional scanning

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110446903.2A CN113144612A (en) 2021-04-25 2021-04-25 Game scene design method based on three-dimensional scanning

Publications (1)

Publication Number Publication Date
CN113144612A true CN113144612A (en) 2021-07-23

Family

ID=76870296

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202110446903.2A Pending CN113144612A (en) 2021-04-25 2021-04-25 Game scene design method based on three-dimensional scanning

Country Status (1)

Country Link
CN (1) CN113144612A (en)

Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1866264A (en) * 2005-05-21 2006-11-22 华为技术有限公司 Scene generating method and system for mobile game
CN1975747A (en) * 2006-10-12 2007-06-06 中山大学 Automatic generating method and apparatus for RPG game scene path
CN104835198A (en) * 2015-05-19 2015-08-12 网易(杭州)网络有限公司 Scene display method and scene display device
CN106621335A (en) * 2017-01-12 2017-05-10 珠海金山网络游戏科技有限公司 System and method for monster distribution in game scene
CN106846442A (en) * 2017-03-06 2017-06-13 西安电子科技大学 Three-dimensional crowd's scene generating method based on Unity3D
CN107248190A (en) * 2017-05-11 2017-10-13 珠海金山网络游戏科技有限公司 The scene graph design method and system of a kind of three-dimensional game engine
CN108986194A (en) * 2018-07-24 2018-12-11 合肥爱玩动漫有限公司 A kind of scene of game rendering method
CN109011578A (en) * 2018-07-24 2018-12-18 合肥爱玩动漫有限公司 A kind of monster distribution method in scene of game
CN112190933A (en) * 2020-09-30 2021-01-08 珠海天燕科技有限公司 Special effect processing method and device in game scene

Patent Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1866264A (en) * 2005-05-21 2006-11-22 华为技术有限公司 Scene generating method and system for mobile game
CN1975747A (en) * 2006-10-12 2007-06-06 中山大学 Automatic generating method and apparatus for RPG game scene path
CN104835198A (en) * 2015-05-19 2015-08-12 网易(杭州)网络有限公司 Scene display method and scene display device
CN106621335A (en) * 2017-01-12 2017-05-10 珠海金山网络游戏科技有限公司 System and method for monster distribution in game scene
CN106846442A (en) * 2017-03-06 2017-06-13 西安电子科技大学 Three-dimensional crowd's scene generating method based on Unity3D
CN107248190A (en) * 2017-05-11 2017-10-13 珠海金山网络游戏科技有限公司 The scene graph design method and system of a kind of three-dimensional game engine
CN108986194A (en) * 2018-07-24 2018-12-11 合肥爱玩动漫有限公司 A kind of scene of game rendering method
CN109011578A (en) * 2018-07-24 2018-12-18 合肥爱玩动漫有限公司 A kind of monster distribution method in scene of game
CN112190933A (en) * 2020-09-30 2021-01-08 珠海天燕科技有限公司 Special effect processing method and device in game scene

Similar Documents

Publication Publication Date Title
JP5887458B1 (en) A game system for searching for a route of a non-player character based on a player's movement history
CN106846442B (en) Three-dimensional crowd's scene generating method based on Unity3D
US20100331089A1 (en) Computer-implemented method and system for generating and managing customized interactive multiplayer location-based mobile games
CN111558221B (en) Virtual scene display method and device, storage medium and electronic equipment
CN111249735A (en) Path planning method and device of control object, processor and electronic device
CN112569599B (en) Control method and device for virtual object in virtual scene and electronic equipment
CN111544889B (en) Behavior control method and device of virtual object and storage medium
CN111202985B (en) Path planning method and system in 2D game and electronic equipment
US8821279B2 (en) Game server, game controlling method thereof, non-transitory computer-readable medium and game system
CN111921195B (en) Three-dimensional scene generation method and device, storage medium and electronic device
CN108837510B (en) Information display method and device, storage medium and electronic device
JP2023552212A (en) Display method, device, equipment and computer program for game payment interface
US10702778B2 (en) Dynamic modification of navigation maps
CN109985386B (en) Method and device for generating map
KR101872000B1 (en) Method for applying interaction in Virtual Reality
JP2020096768A (en) Information processing system, information processor, information processing program, and information processing method
US9901823B1 (en) Battle attribute-based arrangement of map areas
CN112604280A (en) Game terrain generating method and device
CN108304929A (en) A kind of determination method and system of the best tactics of lattice chess
CN113144612A (en) Game scene design method based on three-dimensional scanning
US20240091643A1 (en) Method and apparatus for controlling virtual objects in game, and electronic device and storage medium
Sequeira et al. Simplifying crowd automation in the virtual laboratory of archaeology
CN106210003A (en) A kind of method and system showing user's liveness
CN111589115A (en) Visual field control method and device for virtual object, storage medium and computer equipment
WO2024139738A1 (en) Level screen display method and apparatus, and device, medium and program product

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
RJ01 Rejection of invention patent application after publication
RJ01 Rejection of invention patent application after publication

Application publication date: 20210723