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Game engine

A game engine and format technology, applied in the field of game engines, can solve the problems of lack of cross-platform, complex special effects, and huge structure

Active Publication Date: 2015-10-28
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, the current game engines such as Unity3d and Ureal are almost all general-purpose engines, but the customization is not flexible, and many special effects are too complicated, the structure is too large, not open source or the cost of open source is very high, and they do not have the characteristics of cross-platform

Method used

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Embodiment Construction

[0020] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are some of the embodiments of the present invention, but not all of them. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without creative efforts fall within the protection scope of the present invention.

[0021] Please refer to figure 1 , figure 1 It is a structural schematic diagram of the first embodiment of a game engine proposed by the present invention. As shown in the figure, the game engine in the embodiment of the present invention includes:

[0022] The 3D rendering module 101 uses the Opengl ES driver layer to adapt to rewrite the code, reduce the vertex shader and pixel shader instructions of the glsl shader, and use 0 multiplication and 1 ...

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Abstract

An embodiment of the invention discloses a game engine, comprising a 3D drawing module for using an Opengl ES driver layer to adaptively rewrite codes, reducing vertex shader and pixel shader instructions of a glsl shader and using a 0-multiplication or 1-multiplication mode to remove conditional branch structures, a file access component for packaging file reading methods of KGFOpen and KGFRead and referring to interface parameters and use methods of fopen and fread, a compiling construction module for using vc for compiling in a Windows environment, using Eclipse and gcc for compiling in an Android environment and using xcode llvm-gcc for compiling in an ios environment, a format processing module for using a premade tool to automatically transform, publish and export texture formats required for a Windows platform, an Android platform or an ios platform in an editor, and a script module for using a script to export an interface mode and using a lua virtual machine to perform access. With the adoption of the embodiment of the invention, cross-platform transplantation of the game engine can be realized.

Description

technical field [0001] The invention relates to the field of electronic technology, in particular to a game engine. Background technique [0002] The game engine directly controls the plot, levels, art, music, operation and other content. It plays the role of the midfield engine, tying all the elements in the game together, and directing them to work simultaneously and orderly in the background. A game engine can be used as the main program that controls all game functions, from calculating collisions, relative positions of physics systems and objects, to accepting player input, and outputting sounds at the correct volume, and more. However, the current game engines such as Unity3d and Ureal are almost all general-purpose engines, but the customization is not flexible, and many special effects are too complicated, the structure is too large, not open source or the cost of open source is very high, and they do not have the characteristics of cross-platform . Contents of th...

Claims

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Application Information

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IPC IPC(8): G06F9/45
Inventor 李侃黄静邹涛杨林
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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