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Collision synchronization method, client, and storage medium

A storage medium and client technology, applied in the field of online game collision, can solve problems such as collision asynchrony

Active Publication Date: 2018-09-14
WUHAN WEIPAI NETWORK TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] The main purpose of the present invention is to propose a collision synchronization method, client and storage medium, aiming to solve the technical problem of collision asynchrony in the prior art

Method used

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  • Collision synchronization method, client, and storage medium
  • Collision synchronization method, client, and storage medium
  • Collision synchronization method, client, and storage medium

Examples

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Embodiment Construction

[0041] It should be understood that the specific embodiments described here are only used to explain the present invention, not to limit the present invention.

[0042] refer to figure 1 , figure 1 It is a schematic diagram of the client structure of the hardware operating environment involved in the solution of the embodiment of the present invention.

[0043] Such as figure 1 As shown, the client may include: a processor 1001 , such as a CPU, a communication bus 1002 , a user interface 1003 , a network interface 1004 , and a memory 1005 . Wherein, the communication bus 1002 is used to realize connection and communication between these components. The user interface 1003 may include a display screen (Display), an input unit such as a keyboard (Keyboard), and the optional user interface 1003 may also include a standard wired interface and a wireless interface. Optionally, the network interface 1004 may include a standard wired interface and a wireless interface (such as a ...

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PUM

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Abstract

The invention discloses a collision synchronization method, a client, and a storage medium. The method comprises the following steps: acquiring an initial speed of a corresponding current object, anduploading the initial speed to a server; determining a moving track of the current object according to the initial speed, and judging whether the current object collides with other objects or not according to the moving track; if collisions occur, updating the initial speed of the current object and initial speeds of the other objects, and recording target location information of the current object and the other objects when the updated initial speeds of the current object and the other objects reach a preset speed; and drawing the current object and the other objects according to the target location information, so that collision synchronization is achieved. The method, the client and the storage medium provided by the invention have the advantages that the initial speed of the current object is simultaneously acquired through the client, the actual moving track of the current object is determined according to the initial speed through preset rules, and the current object is drawn through the moving track, so that the collision synchronization among the objects in a current scene is achieved, and data interaction between the client and the server is reduced.

Description

technical field [0001] The invention relates to the technical field of online game collision, in particular to a collision synchronization method, a client and a storage medium. Background technique [0002] In the prior art, the Cocos Creator editor is currently a popular cross-platform 2D game design and production software, which contains a relatively complete set of physical collision mechanisms. After adding a physical component to the object that needs to be collided and turning on the physics engine when making a game, you can experience a realistic collision effect in the game, but due to different devices, the central processing unit (Central Processing Unit, CPU) and Due to the difference in the performance of processors such as Graphics Processing Unit (GPU), the collision effects designed and implemented in the Cocos Creator editor are not the same on different devices. The difference may be large or small, but after multiple collision results, the cumulative er...

Claims

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Application Information

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IPC IPC(8): H04L29/06H04L29/08A63F13/426A63F13/428
CPCA63F13/426A63F13/428H04L67/5651H04L67/131
Inventor 刘煜
Owner WUHAN WEIPAI NETWORK TECH CO LTD
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