WO2024255596A1 - Procédé et appareil de génération de composants dans une scène de jeu, et support de stockage et dispositif électronique - Google Patents

Procédé et appareil de génération de composants dans une scène de jeu, et support de stockage et dispositif électronique Download PDF

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Publication number
WO2024255596A1
WO2024255596A1 PCT/CN2024/096070 CN2024096070W WO2024255596A1 WO 2024255596 A1 WO2024255596 A1 WO 2024255596A1 CN 2024096070 W CN2024096070 W CN 2024096070W WO 2024255596 A1 WO2024255596 A1 WO 2024255596A1
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Prior art keywords
scene
text
scene component
component
game
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English (en)
Chinese (zh)
Inventor
初小宇
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04845Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range for image manipulation, e.g. dragging, rotation, expansion or change of colour
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04847Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/34Graphical or visual programming
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/36Software reuse
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/38Creation or generation of source code for implementing user interfaces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content

Definitions

  • the present disclosure relates to the field of computer graphics technology, and in particular to a component generation method in a game scene, a component generation device in a game scene, a computer-readable storage medium, and an electronic device.
  • a game scene is usually composed of a certain number of components (or models), each of which may be an object or a person in the game scene. Modeling and editing objects or people in the game scene is one of the main tasks in building a game scene.
  • modeling and editing in game scenes mainly rely on manual operations by relevant personnel.
  • the generation process of a single component generally includes: manually editing the shape, adjusting the size, position, rendering color, texture, etc., and finally generating the required component. This method consumes high manpower and time costs and is inefficient.
  • the present disclosure provides a component generation method in a game scene, a component generation device in a game scene, a computer-readable storage medium, and an electronic device.
  • a method for generating components in a game scene comprising: displaying a graphical user interface provided by running a game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, the scene component selection controls being used to respond to and generate corresponding scene components in the game editing scene according to operation instructions; providing a text input entry in the graphical user interface, and accepting target text input based on the text input entry; dividing the target text into a plurality of text blocks, determining the scene components corresponding to the text blocks and information of the scene components; generating the scene components corresponding to the text blocks in the game editing scene according to the information of the scene components corresponding to the text blocks, to form a scene component combination corresponding to the target text.
  • a device for generating components in a game scene comprising: a graphical user interface processing module, configured to display a graphical user interface provided by running a game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, the scene component selection controls being used to respond to and generate corresponding scene components in the game editing scene according to operation instructions; an information acquisition module, configured to provide a text input entry in the graphical user interface, and accept an initial image imported based on the text input entry; a scene component determination module, configured to divide the target text into a plurality of text blocks, determine the scene components corresponding to the text blocks and information of the scene components; a component generation module, configured to generate the scene components corresponding to the text blocks in the game editing scene according to the information of the scene components corresponding to the text blocks, to form a scene component combination corresponding to the target text.
  • a graphical user interface processing module configured to display a graphical user interface provided by running a game program, displaying a game editing scene to
  • a computer-readable storage medium on which a computer program is stored.
  • the computer program is executed by a processor, the component generation method in the game scene of the first aspect and its possible implementation methods are implemented.
  • an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the component generation method in the game scene of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.
  • FIG1 is a schematic diagram showing a game editing scene and a scene component selection control according to one of the exemplary embodiments
  • FIG2 is a schematic diagram showing a perspective of setting a game editing scene according to one of the exemplary embodiments
  • FIG3A is a schematic diagram showing an observation angle of one of the exemplary embodiments.
  • FIG3B is a schematic diagram showing a game perspective of one of the exemplary embodiments.
  • FIG4 is a flowchart showing a method for generating components in a game scene according to one of the exemplary embodiments
  • FIG5 is a schematic diagram showing a target text input according to one of the exemplary embodiments.
  • FIG6 shows a flowchart of determining a scene component and information of the scene component according to one of the exemplary embodiments
  • FIG. 7 is a schematic diagram showing a generation queue according to one of the exemplary embodiments.
  • FIG8 is a schematic diagram showing a generated partial scene component according to one of the exemplary embodiments.
  • FIG9 is a schematic diagram showing all scene components generated according to one of the exemplary embodiments.
  • FIG10 is a schematic diagram showing a method of moving a scene component combination according to one of the exemplary embodiments
  • FIG. 12 is a schematic diagram showing a method of rotating a scene component combination according to one of the exemplary embodiments
  • Basic scene component combination is a scene component composed of multiple basic scene components.
  • a block component or a cuboid component can be combined with the circular surface of a cylinder component to form a roller-shaped scene mechanism, which is a basic scene component combination.
  • the game program may come with a plurality of different scene components, which may be pre-configured by artists and stored in the game program, so that players can conveniently use these scene components to edit scenes.
  • Step S410 displaying a graphical user interface provided by running the game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, wherein the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to the operation instructions;
  • Step S430 dividing the target text into a plurality of text blocks, and determining the scene components corresponding to the text blocks and the information of the scene components;
  • the scene component combination can be a wall or a wall-like component, such as a text wall, or a three-dimensional text model, such as a three-dimensional text font with a certain thickness.
