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WO2022000952A1 - Method and apparatus for processing game data, computer program and readable medium - Google Patents

Method and apparatus for processing game data, computer program and readable medium Download PDF

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Publication number
WO2022000952A1
WO2022000952A1 PCT/CN2020/130312 CN2020130312W WO2022000952A1 WO 2022000952 A1 WO2022000952 A1 WO 2022000952A1 CN 2020130312 W CN2020130312 W CN 2020130312W WO 2022000952 A1 WO2022000952 A1 WO 2022000952A1
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Prior art keywords
resource
data
voxel
horizontal position
game scene
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French (fr)
Chinese (zh)
Inventor
程小三
韩永强
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Arc Games Co Ltd
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Arc Games Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

Definitions

  • the present invention claims priority to the Chinese patented invention with the invention number 202010602378.4 and the invention titled "Game Data Processing Method and Device, Storage Medium, Computer Equipment” submitted to the China Patent Office on June 29, 2020, the entire contents of which are approved by Reference is incorporated in the invention.
  • the present invention relates to data processing, and in particular, to a method and device for processing game data, a computer program, and a readable medium.
  • MMORPG Massive Multiplayer Online Role-Playing Game, Massive Multiplayer Online Role-Playing Game
  • 3D Three-dimensional
  • Voxel which is the smallest unit of representation in 3D space and is analogous to pixels in 2D space
  • polygon mesh which has the disadvantage of low search efficiency.
  • the background performance pressure is high
  • one is layered, that is, multi-layer grid, but the disadvantage of this method is that it is difficult to divide the boundaries of layers above the ground.
  • the complete representation requires a large amount of Blocking the map, the memory usage is too large.
  • the present invention is proposed to provide a game data processing method and apparatus, computer program, and readable medium that overcome the above problems or at least partially solve or alleviate the above problems.
  • a method for processing game data including:
  • resource data of the game scene includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data;
  • voxel information of the corresponding voxels on each area block matching the game scene is determined, and a voxel file of the game scene is generated, wherein the corresponding voxels on each of the area blocks are
  • the voxel information of is the horizontal position data of the resource corresponding to the horizontal position of the area block, the height data of the upper surface of the resource and the height data of the lower surface of the resource.
  • a device for processing game data comprising:
  • the resource data acquisition module is used to acquire resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resources in the game scene and the resource upper surface height data corresponding to the resource horizontal position data and The height data of the lower surface of the resource;
  • a voxel file generation module is configured to, based on the resource data, determine the voxel information of the corresponding voxels on each area block that matches the game scene, and generate a voxel file of the game scene, wherein each The voxel information of the corresponding voxels on the area block is the horizontal position data of the resource corresponding to the horizontal position of the area block, the height data of the upper surface of the resource and the height data of the lower surface of the resource.
  • a computer program comprising computer readable code which, when run on a server, causes the server to perform any one of claims 1-10 The method for processing game data.
  • the resource data of the game scene is represented by the resource horizontal position data and the resource height data corresponding to the resource horizontal position data.
  • the resource height data specifically includes the height of the upper surface of the resource and the height of the lower surface of the resource, so as to use the resource data to determine each area in the game scene.
  • the voxel information corresponding to the block is generated to generate a voxel file.
  • the present invention divides the height data corresponding to each area block in layers according to the game resource height data.
  • this sparse voxel file representation greatly reduces the memory footprint of the voxel file, greatly improves the memory usage efficiency, and is highly
  • the direction can be represented by high-precision floating-point numbers.
  • This height description method can make game resources smoother in the height direction when exporting game scenes, thereby improving the accuracy of terrain representation.
  • FIG. 1 schematically shows a schematic flowchart of a method for processing game data according to an embodiment of the present invention
  • FIG. 2 schematically shows a flow chart of another method for processing game data according to an embodiment of the present invention
  • FIG. 3 schematically shows a schematic flowchart of another method for processing game data according to an embodiment of the present invention
  • FIG. 4 schematically shows a schematic diagram of a game scene according to an embodiment of the present invention
  • FIG. 5 schematically shows a schematic structural diagram of an apparatus for processing game data according to an embodiment of the present invention
  • FIG. 6 schematically shows a schematic structural diagram of another apparatus for processing game data according to an embodiment of the present invention.
  • Figure 7 schematically shows a block diagram of a server for performing the method according to the invention.
  • Figure 8 schematically shows a memory unit for holding or carrying program code implementing the method according to the invention.
  • An embodiment of the present invention provides a method for processing game data. As shown in FIG. 1 , the method includes:
  • Step 101 obtaining resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data;
  • Step 102 Based on the resource data, determine the voxel information of the corresponding voxels on each area block that matches the game scene, and generate a voxel file of the game scene, wherein the voxel information of the corresponding voxel on each area block is: The resource horizontal position data corresponding to the horizontal position of the area block, as well as the resource upper surface height data and the resource lower surface height data.
  • the embodiment of the present invention can be applied to a game scene, using voxel files to store and describe various terrain resource data in the game scene (the terrain resource data can include outdoor terrain, such as grass, mountains, rivers, etc., and can also include indoor terrain. terrain, such as houses, walls, etc.).
  • the terrain resource data can include outdoor terrain, such as grass, mountains, rivers, etc., and can also include indoor terrain. terrain, such as houses, walls, etc.).
  • Voxel is the smallest unit of representation in 3D space. The concept of voxel is derived from the smallest unit pixel in two-dimensional space. Pixels are used to describe two-dimensional images, while voxels can be used to describe three-dimensional space. Objects are the smallest unit in 3D space segmentation, and can be used for collision detection in games such as walking, flying, and cameras.
  • the above solution provided by the embodiments of the present invention helps to optimize the memory space occupation of the voxel file, and the solution is suitable for the front end (client) and the back end (server).
  • the voxels in the game scene should be defined first, and the voxels are used to represent the basic constituent units in the game scene.
  • the game scene consists of At least one voxel composition.
  • the specific generation method of voxels can be realized by the existing technology. In an optional method, it can be realized based on the open source project Recast, which is generated by Mesh (mesh) through voxelization, region generation, contour generation, and polygon mesh generation. , high detail generation and other steps to generate NavMesh, and extract the Recast code for Mesh voxelization to generate voxels.
  • each voxel is a cuboid
  • the game resource model in the game scene is completely composed of cuboid
  • the voxel information of each voxel includes the upper and lower surface heights of the corresponding cuboid.
  • the size of the surface of the cuboid (upper surface and lower surface) can be configured according to actual needs.
  • the length and width of the surface of the cuboid can be equal, that is, the shape of the upper and lower surfaces is a square, for example , the length and width of the upper and lower surfaces can be 0.5m (meters).
  • the game resource data in the game scene is obtained, and the game resource data may specifically include resource data in the game scene that can block the player's movement, such as the ground paved with stone bricks, grass, houses, city walls and other terrain resources, such as Players cannot pass through walls, and cannot enter the underground through the ground.
  • resources such as leaves in the game scene that do not block the player's movement are not used to generate voxel files.
  • the game resource data can specifically include the resource horizontal position data of the game resource and the resource height data corresponding to the resource horizontal position data.
  • the resource height data is usually obtained through the resource upper surface height data and resource lower surface height data.
  • the resources between the height of the upper surface and the height of the lower surface are generally filled in the actual game scene and do not need to be displayed directly.
  • the horizontal position data of the resource corresponding to the ground resource should include the horizontal position corresponding to the area A
  • the height data of the lower surface of the resource corresponding to the corresponding horizontal position is the lower surface of the stone brick.
  • the surface height (for example, 0)
  • the resource upper surface height data is the upper surface height of the stone brick (for example, the thickness of the stone brick is 20cm, then the upper surface height is 20cm).
  • a pillar used to support a house the pillar stands vertically in area B
  • the horizontal position data of the resource corresponding to the pillar should include the horizontal position corresponding to the area B
  • the height data of the upper and lower surfaces of the resource corresponding to the corresponding horizontal position is the pillar. the height of the upper and lower surfaces.
  • the resource upper surface height data and the resource lower surface height data include at least one pair, and any resource upper surface height data corresponding to the same resource horizontal position and any resource lower surface height data are different from each other, and any pair of resource upper surface height data is different from each other.
  • the height data and the height data of the lower surface of the resource are used to describe the upper and lower surface heights of the game resource at the horizontal position of the corresponding resource.
  • Game resources should have a certain thickness, that is, the upper and lower surface height data corresponding to any pair of game resources are different, and the game resources should not overlap each other, that is, the upper surface height data of any resource corresponding to the same horizontal position and any resource.
  • the lower surface height data are different from each other.
  • each area block includes an area on the horizontal plane in the game scene, and the shape and size of each area are the shape and size of the upper or lower surface of any voxel in the game scene.
  • the length, width, and height of the three-dimensional space corresponding to the game scene are L, W, and H respectively, and each voxel is a 1*1*1 cube.
  • the plane space is divided into 1*1 for each area.
  • the area division method corresponding to the space where H is 256 is to perform 256 divisions on each plane unit area, and each plane unit area corresponds to 256 pieces of data.
  • the height is not divided by unit grids, but the game resources are divided by layers.
  • the game resources are divided by layers. For example, for outdoor grass or mountain peaks, although they are uneven, they are actually only one layer of terrain. They only need to be represented by the height values of the lower surface and upper surface of the terrain, that is, a flat unit area, only 2 heights are required. Floating point numbers can be represented (lower surface height and upper surface height).
  • Each plane unit area can be represented by 4 floating-point numbers (the height of the lower surface of the floor, the height of the upper surface of the floor, and the roof. the height of the lower surface and the height of the upper surface of the roof).
  • a plane area corresponds to a floor resource and a roof resource.
  • the lower surface height data of the floor resource corresponding to this area is 0, the upper surface height data is 0.2m, the lower surface height data of the roof resource is 5m, and the upper surface height data is 5.5 meters, it means that there are objects at a height of 0 to 0.2m above the area, and there are objects at a height of 5m to 5.5m.
  • the terrain in most places is a layer of space, so the sparse representation can greatly improve the memory usage efficiency, and higher-precision floating-point numbers can be used in the height direction.
  • Representation (not limited to voxels, the description of height in the prior art needs to be based on the corresponding voxel space grid in a certain area, and the game resources only contain a grid or do not contain a grid.
  • the sparse representation enables voxel-based 3D space to be applied to memory-critical mobile games, providing the technical theoretical basis for this solution.
  • the resource data of the game scene is represented by the resource horizontal position data and the resource height data corresponding to the resource horizontal position data.
  • the resource data determines the voxel information corresponding to each area block in the game scene, and generates a voxel file.
  • the embodiment of the present invention divides the height data corresponding to each area block hierarchically according to the game resource height data.
  • the resource corresponds to a pair of height data, namely the upper surface height data and the lower surface height data.
  • This sparse voxel file representation greatly reduces the memory footprint of the voxel file, greatly improves the memory usage efficiency, and In the height direction, high-precision floating-point number representation can be used, which helps to improve the precision of resource representation.
  • FIG. 2 another method for processing game data is provided, as shown in FIG. 2 , the method includes:
  • Step 201 Acquire resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data.
  • Step 202 Based on the resource data, determine the voxel information of the corresponding voxels on each area block that matches the game scene, and generate a voxel file of the game scene, wherein the voxel information of the corresponding voxel on each area block is: The resource horizontal position data corresponding to the horizontal position of the area block, as well as the resource upper surface height data and the resource lower surface height data.
  • Step 203 Obtain closed space data corresponding to the game scene, wherein the closed space data includes closed space horizontal position data and closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data.
  • Step 204 according to the upper surface height data of the enclosed space and the lower surface height data of the enclosed space, modify the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the enclosed space in the voxel file.
  • the voxel file of the game scene is used to describe the resources in the game scene, and the game scene can be exported based on the voxel file, so that the game scene can be displayed.
  • there are some closed spaces These spaces are not allowed in the game by player characters or NPC characters, such as a room with closed doors and windows.
