CN114288663A - Game data processing method, device, equipment and computer readable storage medium - Google Patents

Game data processing method, device, equipment and computer readable storage medium Download PDF

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Publication number
CN114288663A
CN114288663A CN202210007038.6A CN202210007038A CN114288663A CN 114288663 A CN114288663 A CN 114288663A CN 202210007038 A CN202210007038 A CN 202210007038A CN 114288663 A CN114288663 A CN 114288663A
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virtual object
height
intelligent virtual
game
moving
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CN202210007038.6A
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Chinese (zh)
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冯文斌
李光耀
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Abstract

The application provides a game data processing method, a device, equipment and a computer readable storage medium; the method comprises the following steps: in the game match process, obtaining game match data, and determining the moving destination of the intelligent virtual object based on the game match data; determining a movement path based on the current position and the movement destination of the smart virtual object, and controlling the smart virtual object to move based on the movement path; in the moving process of the intelligent virtual object, determining that the intelligent virtual object is blocked, and acquiring preset moving height information; and when the ray height detection is carried out on the obstacle based on the moving height information and the jumping condition is determined to be met, controlling the intelligent virtual object to execute jumping action so as to continue to move according to the moving path through the obstacle until the moving destination is reached. By the method and the device, the development efficiency of automatic jumping of the intelligent virtual object can be improved.

Description

Game data processing method, device, equipment and computer readable storage medium
Technical Field
The present application relates to data processing technologies, and in particular, to a game data processing method, device, and apparatus, and a computer-readable storage medium.
Background
With the development of internet technology and mobile terminals, electronic games are becoming more and more choices for daily recreation and entertainment for multiple users. And the virtual character can move the position of the virtual character by walking, jumping and other actions during the game. When a 3D game with an Artificial Intelligence (AI) automatic route finding function needs to implement a jump function, an implementation scheme in the related art configures a trigger at a jump position in a manner similar to a Nav Link Proxy, as shown in fig. 1, when a virtual character collides with the trigger 001, the character jumps when the virtual character encounters a jump station. In the implementation mode, triggers need to be configured for all jumping steps, a large amount of manual laying modification needs to be paid, particularly, during continuous jumping, the manual maintenance amount is turned over for several times, and the steps need to be modified again when the game scene is adjusted, so that the development and the maintenance are not facilitated; in addition, the step can be triggered only when the trigger is arranged on the step, and the irregular step can not jump from a plurality of arbitrary directions, so that the realized effect is poor.
Disclosure of Invention
The embodiment of the application provides a game data processing method and device and a computer readable storage medium, which can improve the development efficiency of automatic jumping of intelligent virtual objects.
The technical scheme of the embodiment of the application is realized as follows:
the embodiment of the application provides a game data processing method, which comprises the following steps:
in the game match process, obtaining game match data, and determining the moving destination of the intelligent virtual object based on the game match data;
determining a movement path based on the current position and the movement destination of the smart virtual object, and controlling the smart virtual object to move based on the movement path;
in the moving process of the intelligent virtual object, determining that the intelligent virtual object is blocked, and acquiring preset moving height information;
and when the ray height detection is carried out on the obstacle based on the moving height information and the jumping condition is determined to be met, controlling the intelligent virtual object to execute jumping action so as to continue to move according to the moving path through the obstacle until the moving destination is reached.
An embodiment of the present application provides a game data processing apparatus, including:
the first determining module is used for acquiring game play data in the game play process and determining the moving destination of the intelligent virtual object based on the game play data;
a second determination module, configured to determine a movement path based on the current location and the movement destination of the smart virtual object, and control the smart virtual object to move based on the movement path;
the first acquisition module is used for determining that the intelligent virtual object is blocked and acquiring moving height information in the moving process of the intelligent virtual object;
and the first jumping module is used for controlling the intelligent virtual object to execute jumping action when the ray height detection is carried out on the obstacle based on the moving height information and the jumping condition is determined to be met, so that the intelligent virtual object can continuously move along the moving path through the obstacle until the moving destination is reached.
In some embodiments, the apparatus further comprises:
the second acquisition module is used for acquiring navigation grid data corresponding to a game scene and the current position information of the intelligent virtual object;
a third determining module, configured to determine, based on the navigation grid data and the current position information, an included angle between a position plane where the intelligent virtual object is located and a reference plane, where the reference slope is a plane determined by an edge line of the obstacle in a direction close to the intelligent virtual object and the reference line where the intelligent virtual object is located;
and the fourth determining module is used for determining that the intelligent virtual object is blocked when the included angle is larger than a preset included angle threshold value.
In some embodiments, the moving altitude information comprises a first altitude threshold and a second altitude threshold, the apparatus further comprising:
a fifth determination module to determine a first detected height based on the first height threshold, the first detected height being greater than the first height threshold;
a sixth determining module to determine a second detected altitude based on the second altitude threshold, the second detected altitude being greater than the second altitude threshold, the second altitude threshold being greater than the first altitude threshold;
the first detection module is used for performing ray height detection on the obstacle based on the first detection height and the second height detection to obtain a first detection result;
a seventh determining module for determining that a jump condition is satisfied when the first detection result indicates that a ray is blocked at the first detection height and not blocked at the second detection height.
In some embodiments, the apparatus further comprises:
an eighth determining module, configured to determine that a low-pose advancing condition is satisfied when the first detection result indicates that a ray is not blocked at the first detection height and is blocked at the second detection height;
and the first control module is used for controlling the intelligent virtual object to execute a low-attitude forward motion so as to continuously move according to the moving path through the barrier until the intelligent virtual object reaches the moving destination.
In some embodiments, the first control module is further configured to:
in the process of controlling the intelligent virtual object to execute the low-posture forward motion, carrying out ray height detection on the intelligent virtual object at intervals of preset time length according to a third detection height to obtain a second detection result, wherein the third detection height is larger than the height of the intelligent virtual object;
when the second detection result represents that the ray is not blocked at a third detection height, determining that a standing condition is reached;
and controlling the intelligent virtual object to execute a standing action and continuously move according to the moving path until the intelligent virtual object reaches the moving destination.
In some embodiments, the apparatus further comprises:
a ninth determining module, configured to determine, when the intelligent virtual object is blocked by an obstacle in a non-game scene and cannot pass through the obstacle, a remaining effective duration of the obstacle in the non-game scene, where the obstacle in the non-game scene includes an obstacle set by other virtual objects through release skills;
the third acquisition module is used for acquiring updated navigation grid data when the residual effective duration is determined to be greater than a preset duration threshold;
a path planning module, configured to re-plan a path based on the updated navigation grid data, the current location information of the intelligent virtual object, and the moving destination to obtain an updated moving path;
and the second control module is used for controlling the intelligent virtual object to move according to the updated moving path until the intelligent virtual object reaches the moving destination.
In some embodiments, the apparatus further comprises:
the third control module is used for controlling the intelligent virtual object to wait for the obstacles in the non-game scene to disappear when the remaining effective duration is determined to be less than or equal to the duration threshold;
and the fourth control module is used for controlling the intelligent virtual object to continuously move according to the moving path until the intelligent virtual object reaches the moving destination.
In some embodiments, the first hopping module is further configured to:
acquiring a preset initial take-off speed and weight information of the intelligent virtual object;
determining a first duration for the intelligent virtual object to jump to the highest point based on the initial jump speed and the weight information;
and when the first time length is reached, applying forward acting force to the intelligent virtual object and controlling the intelligent virtual object to jump forwards.
In some embodiments, the apparatus further comprises:
a fourth obtaining module, configured to obtain a first height threshold representing a step height and a second height threshold representing a jump height in the movement information;
the scene construction module is used for constructing three-dimensional game scene data based on the first height threshold and the second height threshold;
and the data generation module is used for generating navigation grid data corresponding to the three-dimensional game scene data by using a navigation system.
An embodiment of the present application provides a computer device, including:
a memory for storing executable instructions;
and the processor is used for realizing the game data processing method provided by the embodiment of the application when the executable instructions stored in the memory are executed.