  • the present disclosure does not specifically limit the appearance of the scene component combination.
  • at least one surface of the scene component combination is used to present the target text, and the surface can be a flat plane, such as the scene component combination can be a cuboid, and the two surfaces with the largest surface area can be used to present the target text.
  • the surface can be a non-flat surface, such as the coordinates of each scene component in the scene component combination on the normal axis of the surface are not exactly the same, presenting an effect that each scene component has a certain undulation on the surface, which can create a strong visual sense of three-dimensionality.
  • a scheme for generating a scene component combination (i.e., a virtual model) by inputting text correspondence, determining the corresponding scene component and the information of the scene component according to the text block in the input target text, and then automatically generating the scene component and forming a scene component combination, without the need for the user to perform manual editing, which greatly reduces the manpower and time costs and improves the efficiency of component generation.
  • the user can input the target text according to their own needs and preferences, and finally generate a scene component combination corresponding to the text content, that is, the generated scene component combination is used to present the input target text, thereby obtaining a virtual model in the form of a text wall, pixel text, etc. in the game scene, which can enrich the game scene and meet the personalized needs of the user.
  • step S410 a graphical user interface provided by running the game program is displayed, and a game editing scene to be edited and multiple scene component selection controls are displayed in the graphical user interface.
  • the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to operation instructions.
  • the game editing scene to be edited can be a newly created game editing scene or a stored game editing scene.
  • the scene component selection control can be as shown in Figure 1, but is not limited to the scene component type shown in Figure 1.
  • the corresponding scene component can be generated in the game editing scene.
  • the user can press and hold the "block component" control and drag it to the game editing scene to generate the corresponding block component in the game editing scene. Then, the user can also edit and adjust the size, position, direction, color, texture, shape, etc. of the block component.
  • step S420 a text input portal is provided in the graphical user interface, and a target text input based on the text input portal is accepted.
  • the text input entry can be provided in the relevant game editing interface.
  • the user can input the target text based on the text input entry and import it into the current game editing scene.
  • the user can input the target text through the text input entry provided in other interfaces of the game program without opening the game editing scene, and can select the game scene when inputting.
  • the game program can also open the game editing scene and load the game scene selected by the user.
  • the game program can automatically determine the target text and import it into the game editing scene.
  • the target text may be limited in number of characters, etc.
  • the maximum number of characters of the target text may be determined according to the size of the game scene (e.g., 6), to avoid the target text being too large in number, and the size of the subsequently generated scene component combination being too large, thus occupying too much space in the game scene.
  • the server may review the target text to ensure that the content of the target text meets relevant requirements.
  • step S430 the target text is divided into a plurality of text blocks, and the scene components corresponding to the text blocks and the information of the scene components are determined.
  • a text block refers to a local shape or graphic that constitutes the target text.
  • the target text is a Chinese character
  • the Chinese character can be split according to each stroke, and the graphic of each stroke forms a text block.
  • each stroke can be split into squares, rectangles, triangles and other graphics to form a text block.
  • it can also be split into radicals and non-radicals according to the left-right or top-bottom structure of the Chinese character, and the radicals and non-radicals form text blocks respectively.
  • the text blocks can also be divided according to the size, quantity, shape and other information of the pre-set text blocks.
  • this exemplary embodiment can support numbers in any form and target text in any language.
  • the scene component corresponding to the text block is determined to be a square component, and if the text block is a rectangle, the scene component corresponding to the text block is determined to be a cuboid component.
  • the information of the scene component corresponding to each text block can be determined, including but not limited to size, position, direction, color, texture, morphology, etc., so that the scene component subsequently generated based on the information can present the appearance or morphological effect of the text block.
  • the size of the scene component corresponding to the text block can be determined based on the size of the text block, such as the mapping relationship between the size of the text block and the size of the scene component can be pre-established, and the size of the scene component corresponding to the size of the text block can be calculated from the mapping relationship.
  • the position of the scene component corresponding to the text block can be determined based on the position of the text block in the target text.
  • the color or texture of the scene component corresponding to the text block can be determined based on the color or texture of the text block, such as the color of each text block can be used as the color of the corresponding scene component, or texture features can be extracted from the text block, and the texture of the scene component is generated based on the texture features.
  • the above-mentioned dividing the target text into a plurality of text blocks and determining the scene components and the information of the scene components corresponding to the text blocks may include the following steps S610 and S620:
  • Step S610 generating a text image according to the target text.
  • the text image may be an image formed by the target text plus a background, and the background may be a transparent background, a solid color background, a texture background, etc.
  • the target text in the text image may use a default font or a font set by a user.
  • the target text obtained in step S410 is text information
  • the game program may use a default font or a font set by a user to graph the target text, and add a certain background to generate a text image.
  • the target color set for the target text can be obtained.