  • the voxel file is generated according to the resource data, the height data corresponding to the horizontal position of the room should contain at least two layers, such as a floor height data and a roof height data.
  • this room is a player Inaccessible, the resources inside the room will not be shown to the player, so the resources inside the room can be ignored.
  • the closed space data corresponding to the game scene is obtained. Similar to the resource data, the closed space data includes closed space horizontal position data and closed space height data corresponding to the closed space horizontal position data.
  • the closed space height data specifically includes The height of the upper and lower surfaces of the enclosed space, and the voxel file is modified based on the enclosed space data.
  • the resource upper surface height data and the resource lower surface height data between the enclosed space upper surface height data and the enclosed space lower surface height data in the voxel file are deleted.
  • the lower surface height data of the floor resource corresponding to the house area is 0, the upper surface height data is 0.2m, the roof resource lower surface height data is 5m, and the upper surface height data is 5.5m.
  • the room is an enclosed space, that is, the height data of the enclosed space is the height of the lower surface of 0m and the height of the upper surface of 5.5m, then the data between 0 and 5.5m in the resource height data corresponding to the horizontal position of the enclosed space in the voxel file Delete (that is, delete the upper surface height data 0.2m of the floor resource and the lower surface height data 5m of the roof resource), and treat the enclosed space as a layer of resources from 0 to 5.5m, that is, the height of the lower surface of the enclosed space is 0, and the height of the upper surface is 0.
  • the data volume of the corresponding height data of the enclosed space is changed from the original 4 floating point numbers to 2 floating point numbers, which further reduces the data volume of the voxel file, and when exporting game scene resources based on the voxel file , the enclosed space can be filled directly without exporting the detailed resources in the enclosed space, which improves the export speed without affecting the player's game experience.
  • the resource height data between the height of the upper surface and the height of the lower surface of the enclosed space can also be marked, so that when exporting the game scene, the marked height data can be skipped, Directly export the enclosed space as a layer of resources, and improve the export speed on the premise of retaining the complete voxel file.
  • the embodiment of the present invention also provides another method for processing game data, as shown in FIG. 3 , the method includes:
  • Step 301 obtaining resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data;
  • Step 302 based on the resource data, determine the voxel information of the corresponding voxels on each area block in the voxel file matching the game scene, and generate the voxel file of the game scene, wherein the corresponding voxels on each area block are
  • the voxel information is the horizontal position data of the resource corresponding to the horizontal position of the area block, the height data of the upper surface of the resource and the height data of the lower surface of the resource.
  • Step 303 receiving a game scene export instruction
  • Step 304 obtaining closed space data corresponding to the game scene, wherein the closed space data includes closed space horizontal position data and closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data;
  • Step 305 Modify the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the enclosed space in the voxel file according to the upper surface height data of the enclosed space and the lower surface height data of the enclosed space.
  • Step 306 export the game scene based on the modified voxel file.
  • the embodiment shown in FIG. 3 is different from the embodiment shown in FIG. 2 in that the step of modifying the voxel file based on the closed space data is triggered by the game scene export instruction, and only after receiving the game scene export instruction Perform the steps of modifying the voxel file.
  • the voxel file is saved as the original file.
  • the embodiment of FIG. 2 saves the modified voxel file. From the point of view of the export speed of the game scene, the export speed is faster by directly using the modified voxel file for export.
  • some closed spaces may be gradually opened in the game scene, or some open spaces may be closed, for example, the originally designed game scene contains multiple rooms ABCDEF...
  • the room's The situation of opening and closing is different. Assuming that room A is a closed space in version 1.0 of the game, players cannot enter it. In version 2.0 of the game, NPC characters are set in room A, and players can enter room A and talk to NPCs to receive tasks. In this case, if the voxel file is modified based on the closed space data of version 1.0 of the game as shown in Figure 2, when the game is updated to version 2.0, the original closed space becomes an open space, and a new game needs to be exported.
  • step 306 further includes:
  • Step 306-1 obtaining invalid terrain data, wherein the invalid terrain data includes invalid terrain horizontal position data;
  • Step 306-2 export the game scene according to the modified voxel file and invalid terrain data.
  • the game content has not yet been designed, and the game scene is exported.
  • the scene is exported based on the invalid terrain data and the voxel file, so that the displayed game scene does not contain invalid terrain areas and reduces the memory occupation during the game running. For example, the resource data corresponding to the invalid terrain horizontal position data in the voxel file is deleted to speed up the scene export.
  • step 306-1 may specifically include:
  • Step 306-1-1 based on the resource horizontal position data and the invalid terrain horizontal position data, create a mask layer of the game scene, wherein the mask layer includes the resource horizontal position data except the invalid terrain horizontal position data;
  • Step 306-1-2 export the game scene according to the mask layer and the modified voxel file.
  • FIG. 4 shows a schematic diagram of a game scene provided by an embodiment of the present invention.
  • the schematic diagram of the game scene is derived based on the voxel file obtained by the above method. Based on the schematic diagram of the game scene shown in FIG. 4, subsequent rendering can be obtained. The final game scene presented to the player.
  • Step 307 receiving an item placement request, wherein the item placement request includes the item voxel information before placement and the item voxel information after placement;
  • Step 308 based on the modified voxel file and the placed item voxel information, determine whether the placed item voxel information and the voxel information corresponding to the game resource overlap;
  • Step 309 if it does not exist, place the items in the game scene based on the voxel information of the item before placement and the voxel information of the item after placement, and update the modified voxel file.
  • the item voxel information and the placed item voxel information are generated and the item placement log is sent;
  • Step 310 if it exists, reject the item placement request.
  • steps 307 to 310 after the game scene is exported, when the player experiences in the game scene, the player can move some game resources in the game scene, for example, move furniture in a room in the game scene, such as moving
  • the bed is placed in the room, a table is placed on the bed, and then a stool is placed on the table.
  • the player can first simulate the placement of the items in the game scene, and generate an item placement request based on the player's simulated placement of the item.
  • the request should specifically include the position information before the simulated placement of the item, that is, the item voxel before the placement.
  • Information and the position information after the simulated placement of the item is the voxel information of the placed item.
  • the voxel information of the placed item and the game should be checked first. Whether the voxel information corresponding to the scene conflicts, that is, whether each voxel corresponding to the placed item is occupied by other game resources in the game scene, if it is not occupied by other game resources, it means that the item can be placed on the simulation pendulum Further, the placement of the items in the game scene can be realized. Since the placement of the items will block the corresponding position in the game space, the voxel files of the game scene are also dealt with when placing the items. Update, remove the voxel information of the items before placement and add the voxel information of the items after placement.
  • an embodiment of the present invention provides an apparatus for processing game data. As shown in FIG. 5 , the apparatus includes:
  • the resource data acquisition module 41 is used for acquiring resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data ;
  • the voxel file generation module 42 is configured to, based on the resource data, determine the voxel information of the corresponding voxels on each area block that matches the game scene, and generate the voxel file of the game scene, wherein the corresponding volume on each area block is
  • the voxel information of a pixel is the resource horizontal position data corresponding to the horizontal position of the area block, the resource upper surface height data and the resource lower surface height data.
  • each area block includes an area on a horizontal plane in the game scene, and the shape and size of each area are the shape and size of the upper surface or the lower surface of any voxel in the game scene.
  • the resource upper surface height data and the resource lower surface height data include at least one pair, and the upper surface height data of any resource corresponding to the same resource horizontal position and the lower surface height data of any resource are different from each other. Any pair of resource upper surface height data and resource lower surface height data is used to describe the upper and lower surface heights of the game resource at the horizontal position of the corresponding resource.
  • the device further includes:
  • the closed space data acquisition module 43 is used to acquire the closed space data corresponding to the game scene after generating the voxel file of the game scene, wherein the closed space data includes the closed space horizontal position data and the closed space corresponding to the closed space horizontal position data.
  • the closed space data includes the closed space horizontal position data and the closed space corresponding to the closed space horizontal position data.
  • the voxel file modification module 44 is used to modify the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the enclosed space in the voxel file according to the upper surface height data of the enclosed space and the lower surface height data of the enclosed space .
  • the device further includes:
  • the scene export instruction receiving module 45 is used to receive the game scene export instruction before acquiring the closed space data corresponding to the game scene;
  • the scene export module 46 is used to export the game scene based on the modified voxel file after modifying the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the closed space in the voxel file.
  • the voxel file modification module 44 is specifically configured to delete the resource upper surface height data and the resource lower surface height between the enclosed space upper surface height data and the enclosed space lower surface height data in the voxel file data.
  • the scenario export module 46 specifically includes:
  • an invalid terrain data acquisition unit 461, configured to acquire invalid terrain data, wherein the invalid terrain data includes invalid terrain horizontal position data;
  • the scene exporting unit 462 is configured to export the game scene according to the modified voxel file and invalid terrain data.
  • the scenario deriving unit 462 specifically includes:
  • the mask layer creation subunit 4621 is used to create a mask layer of the game scene based on the resource horizontal position data and the invalid terrain horizontal position data, wherein the mask layer includes the resource horizontal position data except the invalid terrain horizontal position data;
  • the scene export subunit 4622 is used to export the game scene according to the mask layer and the modified voxel file.
  • the enclosed space is an area that game characters and NPCs cannot enter
  • the invalid terrain is an area that is not displayed in the game scene.
  • the device further includes:
  • the placement request receiving module 47 is configured to receive an item placement request after exporting the game scene, wherein the item placement request includes the item voxel information before placement and the item voxel information after placement;
  • the placement request judgment module 48 is configured to, based on the modified voxel file and the item voxel information, judge whether the voxel information corresponding to the item and the game resource overlaps if the item is placed according to the item placement request;
  • the item placement module 49 is configured to place items in the game scene based on the item voxel information before placement and the item voxel information after placement and update the modified voxel file if it does not exist, and Generate and send an item placement log based on the voxel information of the item before placement and the voxel information of the item after placement;
  • the placing request rejecting module 50 is used for rejecting the placing request of the item if it exists.
  • Various component embodiments of the present invention may be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof.
  • a microprocessor or a digital signal processor (DSP) may be used in practice to implement some or all of the functions of some or all of the components of the game data processing device according to the embodiment of the present invention.
  • DSP digital signal processor
  • the present invention can also be implemented as apparatus or apparatus programs (eg, computer programs and computer program products) for performing part or all of the methods described herein.
  • Such a program implementing the present invention may be stored on a computer-readable medium, or may be in the form of one or more signals. Such signals may be downloaded from Internet sites, or provided on carrier signals, or in any other form.
  • Figure 7 shows a server, such as an application server, that can implement the processing of game data according to the present invention.
  • the server traditionally includes a processor 710 and a computer program product or computer readable medium in the form of memory 720 .
  • the memory 720 may be electronic memory such as flash memory, EEPROM (electrically erasable programmable read only memory), EPROM, hard disk, or ROM.
  • the memory 720 has storage space 730 for program code 731 for performing any of the method steps in the above-described methods.
  • storage space 730 for program code may include individual program codes 731 for implementing various steps in the above methods, respectively. These program codes can be read from or written to one or more computer program products.
  • These computer program products include program code carriers such as hard disks, compact disks (CDs), memory cards or floppy disks. Such computer program products are typically portable or fixed storage units as described with reference to FIG. 8 .
  • the storage unit may have storage segments, storage spaces, etc. arranged similarly to the storage 720 in the server of FIG. 7 .
  • the program code may, for example, be compressed in a suitable form.
  • the storage unit includes computer readable code 731', i.e. code readable by a processor such as 710 for example, which when executed by a server, causes the server to perform the various steps in the methods described above.
  • references herein to "one embodiment,” “an embodiment,” or “one or more embodiments” means that a particular feature, structure, or characteristic described in connection with an embodiment is included in at least one embodiment of the present invention. Also, please note that instances of the phrase “in one embodiment” herein are not necessarily all referring to the same embodiment.