The embodiment of the application provides a computer-readable storage medium, which stores executable instructions and is used for causing a processor to execute the executable instructions so as to realize the game data processing method provided by the embodiment of the application.
The embodiment of the present application provides a computer program product, which includes a computer program or instructions, and the computer program or instructions, when executed by a processor, implement the game data processing method provided by the embodiment of the present application.
The embodiment of the application has the following beneficial effects:
in the game match process, a server acquires game match data, determines a moving destination of an intelligent virtual object based on the game match data, plans a path based on the current position and the moving destination of the intelligent virtual object, determines a moving path from the current position to the moving destination, controls the intelligent virtual object to move based on the moving path, determines that the intelligent virtual object is blocked in the moving process of the intelligent virtual object, acquires preset moving height information, performs ray height detection on an obstacle based on the moving height information, controls the intelligent virtual object to perform a jump action when a jump condition is met, continues to move according to the moving path through the obstacle until the moving destination is reached, and thus, in the game match process, the ray height detection on the obstacle based on the moving height information can determine whether the jump is required or not The intelligent virtual object can jump at any angle according to a moving path without being limited by a preset angle position, so that the jumping flexibility is improved.
Drawings
FIG. 1 is a schematic diagram illustrating a jump technique of a virtual object in the related art;
FIG. 2 is a schematic diagram of a network architecture of a game system 100 provided in an embodiment of the present application;
fig. 3 is a schematic structural diagram of a server 400 provided in an embodiment of the present application;
FIG. 4 is a schematic flow chart of an implementation of a game data processing method provided in an embodiment of the present application;
FIG. 5 is a schematic flow chart of another implementation of a game data processing method provided in the embodiment of the present application;
FIG. 6 is a schematic flow chart of another implementation of the game data processing method according to the embodiment of the present application;
FIG. 7 is an interface schematic diagram of a navigation grid provided by an embodiment of the present application;
FIG. 8 is a schematic diagram of a movement path provided by an embodiment of the present application;
fig. 9A is a schematic diagram of a jumping process of a virtual object according to an embodiment of the present application;
fig. 9B is a schematic diagram illustrating a jumping process of a virtual object according to an embodiment of the present application;
fig. 9C is a schematic diagram of a jumping process of a virtual object according to an embodiment of the present application;
FIG. 10 is a schematic view of a game scene construction process provided in an embodiment of the present application;
fig. 11 is a schematic diagram illustrating a jump processing flow in the running of a game according to an embodiment of the present application;
fig. 12 is a schematic diagram illustrating a path re-planned when a virtual object reaches a non-scene dynamic obstacle in an embodiment of the present application.
Detailed Description
In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be described in further detail with reference to the attached drawings, the described embodiments should not be considered as limiting the present application, and all other embodiments obtained by a person of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.
In the following description, reference is made to "some embodiments" which describe a subset of all possible embodiments, but it is understood that "some embodiments" may be the same subset or different subsets of all possible embodiments, and may be combined with each other without conflict.
In the following description, references to the terms "first \ second \ third" are only to distinguish similar objects and do not denote a particular order, but rather the terms "first \ second \ third" are used to interchange specific orders or sequences, where appropriate, so as to enable the embodiments of the application described herein to be practiced in other than the order shown or described herein.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of the present application only and is not intended to be limiting of the application.
Before further detailed description of the embodiments of the present application, terms and expressions referred to in the embodiments of the present application will be described, and the terms and expressions referred to in the embodiments of the present application will be used for the following explanation.
1) Artificial Intelligence (AI), a technology developed to simulate and extend human Intelligence and methods, realizes characters in games to simulate real players.
2) Navigation Mesh (NavMesh) is a data structure that describes the walkable surface of a game world and allows a path to be found in the game world from one walkable location to another. The data structure is automatically constructed or baked from the checkpoint geometry.
The embodiment of the application provides a game data processing method, a game data processing device and a computer readable storage medium, which can remove all triggers configured manually, thereby improving the development efficiency, removing the configuration of manually laying the triggers and maintaining scene jump, and simultaneously jumping at any angle according to a path without being limited by a pre-configured angle position, thereby more naturally realizing the jump function when encountering obstacles in the automatic navigation process. An exemplary application of the computer device provided in the embodiments of the present application is described below, and the device provided in the embodiments of the present application may be implemented as various types of user terminals such as a notebook computer, a tablet computer, a desktop computer, a set-top box, a mobile device (e.g., a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, and a portable game device), and may also be implemented as a server. In the following, an exemplary application will be explained when the device is implemented as a server.
Referring to fig. 2, fig. 2 is a schematic diagram of a network architecture of the game system 100 provided in the embodiment of the present application, and as shown in fig. 2, the game system 100 includes a terminal 200, a network 300, and a server 400, the terminal 200 is connected to the server 400 through the network 300, and the network 300 may be a wide area network or a local area network, or a combination of both.
The terminal 200 is operated by a real person, and a game client may be installed in the terminal 200, and a game is played through the game client, but the game client is not necessary, and the terminal 200 may also play a game through a web page. The game data processing method provided by the embodiment of the application is applied to at least one of game-play which is virtual operation, namely, considered as man-machine game-play. When the man-machine game is played, the terminal 200 operated by a real person performs certain operation and sends operation data to the server, the server determines the action to be executed by the intelligent virtual object which is in opposition to the terminal 200 and the moving destination to be reached based on the acquired game play data, plans a path from the current position to the moving destination, controls the intelligent virtual object to move according to the planned path, judges whether a jumping condition is met based on the navigation grid data when an obstacle is met in the moving process, and executes a jumping action under the condition that the jumping condition is met, so that the intelligent virtual object can continuously move according to the planned path until the moving destination is reached through the obstacle. Therefore, a bounce trigger is not required to be arranged at the position of obstacles such as steps in a virtual scene, a more intelligent jumping scheme is realized, the development efficiency of game alignment of the intelligent game can be improved, meanwhile, the intelligent virtual object can jump at any angle according to a moving path without being limited by a preset angle position, and the jumping flexibility is improved. After the intelligent virtual object reaches the moving destination, the intelligent virtual object is controlled to execute the determined action, and the game-to-game data stream is sent to the terminal 400, so that the terminal 400 determines the subsequent action to be executed based on the game-to-game data stream.
In some embodiments, the server 400 may be an independent physical server, may also be a server cluster or a distributed system formed by a plurality of physical servers, and may also be a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a network service, cloud communication, a middleware service, a domain name service, a security service, a CDN, and a big data and artificial intelligence platform. The terminal 200 may be, but is not limited to, a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a smart car device, and the like. The terminal and the server may be directly or indirectly connected through wired or wireless communication, and the embodiment of the present application is not limited.
Referring to fig. 3, fig. 3 is a schematic structural diagram of a server 400 according to an embodiment of the present application, where the server 400 shown in fig. 3 includes: at least one processor 410, at least one network interface 420, a bus system 430, and a memory 440. The various components in server 400 are coupled together by a bus system 430. It is understood that the bus system 430 is used to enable connected communication between these components. The bus system 430 includes a power bus, a control bus, and a status signal bus in addition to the data bus. For clarity of illustration, however, the various buses are labeled in fig. 3 as bus system 430.
The Processor 410 may be an integrated circuit chip having Signal processing capabilities, such as a general purpose Processor, a Digital Signal Processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware components, or the like, wherein the general purpose Processor may be a microprocessor or any conventional Processor, or the like.
The memory 440 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid state memory, hard disk drives, optical disk drives, and the like. Memory 440 optionally includes one or more storage devices physically located remote from processor 410.
Memory 440 includes volatile memory or nonvolatile memory, and can include both volatile and nonvolatile memory. The nonvolatile Memory may be a Read Only Memory (ROM), and the volatile Memory may be a Random Access Memory (RAM). The memory 440 described in embodiments herein is intended to comprise any suitable type of memory.