  • the text color can be set at the same time, which is the target color.
  • the target color can be automatically set by the game program, such as determining the target color based on the color characteristics of the game scene.
  • the target color can include one or more colors, and all target text can be set to one target color, or multiple target colors can be set, such as setting different characters to different target colors.
  • the above-mentioned generating a text image according to the target text may include the following steps:
  • the color of the target text in the text image is the target color
  • the background in the text image is a background of other colors or a transparent background.
  • the target text may be graphically processed according to the target color, such as generating pixels corresponding to the target text and determining the color values of these pixels according to the target text.
  • the background in the text image may be a background of a color other than the target color, so that the target text and the background are presented in different colors for easy distinction.
  • a transparent background may be used, so that the text image actually only contains information about the target text, and the subsequently generated scene component combination may not present background information but only contain a text model.
  • the color of the subsequently generated scene component combination can be controlled to conform to user preferences or match the game scene.
  • effect information set for the target text may be obtained, such as information including artistic characters, color effects, etc. Further, the target text may be graphically processed according to the effect information to form the target text in the text image, and the text image may be generated by adding a background.
  • Step S620 extracting multiple image blocks according to the text image, using the image blocks as text blocks, and determining the scene components corresponding to the image blocks and the information of the scene components.
  • the entire text image may be divided into a plurality of image blocks, and the image blocks may include background image blocks.
  • Each image block is regarded as a text block (of course, the background image block may not contain text content, and for ease of understanding and description, it is also regarded as For a text block), a scene component corresponding to the text block is subsequently generated to form a scene component combination, which can present the information of the target text and the background information of the text image.
  • the text area of the text image can be divided into multiple image blocks.
  • the text area can be an area composed of pixel points of the target text, excluding pixel points of the background part. Then the multiple image blocks obtained do not include background image blocks.
  • Each image block is taken as a text block, and the scene component corresponding to the text block is subsequently generated to form a scene component combination.
  • the scene component combination does not present the background information of the text image, but only presents the information of the target text, which is conducive to reducing the number of scene components in the scene component combination and reducing overhead.
  • the component generation method may further include the following steps:
  • the resource quantification parameter characterizes the amount of game resources used by the scene component combination, which can be quantified by the number of game resources, or by the amount of data, memory, etc. of the game resources.
  • the resource quantification parameter can be an exact value or a numerical range. If the resource quantification parameter is a numerical range, it means that the quantified value of the game resources used by the scene component combination should be within the numerical range.
  • the resource quantification parameter may include the number of scene components of the scene component combination, which may be a numerical value or a numerical range, indicating the number or numerical range of scene components contained in the scene component combination. The user can set the resource quantification parameter for the scene component combination. Referring to FIG.
  • the maximum number of scene components of the scene component combination (i.e., the maximum occupancy value in FIG. 5) can be set to 4000, indicating that the number of scene components contained in the scene component combination does not exceed 4000.
  • the user can set resource quantification parameters for the current game scene to be edited, indicating the amount of game resources used by the game scene, and then determine the resource quantification parameters of the scene component combination based on the resource quantification parameters of the game scene, such as subtracting the resource quantification parameters of other generated models from the resource quantification parameters of the game scene to obtain the resource quantification parameters of the scene component combination, or multiplying the resource quantification parameters of the game scene by a certain ratio (expressed as the resource ratio allocated to the scene component combination) to obtain the resource quantification parameters of the scene component combination.
  • the resource quantification parameters of the scene component combination can also be automatically determined by the game program, such as calculating the resource quantification parameters of the scene component combination based on the user's authority, the amount of cached data of the game level, the resource status of the terminal device (such as the remaining memory), or first calculating the resource quantification parameters of the game scene, and then calculating the resource quantification parameters of the scene component combination from the resource quantification parameters of the game scene.
  • the preset image information includes a default number of image pixels
  • the game program can generate an initial text image of the target text according to the number of image pixels. Then, based on the resource quantization parameter, it is determined whether the fineness of the initial text image meets the fineness requirement corresponding to the resource quantization parameter to determine the method of sampling the initial text image.
  • the sampling of the initial text image can be downsampling or upsampling. If a relatively large resource quantization parameter is set, and the fineness of the corresponding scene component combination exceeds the initial text image, the initial text image can be upsampled.
  • the resource quantization parameter of the scene component combination includes the number of scene components of the scene component combination, and the number of scene components may be an exact value.
  • the above-mentioned sampling of the initial text image based on the resource quantization parameter and obtaining the target text image based on the sampling result may include the following steps:
  • the initial text image is sampled according to the total number of pixels after sampling, and a target text image is obtained based on the sampling result.
  • the number of pixels in the sampled text area can be equal to the number of scene components in the scene component combination.
  • the initial text image it can be sampled to the total number of pixels. In this way, the initial text image can be sampled accurately and the number of scene components in the scene component combination can be controlled.
