Cross-engine calling method and cross-engine calling device

An engine and data collection technology, applied in the computer field, can solve the problems of slow cross-language calls, object destruction, and limited scope of bugs, so as to reduce the number of cross-language calls and increase the speed.

Active Publication Date: 2017-01-11
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0006] (1) The overhead of Lua binding C# class is relatively large, the reason is: on the one hand, because each Lua and C# cross-language call will generate multiple Lua C API calls, so that the speed of cross-language call is relatively slow; On the one hand, because Lua and C# refer to each other across languages, additional object management overhead will be generated, such as: storing objects in the reference dictionary, object query, object type conversion, and object destruction
[0007] (2) Due to low execution efficiency, most Unity games that use the Lua scripting system in related technologies have a low degree of scripting
The part controlled by Lua is mainly concentrated in the menu interface and network communication part, while the combat part and resource loading part are rarely controlled by Lua scripts. As a result, the high-speed development part on the physical device is relatively limited, and it is used by bypassing App release. The scope of bug fixes for scripts is also very limited
[0008] For the above problems, no effective solution has been proposed

Method used

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  • Cross-engine calling method and cross-engine calling device

Examples

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example 1

[0111] Example 1. Animator is a Component provided by Unity. It can control animation playback and achieve complex fusion of multiple animation materials. The interface that can be provided to programs to control animation is a set of animation event parameters. An external program needs to modify the value of a specific animation event parameter by specifying the name and value of the animation event parameter. The combination of different animation event parameter values ​​may produce different animation control effects. Therefore, you can make an animation controller component AnimatorController that implements the ICommonController interface. The effect name of the CommonControl corresponds to the parameter name of the Animator, and the effect parameter corresponds to the parameter value of the Animator.

example 2

[0112] Example 2. Particles represent the technology of simulating some specific fuzzy phenomena in 3D computer graphics, and these phenomena are difficult to achieve realistic game graphics with other traditional rendering techniques. Phenomena that are often simulated using particle systems can include, but are not limited to: fire, explosions, smoke, water flow, sparks, falling leaves, clouds, fog, snow, dust, meteor trails, or abstract visual effects such as glowing trails. Thus, a particle controller component ParticleController that implements the ICommonController interface can be made. The effect name of CommonControl corresponds to controlling the playback of specific particles, and the effect parameters correspond to whether to start or stop playing.

example 3

[0113] Example 3: You can create a sound controller component AudioController that implements the ICommonController interface. The effect name of CommonControl corresponds to controlling the playback of a specific sound effect, and the effect parameters correspond to whether to start playing or stop playing, and set the parameters of the sound effect.

[0114] Example 4: You can create an overall effect control component MainController that implements the ICommonController interface. Combining the functionality of a series of child ICommonController components together through the composition pattern. When the CommonControl method receives a call, it can distribute the call to all child ICommonController components, so all effects with the same effect name will be fired. For example: MainController receives an instruction with the effect name attack, then the animation effect, particle effect and sound effect named attack in all its child ICommonController components will be ...

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Abstract

The invention discloses a cross-engine calling method and a cross-engine calling device. The method comprises the following steps: a first engine acquires a first data set, wherein the first engine adopts a compiled programming language, and the first data set comprises serialization results of one or more type callback events; the first engine transmits the first data set into a second engine, wherein the second engine adopts a script programming language; the first engine receives a second data set from the second engine, wherein the second data set comprises serialization results of operation instructions for game objects. According to the cross-engine calling method and the cross-engine calling device disclosed by the invention, the technical problems of lower cross-language calling speed and lower execution efficiency of a technical scheme, provided by the related art, of embedding a Lua script system into a Unity engine are solved.

Description

technical field [0001] The present invention relates to the field of computers, in particular to a cross-engine calling method and device. Background technique [0002] At present, the Unity (which is the name of a game engine) engine provided in the related art uses the compiled programming language C#, so during the development process, it is impossible to query the latest program running effect on the physical device in time, and Need to go through a long wait for compilation and installation, resulting in low development efficiency. In addition, the game logic cannot be modified after submitting the mobile terminal application (App) release channel. If there are vulnerabilities (bugs) that need to be fixed, the app must be resubmitted for review, resulting in a longer repair cycle. [0003] For the above problems, if the scripting language Lua scripting system can be embedded in the Unity engine, compilation can be skipped, programs installed on physical devices can be...

Claims

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Application Information

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IPC IPC(8): G06F9/44
Inventor 黄巍
Owner NETEASE (HANGZHOU) NETWORK CO LTD
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