In some embodiments, memory 440 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
An operating system 441 including system programs for handling various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and handling hardware-based tasks;
a network communication module 442 for communicating to other computing devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: bluetooth, wireless compatibility authentication (WiFi), and Universal Serial Bus (USB), etc.;
in some embodiments, the apparatus provided by the embodiments of the present application may be implemented in software, and fig. 3 shows a game data processing apparatus 443 stored in the memory 440, which may be software in the form of programs and plug-ins, and the like, and includes the following software modules: the first determination module 4431, the second determination module 4432, the first acquisition module 4433, and the first jump module 4434 are logical and thus may be arbitrarily combined or further divided according to the functions implemented. The functions of the respective modules will be explained below.
In other embodiments, the apparatus provided in the embodiments of the present Application may be implemented in hardware, and for example, the apparatus provided in the embodiments of the present Application may be a processor in the form of a hardware decoding processor, which is programmed to execute the game data processing method provided in the embodiments of the present Application, for example, the processor in the form of the hardware decoding processor may be one or more Application Specific Integrated Circuits (ASICs), DSPs, Programmable Logic Devices (PLDs), Complex Programmable Logic Devices (CPLDs), Field Programmable Gate Arrays (FPGAs), or other electronic components.
In order to better understand the method provided by the embodiment of the present application, artificial intelligence, each branch of artificial intelligence, and the application field related to the method provided by the embodiment of the present application are explained first.
Artificial Intelligence (AI) is a theory, method, technique and application system that uses a digital computer or a machine controlled by a digital computer to simulate, extend and expand human Intelligence, perceive the environment, acquire knowledge and use the knowledge to obtain the best results. In other words, artificial intelligence is a comprehensive technique of computer science that attempts to understand the essence of intelligence and produce a new intelligent machine that can react in a manner similar to human intelligence. Artificial intelligence is the research of the design principle and the realization method of various intelligent machines, so that the machines have the functions of perception, reasoning and decision making.
The artificial intelligence technology is a comprehensive subject and relates to the field of extensive technology, namely the technology of a hardware level and the technology of a software level. The artificial intelligence infrastructure generally includes technologies such as sensors, dedicated artificial intelligence chips, cloud computing, distributed storage, big data processing technologies, operation/interaction systems, mechatronics, and the like. The artificial intelligence software technology mainly comprises a computer vision technology, a voice processing technology, a natural language processing technology, machine learning/deep learning and the like. The solution provided in the embodiments of the present application relates to a computer vision technology of artificial intelligence, a machine learning technology, and the like, and is explained below.
Computer Vision technology (CV) Computer Vision is a science for researching how to make a machine "see", and further refers to that a camera and a Computer are used to replace human eyes to perform machine Vision such as identification, tracking and measurement on a target, and further image processing is performed, so that the Computer processing becomes an image more suitable for human eyes to observe or transmitted to an instrument to detect. As a scientific discipline, computer vision research-related theories and techniques attempt to build artificial intelligence systems that can capture information from images or multidimensional data. Computer vision technologies generally include image processing, image recognition, image semantic understanding, image retrieval, OCR, video processing, video semantic understanding, video content/behavior recognition, three-dimensional object reconstruction, 3D technologies, virtual reality, augmented reality, synchronous positioning, map construction, and other technologies, and also include common biometric technologies such as face recognition and fingerprint recognition.
Machine Learning (ML) is a multi-domain cross discipline, and relates to a plurality of disciplines such as probability theory, statistics, approximation theory, convex analysis, algorithm complexity theory and the like. The special research on how a computer simulates or realizes the learning behavior of human beings so as to acquire new knowledge or skills and reorganize the existing knowledge structure to continuously improve the performance of the computer. Machine learning is the core of artificial intelligence, is the fundamental approach for computers to have intelligence, and is applied to all fields of artificial intelligence. Machine learning and deep learning generally include techniques such as artificial neural networks, belief networks, reinforcement learning, transfer learning, inductive learning, and the like.
The game data processing method provided by the embodiment of the present application will be described in conjunction with exemplary applications and implementations of the terminal provided by the embodiment of the present application.
Fig. 4 is a schematic flow chart of the game data processing method provided in the embodiment of the present application, and each step of the game data processing method provided in the embodiment of the present application will be described below with reference to fig. 4.
Step S101, in the game match process, obtaining the game match data, and determining the moving destination of the intelligent virtual object based on the game match data.
The game data processing method provided by the embodiment of the application is applied to the game match process between the real player and the intelligent player, and can also be applied to the game match between the real player and an application scene in which at least one real player plays an offline game.
In the above application scenario, the action performed by the smart virtual object is not actually triggered by the real player, but is determined by the server based on the game play data. The game play data is related data used to describe the play behavior of the participants in the game play. Illustratively, the game play data stream may include basic data for all participants and corresponding sequences of operations for all participants in a plurality of play-pair operations.
The action to be executed by the intelligent virtual object can be to arrive at a certain place to purchase equipment, or to arrive at a certain place to supply energy, or to arrive at a certain place to carry out killing operation, to arrive at a certain place to pick up equipment, and the like, that is, the action executed by the intelligent virtual object comprises place information when the action is executed, and at the moment, the place information when the action is executed is determined as the moving destination of the intelligent virtual object. The moving destination may be a certain place in a game virtual scene, for example, a shop, a building, or the like.
And step S102, determining a moving path based on the current position and the moving destination of the intelligent virtual object, and controlling the intelligent virtual object to move based on the moving path.
When the step is realized, firstly, navigation grid data corresponding to a game scene is acquired, wherein the navigation grid data is obtained by baking three-dimensional virtual game scene data by a navigation system. The three-dimensional virtual game scene comprises flat ground, steps, buildings, plants and the like. After the navigation grid data is acquired, path planning can be performed according to a preset path-finding algorithm based on the current position and the moving destination of the intelligent virtual object, so that a moving path is obtained. The predetermined routing algorithm may be the a-algorithm. The moving path is a feasible and nearest path from the current position of the smart virtual object to the moving destination, the moving path may be obtained by connecting each target path node, and the moving path may not only be flat, but also include steps or other obstacles capable of jumping through.
After the moving path is determined, the intelligent virtual object can be controlled to move according to the moving path, namely, the intelligent virtual object sequentially moves according to each target path node included in the moving path.
Step S103, in the moving process of the intelligent virtual object, the intelligent virtual object is determined to be blocked, and preset moving height information is obtained.
In this embodiment of the application, during the moving of the smart virtual object, if the smart virtual object does not change its position by performing a preset moving action, it is determined that the smart virtual object is blocked, and the preset moving action may be a walking action. When the intelligent virtual object is blocked, the intelligent virtual object may be blocked by an obstacle in a game scene or may be blocked by an obstacle in a non-game scene. When the obstacle in the game scene blocks the obstacle, the preset moving height information needs to be acquired, so that whether the jumping condition is met or not is intelligently judged through the moving height information. In some embodiments, when the obstacle blocking in the non-game scene is set by releasing skills for the game virtual object, the obstacle in the non-game scene is generally high and cannot pass by walking or jumping, and then a determination needs to be made as to whether the route needs to be re-planned.
In this embodiment, the preset moving height information may include a first height threshold and a second height threshold, where the first height threshold is smaller than the second height threshold, the first height threshold may be a height that the smart virtual object can pass through by walking, and the second height threshold may be a highest height that the smart virtual object jumps.
And step S104, when the ray height detection is carried out on the obstacle based on the moving height information and the jumping condition is determined to be met, controlling the intelligent virtual object to execute jumping action so as to pass through the obstacle and continue to move according to the moving path until the moving destination is reached.
When carrying out ray height detection to the barrier based on the removal height information, can utilize first height threshold value to confirm first detection height, utilize second height threshold value to confirm second detection height, wherein first detection height is a little higher than first height threshold value, second detection height is a little higher than second height threshold value also, and then carry out ray detection based on first detection height and second detection height, in order to confirm whether to satisfy jump condition, wherein when satisfying jump condition, control intelligent virtual object carries out jump action, thereby pass through the barrier, later continue to move according to the removal route again, until reaching the removal destination.