  • Each pixel point in the text area of the target text image can be used as a text block, which is equivalent to dividing the target text into text blocks by sampling, and the division method is simple and efficient. Furthermore, the corresponding scene component and the information of the scene component can be determined according to the information of each pixel point in the text area of the target text image.
  • the above-mentioned determination of the scene component and the information of the scene component corresponding to the image block may include the following steps:
  • the initial size of the scene component combination is within the preset size range, the initial size of the scene component is kept unchanged
  • the initial size of the scene component combination exceeds the preset size range, the initial size of the scene component is adjusted so that the initial size of the scene component combination is within the preset size range after the initial size is adjusted.
  • the scene component has an initial size, which can be a default size pre-configured by the game program. If the size of the scene component is not set or adjusted, the initial size is used by default, that is, when the scene component is generated in the game editing scene, the size of the scene component is equal to the initial size.
  • the number of pixels in the text area of the target text image is the number of scene components in the scene component combination. By multiplying this number by the initial size of the scene component, the size of the scene component combination formed by the initial size of the scene component can be calculated, which is recorded as the initial size of the scene component combination. It should be noted that since the scene component and the scene component combination have not yet been generated at this time, the initial size of the scene component combination calculated here is an estimated size.
  • the preset size range is the allowable size range set for the scene component combination, which can prevent the scene component combination from being too large or too small.
  • the user can set the preset size range in advance, or the game program can automatically set the preset size range, such as determining the corresponding preset size range according to the type of the scene component combination, or determining the preset size range of the scene component combination according to the size of the game scene.
  • the preset size range can be set for the width and height of the scene component combination as: 0 to 20 meters, that is, the width and height of the scene component combination cannot exceed 20 meters. If the initial size of the scene component combination is within the preset size range, the initial size of the scene component can be kept unchanged.
  • the initial size of the scene component combination exceeds the preset size range, the initial size of the scene component is adjusted. If the initial size of the scene component combination is too large, the initial size of the scene component is adjusted down, and if the initial size of the scene component combination is too small, the initial size of the scene component is adjusted up. After adjusting the initial size, the initial size of the scene component combination can be calculated again to ensure that it is within the preset size range.
  • the size information is quickly and accurately determined for the scene component, and the initial size or the adjusted size can be used as the size of the subsequently generated scene component, without the user manually setting the size each time. Furthermore, by adjusting the mechanism of the initial size, it is possible to ensure that the size of the subsequently generated scene component combination is within a preset size range, thereby controlling the size of the scene component combination at an appropriate level.
  • the above-mentioned determination of the scene component and the information of the scene component corresponding to the image block may include the following steps:
  • the color of the scene component corresponding to the image block is determined according to the color of the image block.
  • each pixel point of the text area of the target text image can be an image block, and each image block has only one color value.
  • the color value of the image block can be used as the color of the corresponding scene component.
  • the color value of the image block can be mapped to the closest preset color to obtain the color of the corresponding scene component.
  • the preset color can be an optional color of the scene component provided by the game program.
  • the game program can provide a set of optional colors for the scene component, such as the main colors of 12 or 24 hues, as preset colors. When determining or editing the color of the scene component, it is necessary to select from the preset colors.
  • the scene component will not have colors other than the preset colors, which is conducive to simplifying the complexity and resource amount of the game scene, and further improving the efficiency of component generation.
  • the color of the scene component corresponding to the image block can be conveniently and efficiently determined.
  • the above-mentioned multiple scene component selection controls include a first scene component selection control and a second scene component selection control, and the shape of the second scene component corresponding to the second scene component selection control corresponds to the shape of the component spliced together by the first scene components corresponding to a preset number of first scene component selection controls.
  • the first scene component can be a square component or a rectangular component, the shape of the square component is a cube, and the shape of the rectangular component is a rectangular parallelepiped.
  • the second scene component can be a rectangular parallelepiped component, a stepped component, a cross component, etc., and its shape can be a rectangular parallelepiped, stepped, cross-shaped, etc., and these shapes can be spliced together by multiple cubes or rectangular parallelepipeds.
  • the above-mentioned determination of the scene component corresponding to the text block and the information of the scene component can include the following steps:
  • the first scene component is a square component
  • the second scene component is a cuboid component. If multiple square components with the same color value correspond to adjacent positions in the same row or column in the text area of the target text image, these square components can be merged into a cuboid component, and the color value of the cuboid component is the same as the color value of the square component. This can reduce the number of scene components and help simplify the generation process of scene component combinations.
  • the plurality of scene component selection controls include a first scene component selection control
  • the scene component corresponding to the text block is the first scene component corresponding to the first scene component selection control.
  • the multiple adjacent first scene components with the same color value are merged into one first scene component, and the size of the merged first scene component is determined according to the number of the multiple adjacent first scene components with the same color value.
  • the size of the first scene component is adjustable and can be adjusted in any direction.
  • the first scene component is a rectangular parallelepiped component
  • any one or more of the length, width, and height of the rectangular parallelepiped component can be adjusted.