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Abstract

A method and apparatus for processing game data, a computer program and a readable medium, the method comprising: acquiring resource data of a game scene, the resource data comprising resource horizontal position data of a game resource of the game scene, and resource upper-surface height data and resource lower-surface height data corresponding to the resource horizontal position data (101); on the basis of the resource data, determining voxel information of voxels corresponding to each region block that matches the game scene, and generating a voxel file of the game scene, the voxel information of the voxels corresponding to each region block being the resource horizontal position data corresponding to the horizontal position of the region block, as well as the resource upper-surface height data and the resource lower-surface height data (102). The method reduces memory occupancy of the voxel file and improves memory use efficiency. A high-precision floating point representation can be used in the height direction to help improve the precision of resource representation.

Description

游戏数据的处理方法及装置、计算机程序、可读介质Game data processing method and device, computer program, and readable medium

本发明要求与2020年6月29日提交中国专利局、发明号为202010602378.4、发明名称为“游戏数据的处理方法及装置、存储介质、计算机设备”的中国专利发明的优先权,其全部内容通过引用结合在发明中。The present invention claims priority to the Chinese patented invention with the invention number 202010602378.4 and the invention titled "Game Data Processing Method and Device, Storage Medium, Computer Equipment" submitted to the China Patent Office on June 29, 2020, the entire contents of which are approved by Reference is incorporated in the invention.

技术领域technical field

本发明涉及数据处理,尤其涉及一种游戏数据的处理方法及装置、计算机程序、可读介质。The present invention relates to data processing, and in particular, to a method and device for processing game data, a computer program, and a readable medium.

背景技术Background technique

随着用户对游戏品质需求的提升,MMORPG(Massive Multiplayer Online Role-Playing Game,大型多人在线角色扮演游戏)作为网络游戏中的一种重要游戏类型,也在潮流中不断的进化着。目前,MMORPG已经基本进入3D(3Dimensions,三维)时代,3D游戏的玩法不仅仅在地面,玩家可以在游戏中进行空中飞行、战斗等等。With the improvement of users' demand for game quality, MMORPG (Massive Multiplayer Online Role-Playing Game, Massive Multiplayer Online Role-Playing Game), as an important game type in online games, is also constantly evolving in the trend. At present, MMORPG has basically entered the 3D (3Dimensions, three-dimensional) era. The gameplay of 3D games is not only on the ground, but players can fly in the air, fight and so on.

目前3D游戏通常有三种做法:一种是体素(Voxel),体素是3D空间的最小表示单位,类比于2D空间的像素;一种是多边形网格,该方式的缺点是查找效率较低,后台性能压力大;一种是分层即多层网格,但该方式的缺点是地面以上很难划分层的界限,对于复杂建筑,在建筑层数较多时,如果完整的表示,需要大量阻挡图,内存占用太大。At present, there are usually three approaches for 3D games: one is Voxel, which is the smallest unit of representation in 3D space and is analogous to pixels in 2D space; the other is polygon mesh, which has the disadvantage of low search efficiency. , the background performance pressure is high; one is layered, that is, multi-layer grid, but the disadvantage of this method is that it is difficult to divide the boundaries of layers above the ground. For complex buildings, when there are many layers in the building, if the complete representation requires a large amount of Blocking the map, the memory usage is too large.

对于体素而言,在目前现有相关技术中,体素也因占用存储空间过大,导致难以普及。如何优化体素占用的存储空间,是推广体素应用急需解决的重要问题之一。For voxels, in the current related art, the voxels are also difficult to popularize because they occupy too much storage space. How to optimize the storage space occupied by voxels is one of the important problems to be solved urgently to promote the application of voxels.

发明内容SUMMARY OF THE INVENTION

鉴于上述问题,提出了本发明以便提供一种克服上述问题或者至少部分地解决或者减缓上述问题的游戏数据的处理方法及装置、计算机程序、可读介质。In view of the above problems, the present invention is proposed to provide a game data processing method and apparatus, computer program, and readable medium that overcome the above problems or at least partially solve or alleviate the above problems.

根据本发明的一个方面,提供了游戏数据的处理方法,包括:According to one aspect of the present invention, a method for processing game data is provided, including:

获取游戏场景的资源数据,其中,所述资源数据包括所述游戏场景内的 游戏资源的资源水平位置数据以及与所述资源水平位置数据对应的资源上表面高度数据和资源下表面高度数据;Obtain resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data;

基于所述资源数据,确定与所述游戏场景匹配的每个区域块上对应体素的体素信息,并生成所述游戏场景的体素文件,其中,每个所述区域块上对应体素的体素信息为与所述区域块水平位置对应的所述资源水平位置数据以及所述资源上表面高度数据和所述资源下表面高度数据。Based on the resource data, voxel information of the corresponding voxels on each area block matching the game scene is determined, and a voxel file of the game scene is generated, wherein the corresponding voxels on each of the area blocks are The voxel information of is the horizontal position data of the resource corresponding to the horizontal position of the area block, the height data of the upper surface of the resource and the height data of the lower surface of the resource.

根据本发明的另一方面,提供了一种游戏数据的处理装置,包括:According to another aspect of the present invention, a device for processing game data is provided, comprising:

资源数据获取模块,用于获取游戏场景的资源数据,其中,所述资源数据包括所述游戏场景内的游戏资源的资源水平位置数据以及与所述资源水平位置数据对应的资源上表面高度数据和资源下表面高度数据;The resource data acquisition module is used to acquire resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resources in the game scene and the resource upper surface height data corresponding to the resource horizontal position data and The height data of the lower surface of the resource;

体素文件生成模块,用于基于所述资源数据,确定与所述游戏场景匹配的每个区域块上对应体素的体素信息,并生成所述游戏场景的体素文件,其中,每个所述区域块上对应体素的体素信息为与所述区域块水平位置对应的所述资源水平位置数据以及所述资源上表面高度数据和所述资源下表面高度数据。A voxel file generation module is configured to, based on the resource data, determine the voxel information of the corresponding voxels on each area block that matches the game scene, and generate a voxel file of the game scene, wherein each The voxel information of the corresponding voxels on the area block is the horizontal position data of the resource corresponding to the horizontal position of the area block, the height data of the upper surface of the resource and the height data of the lower surface of the resource.

根据本发明的又一个方面,提供了一种计算机程序,其包括计算机可读代码,当所述计算机可读代码在服务器上运行时,导致所述服务器执行根据权利要求1-10中的任一个所述的游戏数据的处理方法。According to a further aspect of the present invention there is provided a computer program comprising computer readable code which, when run on a server, causes the server to perform any one of claims 1-10 The method for processing game data.

根据本发明的再一个方面,提供了一种计算机可读介质,其中存储了如权利要求12所述的计算机程序。According to yet another aspect of the present invention, there is provided a computer-readable medium in which the computer program of claim 12 is stored.

本发明的有益效果为:The beneficial effects of the present invention are:

游戏场景的资源数据通过资源水平位置数据以及与资源水平位置数据对应的资源高度数据来表示,资源高度数据具体包括资源上表面高度和资源下表面高度,从而利用资源数据确定游戏场景中每个区域块对应的体素信息,生成体素文件。本发明相对于现有技术中在高度方向上按体素单位大小进行空间划分的方式来说,通过按游戏资源高度数据对每个区域块对应的高度数据进行分层划分,一层游戏资源对应于一对高度数据,即上表面高度数据和下表面高度数据,这种稀疏化的体素文件表示方式大大减少了体素文件的内存占用大小,极大的提高了内存使用效率,并且在高度方向上可以采用高精度的浮点数表示,这样的高度描述方式,在后续导出游戏场景时,可以使游戏资源在高度方向上更加平滑,从而提升地形表示的精度。The resource data of the game scene is represented by the resource horizontal position data and the resource height data corresponding to the resource horizontal position data. The resource height data specifically includes the height of the upper surface of the resource and the height of the lower surface of the resource, so as to use the resource data to determine each area in the game scene. The voxel information corresponding to the block is generated to generate a voxel file. Compared with the prior art method of dividing the space according to the size of the voxel unit in the height direction, the present invention divides the height data corresponding to each area block in layers according to the game resource height data. For a pair of height data, that is, the upper surface height data and the lower surface height data, this sparse voxel file representation greatly reduces the memory footprint of the voxel file, greatly improves the memory usage efficiency, and is highly The direction can be represented by high-precision floating-point numbers. This height description method can make game resources smoother in the height direction when exporting game scenes, thereby improving the accuracy of terrain representation.

上述说明仅是本发明技术方案的概述,为了能够更清楚了解本发明的技术手段,而可依照说明书的内容予以实施,并且为了让本发明的上述和其它目的、特征和优点能够更明显易懂,以下特举本发明的具体实施方式。The above description is only an overview of the technical solutions of the present invention, in order to be able to understand the technical means of the present invention more clearly, it can be implemented according to the content of the description, and in order to make the above and other purposes, features and advantages of the present invention more obvious and easy to understand , the following specific embodiments of the present invention are given.

附图说明Description of drawings

通过阅读下文优选实施方式的详细描述,各种其他的优点和益处对于本领域普通技术人员将变得清楚明了。附图仅用于示出优选实施方式的目的,而并不认为是对本发明的限制。而且在整个附图中,用相同的参考符号表示相同的部件。在附图中:Various other advantages and benefits will become apparent to those of ordinary skill in the art upon reading the following detailed description of the preferred embodiments. The drawings are for the purpose of illustrating preferred embodiments only and are not to be considered limiting of the invention. Also, the same components are denoted by the same reference numerals throughout the drawings. In the attached image:

图1示意性示出了根据本发明一个实施例的一种游戏数据的处理方法的流程示意图;FIG. 1 schematically shows a schematic flowchart of a method for processing game data according to an embodiment of the present invention;

图2示意性示出了根据本发明一个实施例的另一种游戏数据的处理方法的流程示意图;FIG. 2 schematically shows a flow chart of another method for processing game data according to an embodiment of the present invention;

图3示意性示出了根据本发明一个实施例的又一种游戏数据的处理方法的流程示意图;FIG. 3 schematically shows a schematic flowchart of another method for processing game data according to an embodiment of the present invention;

图4示意性示出了根据本发明一个实施例的一种游戏场景示意图;FIG. 4 schematically shows a schematic diagram of a game scene according to an embodiment of the present invention;

图5示意性示出了根据本发明一个实施例的一种游戏数据的处理装置的结构示意图;5 schematically shows a schematic structural diagram of an apparatus for processing game data according to an embodiment of the present invention;

图6示意性示出了根据本发明一个实施例的另一种游戏数据的处理装置的结构示意图;FIG. 6 schematically shows a schematic structural diagram of another apparatus for processing game data according to an embodiment of the present invention;

图7示意性地示出了用于执行根据本发明的方法的服务器的框图;以及Figure 7 schematically shows a block diagram of a server for performing the method according to the invention; and

图8示意性地示出了用于保持或者携带实现根据本发明的方法的程序代码的存储单元。Figure 8 schematically shows a memory unit for holding or carrying program code implementing the method according to the invention.