In the embodiment of the application, in the moving process of the intelligent virtual object, when the intelligent virtual object is determined to meet an obstacle, ray height detection is carried out on the obstacle based on the walking height threshold and the jumping height threshold of the intelligent virtual object to determine whether the obstacle can pass through the jump or not, and a jumping trigger is not required to be preset in building a game scene, so that the development efficiency of the game scene can be improved, the intelligent virtual object is not limited to a preset angle position, the jump at any angle can be realized according to an actual moving path, and the jumping flexibility is improved.
The game data processing method provided by the embodiment of the application. In the game match process, a server acquires game match data, determines a moving destination of a smart virtual object based on the game match data, performs path planning based on the current position and the moving destination of the smart virtual object, determines a moving path from the current position to the moving destination, controls the smart virtual object to move based on the moving path, determines that the smart virtual object is blocked in the moving process of the smart virtual object, acquires preset moving height information of the smart virtual object, performs ray height detection on an obstacle based on the moving height information, controls the smart virtual object to perform a jump action when the jump condition is determined to be met, so that the intelligent virtual object can continuously move according to the moving path through the obstacle until the moving destination is reached, and thus in the game match process, the intelligent jumping method has the advantages that whether jumping is needed can be determined by ray height detection of the obstacles based on the moving height information, a jumping trigger does not need to be arranged at the positions of the obstacles such as steps of a virtual scene, a more intelligent jumping scheme is achieved, development efficiency of game matching of an intelligent game can be improved, meanwhile, the intelligent virtual object can jump at any angle according to a moving path without being limited by the preset angle position, and jumping flexibility is improved.
In some embodiments, before step S103, it may also be determined whether the smart virtual object is blocked by:
and S001, acquiring navigation grid data corresponding to a game scene and the current position information of the intelligent virtual object.
In the embodiment of the application, the navigation grid data corresponding to the game scene is a data structure which is automatically constructed or baked by the navigation system through the game scene data and is used for describing the walkable surface of the game world and allowing a path from one walkable position to another walkable position to be found in the game virtual scene.
And S002, determining an included angle between the position plane where the intelligent virtual object is located and a reference plane based on the navigation grid data and the current position information.
The reference plane is determined by the edge line of the obstacle close to the intelligent virtual object and the reference line where the intelligent virtual object is located. The reference line of the intelligent virtual object can be an intersection line parallel to the obstacle and the plane where the virtual object is located, and a straight line passing through the position point of the intelligent virtual object.
As shown in fig. 7, it is assumed that the position of the intelligent virtual object is point a, that is, the plane of the position of the intelligent virtual object is an upper plane 701 with a fourth step from bottom to top, at this time, the obstacle of the intelligent virtual object is a fifth step, an edge line of the fifth step close to the direction of the intelligent virtual object is 702, the reference line of the intelligent virtual object may be 703, and the reference plane is also 704, then the included angle determined in this step is the included angle between the plane 701 and the reference plane 704.
And S003, when the included angle is larger than a preset included angle threshold value, determining that the intelligent virtual object is blocked.
The angle threshold may be preset, and may be, for example, 10 °, 15 °, or the like.
Through the steps S001 to S003, it can be determined whether the smart virtual object is blocked based on the navigation grid data corresponding to the game scene and the position of the smart virtual object, and when it is determined that the smart virtual object is blocked, it is further determined whether a jump condition is satisfied, and when it is determined that the smart virtual object is not blocked, the smart virtual object can be controlled to move according to the movement path in a normal walking manner.
In some embodiments, during the moving process of the smart virtual object, if the smart virtual object performs a preset moving action within a preset time period but the position of the smart virtual object does not change, it is determined that the smart virtual object is blocked, at this time, it is further determined whether a jump condition is satisfied, when the jump condition is satisfied, the smart virtual object is controlled to perform the jump action, if the jump condition is not satisfied, it is determined whether a low-posture advance condition is satisfied, and when the low-posture advance condition is satisfied, the smart virtual object is controlled to move according to a preset low posture; and when the jumping and the low-attitude forward condition are not met, further judging whether the obstacle is blocked by the obstacle in the non-game scene, and when the obstacle is blocked by the obstacle in the non-game scene, determining whether to re-plan the route.
In some embodiments, ray detection may also be performed in the direction that the smart virtual object faces at intervals, either for a certain length of time or without interruption, to determine whether the smart virtual object is blocked. For example, the ray detection may be performed in a direction in which the smart virtual object faces according to a third detection height, where the third detection height is greater than the first height threshold, that is, greater than the walking height threshold.
In some embodiments, the moving height information includes a first height threshold and a second height threshold, as shown in fig. 5, it may be determined whether the jump condition is satisfied by the following steps S201 to S204 before step S104, and when the jump condition is not satisfied, it may be determined whether the low-attitude heading condition is satisfied by the following steps S205 and S206 and a processing procedure when the low-attitude heading condition is satisfied, which are described below in connection with fig. 5.
In step S201, a first detection height is determined based on a first height threshold.
Wherein the first detected height is greater than the first height threshold. Assuming that the first height threshold is 15 centimeters, the first height threshold may be 20 centimeters.
Step S202, determining a second detected height based on the second height threshold.
Wherein the second detected height is greater than the second height threshold, which is greater than the first height threshold. Taking the above example, the first height threshold is 15 cm, the second height threshold is greater than the first height threshold, the second height threshold may be 40 cm, and the second detected height is greater than the second height threshold, assuming that the second detected height is 50 cm.
Step S203, performing ray height detection on the obstacle based on the first detection height and the second detection height to obtain a first detection result.
When the step is implemented, the emergent rays can be emitted at the preset distance right in front of the intelligent virtual object according to the first detection height and the second detection height respectively so as to perform ray height detection on the obstacle respectively and obtain a first detection result. The first detection result can be four conditions that the ray is not blocked at the first detection height and is not blocked at the second detection height, the ray is blocked at the first detection height and is also blocked at the second detection height, and the ray is not blocked at the first detection height and is blocked at the second detection height.
In step S204, it is determined whether a jump condition is satisfied based on the first detection result.
When the first detection result indicates that the ray is blocked at the first detection height and not blocked at the second detection height, it indicates that the height of the obstacle is greater than the first detection height and smaller than the second detection height, and it indicates that the intelligent virtual object cannot normally walk through the obstacle and needs to jump over the obstacle, it is determined that a jump condition is satisfied, and then step S104 is performed; when it is determined that the jump condition is not satisfied, the flow proceeds to step S205, and it is continuously determined whether or not the low-attitude heading condition is satisfied.
In step S205, it is determined whether the low-attitude heading condition is satisfied based on the first detection result.
When the first detection result indicates that the ray is not blocked at the first detection height and is blocked at the second detection height, it indicates that there is no obstacle at the bottom, but there is an obstacle at the top, which may be regarded as a hollow tunnel, and then it is determined that the low-attitude forward condition is satisfied, and then the process proceeds to step S206.
In some embodiments, when the first detection result indicates that the ray is not blocked at the first detection height and is not blocked at the second detection height, it indicates that although the smart virtual object encounters a block, the walking height threshold is not exceeded, and then walking alone may pass through the obstacle without passing through a jump. When the first detection result represents that the ray is blocked at the first detection height and is also blocked at the second detection height, the intelligent virtual object cannot pass through the obstacle even if jumping, and the path can be re-planned at the moment so as to reach the moving destination in time.
And step S206, controlling the intelligent virtual object to execute a low-attitude forward motion so as to pass through the obstacle and continue to move according to the moving path until the intelligent virtual object reaches the moving destination.
The low posture advancing motion may be a creeping advancing motion, a stooping advancing motion, a squatting advancing motion, or the like. With low gesture precession as an example, when the virtual object of control intelligence was making the crawl and is advancing the action, can be the distance of the virtual object of control intelligence backward self height, then the operation of lying prone to execution, later the operation of crawling forward in the execution to realize that low gesture gos forward, so as to avoid the virtual object of intelligence to be because of being too close to apart from the tunnel mouth and can not normally get into the tunnel when the action of falling prone to the execution of current position.