  • these cuboid components can be merged into a larger cuboid component, and the color value of the cuboid component after merging is the same as the color value of the cuboid component before merging, and the size along the merging direction is the size of the cuboid component before merging multiplied by the number of mergers.
  • N adjacent cuboid components with the same color value are merged, and the width of the cuboid component after merging is N times the width before merging, and the length and height can remain unchanged. This can also reduce the number of scene components, which is conducive to simplifying the generation process of scene component combinations.
  • a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene.
  • the above-mentioned determination of the scene component and the information of the scene component corresponding to the text block may include the following steps:
  • the position of the scene component corresponding to the text block is determined according to the relative position of the scene component corresponding to the text block in the scene component combination and the reference point position.
  • the scene component combination has a certain volume.
  • a reference point can be selected in the scene component combination, and the position of each scene component in the scene component combination (i.e., the position of the scene component) can be determined by determining the position of the reference point.
  • the reference point can be the center point of the scene component, any corner point, or the center point of any edge, etc.
  • the reference point position of the scene component combination is determined according to the position of the virtual camera, so that the reference point is located at a suitable position in the virtual camera field of view, so that the user can see the entire scene component combination. More specifically, the reference point position of the scene component combination can be determined according to the position of the virtual camera when inputting the target text or determining to generate the scene component combination (such as inputting text and clicking "Generate" in Figure 5).
  • the reference point may be the center point of the scene component, and the optical axis direction may be determined according to the position of the virtual camera, and the reference point position may be determined to be located in the optical axis direction.
  • the distance between the reference point position and the virtual camera (the distance along the optical axis direction) may also be determined according to the size of the scene component combination, so that the entire scene component combination can be displayed in the field of view of the virtual camera.
  • the position of each scene component can be determined according to the relative position of the scene component corresponding to each text block in the scene component combination.
  • the relative position can be an offset position relative to the reference point.
  • the position of the scene component can be calculated by adding the reference point position to the relative position.
  • a suitable generation position is determined for the scene component, so that when the scene component and the scene component combination are generated, the user can directly see the scene component and the scene component combination in the game editing scene.
  • step S440 based on the information of the scene component corresponding to the text block, the scene component corresponding to the text block is generated in the game editing scene to form a scene component combination corresponding to the target text.
  • rendering can be performed synchronously, and the generation position of the scene component is placed within the field of view of the virtual camera, so that the user can see the generation of the scene component.
  • three-axis scaling, plane scaling (i.e., dual-axis scaling), and single-axis scaling are three scaling methods set for scene component combinations.
  • the scaling method can be set for the scene component combination individually, or for the game scene. In this case, all models in the game scene will use this scaling method.
  • the scene component combination will be scaled proportionally on the three axes. For example, if the user reduces the size of the scene component combination by 1/2 along the x' axis, the size of the scene component combination on the y' and z' axes will also be reduced by 1/2 synchronously.
  • the three-axis proportional scaling mode can improve the efficiency of the user's scaling operation, so that the user does not need to scale on different axes separately, but can achieve the scaling target by scaling on one axis.
  • the scene component combination will be scaled within the preset plane without changing the size on the third axis (such as the z' axis).
  • Scaling within the preset plane can be proportional scaling on the two axes of the preset plane, or non-proportional scaling.
  • the user's scaling operation parameters can be mapped to the two axes of the preset plane and quantified into the scaling ratios on the two axes (the scaling ratios on the two axes can be different), thereby controlling the scaling of the scene component combination on the two axes.
  • a preset plane can be formed with any two axes, and the preset plane includes the x'-y' plane, the x'-z' plane, and the y'-z' plane, allowing the scene component combination to be scaled in any preset plane.
  • the preset plane can also be formed with two fixed axes, such as setting the preset plane to be only the x'-y' plane, so that the scene component combination is only allowed to be scaled in the x'-y' plane, but not in the x'-z' plane and the y'-z' plane.
  • the text plane of the scene component combination can be used as the preset plane.
  • the text plane is a side used to present the target text.
  • the wall surface is the text plane.
  • the scene component combination can be set to be able to scale in the text plane, but not along the third axis (the axis perpendicular to the text plane). This makes the scaling of the scene component combination more consistent with the positioning of the model itself.
  • the scene component assembly In response to a rotation operation on the scene component assembly, the scene component assembly is controlled to rotate.
  • the user can rotate the scene component combination as a whole, such as single-clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then controlling its rotation to the desired direction or angle through operations such as sliding along a specific trajectory.
  • three arcs for indicating the rotation direction may be displayed in the game editing scene, which may be recorded as a yaw angle arc, a pitch angle arc, and a roll angle arc.
  • controlling the scene component combination to rotate may include the following steps:
  • the normal line of the plane where the arc is located is used as the rotation axis, and the scene component combination is controlled to rotate around the rotation axis.
