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CN116832436A - Visual angle switching method in game - Google Patents

Visual angle switching method in game Download PDF

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Publication number
CN116832436A
CN116832436A CN202310727261.2A CN202310727261A CN116832436A CN 116832436 A CN116832436 A CN 116832436A CN 202310727261 A CN202310727261 A CN 202310727261A CN 116832436 A CN116832436 A CN 116832436A
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China
Prior art keywords
unit
game
module
scene
player
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CN202310727261.2A
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Chinese (zh)
Inventor
陈敏
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Shanghai Baokela Network Technology Co ltd
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Shanghai Baokela Network Technology Co ltd
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Priority to CN202310727261.2A priority Critical patent/CN116832436A/en
Publication of CN116832436A publication Critical patent/CN116832436A/en
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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention relates to the technical field of visual angle control, and discloses a visual angle switching method in a game, which comprises the following steps: firstly, defining a main angle, an NPC, a view angle which can be used by monster and collected objects and setting corresponding view angles through a role module, analyzing according to user input, such as keyboard, mouse and handle input, and selecting and controlling different view angles through a view angle control module; and secondly, creating a corresponding camera object through the camera module, and setting the position, the direction, the viewing angle and other parameters of the camera, such as the viewing angle distance, the perspective angle and the picture size. Under the action of the collision detection module, the perfection of collision detection is improved, players feel real interaction among objects in the game, the immersion of the players is enhanced, a good collision detection algorithm can optimize collision detection calculation among game objects, the performance of the game is improved, and the smoothness of game execution is guaranteed.

Description

Visual angle switching method in game
Technical Field
The invention relates to the technical field of visual angle control, in particular to a visual angle switching method in a game.
Background
In a game, the view angle switching generally means that a player can change the view angle of the game in different ways so as to better observe the game world or better control the role actions, however, in the prior art, the view angle selection modes provided in some games are relatively fixed and cannot meet the diversified demands of the player, in some games, the player can face jumping, climbing, rolling and other operations, the operations need to consider corresponding collision detection after new view angle switching, imperfect collision detection can cause problems of drifting, wall blocking and the like of the player role, thereby influencing the playability and fluency of the game, and the BUG in the game always causes pain to a plurality of players, which can cause the progress of the game to be blocked, the system to crash, the data to be lost, the picture to be wrong and the like, thereby damaging the experience of the game, however, in the prior art, the handling of the BUG is mostly from every system update, the game is discovered through game planning and the like, and the self-help reporting function of the player is lacked, so we propose a view angle switching method in the game.
Disclosure of Invention
Aiming at the defects of the prior art, the invention provides a visual angle switching method in games, which solves the problems of insufficient flexibility in visual angle selection, imperfect collision detection and incapability of timely reporting by BUG in the prior art.
In order to achieve the above purpose, the invention is realized by the following technical scheme: a viewing angle switching method in a game, comprising the steps of:
firstly, defining a main angle, an NPC, a view angle which can be used by monster and collected objects and setting corresponding view angles through a role module, analyzing according to user input, such as keyboard, mouse and handle input, and selecting and controlling different view angles through a view angle control module;
step two, creating a corresponding camera object through a camera module, setting the position, the direction, the visual angle and other parameters of the camera, such as the visual angle distance, the perspective angle and the picture size, processing the collision of an object through a collision detection module, detecting the distance between a player and the object and the body contact behavior between roles, and enabling the visual angle to be smoothly transited when the position and the direction are switched;
step three, displaying the converted visual angle, character information, score game states and elements on a screen through a user interface module, updating the information on a UI interface according to the current visual angle, performing animation rendering on the characters through an animation module, performing corresponding updating according to animation effects generated by visual angle change when the visual angle is switched, and processing the display states of a large number of objects in a game scene through a scene management module;
and fourthly, reporting the BUG by one key through a BUG self-help reporting module in a Mobile, PC and editor mode to form a BUG list, switching visual angles between different checkpoints or archives through a storage module, storing and reading game states and related settings, and storing the game states and the related settings to a cloud.
