Method for realizing three-dimensional game collision detection at server end

A 3D game and collision detection technology, applied in instruments, computing, image data processing, etc., can solve problems such as the limited creativity of art and planning developers, the lack of attractiveness of game players, and the inability of players to experience 3D, so as to reduce data Dealing with burdens, removing creative constraints, and ensuring the effect of fair competition

Inactive Publication Date: 2007-11-14
BEIJING KINGSOFT SOFTWARE +3
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

1. Use the detection of the client, and send it to the server after detection. Since the detection of the client is used as the benchmark, it is easy to modify the data packet and then send it to achieve cheating. This is extremely unfair to other gamers on the same server, and also It will make everyone lose interest in this kind of game
2. Simplify the game map. In most cases, the height map is used to realize the game landform, but there is no complex 3D indoor scene, which cannot bring players a real 3D experience, and cannot make players feel immersive. Not attractive enough, and very restrictive to the creativity of art and design developers

Method used

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  • Method for realizing three-dimensional game collision detection at server end
  • Method for realizing three-dimensional game collision detection at server end

Examples

Experimental program
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example 1

[0046] Example 1. Use a bounding sphere to describe objects and surfaces for collision detection.

[0047] Referring to Fig. 3 and Fig. 4, the game player in Fig. 3 is described by a bounding sphere and a bounding box respectively. In Figure 4, the surrounding ball describes the game player, the surface is the wall of the room, A is the center of the ball, which is the current position of the surrounding ball, and B is the destination position to be moved to. Connect two points A and B with a line segment. When this line segment intersects plane 0, then judge whether this point is in plane 0. If it is, it is considered that it is impossible to move from point A to point B. If they do not intersect, it is also possible that the ball has not completely passed through the plane, and the calculation needs to continue. Make a perpendicular line from point B to plane 0, intersecting the plane. If the intersection point is within the plane range, continue to judge whether the lengt...

example 2

[0048] Example 2. Use the bounding box to describe the object and the surface for collision detection.

[0049] Referring to Fig. 3 and Fig. 5, in Fig. 5, P1 represents the current position of the game player, and P2 represents the target position of the game player. First, a temporary bounding box A can be constructed based on the start and end positions of the bounding box, which contains the start and end bounding boxes. We use this temporary bounding box to iterate over the faces that need to be inspected.

[0050] The detection method is as follows:

[0051] 1. Collision between the 8 vertices of the bounding box and the face of the scene

[0052] To test the 8 vertices of the bounding box, check if they run in the direction of motion and hit faces in the scene. In order to reduce the amount of calculation, those vertices whose dot product of the normal vector and the direction of motion are negative can be removed. The algorithm of this detection is the same as the m...

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Abstract

This invention provides a method which can realize games collision detection in server-side in the three-dimensional, including the following steps: 3D gaming scene in the pre-positioning objects outside a bounding box, referred to the bounding box of siege or a major part of that siege the face value of the documents stored on the map in the game; gamers outside preset a bounding box, which covers the bounding box player or players surrounded the main part of the plane that bounding box Numerical documents stored on the game map ; When mobile gamers collisions with objects, the players bounding box of the surface and the surface bounding box for collision detection. By optimizing the game scenes, the game will be the scene of various complex objects and gamers 'description' into a bounding box, thus change collision between complex objects into collision between the limited surface of the siege, then greatly reducing burden of the computer data processing.

Description

technical field [0001] The invention relates to the field of computer data processing, in particular to a method for realizing three-dimensional game collision detection at the server end. Background technique [0002] The Internet has developed very rapidly in recent years and has become a part of modern human life. Internet-based online games are also developing rapidly and are loved by more and more people. In current PC stand-alone games, three-dimensional (3D) technology is widely used, which enables gamers to feel like they are there, greatly enriches the player's game experience, and is more attractive to players than 2D games. Due to the improvement of hardware computing power, the game scene in the stand-alone game has been able to realize complete 3D. Although the technology for achieving 3D effects in stand-alone games is mature, developers are very cautious when applying it to online games. There is no technical problem in implementing 3D on the client side, be...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T17/40G06T19/00
Inventor 陈敏
Owner BEIJING KINGSOFT SOFTWARE
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