  • the rotation axis is perpendicular to the plane where the arc is located and can pass through the center point of the scene component combination. If you want to rotate the scene components around the z-axis, you can use the z-axis passing through the center of the scene component combination as the rotation axis to control the scene component combination to rotate around the rotation axis. During the rotation process, you can keep the positions of the three arcs unchanged, or you can rotate any one or more of the arcs synchronously. By displaying the arcs, you can guide the user to rotate in the correct direction so that they can accurately rotate to the desired direction or angle.
  • the component generation method can also include the following steps:
  • At least one of the following information of the scene component is adjusted: size, position, direction, color, texture, and shape.
  • the user can edit a single scene component in the scene component combination, such as single-clicking, double-clicking or long-pressing the scene component to be edited to select the scene component, and generate editing instructions through further manual operations to adjust the information of the scene component.
  • its size can be changed by operations such as separating or closing two fingers, the scene component can be dragged to move its position, and it can be slid along a specific rotation trajectory to control the scene component to change direction.
  • Another color, texture or form can be selected for the scene component in the interface of the game editing scene to change its color, texture or form.
  • an associated game event can be set for the scene component combination. For example, when a game character approaches the scene component combination, a specific game plot can be triggered, or when a specific game time is reached, the scene component combination can be hidden or removed.
  • game scene information corresponding to the game editing scene can be generated, and the game scene information can be saved in a preset location, which can be a map file.
  • the map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it can be uploaded to the server.
  • FIG. 13 shows a system architecture diagram of the operating environment of this exemplary embodiment.
  • the system architecture 1300 may include a terminal device 1310 and a server 1320.
  • Server 1320 may be a background system that provides game services, which may be a server or a cluster of multiple servers.
  • a connection may be formed between the terminal device 1310 and the server 1320 via a wired or wireless link to perform data transmission and interaction.
  • the component generation method in this exemplary embodiment may be performed completely by the terminal device 1310, or may be performed partially by the terminal device 1310 and partially by the server 1320. For example, after the user inputs the target text on the terminal device 1310, the terminal device 1310 sends the target text and other information set by the user to the server 1320.
  • the server 1320 can process the target text and related user instructions (such as instructions for generating components) through pre-configured logical rules or artificial intelligence engines, so as to divide the text blocks, determine the scene components and the information of the scene components corresponding to the text blocks, and return the text blocks, scene components and the information of the scene components to the terminal device 1310.
  • the terminal device 1310 generates the scene components based on this information and forms a scene component combination.
  • the exemplary embodiment of the present disclosure also provides a component generation device in a game scene.
  • the component generation device 1400 in the game scene may include the following program modules:
  • the graphical user interface processing module 1410 is configured to execute and display a graphical user interface provided by the running game program, display a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, and the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to the operation instructions;
  • the information acquisition module 1420 is configured to provide a text input entry in the graphical user interface and accept an initial image imported based on the text input entry;
  • the scene component determination module 1430 is configured to divide the target text into a plurality of text blocks, and determine the scene components corresponding to the text blocks and the information of the scene components;
  • the component generation module 1440 is configured to generate a scene component corresponding to the text block in the game editing scene according to the information of the scene component corresponding to the text block, so as to form a scene component combination corresponding to the target text.
  • the above-mentioned generating scene components corresponding to text blocks in the game editing scene according to the information of scene components corresponding to the text blocks includes: determining the generation order of scene components corresponding to different text blocks, wherein the generation order of scene components corresponding to at least some text blocks is different from the generation order of scene components corresponding to other text blocks; generating scene components corresponding to the text blocks in the game editing scene according to the information of scene components corresponding to the text blocks and in accordance with the generation order of scene components corresponding to the text blocks.
  • the above-mentioned generating the scene components corresponding to the text blocks in the game editing scene according to the information of the scene components corresponding to the text blocks and in the generation order of the scene components corresponding to the text blocks includes: dynamically displaying the information of the scene components corresponding to the text blocks in the current field of view, and generating the scene components corresponding to the text blocks in the game editing scene according to the generation order of the scene components corresponding to the text blocks; wherein the current field of view is a process of shooting the game editing scene by a virtual camera set in the game editing scene; The picture formed by the scenery.
  • the above-mentioned process of dynamically displaying information of scene components corresponding to text blocks in the current field of view, and generating scene components corresponding to text blocks in the game editing scene according to the generation order of scene components corresponding to text blocks includes: responding to field of view adjustment instructions, controlling and adjusting at least one of the following information of the virtual camera: position, direction, focal length, and field of view angle; capturing the game editing scene according to the adjusted virtual camera to form an adjusted field of view picture; dynamically displaying information of scene components corresponding to text blocks in the adjusted field of view picture, and generating scene components corresponding to text blocks in the game editing scene according to the generation order of scene components corresponding to text blocks.
  • the component generation module 1440 is further configured to: dynamically display information of scene components corresponding to text blocks within the current field of view, and when generating scene components corresponding to text blocks in the game editing scene in the order of generating scene components corresponding to text blocks, lock the operation of adding or editing components in the game editing scene to prohibit adding or editing components in the game editing scene.
