A super-large map movement optimization method

An optimization method and map technology, applied in sports accessories, image data processing, 3D modeling, etc., can solve the problem of high overhead and achieve the effect of reducing overhead

Pending Publication Date: 2019-04-26
深圳市柠檬互动科技有限公司
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AI Technical Summary

Problems solved by technology

[0002] In large-scale mobile games, the map may exceed 2000 meters. At this time, find a path from the lower left corner of the map to the upper right corner of the map. Because the map has a lot of obstacle information, the traditional Atar or turning point pathfinding method will lead to high overhead. At the same time, there may be multiple units looking for paths together, resulting in a very serious game frame drop

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  • A super-large map movement optimization method

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Embodiment Construction

[0025] 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 only some, not all, embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts belong to the protection scope of the present invention.

[0026] In the description of the present invention, it should be noted that the terms "upper / lower end", "inner", "outer", "front end", "rear end", "both ends", "one end", "another end" etc. indicate The orientation or positional relationship is based on the orientation or positional relationship shown in the drawings, and is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the...

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Abstract

The invention relates to the technical field of development of large mobile games, in particular to a super-large map movement optimization method, which comprises the following steps of: (1) voxelization: constructing a solid height field from a source geometry for representing a non-walking space; (2) generating a region: merging continuous intervals in the upper surface of the solid height field into the region; (3) generating a contour: detecting the contour of the region, and constructing a simple polygon; (4) generating a polygonal grid: dividing the contour into convex polygons; And (5)generating height details: triangularizing the polygonal grid to obtain the height details. According to the method, a brand-new map data generation algorithm is adopted, a polygon mode is used for organizing a map data structure, blocking and areas are distinguished, the expenditure of large-range path finding is reduced, and multi-unit automatic movement of a large game becomes possible.

Description

technical field [0001] The invention relates to the technical field of large-scale mobile game development, in particular to a super-large map mobile optimization method. Background technique [0002] In large-scale mobile games, the map may exceed 2000 meters. At this time, find a path from the lower left corner of the map to the upper right corner of the map. Because the map has a lot of obstacle information, the traditional Atar or turning point pathfinding method will lead to high overhead. At the same time, there may be multiple units looking for paths together, resulting in a very serious frame drop in the game. Contents of the invention [0003] The purpose of the present invention is to provide a super-large map movement optimization method to solve the problems raised in the above-mentioned background technology. [0004] To achieve the above object, the present invention provides the following technical solutions: [0005] A super-large map mobile optimization ...

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T17/20A63F13/60
CPCA63F13/60G06T17/20
Inventor 龚伟吕平华
Owner 深圳市柠檬互动科技有限公司
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