In some embodiments, the step S206 may be implemented by:
step S2061, in the process of controlling the intelligent virtual object to execute the low-attitude forward motion, performing ray height detection on the intelligent virtual object at intervals of preset duration according to a third detection height to obtain a second detection result.
Unlike the ray height detection performed right in front of the smart virtual object in the step S203, in this step, the ray height detection is performed above the smart virtual object at intervals of a preset duration, or the ray detection is performed above the head of the smart virtual object according to a third detection height, so as to obtain a second detection result. Wherein the third detected height is greater than a height of the smart virtual object. The second detection result may be that the ray is not blocked at the third detection height, or the ray is blocked at the third detection height.
In step S2062, it is determined whether the standing condition is reached based on the second detection result.
When the second detection result indicates that the ray is not blocked at the third detection height, it indicates that no obstacle exists in the range of reaching the third detection height, the user can stand and walk, and then the user determines that the standing condition is reached, the step S2063 is entered, and when the second detection result indicates that the ray is blocked at the third detection height, and then the user determines that the standing condition is not reached, the step S2064 is entered.
Step S2063, controlling the smart virtual object to perform a standing action, and continuing to move according to the movement path until the movement destination is reached.
After the intelligent virtual object performs the standing action, whether the intelligent virtual object is blocked or not is judged in the process of continuously moving according to the moving path, and whether the intelligent virtual object needs to go through an obstacle through jumping or low posture is determined under the condition of being blocked until the intelligent virtual object reaches the moving destination.
And step S2064, controlling the intelligent virtual object to continuously execute the low-attitude forward motion.
After the step, the step S2061 is carried out again, the ray height is detected above the intelligent virtual object according to the third detection height at preset intervals, a second detection result is obtained, and whether the standing condition is met is determined based on the second detection result, so that the intelligent virtual object can stand and walk forwards in time after the intelligent virtual object passes through the tunnel, and the moving efficiency is improved.
Based on the foregoing embodiments, a game data processing method is further provided in an embodiment of the present application, and is applied to the network architecture shown in fig. 2, and fig. 6 is a schematic diagram of a further implementation flow of the game data processing method provided in the embodiment of the present application, as shown in fig. 6, the flow includes:
step S301, the server obtains a first height threshold value for representing the step height and a second height threshold value for representing the jump height in the preset intelligent virtual object moving information.
In step S302, the server constructs three-dimensional game scene data based on the first height threshold and the second height threshold.
In the step, when the three-dimensional game scene data is constructed, buildings, vegetation, roads and the like can be constructed, if steps need to be arranged on a travel road, the height of the steps is ensured to be larger than a first height threshold value and smaller than a second height threshold value, and therefore the intelligent virtual object can advance through jumping.
Step S303, the server generates navigation grid data corresponding to the three-dimensional game scene data by using the navigation system.
And step S304, the terminal responds to the operation instruction for starting the game client and starts the game client.
Here, the operation instruction for starting the game client may be triggered by the user clicking an icon of the game client in the terminal, or by the user sending a preset voice for starting the game client, or in some embodiments, by the user making a preset gesture for starting the game client. After receiving an operation instruction for starting the game client, responding to the operation instruction, starting the game client by the terminal, and displaying a game main page in a display interface of the terminal.
Step S305, the terminal responds to the operation instruction for carrying out the game match, and sends a game match request to the server.
The game main page can display games which can be added, a user can select a real game match to be added according to own interests, and can automatically determine the game match to be added according to all the games which can be added and preset rules and trigger an operation instruction for adding the game match. The game data processing method provided by the embodiment of the application is applied to man-machine game competition or a scene that a real player is off-line, and at the moment, the terminal sends a game.
The game-to-game request carries an identifier of the game and an identifier of the terminal, and further, the identifier of the terminal may be a user name of the user at the game client. In some embodiments, the game-to-game request may also carry information such as a game level of a user corresponding to the terminal.
And step S306, after the terminal passes the verification, the server sends a join success response to the terminal.
In the embodiment of the application, the server verifies the identity information of the game match terminal after receiving the game match request sent by the game match terminal. When the game is executed, the server verifies the information of the game level, the game equipment and the like of the terminal to determine whether the information of the game level, the game equipment and the like of the terminal meets the condition of the game play requesting for joining, and when the information of the game level, the game equipment and the like of the game play meets the condition of the game play requesting for joining, the server determines that the terminal passes the verification.
In step S307, the terminal receives the join success response and starts the game.
When the terminal receives the join success response, a button control for confirming the join of the game play can be output, and when an operation instruction for confirming the join of the game play is received, the game is started; in some embodiments, to facilitate rapid entry into the game, the game is automatically started after the terminal receives the join success response, with a certain time interval, for example 5 seconds. After the game is started, the terminal controls the virtual object corresponding to the terminal to execute corresponding action based on the received game operation.
Step S308, the server acquires game play data and determines the moving destination of the intelligent virtual object based on the game play data.
In step S309, the server determines a movement path based on the current position and the movement destination of the smart virtual object, and controls the smart virtual object to move based on the movement path.
Step S310, the server acquires the moving height information when the intelligent virtual object is determined to be blocked in the moving process of the intelligent virtual object.
In the embodiment of the present application, the determination of whether the smart virtual object is blocked may be based on the determination in steps S001 to S003, or may be determined by whether the position of the smart virtual object changes by performing a preset movement action within a preset time period by the smart virtual object.
The moving altitude information includes a first altitude threshold and a second altitude threshold.
And step S311, the server performs ray height detection on the obstacle based on the moving height information, and controls the intelligent virtual object to execute a jumping action when the situation that the jumping condition is met is determined, so that the intelligent virtual object continuously moves according to the moving path through the obstacle until the intelligent virtual object reaches the moving destination.
The step of controlling the smart virtual object to execute the jump action can be realized by the following steps:
and S3111, acquiring a preset initial take-off speed and weight information of the intelligent virtual object.
Step S3112, determining a first duration for the intelligent virtual object to jump to the highest point based on the initial jump speed and the weight information.
In the embodiment of the application, the take-off direction is a vertical direction. Under the action of gravity, after the intelligent virtual object takes off, the rising speed of the intelligent virtual object gradually decreases, the intelligent virtual object reaches the highest point when the rising speed is reduced to 0, and the intelligent virtual object can be calculated based on the initial speed of taking off, the weight information and the gravity acceleration by utilizing a Newton first law when the intelligent virtual object calculates the first time from the jump to the highest point.
And step S3113, when the first time period is reached, applying a forward acting force to the smart virtual object to control the smart virtual object to jump forward.
Because the intelligent virtual object jumps vertically when jumping, in the embodiment of the application, a forward acting force is applied to the intelligent virtual object when the intelligent virtual object reaches the highest point, and the intelligent virtual object descends from the highest point to the oblique front under the combined action of gravity and the forward acting force, so that the intelligent virtual object jumps forwards.
In step S312, when it is determined that the smart virtual object is blocked by an obstacle in the non-game scene and cannot pass through the obstacle, the server determines the remaining effective duration of the obstacle in the non-game scene.
In the embodiment of the present application, it is determined whether the smart virtual object is blocked and cannot pass through by an obstacle in the non-game scene, when the determination is made, the smart virtual object may perform a preset movement within a preset time period, and after the position of the smart virtual object is not changed and the smart virtual object is determined to be blocked, ray height detection is performed on the obstacle based on the movement height information, and the determination is made according to the obtained first detection result, if the first detection result represents that a ray is blocked at the first detection height and is also blocked at the second detection height, it indicates that the smart virtual object cannot pass through the obstacle even though jumping, that is, the smart virtual object cannot pass through the obstacle, at this time, when the ray height detection is performed, it may be determined whether the obstacle is an obstacle owned in the game scene or an obstacle in the non-game scene, and when it is determined that the smart virtual object is blocked and cannot pass through by an obstacle in the non-game scene, the remaining effective time period of the obstacle in the non-game scene is determined. In fact, since the moving path of the intelligent virtual object is determined based on the navigation grid data, an obstacle which cannot pass through is not encountered in the moving process according to the moving path, and therefore when the first detection result shows that the intelligent virtual object cannot pass through the obstacle, it can be determined that the intelligent virtual object is blocked by the obstacle in the non-game scene.