具体实施例specific embodiment

下面结合附图和具体的实施方式对本发明作进一步的描述。The present invention will be further described below with reference to the accompanying drawings and specific embodiments.

本发明实施例提供了一种游戏数据的处理方法,如图1所示,该方法包括:An embodiment of the present invention provides a method for processing game data. As shown in FIG. 1 , the method includes:

步骤101,获取游戏场景的资源数据,其中,资源数据包括游戏场景内的游戏资源的资源水平位置数据以及与资源水平位置数据对应的资源上表面高度数据和资源下表面高度数据;Step 101, obtaining resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data;

步骤102,基于资源数据,确定与游戏场景匹配的每个区域块上对应体素的体素信息,并生成游戏场景的体素文件,其中,每个区域块上对应体素的体素信息为与区域块水平位置对应的资源水平位置数据以及资源上表面高度数据和资源下表面高度数据。Step 102: Based on the resource data, determine the voxel information of the corresponding voxels on each area block that matches the game scene, and generate a voxel file of the game scene, wherein the voxel information of the corresponding voxel on each area block is: The resource horizontal position data corresponding to the horizontal position of the area block, as well as the resource upper surface height data and the resource lower surface height data.

本发明实施例可以应用于游戏场景中,利用体素文件来存储、描述游戏场景中的各种地形资源数据(地形资源数据可以包括室外地形,例如草地、山峰、河流等等,也可以包括室内地形,例如房屋、城墙等等)。体素是3D空间的最小表示单位,体素的概念是二维空间的最小单位像素衍生而来的,像素用于描述二维的影像,而体素则可以用于描述三维空间上的立体的对象,是三维空间分割上的最小单位,在游戏中可用于行走、飞行、摄像机等碰撞检测,但在现有技术中,体素因内存过大而难以普及。针对现有技术中所存在的问题,本发明实施例提供的上述方案,有助于优化体素文件的内存空间占用,该方案适用于前端(客户端)和后台(服务器)。The embodiment of the present invention can be applied to a game scene, using voxel files to store and describe various terrain resource data in the game scene (the terrain resource data can include outdoor terrain, such as grass, mountains, rivers, etc., and can also include indoor terrain. terrain, such as houses, walls, etc.). Voxel is the smallest unit of representation in 3D space. The concept of voxel is derived from the smallest unit pixel in two-dimensional space. Pixels are used to describe two-dimensional images, while voxels can be used to describe three-dimensional space. Objects are the smallest unit in 3D space segmentation, and can be used for collision detection in games such as walking, flying, and cameras. However, in the prior art, voxels are difficult to popularize due to excessive memory. In view of the problems existing in the prior art, the above solution provided by the embodiments of the present invention helps to optimize the memory space occupation of the voxel file, and the solution is suitable for the front end (client) and the back end (server).

如图1所示的方法中,在实施本方法之前,应先针对该游戏场景,对该游戏场景下的体素进行定义,体素用于表示该游戏场景中的基本构成单元,游戏场景由至少一个体素构成。体素的具体生成方式可以采用现有技术实现,在一可选方式中,可以基于开源项目Recast实现,该项目由Mesh(网格)经过体素化、地区生成、轮廓生成、多边形网格生成、高度细节生成等步骤生成NavMesh,将Recast对Mesh体素化的代码抽出来即可生成体素。本发明实施例中,每个体素为一个长方体,游戏场景中的游戏资源模型完全由长方体拼成,每个体素的体素信息包括对应的长方体的上表面高度和下表面高度。在实际应用中,长方体表面(上表面和下表面)的面积大小可以根据实际需求配置,在一可选方式中,长方体表面的长度和宽度可以相等,也就是,上下表面的形状为正方形,例如,上下表面的长度和宽度可以为0.5m(米)。In the method shown in Figure 1, before implementing this method, the voxels in the game scene should be defined first, and the voxels are used to represent the basic constituent units in the game scene. The game scene consists of At least one voxel composition. The specific generation method of voxels can be realized by the existing technology. In an optional method, it can be realized based on the open source project Recast, which is generated by Mesh (mesh) through voxelization, region generation, contour generation, and polygon mesh generation. , high detail generation and other steps to generate NavMesh, and extract the Recast code for Mesh voxelization to generate voxels. In the embodiment of the present invention, each voxel is a cuboid, the game resource model in the game scene is completely composed of cuboid, and the voxel information of each voxel includes the upper and lower surface heights of the corresponding cuboid. In practical applications, the size of the surface of the cuboid (upper surface and lower surface) can be configured according to actual needs. In an optional way, the length and width of the surface of the cuboid can be equal, that is, the shape of the upper and lower surfaces is a square, for example , the length and width of the upper and lower surfaces can be 0.5m (meters).

在上述步骤101中,获取游戏场景中的游戏资源数据,游戏资源数据具体可以包括游戏场景中可以阻挡玩家移动的资源数据,例如石砖铺砌的地面、草地、房屋、城墙等等地形资源,比如玩家不可以穿 墙、不可以穿越地面进入地下。在实际应用中,游戏场景中的树叶等不会阻挡玩家移动的资源不用于生成体素文件。游戏资源数据具体可以包含游戏资源的资源水平位置数据以及与该资源水平位置数据相对应的资源高度数据,为了减少体素文件数据量,资源高度数据通常通过资源上表面高度数据和资源下表面高度数据来描述,上表面高度和下表面高度之间的资源在实际游戏场景中一般会被填充,不需要直接显示出来。例如,一片由石砖铺砌的地面,该地面铺满A区域,那么地面资源对应的资源水平位置数据应包含A区域对应的水平位置,相应水平位置对应的资源下表面高度数据为石砖的下表面高度(例如为0),资源上表面高度数据为石砖的上表面高度(例如石砖厚度为20cm,那么上表面高度为20cm)。再例如,用于支撑房屋的柱子,该柱子竖直立在B区域,柱子对应的资源水平位置数据应包含B区域对应的水平位置,相应水平位置对应的资源上、下表面高度数据为该柱子的上、下表面的高度。通过上述方式可以描述出游戏场景内每个游戏资源在三维空间中的位置,从而可以利用这些位置信息生成游戏场景对应的体素文件。In the above step 101, the game resource data in the game scene is obtained, and the game resource data may specifically include resource data in the game scene that can block the player's movement, such as the ground paved with stone bricks, grass, houses, city walls and other terrain resources, such as Players cannot pass through walls, and cannot enter the underground through the ground. In practical applications, resources such as leaves in the game scene that do not block the player's movement are not used to generate voxel files. The game resource data can specifically include the resource horizontal position data of the game resource and the resource height data corresponding to the resource horizontal position data. In order to reduce the data volume of the voxel file, the resource height data is usually obtained through the resource upper surface height data and resource lower surface height data. To describe the data, the resources between the height of the upper surface and the height of the lower surface are generally filled in the actual game scene and do not need to be displayed directly. For example, if a ground is paved with stone bricks and the ground is covered with area A, the horizontal position data of the resource corresponding to the ground resource should include the horizontal position corresponding to the area A, and the height data of the lower surface of the resource corresponding to the corresponding horizontal position is the lower surface of the stone brick. The surface height (for example, 0), the resource upper surface height data is the upper surface height of the stone brick (for example, the thickness of the stone brick is 20cm, then the upper surface height is 20cm). For another example, a pillar used to support a house, the pillar stands vertically in area B, the horizontal position data of the resource corresponding to the pillar should include the horizontal position corresponding to the area B, and the height data of the upper and lower surfaces of the resource corresponding to the corresponding horizontal position is the pillar. the height of the upper and lower surfaces. The position of each game resource in the game scene in the three-dimensional space can be described in the above manner, so that the voxel file corresponding to the game scene can be generated by using the position information.

具体地,资源上表面高度数据和资源下表面高度数据包括至少一对,同一资源水平位置对应的任一资源上表面高度数据与任一资源下表面高度数据互不相同,任意一对资源上表面高度数据和资源下表面高度数据用于描述相应资源水平位置出的游戏资源上、下表面高度。游戏资源应有一定的厚度,即任意一对游戏资源对应的上、下表面高度数据不同,并且游戏资源应该互不重叠,即同一水平位置上对应的任意一个资源上表面高度数据与任意一个资源下表面高度数据互不相同。Specifically, the resource upper surface height data and the resource lower surface height data include at least one pair, and any resource upper surface height data corresponding to the same resource horizontal position and any resource lower surface height data are different from each other, and any pair of resource upper surface height data is different from each other. The height data and the height data of the lower surface of the resource are used to describe the upper and lower surface heights of the game resource at the horizontal position of the corresponding resource. Game resources should have a certain thickness, that is, the upper and lower surface height data corresponding to any pair of game resources are different, and the game resources should not overlap each other, that is, the upper surface height data of any resource corresponding to the same horizontal position and any resource. The lower surface height data are different from each other.

在上述步骤102中,针对于预先对游戏场景划分的体素,结合上述游戏资源数据,可以生成该游戏场景对应的体素文件,具体地,将游戏场景中的水平面按照体素形状、大小进行区域划分,在本发明实施例中,每个区域块包括游戏场景中水平面上的一块区域,每块区域的形状和大小为游戏场景中任一体素的上表面或下表面的形状和大小。例如,游戏场景对应的三维空间的长、宽、高分别是L、W、H,每个体素为1*1*1正方体,在平面上按照每个区域1*1的方式将平面空间划分成L*W个区域,按照现有技术中提供的方法,比如H为256 的空间对应的区域划分方式是在每个平面单元区域上进行256个划分,每个平面单元区域对应256个数据。而本发明实施例中,在高度上不采用按单位格子划分的方式,而是将游戏资源按层划分。比如对于室外的草地或者山峰,它们虽然凹凸不平,但实际上只是一层的地形,只需要用地形的下表面和上表面的高度值表示,也就是一个平面单元区域,高度上只需要2个浮点数就能表示(下表面高度和上表面高度)。再比如稍微复杂些的地形,如:室内场景,有地板和屋顶,高度上也只有2层,每个平面单元区域用4个浮点数就可以表示(地板下表面高度、地板上表面高度、屋顶下表面高度和屋顶上表面高度)。例如,某个平面区域对应有地板资源和屋顶资源,该区域对应的地板资源下表面高度数据为0,上表面高度数据为0.2m,屋顶资源下表面高度数据为5m,上表面高度数据为5.5米,则表示该区域上方0~0.2m高度内有实物,5m~5.5m高度内有实物。In the above step 102, for the voxels that have been divided into the game scene in advance, combined with the above game resource data, a voxel file corresponding to the game scene can be generated. Area division, in this embodiment of the present invention, each area block includes an area on the horizontal plane in the game scene, and the shape and size of each area are the shape and size of the upper or lower surface of any voxel in the game scene. For example, the length, width, and height of the three-dimensional space corresponding to the game scene are L, W, and H respectively, and each voxel is a 1*1*1 cube. On the plane, the plane space is divided into 1*1 for each area. For L*W areas, according to the method provided in the prior art, for example, the area division method corresponding to the space where H is 256 is to perform 256 divisions on each plane unit area, and each plane unit area corresponds to 256 pieces of data. However, in the embodiment of the present invention, the height is not divided by unit grids, but the game resources are divided by layers. For example, for outdoor grass or mountain peaks, although they are uneven, they are actually only one layer of terrain. They only need to be represented by the height values of the lower surface and upper surface of the terrain, that is, a flat unit area, only 2 heights are required. Floating point numbers can be represented (lower surface height and upper surface height). Another example is a slightly more complex terrain, such as an indoor scene, with a floor and a roof, and only 2 floors in height. Each plane unit area can be represented by 4 floating-point numbers (the height of the lower surface of the floor, the height of the upper surface of the floor, and the roof. the height of the lower surface and the height of the upper surface of the roof). For example, a plane area corresponds to a floor resource and a roof resource. The lower surface height data of the floor resource corresponding to this area is 0, the upper surface height data is 0.2m, the lower surface height data of the roof resource is 5m, and the upper surface height data is 5.5 meters, it means that there are objects at a height of 0 to 0.2m above the area, and there are objects at a height of 5m to 5.5m.

