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A pathfinding method and terminal

A terminal and mode selection technology, applied in indoor games, video games, sports accessories, etc., can solve the problems of procrastination, lack of fun, long time consumption, etc., and achieve the effect of enhancing the sense of rhythm

Active Publication Date: 2020-09-29
SNAIL GAMES
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

In the game, the existing pathfinding method on the ground to reach the target point around obstacles, the detour from the starting point to the target point is relatively long, which has the problems of long time consumption and procrastinated rhythm; while the existing method of crossing obstacles in the air The pathfinding method for objects to reach the target point, flying straight from the starting point to the target point, saves time, but lacks interest and is rather tedious

Method used

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Embodiment Construction

[0036] The preferred embodiments of the present invention will be described below in conjunction with the accompanying drawings. It should be understood that the preferred embodiments described here are only used to illustrate and explain the present invention, and are not intended to limit the present invention.

[0037] figure 1 For the flow chart of the pathfinding method according to the present invention, reference will be made below figure 1 , to describe the pathfinding method of the present invention in detail.

[0038] In step 110, grids are divided on the surface of the game model.

[0039] Such as Figure 2-3 As shown, the grid is divided into equal proportions on the surface of the game model such as the surface of the ground, doors, walls and other types of obstacles. in, figure 2 A schematic diagram of dividing grids on the surface of obstacles such as doors according to the present invention; image 3 It is a schematic diagram of dividing grids on the surf...

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PUM

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Abstract

The invention relates to a path finding method and a terminal. The method comprises the steps that the surface of a game model is divided into grids; based on the heights of the grids, layered grid division is conducted; the grids in a path are linearly traversed between an initial point and a target point; based on the layer heights of the grids in the path, an obstacle structure in the path is judged; based on the obstacle structure in the path, a mode of passing an obstacle is selected. According to the path finding method and the terminal, during a game, the obstacle structure in the terrain between the initial point and the target point is recognized, a game player efficiently passes through the obstacle according to the characteristics such as height and shape of the obstacle, and the rhythm, interestingness and user experience of the game are improved.

Description

technical field [0001] The invention relates to the technical field of game production, in particular to a pathfinding method and terminal in game production. Background technique [0002] The pathfinding in the game is mainly realized by going around obstacles on the ground to reach the target point, and crossing obstacles in the air to reach the target point. In the game, the existing pathfinding method on the ground to reach the target point around obstacles, the detour from the starting point to the target point is relatively long, which has the problems of long time consumption and procrastinated rhythm; while the existing method of crossing obstacles in the air The wayfinding method for objects to reach the target point is to fly in a straight line from the starting point to the target point, which saves time, but lacks interest and is rather tedious. [0003] The competition of online games is fierce, and it is very important to control the game duration, rhythm, and...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): A63F13/56
CPCA63F13/56
Inventor 宋雷雷
Owner SNAIL GAMES
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