In some embodiments, the smart virtual object may further emit the emergent ray at a third detection height at a preset distance right in front of the smart virtual object every preset time interval in the process based on the planned moving path, where the third detection height is greater than the first height threshold. The ray can return to the front whether an obstacle exists or not, and can also return to attribute information of the obstacle when the obstacle exists, such as whether the obstacle is an obstacle in a non-game scene or not, the height of the obstacle and the like. Whether the front is blocked by an obstacle of the non-game scene and cannot pass through can be determined based on the returned result of the ray.
Obstacles in non-game scenarios include obstacles that other virtual objects set by releasing skills. When the obstacle in the non-game scene is an obstacle set by other virtual objects through release skills, some skills are effective in the whole game play, and some skills are effective within a certain time after the release, for example, within 10 minutes after the release of the skills. When other virtual objects release skill setting barriers, a timer is set to count down the effective time, and when the intelligent virtual object is blocked by the barrier in the non-game scene, the server acquires the count-down duration of the timer and acquires the remaining effective duration of the barrier.
In step S313, the server determines whether the remaining effective duration is greater than a preset duration threshold.
When it is determined that the remaining effective duration is greater than the preset duration threshold, the method goes to step S314; when determining that the remaining effective duration is less than or equal to the duration threshold, the process proceeds to step S317.
In step S314, the server obtains the updated navigation mesh data.
When the remaining effective duration of the obstacle in the non-game scene is determined to be greater than the preset duration threshold, in order to improve the moving efficiency, the server marks the position occupied by the obstacle in the non-game scene as unavailable in the game scene data, and then the navigation system is used for baking the game scene data in real time to obtain updated navigation grid data.
Step S315, the server replans the path based on the updated navigation grid data, the current position information of the intelligent virtual object and the moving destination to obtain an updated moving path.
When the step is realized, the path is re-performed based on the updated navigation grid data, and the nearest and reachable path from the current position of the intelligent virtual object to the moving destination, namely the updated moving path, is determined.
And step S316, the server controls the intelligent virtual object to move according to the updated moving path until the intelligent virtual object reaches the moving destination.
When the intelligent virtual object moves according to the updated moving path, whether the front is blocked or not can be continuously judged, when the front is determined to be blocked, rays are emitted based on moving height information to perform ray height detection to obtain a detection result, whether the intelligent virtual object moves forwards through jumping and low posture or normally walks is determined based on the detection result, and then the intelligent virtual object moves based on the determined moving mode until the intelligent virtual object reaches a moving destination.
In step S317, the server controls the smart virtual object to wait for the obstacle in the non-game scene to disappear.
Since the updated re-planned path is generally longer than the previous path, the time to reach the destination of movement is also increased, and thus when the remaining effective duration of the obstacle in the non-game scene is less than the duration threshold, the smart virtual object can be controlled to wait for the obstacle in the non-game scene to disappear.
Step S318, the server controls the intelligent virtual object to continue to move according to the moving path until the moving destination is reached.
In the game data processing method provided by the embodiment of the application, a server firstly constructs three-dimensional game scene data based on a first height threshold value representing a pace height and a second height threshold value representing a jump height, then navigation grid data corresponding to the three-dimensional game scene data are generated by using a navigation system, when a terminal requests to carry out man-machine game play, a game play request is sent to the server, and after the game play is started, the terminal controls a virtual object corresponding to the terminal to execute corresponding action based on received game operation. In the game match process, a server acquires game match data, determines a moving destination of a smart virtual object based on the game match data, further performs path planning based on the current position and the moving destination of the smart virtual object, determines a moving path from the current position to the moving destination, then controls the smart virtual object to move based on the moving path, acquires preset moving height information when the smart virtual object is determined to be blocked in the moving process of the smart virtual object, performs ray height detection on an obstacle based on the moving height information, controls the smart virtual object to perform a jump action when a jump condition is determined to be met, so that the intelligent virtual object can continuously move according to the moving path through the obstacle until the moving destination is reached, and thus in the game match process, a bounce trigger is not required to be arranged at the position of obstacles such as steps of a virtual scene, a more intelligent jumping scheme is realized, the development efficiency of the intelligent game is improved, meanwhile, an intelligent virtual object can jump at any angle according to a moving path without being limited by a preset angle position, and the jumping flexibility is improved; when an obstacle which is not a game scene is encountered, acquiring the remaining effective time length of the obstacle, if the remaining effective time length is greater than a preset time length threshold value, updating game scene data, baking the updated navigation grid data in real time, replanning a new moving path, and moving according to the new moving path; and if the remaining effective duration is less than the duration threshold, continuing to move according to the original moving path until the moving destination is reached after the obstacle disappears, so that the shortest moving time of the intelligent virtual object under different conditions can be ensured, and the moving efficiency is improved.
Next, an exemplary application of the embodiment of the present application in a practical application scenario will be described.
The use of a jump function is often required in virtual scenes constructed by 3D games. For the jump of the virtual object, a feasible route needs to be planned, and automatic jump needs to be realized to smoothly pass through, so that rich routing performance of the virtual object is achieved. However, for an absolute majority of implementation schemes, a large number of jump triggers need to be laid when a game scene is constructed, so that a large amount of investment of human resources is caused, and as the number of triggers is increased, the maintenance cost is also increased sharply, the development efficiency is seriously reduced, and the implementation on the game scene is not satisfactory.
In order to solve the above problems, in the embodiments of the present application, a game data processing method is provided, which provides an automatic way-finding and jumping solution based on NavMesh, and is suitable for any game scene based on 3D automatic way finding.
The game data processing method provided by the embodiment of the application is realized by firstly setting the step height H1 when the intelligent virtual object moves, enabling the virtual object to walk to pass through the height and smoothly pass through the height when the step height is lower than H1, setting the maximum height H2 which the intelligent virtual object needs to jump to pass through, and enabling H2 to be more than H1. Baking out a navigation grid as shown in fig. 7 in a game scene through a navigation system, wherein a step with a height H > H1 and H < H2 is arranged in the navigation grid.
When the game is operated, the intelligent virtual object is supposed to start from the ground and move to the highest point of the step. At this time, a path from the current position of the intelligent virtual object to the highest point of the step needs to be planned, and the planned path is as shown in fig. 8, and includes a path 804 from the current position 801 of the intelligent virtual object to the lowest point 802 of the step and a path 805 from the lowest point 802 of the step to the highest point 803 of the step.
When the intelligent virtual object meets the first step after moving to the lowest point of the step, the intelligent virtual object determines that the step of the intelligent virtual object does not go past, namely that the intelligent virtual object is blocked. At the moment, ray inspection R1 and R2 are respectively carried out at the height slightly higher than H2 and at the position slightly higher than H1 and towards the front by 1 meter, if it is determined that R1 is not blocked and R2 is blocked by a scene object, it is determined that a jumping condition is met, and at the moment, the intelligent virtual object is triggered to jump.
Fig. 9A to 9C are schematic diagrams illustrating a jumping process of a smart virtual object, and when the smart virtual object needs to jump, as shown in fig. 9A, since the smart virtual object is stuck by a step, the smart virtual object does not have a moving speed at this time. When the intelligent virtual object needs to jump over a step, the intelligent virtual object needs to make a parabola-like motion to smoothly pass through the step. After jumping, the intelligent virtual object obtains the time T1 required for jumping to the highest point through physical calculation according to the initial jumping speed and gravity, and in fig. 9B, the intelligent virtual object has bounced to the highest point, and at this time, a forward force is added to the intelligent virtual object, so that the intelligent virtual object moves forward as shown in fig. 9C, and thus jumps over a step and crosses an obstacle.
After crossing an obstacle, the intelligent virtual object continues to move forward towards the target point, and when the intelligent virtual object moves forward, the intelligent virtual object touches the step again, the jumping process is repeated, and finally the intelligent virtual object smoothly reaches the highest position of the step.