  • the information of the scene component includes at least one of the following: size, position, direction, color, texture, and shape.
  • the above-mentioned generating the scene component corresponding to the text block in the game editing scene according to the information of the scene component corresponding to the text block includes: calling the corresponding editing instruction according to the information of the scene component, wherein the editing instruction is an instruction pre-provided by the game program; generating the scene component corresponding to the text block in the game editing scene according to the editing instruction.
  • the above-mentioned dividing the target text into multiple text blocks and determining the scene components and information of the scene components corresponding to the text blocks include: generating a text image based on the target text; extracting multiple image blocks based on the text image, using the image blocks as text blocks, and determining the scene components and information of the scene components corresponding to the image blocks.
  • the extracting of multiple image blocks based on the text image includes: dividing the text area of the text image into multiple image blocks.
  • the information acquisition module 1420 is further configured to: obtain resource quantization parameters of the scene component combination; the above-mentioned generation of a text image based on the target text includes: generating an initial text image of the target text according to preset image information; sampling the initial text image based on the resource quantization parameters, and obtaining the target text image based on the sampling result; the above-mentioned dividing the text area of the text image into multiple image blocks includes: taking the pixel points of the text area of the target text image as an image block to obtain multiple image blocks.
  • the resource quantization parameter of the scene component combination includes the number of scene components of the scene component combination.
  • the above-mentioned sampling of the initial text image based on the resource quantization parameter and obtaining the target text image based on the sampling result include: using the number of scene components of the scene component combination as the number of pixels in the text area after sampling, determining the total number of pixels after sampling; sampling the initial text image according to the total number of pixels after sampling, and obtaining the target text image based on the sampling result.
  • the above-mentioned determination of the scene component and the information of the scene component corresponding to the image block includes: determining the initial size of the scene component combination according to the number of pixels in the text area of the target text image and the initial size of the scene component; if the initial size of the scene component combination is within a preset size range, maintaining the initial size of the scene component unchanged; if the initial size of the scene component combination exceeds the preset size range, adjusting the initial size of the scene component so that after the initial size is adjusted, the initial size of the scene component combination is within the preset size range.
  • the above-mentioned determining the scene component and the information of the scene component corresponding to the image block includes: determining the color of the scene component corresponding to the image block according to the color of the image block.
  • the information acquisition module 1420 is further configured to: acquire a target color set for the target text.
  • the above generating a text image according to the target text includes: generating a text image composed of the target text and a background, the color of the target text in the text image is the target color, and the background in the text image is a background of other colors or a transparent background.
  • the plurality of scene component selection controls include a first scene component selection control and a second scene component selection control
  • the shape of the second scene component corresponding to the second scene component selection control corresponds to the shape of a component formed by splicing the first scene components corresponding to a preset number of first scene component selection controls
  • the scene component corresponding to the text block is the first scene component.
  • the above-mentioned determination of the scene component corresponding to the text block and the information of the scene component includes: after determining the color value of the first scene component corresponding to the text block, if there are multiple adjacent first scene components with the same color value, then merging the multiple adjacent first scene components with the same color value into the second scene component.
  • the plurality of scene component selection controls include a first scene component selection control
  • the scene component corresponding to the text block is the first scene component corresponding to the first scene component selection control.
  • the above-mentioned determination of the scene component corresponding to the text block and the information of the scene component includes: after determining the color value of the first scene component corresponding to the text block, if there are multiple adjacent first scene components with the same color value, the multiple adjacent first scene components with the same color value are merged into one first scene component, and the size of the merged first scene component is determined according to the number of the multiple adjacent first scene components with the same color value.
  • the first scene component is a block component
  • the shape of the block component is a cube
  • a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene.
  • the above-mentioned scene component corresponding to the text block generated in the game editing scene includes: generating text blocks within the field of view of the virtual camera; The scene component corresponding to the block.
  • the above-mentioned generation of scene components corresponding to text blocks within the field of view of the virtual camera includes: generating scene components corresponding to text blocks within the field of view of the virtual camera, on a plane that is perpendicular to the optical axis of the virtual camera and has a preset distance from the virtual camera.
  • the above-mentioned determination of the scene component and the scene component information corresponding to the text block includes: determining the reference point position of the scene component combination according to the posture of the virtual camera; determining the position of the scene component corresponding to the text block according to the relative position of the scene component corresponding to the text block in the scene component combination and the reference point position.
  • the above-mentioned generating scene components corresponding to the text blocks in the game editing scene according to the information of the scene components corresponding to the text blocks to form a scene component combination corresponding to the target text includes: adding the generation task of the scene component combination to the generation queue; when the generation task of the scene component combination is executed, generating the scene components corresponding to the text blocks in the game editing scene according to the information of the scene components corresponding to the text blocks to form a scene component combination corresponding to the target text.