在实际应用中,对于一般的场景,大部分地方的地形都是一层的空间,因此稀疏化表示方式可以极大的提高了内存使用效率,而且在高度方向上可以使用更高精度的浮点数表示(不局限于以体素为单位,现有技术中对于高度的描述需要基于某个区域上对应的体素空间格子,游戏资源只有包含某个格子或者不包含某个格子两种情况,不能包含某个体素格子的一部分,而采用浮点数表示则不局限于该描述方式,也可以包含某个体素格子的一部分),这样的高度描述方式,在后续导出游戏场景时,可以使游戏资源在高度方向上更加平滑,从而提升地形表示的精度。稀疏化表示使基于体素的三维空间可以应用于对内存要求严格的手游,为该解决方案提供了技术的理论基础。In practical applications, for general scenes, the terrain in most places is a layer of space, so the sparse representation can greatly improve the memory usage efficiency, and higher-precision floating-point numbers can be used in the height direction. Representation (not limited to voxels, the description of height in the prior art needs to be based on the corresponding voxel space grid in a certain area, and the game resources only contain a grid or do not contain a grid. contains a part of a voxel grid, and the use of floating-point number representation is not limited to this description method, but can also contain a part of a voxel grid), such a high degree of description method, when exporting the game scene, you can make the game resources in the Smoother in the height direction, improving the accuracy of the terrain representation. The sparse representation enables voxel-based 3D space to be applied to memory-critical mobile games, providing the technical theoretical basis for this solution.

通过应用本实施例的技术方案,游戏场景的资源数据通过资源水平位置数据以及与资源水平位置数据对应的资源高度数据来表示,资源高度数据具体包括资源上表面高度和资源下表面高度,从而利用资源数据确定游戏场景中每个区域块对应的体素信息,生成体素文件。本发明实施例相对于现有技术中在高度方向上按体素单位大小进行空间划分的方式来说,通过按游戏资源高度数据对每个区域块对应的高度数据进行分层划分,一层游戏资源对应于一对高度数据,即上表面高度数据和下表面高度数据,这种稀疏化的体素文件表示方式大大减 少了体素文件的内存占用大小,极大的提高了内存使用效率,并且在高度方向上可以采用高精度的浮点数表示,有助于提升资源表示精度。By applying the technical solution of this embodiment, the resource data of the game scene is represented by the resource horizontal position data and the resource height data corresponding to the resource horizontal position data. The resource data determines the voxel information corresponding to each area block in the game scene, and generates a voxel file. Compared with the prior art method of dividing space by voxel unit size in the height direction, the embodiment of the present invention divides the height data corresponding to each area block hierarchically according to the game resource height data. The resource corresponds to a pair of height data, namely the upper surface height data and the lower surface height data. This sparse voxel file representation greatly reduces the memory footprint of the voxel file, greatly improves the memory usage efficiency, and In the height direction, high-precision floating-point number representation can be used, which helps to improve the precision of resource representation.

进一步的,作为上述实施例具体实施方式的细化和扩展,为了完整说明本实施例的具体实施过程,提供了另一种游戏数据的处理方法,如图2所示,该方法包括:Further, as a refinement and extension of the specific implementation of the above-mentioned embodiment, in order to fully describe the specific implementation process of this embodiment, another method for processing game data is provided, as shown in FIG. 2 , the method includes:

步骤201,获取游戏场景的资源数据,其中,资源数据包括游戏场景内的游戏资源的资源水平位置数据以及与资源水平位置数据对应的资源上表面高度数据和资源下表面高度数据。Step 201: Acquire resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data.

步骤202,基于资源数据,确定与游戏场景匹配的每个区域块上对应体素的体素信息,并生成游戏场景的体素文件,其中,每个区域块上对应体素的体素信息为与区域块水平位置对应的资源水平位置数据以及资源上表面高度数据和资源下表面高度数据。Step 202: Based on the resource data, determine the voxel information of the corresponding voxels on each area block that matches the game scene, and generate a voxel file of the game scene, wherein the voxel information of the corresponding voxel on each area block is: The resource horizontal position data corresponding to the horizontal position of the area block, as well as the resource upper surface height data and the resource lower surface height data.

步骤203,获取游戏场景对应的封闭空间数据,其中,封闭空间数据包括封闭空间水平位置数据以及与封闭空间水平位置数据对应的封闭空间上表面高度数据和封闭空间下表面高度数据。Step 203: Obtain closed space data corresponding to the game scene, wherein the closed space data includes closed space horizontal position data and closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data.

步骤204,按照封闭空间上表面高度数据和封闭空间下表面高度数据,对体素文件中与封闭空间水平位置处对应的资源上表面高度数据和资源下表面高度数据进行修改。Step 204 , according to the upper surface height data of the enclosed space and the lower surface height data of the enclosed space, modify the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the enclosed space in the voxel file.

在本发明实施例中,游戏场景的体素文件用于描述游戏场景中的资源,基于体素文件可以对游戏场景进行导出,使游戏场景得以展示,在一些游戏场景中,存在一些封闭空间,这些空间在游戏中不允许玩家角色或者NPC角色进入,例如一座门窗紧闭的房间。若按照资源数据生成体素文件,与该房间水平位置对应的高度数据应包含至少两层,例如一层地板高度数据和一层屋顶高度数据,然而在实际游戏场景中,由于这件房间是玩家无法进入的,房间内部的资源不会向玩家展现,因此可以忽略该房间内部的资源。In the embodiment of the present invention, the voxel file of the game scene is used to describe the resources in the game scene, and the game scene can be exported based on the voxel file, so that the game scene can be displayed. In some game scenes, there are some closed spaces, These spaces are not allowed in the game by player characters or NPC characters, such as a room with closed doors and windows. If the voxel file is generated according to the resource data, the height data corresponding to the horizontal position of the room should contain at least two layers, such as a floor height data and a roof height data. However, in the actual game scene, since this room is a player Inaccessible, the resources inside the room will not be shown to the player, so the resources inside the room can be ignored.

在上述实施例上,获取游戏场景对应的封闭空间数据,与资源数据相似的,封闭空间数据包括封闭空间水平位置数据以及与封闭空间水平位置数据对应的封闭空间高度数据,封闭空间高度数据具体包括封闭空间上、下表面高度,基于封闭空间数据对体素文件进行修改。In the above embodiment, the closed space data corresponding to the game scene is obtained. Similar to the resource data, the closed space data includes closed space horizontal position data and closed space height data corresponding to the closed space horizontal position data. The closed space height data specifically includes The height of the upper and lower surfaces of the enclosed space, and the voxel file is modified based on the enclosed space data.

在本发明的一个可选实施例中,具体地,删除体素文件中封闭空间上表面高度数据与封闭空间下表面高度数据之间的资源上表面高度 数据和资源下表面高度数据。例如对于包含地板资源和屋顶资源的房屋,该房屋区域对应的地板资源下表面高度数据为0,上表面高度数据为0.2m,屋顶资源下表面高度数据为5m,上表面高度数据为5.5米,该房间为封闭空间,即封闭空间的高度数据为下表面高度0m,上表面高度5.5m,则将体素文件中与封闭空间的水平位置对应的资源高度数据中0~5.5m之间的数据删除(即删除地板资源上表面高度数据0.2m和屋顶资源下表面高度数据5m),将封闭空间看做0~5.5m的一层资源,即封闭空间的下表面高度为0,上表面高度为5.5m,这样封闭空间相应的高度数据的数据量从原来的4个浮点数修改为2个浮点数,进一步减少了体素文件的数据量,并且,在基于该体素文件导出游戏场景资源时,该封闭空间直接填实即可,不需要对封闭空间内的详细资源进行导出,在不影响玩家游戏体验的前提下,提升了导出速度。In an optional embodiment of the present invention, specifically, the resource upper surface height data and the resource lower surface height data between the enclosed space upper surface height data and the enclosed space lower surface height data in the voxel file are deleted. For example, for a house containing floor resources and roof resources, the lower surface height data of the floor resource corresponding to the house area is 0, the upper surface height data is 0.2m, the roof resource lower surface height data is 5m, and the upper surface height data is 5.5m. The room is an enclosed space, that is, the height data of the enclosed space is the height of the lower surface of 0m and the height of the upper surface of 5.5m, then the data between 0 and 5.5m in the resource height data corresponding to the horizontal position of the enclosed space in the voxel file Delete (that is, delete the upper surface height data 0.2m of the floor resource and the lower surface height data 5m of the roof resource), and treat the enclosed space as a layer of resources from 0 to 5.5m, that is, the height of the lower surface of the enclosed space is 0, and the height of the upper surface is 0. 5.5m, the data volume of the corresponding height data of the enclosed space is changed from the original 4 floating point numbers to 2 floating point numbers, which further reduces the data volume of the voxel file, and when exporting game scene resources based on the voxel file , the enclosed space can be filled directly without exporting the detailed resources in the enclosed space, which improves the export speed without affecting the player's game experience.

另外,在另一种可选实施例中,还可以对封闭空间上表面高度和下表面高度之间的资源高度数据做出标记,从而在导出游戏场景时,可以跳过存在标记的高度数据,直接将封闭空间作为一层资源导出,在保留完整体素文件的前提下,提升导出速度。In addition, in another optional embodiment, the resource height data between the height of the upper surface and the height of the lower surface of the enclosed space can also be marked, so that when exporting the game scene, the marked height data can be skipped, Directly export the enclosed space as a layer of resources, and improve the export speed on the premise of retaining the complete voxel file.

本发明实施例还提供了另一种游戏数据的处理方法,如图3所示,该方法包括:The embodiment of the present invention also provides another method for processing game data, as shown in FIG. 3 , the method includes:

步骤301,获取游戏场景的资源数据,其中,资源数据包括游戏场景内的游戏资源的资源水平位置数据以及与资源水平位置数据对应的资源上表面高度数据和资源下表面高度数据;Step 301, obtaining resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data;

步骤302,基于资源数据,确定与游戏场景匹配的体素文件中每个区域块上对应体素的体素信息,并生成游戏场景的体素文件,其中,每个区域块上对应体素的体素信息为与区域块水平位置对应的资源水平位置数据以及资源上表面高度数据和资源下表面高度数据。Step 302, based on the resource data, determine the voxel information of the corresponding voxels on each area block in the voxel file matching the game scene, and generate the voxel file of the game scene, wherein the corresponding voxels on each area block are The voxel information is the horizontal position data of the resource corresponding to the horizontal position of the area block, the height data of the upper surface of the resource and the height data of the lower surface of the resource.