The following describes a technical implementation process of the game data processing method for completing intelligent virtual object jumping according to the embodiment of the present application. The technical implementation process comprises a 3D game scene construction process and a game processing process of a game running process.
Fig. 10 is a schematic view of a game scene construction process provided in an embodiment of the present application, and each step of the game scene construction process is described below with reference to fig. 10.
Step S1001, a preset step height and a preset jump height of the smart virtual object are acquired.
In the embodiment of the application, the step height H1 and the jump height H2 of the smart virtual object are set, and H2 is taken as the jump height of the smart virtual object and is synchronized into baking parameters of the navigation system.
Step S1002, a 3D game scene with steps is constructed.
And constructing scene steps of the game appointment specification according to the planning requirement, wherein the heights of the scene steps are between intervals (H1, H2).
Step S1003, baking the navigation grid.
When the step is realized, the NavMesh navigation grid can be constructed through a navigation system.
Fig. 11 is a schematic diagram of a jump processing flow in a game operation according to an embodiment of the present application, and each step of the jump processing flow in the game operation is described below with reference to fig. 11.
In step S1101, a smart virtual object having a function of automatically finding a route is created, and a movement target point of the smart virtual object is determined.
And step S1102, planning a path.
When planning a path, the path calculation planning may be performed by the a-algorithm to obtain a shortest and movable path P1 from the departure point to the movement destination point. In the planned path P1, it may not be all flat, but may contain steps.
And S1103, controlling the intelligent virtual object to move along the path.
After the path planning is completed, the smart virtual objects are controlled to move all the way along the planned path P1.
In step S1104, it is determined whether the smart virtual object is blocked.
During the process that the intelligent virtual object wants to move the target point, ray detection is continuously carried out towards the direction that the intelligent virtual object faces to determine whether the intelligent virtual object is blocked. And it was determined whether the jump condition was satisfied by performing two ray checks at a height slightly above H2 and slightly above H1, 1 meter directly in front. In order to improve the accuracy of the detection result, it may be determined whether the jump condition is satisfied by ray detection more than 2 times.
During the movement of the virtual object, whether the virtual object is blocked or not is detected in real time. If it is determined that the virtual object is blocked, then step S1105 is entered; if it is determined that the virtual object is not blocked, step S1103 is entered again.
And step S1105, controlling the intelligent virtual object to trigger jump behavior.
By triggering the jump behavior, the virtual object is made to cross the step.
In step S1106, the jump is ended, and the process again proceeds to step S1103.
And after the jump is finished, controlling the virtual object to continuously move along the planned path until the target point.
In some game scenes, when the intelligent virtual object meets a step which is not solid and hollowed, the situation that the collision object cannot be detected in 2 times of ray detection is likely to occur, but the intelligent virtual object can be in place when actually needing to jump. For the situation, in the embodiment of the application, if the steps are hollowed, the hollowed parts need to be filled by placing invisible objects, so that the performance hollowing can be realized, and the solid steps can be detected by performing ray detection twice. If it has been determined by inspection that it is known to be blocked and not a step but a tunnel, creeping forward around the obstacle can be employed, thereby achieving a richer moving effect.
In some embodiments, if the smart virtual object encounters other non-scenario dynamic obstacles, such as other players adding a wall by releasing skills in front of the path of movement of the smart virtual object, the smart virtual object may get stuck in place and continue playing animation that is attempting to move without further progress. In the embodiment of the application, for the situation, when the virtual object of other players releases skills, the position occupied by the wall is marked as not movable, the navigation grid is baked in real time, and when the virtual object is clamped and cannot move before moving to the wall, and the virtual object is determined to be a non-scene static object through ray detection, the path is re-planned, so that the effect of dynamic bypassing is achieved. Fig. 12 is a schematic diagram of replanning a path when a virtual object reaches a non-scene dynamic obstacle in the embodiment of the present application, and as shown in fig. 12, when a non-scene dynamic obstacle occurs in an originally planned path 1201 of a virtual object, path planning is performed again to obtain a newly planned path 1202, so as to bypass the non-scene dynamic obstacle.
Through the game data processing method provided by the embodiment of the application, a more intelligent automatic path-finding scheme with a jumping function can be realized in a 3D game scene, only one-time development is needed, extra configuration and scene setting do not need to be added in advance in the scene construction, manual trigger laying and scene jumping configuration maintenance are omitted, the development efficiency is greatly improved, and the jumping function of encountering obstacles in the automatic navigation process can be more naturally realized by an intelligent virtual object.
Continuing with the exemplary structure of the game data processing device 443 provided in the embodiments of the present application as software modules, in some embodiments, as shown in fig. 3, the software modules stored in the game data processing device 443 of the memory 440 may include:
a first determining module 4431, configured to obtain game play data during game play, and determine a moving destination of the smart virtual object based on the game play data;
a second determining module 4432, configured to determine a movement path based on the current position and the movement destination of the smart virtual object, and control the smart virtual object to move based on the movement path;
a first obtaining module 4433, configured to determine that the smart virtual object is blocked during a moving process of the smart virtual object, and obtain preset moving height information;
a first jump module 4434, configured to control the smart virtual object to perform a jump action to continue to move along the movement path through the obstacle until the movement destination is reached, when it is determined that the ray height detection is performed on the obstacle based on the movement height information and a jump condition is satisfied.
In some embodiments, the apparatus further comprises:
the second acquisition module is used for acquiring navigation grid data corresponding to a game scene and the current position information of the intelligent virtual object;
a third determining module, configured to determine, based on the navigation grid data and the current position information, an included angle between a position plane where the intelligent virtual object is located and a reference plane, where the reference slope is a plane determined by an edge line of the obstacle in a direction close to the intelligent virtual object and the reference line where the intelligent virtual object is located;
and the fourth determining module is used for determining that the intelligent virtual object is blocked when the included angle is larger than a preset included angle threshold value.
In some embodiments, the moving altitude information comprises a first altitude threshold and a second altitude threshold, the apparatus further comprising:
a fifth determination module to determine a first detected height based on the first height threshold, the first detected height being greater than the first height threshold;
a sixth determining module to determine a second detected altitude based on the second altitude threshold, the second detected altitude being greater than the second altitude threshold, the second altitude threshold being greater than the first altitude threshold;
the first detection module is used for performing ray height detection on the obstacle based on the first detection height and the second height detection to obtain a first detection result;
a seventh determining module for determining that a jump condition is satisfied when the first detection result indicates that a ray is blocked at the first detection height and not blocked at the second detection height.
In some embodiments, the apparatus further comprises:
an eighth determining module, configured to determine that a low-pose advancing condition is satisfied when the first detection result indicates that a ray is not blocked at the first detection height and is blocked at the second detection height;
and the first control module is used for controlling the intelligent virtual object to execute a low-attitude forward motion so as to continuously move according to the moving path through the barrier until the intelligent virtual object reaches the moving destination.
In some embodiments, the first control module is further configured to:
in the process of controlling the intelligent virtual object to execute the low-posture forward motion, carrying out ray height detection on the intelligent virtual object at intervals of preset time length according to a third detection height to obtain a second detection result, wherein the third detection height is larger than the height of the intelligent virtual object;
when the second detection result represents that the ray is not blocked at a third detection height, determining that a standing condition is reached;
and controlling the intelligent virtual object to execute a standing action and continuously move according to the moving path until the intelligent virtual object reaches the moving destination.
In some embodiments, the apparatus further comprises:
a ninth determining module, configured to determine, when the intelligent virtual object is blocked by an obstacle in a non-game scene and cannot pass through the obstacle, a remaining effective duration of the obstacle in the non-game scene, where the obstacle in the non-game scene includes an obstacle set by other virtual objects through release skills;
the third acquisition module is used for acquiring updated navigation grid data when the residual effective duration is determined to be greater than a preset duration threshold;
a path planning module, configured to re-plan a path based on the updated navigation grid data, the current location information of the intelligent virtual object, and the moving destination to obtain an updated moving path;
and the second control module is used for controlling the intelligent virtual object to move according to the updated moving path until the intelligent virtual object reaches the moving destination.