Preferably, the role module in the first step includes:
a character model unit: for representing a character controlled by a player, typically including 3D models of the character, maps, skeletal animations;
an action control unit: for managing various states of the player character, such as a life value, an energy value, an experience value;
physical engine unit: for simulating physical characteristics of the player character, such as gravity, friction.
Preferably, the viewing angle control module in the first step includes:
and a viewing angle smooth switching unit: the system is used for switching different visual angles to make the visual angles smoothly transition and simultaneously supporting multiple visual angle modes;
and a visual angle function planning unit: the system is used for planning visual angle functions, distributing different functions such as jumping, climbing and rolling for different visual angles, and reasonably planning according to game contents, player requirements and implementation difficulty;
viewing angle selector unit: is responsible for selecting different perspectives based on player input, is able to recognize player input commands (such as key and mouse movements), and is able to interpret player selections;
viewing angle controller unit: the visual angle adjusting device is used for managing the visual angle drift of a player in the moving process of the player in the game, and the visual angle can be automatically adjusted when the player moves;
advanced viewing angle controller unit: for providing higher level viewing angle control techniques, such as first and third person control modes, top view and bird's eye view modes;
a perspective manager unit: the system is used for managing the distant view in the game and is responsible for displaying sky and background views;
view special effects manager unit: for setting various visual effects for different viewing angles in a game.
Preferably, the camera module in the second step includes:
a camera controller unit: is used for controlling the position, the direction and the visual angle of the camera and processing the operations of camera movement, rotation, scaling and the like;
camera assembly unit: for defining appearance, type and performance parameters of the camera while also providing basic viewing angle setting options;
camera special effect unit: for improving the quality and visual effect of game pictures;
camera following unit: for automatic movement by following a target object or a fixed path;
camera tool and test unit: for providing relevant debug tools and test mechanisms for performance tuning and testing.
Preferably, the collision detection module in the second step includes:
collision shape modeling unit: for modeling an object involved in a collision to determine shape, size and position information of the object, common collision shapes include spheres, cubes, model meshes;
collision detection algorithm unit: after the modeling of the shape of the object is completed, corresponding collision detection algorithm processing is needed;
object state management unit: for detecting collision, it is necessary to obtain the state information of the object through object state management to determine whether the object is collided;
collision response unit: when two objects are detected to collide, corresponding response operation is needed to be carried out on the collision;
optimization and test unit: the method is used for performing relevant performance optimization and testing on the collision detection effect.
Preferably, the user interface module in the third step includes:
a picture rendering unit: for rendering various images within the game to an interface seen by the player;
user interaction unit: a framework and method for providing player interaction with a game interface;
interface component unit: for providing various components in a game interface, such as buttons, sliders, text input boxes, pictures, the unit needs to have customizable and easily expandable features;
interface layout unit: the planning scheme is used for providing the position, the size and the alignment mode of various interface components, and beautifying the game interface;
a data interaction unit: synchronizing data within the game in real time with an interface seen by the player to reflect the status of the game and the outcome of the player's operation;
theme customization unit: providing multiple theme patterns gives players multiple personalized choices consistent with the theme of the game.
Preferably, the animation module in the third step includes:
an animation editor unit: for creating and editing animations, including key frame animations, skeletal animations, skin animations, particle animations;
animation player unit: the player needs to support corresponding parameter settings such as play speed, circulation times and play frame range, and needs to coordinate with other modules such as role control and collision detection;
skeletal system unit: skeletal and skeletal animation for controlling characters, skeletal systems need to support skeletal creation, modification, binding, and animation control, and need to coordinate with other modules, such as collision detection;
a current state animation synthesizer unit: when the game is running, the animation needs to be dynamically adjusted according to the actual state, and the current state animation synthesizer is used for completing the task and combines different animation state fragments to adapt to the state which changes in real time;
physical engine unit: many dynamic objects need to take into account the simulation and prediction of the physics engine when moving in real time, otherwise the animation may become unrealistic or unreasonable.