步骤303,接收游戏场景导出指令;Step 303, receiving a game scene export instruction;

步骤304,获取游戏场景对应的封闭空间数据,其中,封闭空间数据包括封闭空间水平位置数据以及与封闭空间水平位置数据对应的封闭空间上表面高度数据和封闭空间下表面高度数据;Step 304, obtaining closed space data corresponding to the game scene, wherein the closed space data includes closed space horizontal position data and closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data;

步骤305,按照封闭空间上表面高度数据和封闭空间下表面高度数据,对体素文件中与封闭空间水平位置处对应的资源上表面高度数据和资源下表面高度数据进行修改。Step 305: Modify the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the enclosed space in the voxel file according to the upper surface height data of the enclosed space and the lower surface height data of the enclosed space.

步骤306,基于修改后的体素文件,导出游戏场景。Step 306 , export the game scene based on the modified voxel file.

如图3所示的实施例,与图2所示的实施例不同的是,基于封闭空间数据对体素文件进行修改的步骤由游戏场景导出指令触发,在接收到游戏场景导出指令后,才执行对体素文件进行修改的步骤,不需要导出游戏场景时,体素文件按照原始文件进行保存。而图2的实施例是对修改后的体素文件进行保存。从游戏场景导出速度来看,直接利用修改后的体素文件进行导出的方式,导出速度更快。The embodiment shown in FIG. 3 is different from the embodiment shown in FIG. 2 in that the step of modifying the voxel file based on the closed space data is triggered by the game scene export instruction, and only after receiving the game scene export instruction Perform the steps of modifying the voxel file. When the game scene does not need to be exported, the voxel file is saved as the original file. The embodiment of FIG. 2 saves the modified voxel file. From the point of view of the export speed of the game scene, the export speed is faster by directly using the modified voxel file for export.

但是,由于随着游戏的版本更新,游戏场景中可能会逐步开放一些封闭空间,或者封闭一些开放空间,例如在最初设计的游戏场景中包含多个房间ABCDEF……在游戏的不同版本中房间的开放和关闭情况不同,假设房间A在游戏1.0版本中属于封闭空间玩家无法进入,在游戏2.0版本中在房间A中设置了NPC角色,玩家可以进入房间A与NPC对话领取任务。对于这种情况,若按照图2的方式基于游戏1.0版本的封闭空间数据对体素文件进行修改,在游戏更新到2.0版本时,原来的封闭空间变为了开放空间,这时需要导出新的游戏场景时就需要在1.0版本的体素文件基础上对相应的资源进行修改,即将房间A从原来的封闭空间修改为开放空间,将房间A从一层资源修改为多层资源,然后再在房间A中添加NPC资源。而最初设计的游戏场景中房间A可能本身就包含多层资源,若可以基于原始的体素文件导出游戏场景,只需要在房间A中添加NPC资源即可,修改内容更少,速度更快。因此在本实施例中,对原始体素文件进行保存,并在接收到游戏场景导出指令以后,利用原始体素文件以及封闭空间数据进行场景导出,方便对各个版本的游戏场景的导出。However, due to the updated version of the game, some closed spaces may be gradually opened in the game scene, or some open spaces may be closed, for example, the originally designed game scene contains multiple rooms ABCDEF... In different versions of the game, the room's The situation of opening and closing is different. Assuming that room A is a closed space in version 1.0 of the game, players cannot enter it. In version 2.0 of the game, NPC characters are set in room A, and players can enter room A and talk to NPCs to receive tasks. In this case, if the voxel file is modified based on the closed space data of version 1.0 of the game as shown in Figure 2, when the game is updated to version 2.0, the original closed space becomes an open space, and a new game needs to be exported. In the scene, it is necessary to modify the corresponding resources on the basis of the voxel file of version 1.0, that is, modify the room A from the original closed space to the open space, modify the room A from a first-level resource to a multi-layer resource, and then modify the room A from the original closed space to the open space. Add NPC resources in A. In the originally designed game scene, room A may itself contain multiple layers of resources. If the game scene can be exported based on the original voxel file, it is only necessary to add NPC resources to room A, with fewer modifications and faster speed. Therefore, in this embodiment, the original voxel file is saved, and after receiving the game scene export instruction, the original voxel file and the closed space data are used to export the scene, which facilitates the export of game scenes of various versions.

在一些场景中,步骤306,具体还包括:In some scenarios, step 306 further includes:

步骤306-1,获取无效地形数据,其中,无效地形数据包括无效地形水平位置数据;Step 306-1, obtaining invalid terrain data, wherein the invalid terrain data includes invalid terrain horizontal position data;

步骤306-2,根据修改后的体素文件以及无效地形数据,导出游戏场景。Step 306-2, export the game scene according to the modified voxel file and invalid terrain data.

在该实施例中,在一些游戏场景中,可能会存在一些暂时不允许玩家进入并且也不希望被玩家看到的区域,例如地图边缘的空旷区域,暂时还未设计游戏内容,在导出游戏场景时,基于无效地形数据以及体素文件进行场景导出,以使展示的游戏场景中不包含无效地形区域, 减少游戏运行中的内存占用。例如将体素文件中该无效地形水平位置数据对应的资源数据进行删除,加快场景导出速度。In this embodiment, in some game scenes, there may be some areas that players are not allowed to enter temporarily and do not want to be seen by players, such as open areas on the edge of the map, the game content has not yet been designed, and the game scene is exported. When the game scene is displayed, the scene is exported based on the invalid terrain data and the voxel file, so that the displayed game scene does not contain invalid terrain areas and reduces the memory occupation during the game running. For example, the resource data corresponding to the invalid terrain horizontal position data in the voxel file is deleted to speed up the scene export.

另外,在一些可选实施例中,步骤306-1具体可以包括:In addition, in some optional embodiments, step 306-1 may specifically include:

步骤306-1-1,基于资源水平位置数据以及无效地形水平位置数据,创建游戏场景的遮罩层,其中,遮罩层包括除无效地形水平位置数据外的资源水平位置数据;Step 306-1-1, based on the resource horizontal position data and the invalid terrain horizontal position data, create a mask layer of the game scene, wherein the mask layer includes the resource horizontal position data except the invalid terrain horizontal position data;

步骤306-1-2,根据遮罩层以及修改后的体素文件,导出游戏场景。Step 306-1-2, export the game scene according to the mask layer and the modified voxel file.

在该实施例中,基于体素文件中的资源水平位置数据以及无效地形的水平位置数据创建一个遮罩层,遮罩层覆盖的区域为有效地形区域,不在遮罩层下面的地形属于无效地形,导出时只显示遮罩层下的区域。图4示出了本发明实施例提供的一种游戏场景示意图,该游戏场景示意图基于上述方法得到的体素文件导出,基于如图4所示的游戏场景示意图,进行后续的渲染,就可以得到最终呈现在玩家面前的游戏场景。In this embodiment, a mask layer is created based on the resource horizontal position data in the voxel file and the horizontal position data of the invalid terrain, the area covered by the mask layer is the valid terrain area, and the terrain not under the mask layer is invalid terrain , only the area under the mask layer is displayed when exporting. FIG. 4 shows a schematic diagram of a game scene provided by an embodiment of the present invention. The schematic diagram of the game scene is derived based on the voxel file obtained by the above method. Based on the schematic diagram of the game scene shown in FIG. 4, subsequent rendering can be obtained. The final game scene presented to the player.

步骤307,接收物品摆放请求,其中,物品摆放请求包括摆放前的物品体素信息以及摆放后的物品体素信息;Step 307, receiving an item placement request, wherein the item placement request includes the item voxel information before placement and the item voxel information after placement;

步骤308,基于修改后的体素文件以及摆放后的物品体素信息,判断摆放后的物品体素信息与游戏资源对应的体素信息是否存在重合;Step 308, based on the modified voxel file and the placed item voxel information, determine whether the placed item voxel information and the voxel information corresponding to the game resource overlap;

步骤309,若不存在,则基于摆放前的物品体素信息以及摆放后的物品体素信息对游戏场景内的物品进行摆放并更新修改后的体素文件,以及基于摆放前的物品体素信息和摆放后的物品体素信息生成并发送物品摆放日志;Step 309, if it does not exist, place the items in the game scene based on the voxel information of the item before placement and the voxel information of the item after placement, and update the modified voxel file. The item voxel information and the placed item voxel information are generated and the item placement log is sent;

步骤310,若存在,则拒绝物品摆放请求。Step 310, if it exists, reject the item placement request.

在步骤307至步骤310中,导出游戏场景之后,玩家在游戏场景中体验时,玩家可以实现移动游戏场景内的一些游戏资源的动作,例如,移动游戏场景中某个房间的家具,比如可以将床摆放到房间中,同时将一个桌子摆放到床上,然后再将一个凳子摆放到桌子上。玩家可以对游戏场景内的物品先进行模拟摆放,基于玩家对物品的模拟摆放生成物品摆放请求,该请求中具体应包括物品模拟摆放前的位置信息即摆放前的物品体素信息以及物品模拟摆放后的位置信息即摆放后的物品体素信息,为了避免摆放的物品对游戏场景内的其他游戏资源造成碰撞,应先检查摆放后的物品体素信息与游戏场景对应的体素信 息是否发生冲突,即摆放后的物品对应的每一个体素是否被游戏场景内的其他游戏资源占用,若未被其他游戏资源占用,则说明物品可以摆放到模拟摆放的位置上,进一步,可以对物品实现在游戏场景内的摆放,由于物品的摆放会对游戏空间内相应位置造成阻挡,在对物品进行摆放的同时还应对游戏场景的体素文件进行更新,移除摆放前的物品体素信息并增加摆放后的物品体素信息,另外,在网络游戏中玩家移动游戏内物品也会对其他玩家的游戏场景造成影响,因此还应将物品摆放产生的相应数据上传到游戏服务器中,由服务器向其他玩家的终端转发这些数据,从而实现其他玩家的客户端中对物品摆放数据的同步,完成服务器端体素文件以及其他玩家终端体素文件的更新,以免其他玩家终端侧的游戏场景数据不一致导致的游戏内错误。而若摆放后的物品对应的任意一个体素都被其他游戏资源占用,则说明物品不可用摆放到模拟摆放的位置上,物品摆失败,拒绝该物品摆放请求。In steps 307 to 310, after the game scene is exported, when the player experiences in the game scene, the player can move some game resources in the game scene, for example, move furniture in a room in the game scene, such as moving The bed is placed in the room, a table is placed on the bed, and then a stool is placed on the table. The player can first simulate the placement of the items in the game scene, and generate an item placement request based on the player's simulated placement of the item. The request should specifically include the position information before the simulated placement of the item, that is, the item voxel before the placement. Information and the position information after the simulated placement of the item is the voxel information of the placed item. In order to avoid the collision of the placed item with other game resources in the game scene, the voxel information of the placed item and the game should be checked first. Whether the voxel information corresponding to the scene conflicts, that is, whether each voxel corresponding to the placed item is occupied by other game resources in the game scene, if it is not occupied by other game resources, it means that the item can be placed on the simulation pendulum Further, the placement of the items in the game scene can be realized. Since the placement of the items will block the corresponding position in the game space, the voxel files of the game scene are also dealt with when placing the items. Update, remove the voxel information of the items before placement and add the voxel information of the items after placement. In addition, in online games, players moving in-game items will also affect the game scene of other players, so it should also be added. The corresponding data generated by item placement is uploaded to the game server, and the server forwards the data to other players' terminals, so as to synchronize the item placement data in other players' clients, and complete the server-side voxel files and other players' terminals. Update the voxel file to avoid in-game errors caused by inconsistent game scene data on other players' terminals. If any voxel corresponding to the placed item is occupied by other game resources, it means that the item cannot be placed in the simulated placement position, the item placement fails, and the item placement request is rejected.