  • the component generation device 1400 in the game scene may also include a model editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target text, in response to a move operation on the scene component combination, move the position of the scene component combination in the game editing scene.
  • a model editing module which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target text, in response to a move operation on the scene component combination, move the position of the scene component combination in the game editing scene.
  • the component generation device 1400 in the game scene may also include a model editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target text, change the size of the scene component combination in response to a scaling operation on the scene component combination.
  • a model editing module configured to: after the component generation module 1440 forms a scene component combination corresponding to the target text, change the size of the scene component combination in response to a scaling operation on the scene component combination.
  • three axes of the reference coordinate system of the scene component combination are displayed in the game editing scene.
  • the above-mentioned changing the size of the scene component combination in response to the scaling operation on the scene component combination includes: if the scene component combination is set to three-axis scaling, then in response to the scaling operation, the size of the scene component combination is proportionally changed on the three axes; if the scene component combination is set to plane scaling, then in response to the scaling operation along the preset plane, the size of the scene component combination is changed within the preset plane; the preset plane is a plane formed by two axes of the three axes; if the scene component combination is set to single-axis scaling, then in response to the scaling operation along one of the three axes, the size of the scene component combination is changed on one axis.
  • the component generation device 1400 in the game scene may also include a model editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target text, in response to a rotation operation on the scene component combination, control the scene component combination to rotate.
  • a model editing module configured to: after the component generation module 1440 forms a scene component combination corresponding to the target text, in response to a rotation operation on the scene component combination, control the scene component combination to rotate.
  • controlling the scene component combination to rotate includes: in response to the rotation operation along any of the three arcs, taking the normal of the plane where any of the arcs is located as the rotation axis, controlling the scene component combination to rotate around the rotation axis.
  • the component generation device 1400 in the game scene may also include a model editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target text, in response to an editing instruction for any scene component in the scene component combination, adjust at least one of the following information of the scene component: size, position, direction, color, texture, and shape.
  • a model editing module configured to: after the component generation module 1440 forms a scene component combination corresponding to the target text, in response to an editing instruction for any scene component in the scene component combination, adjust at least one of the following information of the scene component: size, position, direction, color, texture, and shape.
  • the exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes a program code, and when the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure.
  • the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer.
  • CD-ROM portable compact disk read-only memory
  • the program product of the present disclosure is not limited to this, and in this document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, device or device.
  • FIG. 15 an electronic device is exemplarily described in the form of a general computing device. It should be understood that the electronic device 1500 shown in Fig. 15 is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
  • the electronic device 1500 may include a processor 1510 , a memory 1520 , a bus 1530 , an I/O (input/output) interface 1540 , a network adapter 1550 , and a display 1560 .
  • the electronic device 1500 can communicate with one or more external devices 1600 (eg, a keyboard, a mouse, an external controller, etc.) through the I/O interface 1540 .
  • external devices 1600 eg, a keyboard, a mouse, an external controller, etc.
  • the electronic device 1500 can communicate with one or more networks through the network adapter 1550.
  • the network adapter 1550 can provide mobile communication solutions such as 3G/4G/5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc.
  • the network adapter 1550 can communicate with other modules of the electronic device 1500 through the bus 1530.
  • the electronic device 1500 may display a graphical user interface through the display 1560 , such as displaying a game editing scene.

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Abstract

L'invention concerne un procédé et un appareil de génération d'un modèle dans une scène de jeu, et un support de stockage et un dispositif électronique, qui se rapportent au domaine technique des graphiques informatiques. Le procédé consiste à : afficher une interface utilisateur graphique fournie par un programme de jeu en cours d'exécution, et afficher, dans l'interface utilisateur graphique, une scène d'édition de jeu à éditer et une pluralité de commandes de sélection de composant de scène, les commandes de sélection de composant de scène étant utilisées pour répondre à une instruction d'opération, et générer des composants de scène correspondants dans la scène d'édition de jeu selon l'instruction d'opération ; fournir un champ d'entrée de texte dans l'interface utilisateur graphique, et recevoir un texte cible entré ; diviser le texte cible en une pluralité de blocs de texte, et déterminer des composants de scène correspondant aux blocs de texte et aux informations des composants de scène ; et en fonction des informations des composants de scène correspondant aux blocs de texte, générer, dans la scène d'édition de jeu, des composants de scène correspondant aux blocs de texte, de façon à former une combinaison de composants de scène correspondant au texte cible. Une combinaison de composants de scène correspondante est générée dans une scène de jeu au moyen de l'entrée d'un texte, de telle sorte que l'efficacité de génération de composants est améliorée. (FIG. 4)
PCT/CN2024/096070 2023-06-15 2024-05-29 Procédé et appareil de génération de composants dans une scène de jeu, et support de stockage et dispositif électronique Ceased WO2024255596A1 (fr)

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CN116688516A (zh) * 2023-06-15 2023-09-05 网易(杭州)网络有限公司 游戏场景中的组件生成方法、装置、存储介质与电子设备

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