Preferably, the scene management module in the third step includes:
a scene editor unit: the method is used for creating and editing a game scene, and comprises the steps of arranging and placing objects in the scene and defining the relation among the objects in the scene;
scene manager unit: for managing objects in the currently active scene and the instantiation scene, the unit needs to be responsible for switching scenes, adding and removing scene objects, and accessing and status management of objects in the scenes;
a data manager unit: since the scene information is usually stored in a database or a file, the data manager connects the game scene with the database or the file and is responsible for reading, writing and managing the scene data;
error handling and anomaly detection unit: even if the game state is well managed, sometimes errors still occur, and the error processing and anomaly detection unit is responsible for timely detecting the errors and transmitting error information to an error processing program for processing through the scene manager;
scene loading optimizing unit: in the scene switching and scene loading process, game performance problems need to be considered, and the module needs to have corresponding optimization measures, such as preloading technology, asynchronous loading and segmented loading, so that synchronous blocking is avoided.
Preferably, the memory module in the fourth step includes:
a file manager unit: for managing creation, opening, reading, and writing of files (such as text files, image files, and audio files) in a game;
database manager unit: a database for managing games;
cache manager unit: for managing the reading and writing of the cache;
compression and decompression unit: for compressing and decompressing the storage file, the compression and decompression unit is usually required to process the file format, the compression algorithm and the compression ratio;
the memory processing unit: mainly focused on reading, writing and erasing of the memory.
Preferably, in the fourth step, the BUG self-service reporting module includes:
the BUG reporting component unit: providing a simple and easy-to-use BUG reporting function and allowing the user to fill in detailed information about the BUG step by step, such as the modules, problem descriptions, reproduction steps, logs and accessories;
log collector unit: collecting and recording log information in the execution process of a system or an application program; exception information, error stacks, and debug statements are typically recorded;
data backup and restore unit: for programs or systems that need modification and improvement, backup and restore are needed;
automated test tool unit: by mimicking the flow of operations under normal user conditions, potential program errors are discovered and repaired, common automated test tools include Selenium, appium;
feedback and tracking system unit: providing an intuitive interface for developers, allowing them to better use and locate problems in time and give solutions.
The invention provides a visual angle switching method in a game. The beneficial effects are as follows:
1. the invention allows players to report problems to game development team directly by setting the BUG self-help reporting module, and repairs BUG in games. The quality of the game can be greatly improved, a large number of annoying problems in the game are reduced, so that the satisfaction of the player is improved, a game developer is helped to perfect the game by voluntarily reporting errors and problems, the effect of the player is fully exerted, a development team can be helped to quickly locate and repair BUG in the game, and the problems are solved and the speed of game release is increased.
2. The invention improves the perfection of collision detection under the action of the collision detection module, so that players feel real interaction among objects in the game, the immersion of the players can be enhanced, a good collision detection algorithm can optimize collision detection calculation among game objects, improve the performance of the game, ensure the smoothness of game execution, and avoid various abnormal phenomena in the game, such as object penetration or rollover and the like, through perfect collision detection. The method can optimize game experience, avoid players from thinking that games have optimization problems, enable game developers to better control scene design, and create richer and more characteristic game scenes.
3. According to the invention, under the action of the visual angle control module, a player can better explore the game world, obtain a wider visual field and feel a more real picture by providing a more flexible visual angle selection mode, so that the immersion of a game is improved, the visual angle selection is flexible, the player can be helped to better control the game progress, and the obstacles are found or predicted in advance, so that the action and strategy of the player are planned better, the game playability is enhanced, and the player can explore the game in different angles and visual fields by selecting different visual angles, so that the game interestingness is increased.