进一步的,作为图1方法的具体实现,本发明实施例提供了一种游戏数据的处理装置,如图5所示,该装置包括:Further, as a specific implementation of the method in FIG. 1 , an embodiment of the present invention provides an apparatus for processing game data. As shown in FIG. 5 , the apparatus includes:

资源数据获取模块41,用于获取游戏场景的资源数据,其中,资源数据包括游戏场景内的游戏资源的资源水平位置数据以及与资源水平位置数据对应的资源上表面高度数据和资源下表面高度数据;The resource data acquisition module 41 is used for acquiring resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data ;

体素文件生成模块42,用于基于资源数据,确定与游戏场景匹配的每个区域块上对应体素的体素信息,并生成游戏场景的体素文件,其中,每个区域块上对应体素的体素信息为与区域块水平位置对应的资源水平位置数据以及资源上表面高度数据和资源下表面高度数据。The voxel file generation module 42 is configured to, based on the resource data, determine the voxel information of the corresponding voxels on each area block that matches the game scene, and generate the voxel file of the game scene, wherein the corresponding volume on each area block is The voxel information of a pixel is the resource horizontal position data corresponding to the horizontal position of the area block, the resource upper surface height data and the resource lower surface height data.

在一些应用场景中,具体地,每个区域块包括游戏场景中水平面上的一块区域,每块区域的形状和大小为游戏场景中任一体素的上表面或下表面的形状和大小。In some application scenarios, specifically, each area block includes an area on a horizontal plane in the game scene, and the shape and size of each area are the shape and size of the upper surface or the lower surface of any voxel in the game scene.

在一些应用场景中,具体地,资源上表面高度数据和资源下表面高度数据包括至少一对,同一资源水平位置对应的任一资源上表面高度数据与任一资源下表面高度数据互不相同,任意一对资源上表面高度数据和资源下表面高度数据用于描述相应资源水平位置出的游戏资源上、下表面高度。In some application scenarios, specifically, the resource upper surface height data and the resource lower surface height data include at least one pair, and the upper surface height data of any resource corresponding to the same resource horizontal position and the lower surface height data of any resource are different from each other. Any pair of resource upper surface height data and resource lower surface height data is used to describe the upper and lower surface heights of the game resource at the horizontal position of the corresponding resource.

在一些应用场景中,如图6所示,具体地,该装置还包括:In some application scenarios, as shown in Figure 6, specifically, the device further includes:

封闭空间数据获取模块43,用于生成游戏场景的体素文件之后,获取游戏场景对应的封闭空间数据,其中,封闭空间数据包括封闭空间水平位置数据以及与封闭空间水平位置数据对应的封闭空间上表面高度数据和封闭空间下表面高度数据;The closed space data acquisition module 43 is used to acquire the closed space data corresponding to the game scene after generating the voxel file of the game scene, wherein the closed space data includes the closed space horizontal position data and the closed space corresponding to the closed space horizontal position data. Surface height data and surface height data under enclosed spaces;

体素文件修改模块44,用于按照封闭空间上表面高度数据和封闭空间下表面高度数据,对体素文件中与封闭空间水平位置处对应的资源上表面高度数据和资源下表面高度数据进行修改。The voxel file modification module 44 is used to modify the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the enclosed space in the voxel file according to the upper surface height data of the enclosed space and the lower surface height data of the enclosed space .

在一些应用场景中,如图6所示,具体地,该装置还包括:In some application scenarios, as shown in Figure 6, specifically, the device further includes:

场景导出指令接收模块45,用于获取游戏场景对应的封闭空间数据之前,接收游戏场景导出指令;The scene export instruction receiving module 45 is used to receive the game scene export instruction before acquiring the closed space data corresponding to the game scene;

场景导出模块46,用于对体素文件中与封闭空间水平位置处对应的资源上表面高度数据和资源下表面高度数据进行修改之后,基于修改后的体素文件,导出游戏场景。The scene export module 46 is used to export the game scene based on the modified voxel file after modifying the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the closed space in the voxel file.

在一些应用场景中,具体地,体素文件修改模块44,具体用于删除体素文件中封闭空间上表面高度数据与封闭空间下表面高度数据之间的资源上表面高度数据和资源下表面高度数据。In some application scenarios, specifically, the voxel file modification module 44 is specifically configured to delete the resource upper surface height data and the resource lower surface height between the enclosed space upper surface height data and the enclosed space lower surface height data in the voxel file data.

在一些应用场景中,如图6所示,具体地,场景导出模块46,具体包括:In some application scenarios, as shown in FIG. 6 , specifically, the scenario export module 46 specifically includes:

无效地形数据获取单元461,用于获取无效地形数据,其中,无效地形数据包括无效地形水平位置数据;an invalid terrain data acquisition unit 461, configured to acquire invalid terrain data, wherein the invalid terrain data includes invalid terrain horizontal position data;

场景导出单元462,用于根据修改后的体素文件以及无效地形数据,导出游戏场景。The scene exporting unit 462 is configured to export the game scene according to the modified voxel file and invalid terrain data.

在一些应用场景中,具体地,图中未示出,场景导出单元462,具体包括:In some application scenarios, specifically, not shown in the figure, the scenario deriving unit 462 specifically includes:

遮罩层创建子单元4621,用于基于资源水平位置数据以及无效地形水平位置数据,创建游戏场景的遮罩层,其中,遮罩层包括除无效地形水平位置数据外的资源水平位置数据;The mask layer creation subunit 4621 is used to create a mask layer of the game scene based on the resource horizontal position data and the invalid terrain horizontal position data, wherein the mask layer includes the resource horizontal position data except the invalid terrain horizontal position data;

场景导出子单元4622,用于根据遮罩层以及修改后的体素文件,导出游戏场景。The scene export subunit 4622 is used to export the game scene according to the mask layer and the modified voxel file.

在一些应用场景中,具体地,封闭空间为游戏角色和NPC无法进入的区域,无效地形为游戏场景不显示的区域。In some application scenarios, specifically, the enclosed space is an area that game characters and NPCs cannot enter, and the invalid terrain is an area that is not displayed in the game scene.

在一些应用场景中,如图6所示,具体地,该装置还包括:In some application scenarios, as shown in Figure 6, specifically, the device further includes:

摆放请求接收模块47,用于导出游戏场景之后,接收物品摆放请求,其中,物品摆放请求包括摆放前的物品体素信息以及摆放后的物品体素信息;The placement request receiving module 47 is configured to receive an item placement request after exporting the game scene, wherein the item placement request includes the item voxel information before placement and the item voxel information after placement;

摆放请求判断模块48,用于基于修改后的体素文件以及物品体素信息,判断若按照物品摆放请求对物品进行摆放后物品与游戏资源对应的体素信息是否存在重合;The placement request judgment module 48 is configured to, based on the modified voxel file and the item voxel information, judge whether the voxel information corresponding to the item and the game resource overlaps if the item is placed according to the item placement request;

物品摆放模块49,用于若不存在,则基于摆放前的物品体素信息以及摆放后的物品体素信息对游戏场景内的物品进行摆放并更新修改后的体素文件,以及基于摆放前的物品体素信息和摆放后的物品体素信息生成并发送物品摆放日志;The item placement module 49 is configured to place items in the game scene based on the item voxel information before placement and the item voxel information after placement and update the modified voxel file if it does not exist, and Generate and send an item placement log based on the voxel information of the item before placement and the voxel information of the item after placement;

摆放请求拒绝模块50,用于若存在,则拒绝物品摆放请求。The placing request rejecting module 50 is used for rejecting the placing request of the item if it exists.

本发明的各个部件实施例可以以硬件实现,或者以在一个或者多个处理器上运行的软件模块实现,或者以它们的组合实现。本领域的技术人员应当理解,可以在实践中使用微处理器或者数字信号处理器(DSP)来实现根据本发明实施例的游戏数据的处理设备中的一些或者全部部件的一些或者全部功能。本发明还可以实现为用于执行这里所描述的方法的一部分或者全部的设备或者装置程序(例如,计算机程序和计算机程序产品)。这样的实现本发明的程序可以存储在计算机可读介质上,或者可以具有一个或者多个信号的形式。这样的信号可以从因特网网站上下载得到,或者在载体信号上提供,或者以任何其他形式提供。Various component embodiments of the present invention may be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof. Those skilled in the art should understand that a microprocessor or a digital signal processor (DSP) may be used in practice to implement some or all of the functions of some or all of the components of the game data processing device according to the embodiment of the present invention. The present invention can also be implemented as apparatus or apparatus programs (eg, computer programs and computer program products) for performing part or all of the methods described herein. Such a program implementing the present invention may be stored on a computer-readable medium, or may be in the form of one or more signals. Such signals may be downloaded from Internet sites, or provided on carrier signals, or in any other form.

例如,图7示出了可以实现根据本发明的游戏数据的处理的服务器,例如应用服务器。该服务器传统上包括处理器710和以存储器720形式的计算机程序产品或者计算机可读介质。存储器720可以是诸如闪存、EEPROM(电可擦除可编程只读存储器)、EPROM、硬盘或者ROM之类的电子存储器。存储器720具有用于执行上述方法中的任何方法步骤的程序代码731的存储空间730。例如,用于程序代码的存储空间730可以包括分别用于实现上面的方法中的各种步骤的各个程序代码731。这些程序代码可以从一个或者多个计算机程序产品中读出或者写入到这一个或者多个计算机程序产品中。这些计算机程序产品包括诸如硬盘,紧致盘(CD)、存储卡或者软盘之类的程序代码载体。这样的计算机程序产品通常为如参考图8所述的便携式或者固定存储单元。 该存储单元可以具有与图7的服务器中的存储器720类似布置的存储段、存储空间等。程序代码可以例如以适当形式进行压缩。通常,存储单元包括计算机可读代码731’,即可以由例如诸如710之类的处理器读取的代码,这些代码当由服务器运行时,导致该服务器执行上面所描述的方法中的各个步骤。For example, Figure 7 shows a server, such as an application server, that can implement the processing of game data according to the present invention. The server traditionally includes a processor 710 and a computer program product or computer readable medium in the form of memory 720 . The memory 720 may be electronic memory such as flash memory, EEPROM (electrically erasable programmable read only memory), EPROM, hard disk, or ROM. The memory 720 has storage space 730 for program code 731 for performing any of the method steps in the above-described methods. For example, storage space 730 for program code may include individual program codes 731 for implementing various steps in the above methods, respectively. These program codes can be read from or written to one or more computer program products. These computer program products include program code carriers such as hard disks, compact disks (CDs), memory cards or floppy disks. Such computer program products are typically portable or fixed storage units as described with reference to FIG. 8 . The storage unit may have storage segments, storage spaces, etc. arranged similarly to the storage 720 in the server of FIG. 7 . The program code may, for example, be compressed in a suitable form. Typically, the storage unit includes computer readable code 731', i.e. code readable by a processor such as 710 for example, which when executed by a server, causes the server to perform the various steps in the methods described above.

本文中所称的“一个实施例”、“实施例”或者“一个或者多个实施例”意味着,结合实施例描述的特定特征、结构或者特性包括在本发明的至少一个实施例中。此外,请注意,这里“在一个实施例中”的词语例子不一定全指同一个实施例。Reference herein to "one embodiment," "an embodiment," or "one or more embodiments" means that a particular feature, structure, or characteristic described in connection with an embodiment is included in at least one embodiment of the present invention. Also, please note that instances of the phrase "in one embodiment" herein are not necessarily all referring to the same embodiment.