In some embodiments, the apparatus further comprises:
the third control module is used for controlling the intelligent virtual object to wait for the obstacles in the non-game scene to disappear when the remaining effective duration is determined to be less than or equal to the duration threshold;
and the fourth control module is used for controlling the intelligent virtual object to continuously move according to the moving path until the intelligent virtual object reaches the moving destination.
In some embodiments, the first hopping module is further configured to:
acquiring a preset initial take-off speed and weight information of the intelligent virtual object;
determining a first duration for the intelligent virtual object to jump to the highest point based on the initial jump speed and the weight information;
and when the first time length is reached, applying forward acting force to the intelligent virtual object and controlling the intelligent virtual object to jump forwards.
In some embodiments, the apparatus further comprises:
a fourth obtaining module, configured to obtain a first height threshold representing a step height and a second height threshold representing a jump height in the movement information;
the scene construction module is used for constructing three-dimensional game scene data based on the first height threshold and the second height threshold;
and the data generation module is used for generating navigation grid data corresponding to the three-dimensional game scene data by using a navigation system.
It should be noted that, the embodiments of the present application are described with respect to a game data processing device, and similar to the description of the method embodiments described above, and have similar advantageous effects to the method embodiments. For technical details not disclosed in the embodiments of the apparatus, reference is made to the description of the embodiments of the method of the present application for understanding.
Embodiments of the present application provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the game data processing method described in the embodiment of the present application.
The embodiment of the present application provides a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored, and when being executed by a processor, the executable instructions will cause the processor to execute the game data processing method provided by the embodiment of the present application, for example, the game data processing method shown in fig. 4, fig. 5 and fig. 6.
In some embodiments, the computer-readable storage medium may be memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
In some embodiments, executable instructions may be written in any form of programming language (including compiled or interpreted languages), in the form of programs, software modules, scripts or code, and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
By way of example, executable instructions may correspond, but do not necessarily have to correspond, to files in a file system, and may be stored in a portion of a file that holds other programs or data, such as in one or more scripts in a hypertext Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub-programs, or portions of code).
By way of example, executable instructions may be deployed to be executed on one computing device or on multiple computing devices at one site or distributed across multiple sites and interconnected by a communication network.
The above description is only an example of the present application, and is not intended to limit the scope of the present application. Any modification, equivalent replacement, and improvement made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims (13)

1. A game data processing method, characterized in that the method comprises:
in the game match process, obtaining game match data, and determining the moving destination of the intelligent virtual object based on the game match data;
determining a movement path based on the current position and the movement destination of the smart virtual object, and controlling the smart virtual object to move based on the movement path;
in the moving process of the intelligent virtual object, determining that the intelligent virtual object is blocked, and acquiring preset moving height information;
and when the ray height detection is carried out on the obstacle based on the moving height information and the jumping condition is determined to be met, controlling the intelligent virtual object to execute jumping action so as to continue to move according to the moving path through the obstacle until the moving destination is reached.
2. The method of claim 1, further comprising:
acquiring navigation grid data corresponding to a game scene and current position information of the intelligent virtual object;
determining an included angle between a position plane where the intelligent virtual object is located and a reference plane based on the navigation grid data and the current position information, wherein the reference inclined plane is a plane determined by an edge line of the barrier close to the direction of the intelligent virtual object and the reference line where the intelligent virtual object is located;
and when the included angle is larger than a preset included angle threshold value, determining that the intelligent virtual object is blocked.
3. The method of claim 1, wherein the moving altitude information comprises a first altitude threshold and a second altitude threshold, the method further comprising:
determining a first detected height based on the first height threshold, the first detected height being greater than the first height threshold;
determining a second detected height based on the second height threshold, the second detected height being greater than the second height threshold, the second height threshold being greater than the first height threshold;
performing ray height detection on the obstacle based on the first detection height and the second height detection to obtain a first detection result;
determining that a jump condition is satisfied when the first detection result characterizes a ray that is blocked at the first detection height and not blocked at the second detection height.
4. The method of claim 3, further comprising:
determining that a low-pose progression condition is satisfied when the first detection result indicates that the ray is not blocked at the first detection elevation and is blocked at the second detection elevation;
and controlling the intelligent virtual object to execute a low-attitude forward motion so as to pass through the obstacle and continue to move according to the moving path until the moving destination is reached.
5. The method of claim 4, wherein said controlling said smart virtual object to perform a low-profile forward motion to continue moving along said movement path through said obstacle until said movement destination is reached comprises:
in the process of controlling the intelligent virtual object to execute the low-posture forward motion, carrying out ray height detection on the intelligent virtual object at intervals of preset time length according to a third detection height to obtain a second detection result, wherein the third detection height is larger than the height of the intelligent virtual object;
when the second detection result represents that the ray is not blocked at a third detection height, determining that a standing condition is reached;
and controlling the intelligent virtual object to execute a standing action and continuously move according to the moving path until the intelligent virtual object reaches the moving destination.
6. The method of claim 1, further comprising:
determining the remaining effective duration of the obstacles in the non-game scene when the intelligent virtual object is blocked by the obstacles in the non-game scene and cannot pass through the obstacles, wherein the obstacles in the non-game scene comprise the obstacles set by other virtual objects through release skills;
when the residual effective duration is determined to be greater than a preset duration threshold, acquiring updated navigation grid data;
replanning a path based on the updated navigation grid data, the current position information of the intelligent virtual object and the moving destination to obtain an updated moving path;
and controlling the intelligent virtual object to move according to the updated moving path until the intelligent virtual object reaches the moving destination.
7. The method of claim 6, further comprising:
when the remaining effective duration is determined to be less than or equal to the duration threshold, controlling the intelligent virtual object to wait for the obstacle in the non-game scene to disappear;
and controlling the intelligent virtual object to continue to move according to the moving path until the moving destination is reached.
8. The method of claim 1, wherein said controlling said smart virtual object to perform a jumping action comprises:
acquiring a preset initial take-off speed and weight information of the intelligent virtual object;
determining a first duration for the intelligent virtual object to jump to the highest point based on the initial jump speed and the weight information;
and when the first time length is reached, applying forward acting force to the intelligent virtual object and controlling the intelligent virtual object to jump forwards.
9. The method according to any one of claims 1 to 8, further comprising:
acquiring a first height threshold value representing the step height and a second height threshold value representing the jump height in the movement information;
constructing three-dimensional game scene data based on the first height threshold and the second height threshold;
and generating navigation grid data corresponding to the three-dimensional game scene data by using a navigation system.
10. A game data processing apparatus, characterized in that the game data processing apparatus comprises:
the first determining module is used for acquiring game play data in the game play process and determining the moving destination of the intelligent virtual object based on the game play data;
a second determination module, configured to determine a movement path based on the current location and the movement destination of the smart virtual object, and control the smart virtual object to move based on the movement path;
the first acquisition module is used for determining that the intelligent virtual object is blocked in the moving process of the intelligent virtual object and acquiring preset moving height information;
and the first jumping module is used for controlling the intelligent virtual object to execute jumping action when the ray height detection is carried out on the obstacle based on the moving height information and the jumping condition is determined to be met, so that the intelligent virtual object can continuously move along the moving path through the obstacle until the moving destination is reached.
11. A computer device, characterized in that the computer device comprises:
a memory for storing executable instructions;
a processor for implementing the game data processing method of any one of claims 1 to 9 when executing the executable instructions stored in the memory.
12. A computer-readable storage medium storing executable instructions, wherein the executable instructions, when executed by a processor, implement the game data processing method of any one of claims 1 to 9.
13. A computer program product comprising a computer program or instructions, characterized in that the computer program or instructions, when executed by a processor, implement the game data processing method of any one of claims 1 to 9.
CN202210007038.6A 2022-01-05 2022-01-05 Game data processing method, device, equipment and computer readable storage medium Pending CN114288663A (en)

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