Drawings
FIG. 1 is a flow chart of the present invention;
FIG. 2 is a character module architecture diagram of the present invention;
FIG. 3 is a schematic diagram of a view angle control module according to the present invention;
FIG. 4 is a diagram of a camera module architecture of the present invention;
FIG. 5 is a schematic diagram of a crash detection module according to the present invention;
FIG. 6 is a diagram of a user interface module architecture of the present invention;
FIG. 7 is a diagram of an animation module architecture of the present invention;
FIG. 8 is a diagram of a scene management module architecture of the present invention;
FIG. 9 is a diagram of a memory module architecture of the present invention;
fig. 10 is a diagram of a BUG self-help reporting module architecture of the present invention.
Detailed Description
The following description of the embodiments of the present invention will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
Referring to fig. 1 to 10, an embodiment of the present invention provides a method for switching viewing angles in a game, including the following steps:
firstly, defining a main angle, an NPC, a view angle which can be used by monster and collected objects and setting of a corresponding view angle through a role module, analyzing according to user input, such as keyboard, mouse and handle input, selecting and controlling different view angles through a view angle control module, wherein the role module comprises:
a character model unit: for representing a character controlled by a player, typically including 3D models of the character, maps, skeletal animations;
an action control unit: for managing various states of the player character, such as a life value, an energy value, an experience value;
physical engine unit: for simulating physical characteristics of the player character, such as gravity, friction;
a viewing angle control module, comprising:
and a viewing angle smooth switching unit: the system is used for switching different visual angles to make the visual angles smoothly transition and simultaneously supporting multiple visual angle modes;
and a visual angle function planning unit: the system is used for planning visual angle functions, distributing different functions such as jumping, climbing and rolling for different visual angles, and reasonably planning according to game contents, player requirements and implementation difficulty;
viewing angle selector unit: is responsible for selecting different perspectives based on player input, is able to recognize player input commands (such as key and mouse movements), and is able to interpret player selections;
viewing angle controller unit: the visual angle adjusting device is used for managing the visual angle drift of a player in the moving process of the player in the game, and the visual angle can be automatically adjusted when the player moves;
advanced viewing angle controller unit: for providing higher level viewing angle control techniques, such as first and third person control modes, top view and bird's eye view modes;
a perspective manager unit: the system is used for managing the distant view in the game and is responsible for displaying sky and background views;
view special effects manager unit: for setting various visual effects for different viewing angles in a game;
step two, creating a corresponding camera object through a camera module, setting the position, the direction, the visual angle and other parameters of the camera, such as the visual angle distance, the perspective angle and the picture size, processing the collision of an object through a collision detection module, detecting the distance between a player and the object and the body contact behavior between roles, and enabling the visual angle to be smoothly transited when the position and the direction are switched;
a camera module, comprising:
a camera controller unit: is used for controlling the position, the direction and the visual angle of the camera and processing the operations of camera movement, rotation, scaling and the like;
camera assembly unit: for defining appearance, type and performance parameters of the camera while also providing basic viewing angle setting options;
camera special effect unit: for improving the quality and visual effect of game pictures;
camera following unit: for automatic movement by following a target object or a fixed path;
camera tool and test unit: for providing relevant debug tools and test mechanisms for performance tuning and testing;
a collision detection module, comprising:
collision shape modeling unit: for modeling an object involved in a collision to determine shape, size and position information of the object, common collision shapes include spheres, cubes, model meshes;
collision detection algorithm unit: after the modeling of the shape of the object is completed, corresponding collision detection algorithm processing is needed;
object state management unit: for detecting collision, it is necessary to obtain the state information of the object through object state management to determine whether the object is collided;
collision response unit: when two objects are detected to collide, corresponding response operation is needed to be carried out on the collision;
optimization and test unit: the device is used for performing relevant performance optimization and test on the collision detection effect;
step three, displaying the converted visual angle, character information, score game states and elements on a screen through a user interface module, updating the information on a UI interface according to the current visual angle, performing animation rendering on the characters through an animation module, performing corresponding updating according to animation effects generated by visual angle change when the visual angle is switched, and processing the display states of a large number of objects in a game scene through a scene management module; a user interface module, comprising:
a picture rendering unit: for rendering various images within the game to an interface seen by the player;
user interaction unit: a framework and method for providing player interaction with a game interface;
interface component unit: for providing various components in a game interface, such as buttons, sliders, text input boxes, pictures, the unit needs to have customizable and easily expandable features;
interface layout unit: the planning scheme is used for providing the position, the size and the alignment mode of various interface components, and beautifying the game interface;
a data interaction unit: synchronizing data within the game in real time with an interface seen by the player to reflect the status of the game and the outcome of the player's operation;
theme customization unit: providing various theme patterns to give players various personalized choices, and keeping consistent with the theme of the game; an animation module comprising:
an animation editor unit: for creating and editing animations, including key frame animations, skeletal animations, skin animations, particle animations;
animation player unit: the player needs to support corresponding parameter settings such as play speed, circulation times and play frame range, and needs to coordinate with other modules such as role control and collision detection;
skeletal system unit: skeletal and skeletal animation for controlling characters, skeletal systems need to support skeletal creation, modification, binding, and animation control, and need to coordinate with other modules, such as collision detection;
a current state animation synthesizer unit: when the game is running, the animation needs to be dynamically adjusted according to the actual state, and the current state animation synthesizer is used for completing the task and combines different animation state fragments to adapt to the state which changes in real time;
physical engine unit: many dynamic objects need to consider the simulation and prediction of the physical engine when moving in real time, otherwise the animation can become unrealistic or unreasonable;
a scene management module comprising:
a scene editor unit: the method is used for creating and editing a game scene, and comprises the steps of arranging and placing objects in the scene and defining the relation among the objects in the scene;
scene manager unit: for managing objects in the currently active scene and the instantiation scene, the unit needs to be responsible for switching scenes, adding and removing scene objects, and accessing and status management of objects in the scenes;
a data manager unit: since the scene information is usually stored in a database or a file, the data manager connects the game scene with the database or the file and is responsible for reading, writing and managing the scene data;
error handling and anomaly detection unit: even if the game state is well managed, sometimes errors still occur, and the error processing and anomaly detection unit is responsible for timely detecting the errors and transmitting error information to an error processing program for processing through the scene manager;
scene loading optimizing unit: in the scene switching and scene loading process, the game performance problem needs to be considered, and the module needs to have corresponding optimization measures, such as a preloading technology, asynchronous loading and sectional loading, so that synchronous blocking is avoided;
step four, reporting the BUG by one key under the Mobile, PC and editor modes through a BUG self-help reporting module to form a BUG list, switching visual angles between different checkpoints or archives through a storage module, storing and reading game states and related settings, and storing the game states and the related settings to a cloud;
a memory module, comprising:
a file manager unit: for managing creation, opening, reading, and writing of files (such as text files, image files, and audio files) in a game;
database manager unit: a database for managing games;
cache manager unit: for managing the reading and writing of the cache;
compression and decompression unit: for compressing and decompressing the storage file, the compression and decompression unit is usually required to process the file format, the compression algorithm and the compression ratio;
the memory processing unit: mainly focusing on reading, writing and clearing of the memory;
BUG self-service reporting module includes:
the BUG reporting component unit: providing a simple and easy-to-use BUG reporting function and allowing the user to fill in detailed information about the BUG step by step, such as the modules, problem descriptions, reproduction steps, logs and accessories;
log collector unit: collecting and recording log information in the execution process of a system or an application program; exception information, error stacks, and debug statements are typically recorded;
data backup and restore unit: for programs or systems that need modification and improvement, backup and restore are needed;
automated test tool unit: by mimicking the flow of operations under normal user conditions, potential program errors are discovered and repaired, common automated test tools include Selenium, appium;
feedback and tracking system unit: providing an intuitive interface for developers, allowing them to better use and locate problems in time and give solutions.
Although embodiments of the present invention have been shown and described, it will be understood by those skilled in the art that various changes, modifications, substitutions and alterations can be made therein without departing from the principles and spirit of the invention, the scope of which is defined in the appended claims and their equivalents.