在此处所提供的说明书中,说明了大量具体细节。然而,能够理解,本发明的实施例可以在没有这些具体细节的情况下被实践。在一些实例中,并未详细示出公知的方法、结构和技术,以便不模糊对本说明书的理解。In the description provided herein, numerous specific details are set forth. It will be understood, however, that embodiments of the invention may be practiced without these specific details. In some instances, well-known methods, structures and techniques have not been shown in detail in order not to obscure an understanding of this description.

应该注意的是上述实施例对本发明进行说明而不是对本发明进行限制,并且本领域技术人员在不脱离所附权利要求的范围的情况下可设计出替换实施例。在权利要求中,不应将位于括号之间的任何参考符号构造成对权利要求的限制。单词“包含”不排除存在未列在权利要求中的元件或步骤。位于元件之前的单词“一”或“一个”不排除存在多个这样的元件。本发明可以借助于包括有若干不同元件的硬件以及借助于适当编程的计算机来实现。在列举了若干装置的单元权利要求中,这些装置中的若干个可以是通过同一个硬件项来具体体现。单词第一、第二、以及第三等的使用不表示任何顺序。可将这些单词解释为名称。It should be noted that the above-described embodiments illustrate rather than limit the invention, and that alternative embodiments may be devised by those skilled in the art without departing from the scope of the appended claims. In the claims, any reference signs placed between parentheses shall not be construed as limiting the claim. The word "comprising" does not exclude the presence of elements or steps not listed in a claim. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The invention can be implemented by means of hardware comprising several different elements and by means of a suitably programmed computer. In a unit claim enumerating several means, several of these means may be embodied by one and the same item of hardware. The use of the words first, second, and third, etc. do not denote any order. These words can be interpreted as names.

此外,还应当注意,本说明书中使用的语言主要是为了可读性和教导的目的而选择的,而不是为了解释或者限定本发明的主题而选择的。因此,在不偏离所附权利要求书的范围和精神的情况下,对于本技术领域的普通技术人员来说许多修改和变更都是显而易见的。对于本发明的范围,对本发明所做的公开是说明性的,而非限制性的,本发明的范围由所附权利要求书限定。Furthermore, it should also be noted that the language used in this specification has been principally selected for readability and teaching purposes, rather than to explain or define the subject matter of the invention. Accordingly, many modifications and variations will be apparent to those skilled in the art without departing from the scope and spirit of the appended claims. This disclosure is intended to be illustrative, not restrictive, as to the scope of the present invention, which is defined by the appended claims.

Claims (13)

一种游戏数据的处理方法,包括:A method for processing game data, comprising: 获取游戏场景的资源数据,其中,所述资源数据包括所述游戏场景内的游戏资源的资源水平位置数据以及与所述资源水平位置数据对应的资源上表面高度数据和资源下表面高度数据;Acquiring resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource lower surface height data corresponding to the resource horizontal position data; 基于所述资源数据,确定与所述游戏场景匹配的每个区域块上对应体素的体素信息,并生成所述游戏场景的体素文件,其中,每个所述区域块上对应体素的体素信息为与所述区域块水平位置对应的所述资源水平位置数据以及所述资源上表面高度数据和所述资源下表面高度数据。Based on the resource data, voxel information of the corresponding voxels on each area block matching the game scene is determined, and a voxel file of the game scene is generated, wherein the corresponding voxels on each of the area blocks are The voxel information of is the horizontal position data of the resource corresponding to the horizontal position of the area block, the height data of the upper surface of the resource and the height data of the lower surface of the resource. 根据权利要求1所述的方法,其中,每个所述区域块包括所述游戏场景中水平面上的一块区域,每块区域的形状和大小为所述游戏场景中任一体素的上表面或下表面的形状和大小。The method according to claim 1, wherein each of the area blocks comprises an area on a horizontal plane in the game scene, and the shape and size of each area are the upper surface or the lower surface of any voxel in the game scene The shape and size of the surface. 根据权利要求2所述的方法,其中,所述资源上表面高度数据和所述资源下表面高度数据包括至少一对,同一资源水平位置对应的任一资源上表面高度数据与任一资源下表面高度数据互不相同,任意一对所述资源上表面高度数据和所述资源下表面高度数据用于描述相应资源水平位置出的游戏资源上、下表面高度。The method according to claim 2, wherein the resource upper surface height data and the resource lower surface height data comprise at least one pair, the upper surface height data of any resource corresponding to the same resource horizontal position and the lower surface height data of any resource The height data are different from each other, and any pair of the resource upper surface height data and the resource lower surface height data is used to describe the upper and lower surface heights of the game resource at the horizontal position of the corresponding resource. 根据权利要求1至3中任一项所述的方法,其中,所述生成所述游戏场景的体素文件之后,所述方法还包括:The method according to any one of claims 1 to 3, wherein after the generating the voxel file of the game scene, the method further comprises: 获取所述游戏场景对应的封闭空间数据,其中,所述封闭空间数据包括封闭空间水平位置数据以及与所述封闭空间水平位置数据对应的封闭空间上表面高度数据和封闭空间下表面高度数据;Acquiring closed space data corresponding to the game scene, wherein the closed space data includes closed space horizontal position data, and closed space upper surface height data and closed space lower surface height data corresponding to the closed space horizontal position data; 按照所述封闭空间上表面高度数据和所述封闭空间下表面高度数据,对所述体素文件中与所述封闭空间水平位置处对应的所述资源上表面高度数据和所述资源下表面高度数据进行修改。According to the height data of the upper surface of the enclosed space and the height data of the lower surface of the enclosed space, compare the height data of the upper surface of the resource and the height of the lower surface of the resource corresponding to the horizontal position of the enclosed space in the voxel file data to be modified. 根据权利要求4所述的方法,其中,所述获取所述游戏场景对应的封闭空间数据之前,所述方法还包括:The method according to claim 4, wherein before acquiring the closed space data corresponding to the game scene, the method further comprises: 接收游戏场景导出指令;Receive game scene export instructions; 所述对所述体素文件中与所述封闭空间水平位置处对应的所述资源上表面高度数据和所述资源下表面高度数据进行修改之后,所述方法还包括:After modifying the height data of the upper surface of the resource and the height data of the lower surface of the resource corresponding to the horizontal position of the enclosed space in the voxel file, the method further includes: 基于修改后的体素文件,导出游戏场景。Based on the modified voxel file, export the game scene. 根据权利要求5所述的方法,其中,所述对所述体素文件中与所述封闭空间水平位置处对应的所述资源上表面高度数据和所述资源下表面高度数据进行修改,具体包括:The method according to claim 5, wherein the modifying the resource upper surface height data and the resource lower surface height data corresponding to the horizontal position of the enclosed space in the voxel file specifically includes: : 删除所述体素文件中所述封闭空间上表面高度数据与所述封闭空间下表面高度数据之间的所述资源上表面高度数据和所述资源下表面高度数据。Delete the resource upper surface height data and the resource lower surface height data between the enclosed space upper surface height data and the enclosed space lower surface height data in the voxel file. 根据权利要求5或6所述的方法,其中,所述基于修改后的体素文件,导出游戏场景,具体包括:The method according to claim 5 or 6, wherein the exporting the game scene based on the modified voxel file specifically includes: 获取无效地形数据,其中,所述无效地形数据包括无效地形水平位置数据;acquiring invalid terrain data, wherein the invalid terrain data includes invalid terrain horizontal position data; 根据所述修改后的体素文件以及所述无效地形数据,导出所述游戏场景。The game scene is derived according to the modified voxel file and the invalid terrain data. 根据权利要求7所述的方法,其中,所述根据所述修改后的体素文件以及所述无效地形数据,导出所述游戏场景,具体包括:The method according to claim 7, wherein the deriving the game scene according to the modified voxel file and the invalid terrain data specifically includes: 基于所述资源水平位置数据以及所述无效地形水平位置数据,创建游戏场景的遮罩层,其中,所述遮罩层包括除所述无效地形水平位置数据外的所述资源水平位置数据;Create a mask layer of the game scene based on the resource horizontal position data and the invalid terrain horizontal position data, wherein the mask layer includes the resource horizontal position data except the invalid terrain horizontal position data; 根据所述遮罩层以及所述修改后的体素文件,导出所述游戏场景。The game scene is derived according to the mask layer and the modified voxel file. 根据权利要求8所述的方法,其中,所述封闭空间为游戏角色和NPC无法进入的区域,所述无效地形为所述游戏场景不显示的区域。The method according to claim 8, wherein the closed space is an area that game characters and NPCs cannot enter, and the invalid terrain is an area that is not displayed in the game scene. 根据权利要求7所述的方法,其中,所述导出游戏场景之后,所述方法还包括:The method according to claim 7, wherein after the exporting the game scene, the method further comprises: 接收物品摆放请求,其中,所述物品摆放请求包括摆放前的物品体素信息以及摆放后的物品体素信息;receiving an item placement request, wherein the item placement request includes the item voxel information before placement and the item voxel information after placement; 基于所述修改后的体素文件以及所述摆放后的物品体素信息,判断所述摆放后的物品体素信息与所述游戏资源对应的体素信息是否存在重合;Based on the modified voxel file and the voxel information of the placed item, determine whether the voxel information of the placed item overlaps with the voxel information corresponding to the game resource; 若不存在,则基于所述摆放前的物品体素信息以及所述摆放后的物品体素信息对所述游戏场景内的物品进行摆放并更新所述修改后的体素文件,以及基于所述摆放前的物品体素信息和所述摆放后的物品体素信息生成并发送物品摆放日志;If it does not exist, placing the item in the game scene based on the item voxel information before placing and the item voxel information after placing and updating the modified voxel file, and Generate and send an item placement log based on the item voxel information before the placement and the item voxel information after the placement; 若存在,则拒绝所述物品摆放请求。If so, reject the item placement request. 一种游戏数据的处理装置,包括:A device for processing game data, comprising: 资源数据获取模块,用于获取游戏场景的资源数据,其中,所述资源数据包括所述游戏场景内的游戏资源的资源水平位置数据以及与所述资源水平位置数据对应的资源上表面高度数据和资源下表面高度数据;The resource data acquisition module is used to acquire resource data of the game scene, wherein the resource data includes the resource horizontal position data of the game resource in the game scene and the resource upper surface height data and the resource horizontal position data corresponding to the resource horizontal position data. The height data of the lower surface of the resource; 体素文件生成模块,用于基于所述资源数据,确定与所述游戏场景匹配的每个区域块上对应体素的体素信息,并生成所述游戏场景的体素文件,其中,每个所述区域块上对应体素的体素信息为与所述区域块水平位置对应的所述资源水平位置数据以及所述资源上表面高度数据和所述资源下表面高度数据。A voxel file generation module, configured to determine, based on the resource data, the voxel information of the corresponding voxels on each area block that matches the game scene, and generate a voxel file of the game scene, wherein each The voxel information of the corresponding voxels on the area block is the horizontal position data of the resource corresponding to the horizontal position of the area block, the height data of the upper surface of the resource and the height data of the lower surface of the resource. 一种计算机程序,包括计算机可读代码,当所述计算机可读代码在服务器上运行时,导致所述服务器执行根据权利要求1-10中的任一个所述的游戏数据的处理方法。A computer program comprising computer readable code which, when executed on a server, causes the server to perform the method of processing game data according to any one of claims 1-10. 一种计算机可读介质,其中存储了如权利要求12所述的计算机程序。A computer-readable medium in which the computer program of claim 12 is stored.
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