Claims (10)

1. A viewing angle switching method in a game, comprising the steps of:
firstly, defining a main angle, an NPC, a view angle which can be used by monster and collected objects and setting corresponding view angles through a role module, analyzing according to user input, such as keyboard, mouse and handle input, and selecting and controlling different view angles through a view angle control module;
step two, creating a corresponding camera object through a camera module, setting the position, the direction, the visual angle and other parameters of the camera, such as the visual angle distance, the perspective angle and the picture size, processing the collision of an object through a collision detection module, detecting the distance between a player and the object and the body contact behavior between roles, and enabling the visual angle to be smoothly transited when the position and the direction are switched;
step three, displaying the converted visual angle, character information, score game states and elements on a screen through a user interface module, updating the information on a UI interface according to the current visual angle, performing animation rendering on the characters through an animation module, and correspondingly updating the animation effect according to the change of the visual angle when the visual angle is switched, and processing the display states of a large number of objects in a game scene through a scene management module;
and fourthly, reporting the BUG by one key through a BUG self-help reporting module in a Mobile, PC and editor mode to form a BUG list, switching visual angles between different checkpoints or archives through a storage module, storing and reading game states and related settings, and storing the game states and the related settings to a cloud.
2. The method of claim 1, wherein the character module in the step one comprises:
a character model unit: for representing a character controlled by a player, typically including 3D models of the character, maps, skeletal animations;
an action control unit: for managing various states of the player character, such as a life value, an energy value, an experience value;
physical engine unit: for simulating physical characteristics of the player character, such as gravity, friction.
3. The method of claim 1, wherein the viewing angle control module in the first step comprises:
and a viewing angle smooth switching unit: the system is used for switching different visual angles to make the visual angles smoothly transition and simultaneously supporting multiple visual angle modes;
and a visual angle function planning unit: the system is used for planning visual angle functions, distributing different functions such as jumping, climbing and rolling for different visual angles, and reasonably planning according to game contents, player requirements and implementation difficulty;
viewing angle selector unit: is responsible for selecting different perspectives based on player input, is able to recognize player input commands (such as key and mouse movements), and is able to interpret player selections;
viewing angle controller unit: the visual angle adjusting device is used for managing the visual angle drift of a player in the moving process of the player in the game, and the visual angle can be automatically adjusted when the player moves;
advanced viewing angle controller unit: for providing higher level viewing angle control techniques, such as first and third person control modes, top view and bird's eye view modes;
a perspective manager unit: the system is used for managing the distant view in the game and is responsible for displaying sky and background views;
view special effects manager unit: for setting various visual effects for different viewing angles in a game.
4. The method of claim 1, wherein the camera module in the second step comprises:
a camera controller unit: is used for controlling the position, the direction and the visual angle of the camera and processing the operations of camera movement, rotation, scaling and the like;
camera assembly unit: for defining appearance, type and performance parameters of the camera while also providing basic viewing angle setting options;
camera special effect unit: for improving the quality and visual effect of game pictures;
camera following unit: for automatic movement by following a target object or a fixed path;
camera tool and test unit: for providing relevant debug tools and test mechanisms for performance tuning and testing.
5. The method of switching view angles in a game according to claim 1, wherein the collision detection module in the second step comprises:
collision shape modeling unit: for modeling an object involved in a collision to determine shape, size and position information of the object, common collision shapes include spheres, cubes, model meshes;
collision detection algorithm unit: after the modeling of the shape of the object is completed, corresponding collision detection algorithm processing is needed;
object state management unit: for detecting collision, it is necessary to obtain the state information of the object through object state management to determine whether the object is collided;
collision response unit: when two objects are detected to collide, corresponding response operation is needed to be carried out on the collision;
optimization and test unit: the method is used for performing relevant performance optimization and testing on the collision detection effect.
6. The method according to claim 1, wherein the user interface module in the third step comprises:
a picture rendering unit: for rendering various images within the game to an interface seen by the player;
user interaction unit: a framework and method for providing player interaction with a game interface;
interface component unit: for providing various components in a game interface, such as buttons, sliders, text input boxes, pictures, the unit needs to have customizable and easily expandable features;
interface layout unit: the planning scheme is used for providing the position, the size and the alignment mode of various interface components, and beautifying the game interface;
a data interaction unit: synchronizing data within the game in real time with an interface seen by the player to reflect the status of the game and the outcome of the player's operation;
theme customization unit: providing multiple theme patterns gives players multiple personalized choices consistent with the theme of the game.
7. The method of claim 1, wherein the animation module in the third step comprises:
an animation editor unit: for creating and editing animations, including key frame animations, skeletal animations, skin animations, particle animations;
animation player unit: the player needs to support corresponding parameter settings such as play speed, circulation times and play frame range, and needs to coordinate with other modules such as role control and collision detection;
skeletal system unit: skeletal and skeletal animation for controlling characters, skeletal systems need to support skeletal creation, modification, binding, and animation control, and need to coordinate with other modules, such as collision detection;
a current state animation synthesizer unit: when the game is running, the animation needs to be dynamically adjusted according to the actual state, and the current state animation synthesizer is used for completing the task and combines different animation state fragments to adapt to the state which changes in real time;
physical engine unit: many dynamic objects need to take into account the simulation and prediction of the physics engine when moving in real time, otherwise the animation may become unrealistic or unreasonable.
8. The method for switching view angles in a game according to claim 1, wherein the scene management module in the third step comprises:
a scene editor unit: the method is used for creating and editing a game scene, and comprises the steps of arranging and placing objects in the scene and defining the relation among the objects in the scene;
scene manager unit: for managing objects in the currently active scene and the instantiation scene, the unit needs to be responsible for switching scenes, adding and removing scene objects, and accessing and status management of objects in the scenes;
a data manager unit: since the scene information is usually stored in a database or a file, the data manager connects the game scene with the database or the file and is responsible for reading, writing and managing the scene data;
error handling and anomaly detection unit: even if the game state is well managed, sometimes errors still occur, and the error processing and anomaly detection unit is responsible for timely detecting the errors and transmitting error information to an error processing program for processing through the scene manager;
scene loading optimizing unit: in the scene switching and scene loading process, game performance problems need to be considered, and the module needs to have corresponding optimization measures, such as preloading technology, asynchronous loading and segmented loading, so that synchronous blocking is avoided.
9. The method for switching view angles in a game according to claim 1, wherein the storage module in the fourth step comprises:
a file manager unit: for managing creation, opening, reading, and writing of files (such as text files, image files, and audio files) in a game;
database manager unit: a database for managing games;
cache manager unit: for managing the reading and writing of the cache;
compression and decompression unit: for compressing and decompressing the storage file, the compression and decompression unit is usually required to process the file format, the compression algorithm and the compression ratio;
the memory processing unit: mainly focused on reading, writing and erasing of the memory.
10. The method for switching view angles in a game according to claim 1, wherein the BUG self-service reporting module in the fourth step comprises:
the BUG reporting component unit: providing a simple and easy-to-use BUG reporting function and allowing the user to fill in detailed information about the BUG step by step, such as the modules, problem descriptions, reproduction steps, logs and accessories;
log collector unit: collecting and recording log information in the execution process of a system or an application program; exception information, error stacks, and debug statements are typically recorded;
data backup and restore unit: for programs or systems that need modification and improvement, backup and restore are needed;
automated test tool unit: by mimicking the flow of operations under normal user conditions, potential program errors are discovered and repaired, common automated test tools include Selenium, appium;
feedback and tracking system unit: providing an intuitive interface for developers, allowing them to better use and locate problems in time and give solutions.
CN202310727261.2A 2023-06-19 2023-06-19 Visual angle switching method in game Pending CN116832436A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2025082146A1 (en) * 2023-10-16 2025-04-24 网易(杭州)网络有限公司 Motion editing and processing method and apparatus in game, storage medium, and electronic device

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2025082146A1 (en) * 2023-10-16 2025-04-24 网易(杭州)网络有限公司 Motion editing and processing method and apparatus in game, storage medium, and electronic device

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