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Skill rendering method and device, electronic equipment and storage medium

A skill, particle emitter technology, applied in the computer field, which can solve problems such as harsh batch rules, reducing skill effects in games, and reducing the number of particle emitters that can be batched.

Active Publication Date: 2021-08-17
上海米哈游璃月科技有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0006] However, the shortcomings of the existing technology at least include: the existing batching rules of the engine are very strict, and only particle emitters with consistent materials and vertex attributes that do not exceed 900 can be batched. Attribute complexity increased, further reducing the number of particle emitters that can be batched
In actual game development, the number of particle emitters allowed to exist at the same time is objectively limited, which reduces the performance of skill effects in the game

Method used

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  • Skill rendering method and device, electronic equipment and storage medium
  • Skill rendering method and device, electronic equipment and storage medium
  • Skill rendering method and device, electronic equipment and storage medium

Examples

Experimental program
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Embodiment 1

[0038] figure 1 It is a schematic flowchart of a skill rendering method provided by Embodiment 1 of the present invention. This embodiment is applicable to the situation of skill rendering, for example, it is applicable to the situation of performing large-scale skill rendering during the running of the game client. The method can be executed by the skill rendering device provided by the embodiment of the present invention (which may be referred to as the rendering device for short), which is realized by means of software and / or hardware, preferably configured in the game client, and can be installed along with the game client In electronic equipment, such as mobile phones, notebooks or computers.

[0039] see figure 1 , the skill rendering method provided in this embodiment includes the following steps:

[0040] S110. During the running of the game client, receive a skill trigger instruction.

[0041] In this embodiment, the rendering device that executes the rendering me...

Embodiment 2

[0070] This embodiment can be combined with each optional solution in the skill rendering method provided in the above-mentioned embodiment. This embodiment describes the pre-production process of the parent particle emitter in detail. By creating a parent particle emitter, adding a child particle emitter to the parent particle emitter, and setting the properties of the parent particle emitter and the self-particle emitter, It is possible to prepackage the child particle emitters corresponding to the special effects of the composition skills to the parent particle emission, so as to realize the batch rendering of the child particle emitters.

[0071] Figure 4 This is a schematic flowchart of a skill rendering method provided by the second embodiment of the present invention. see Figure 4 , the skill rendering method provided by this embodiment includes the following steps:

[0072] S410. Create a parent particle emitter, and configure the first attribute of the parent par...

Embodiment 3

[0088] Figure 5 This is a schematic flowchart of a skill rendering method provided in Embodiment 3 of the present invention. This embodiment is applicable to the situation of skill rendering, for example, to the situation of performing skill rendering in a large range during the running process of the game client. The method may be executed by a skill rendering device (which may be referred to as a rendering device for short) provided in the embodiment of the present invention, and the device is implemented in software and / or hardware, preferably configured in a game client, and can be installed with the game client in electronic devices such as mobile phones, notebooks or computers.

[0089] see Figure 5 , the skill rendering method provided by this embodiment specifically includes the following steps:

[0090] S510, receiving the rendering content corresponding to the parent particle emitter and the child particle emitter sent by the central processing unit; wherein, th...

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Abstract

The embodiment of the invention discloses a skill rendering method and device, electronic equipment and a storage medium, and the method comprises the steps: receiving a skill triggering instruction in the operation process of a game client; determining a parent particle emitter corresponding to the skill according to the trigger instruction, wherein the parent particle emitter is added with a child particle emitter, and the child particle emitter is triggered in the life cycle of the parent particle emitter and is used for rendering the special effect of the composition skill; and sending rendering contents corresponding to the parent particle emitter and the child particle emitter to a graphics processor, and sending creation parameters of the parent particle emitter to the graphics processor according to the running state of the game client, so that the graphics processor renders skills according to the rendering contents and the creation parameters. The condition limitation of blending of the particle emitters is effectively relaxed, so that the Draw Call frequency is remarkably reduced under the condition that the skill performance effect is ensured, and the burden of a CPU (Central Processing Unit) is reduced.

Description

technical field [0001] The embodiments of the present invention relate to computer technology, and in particular to a skill rendering method, device, electronic equipment, and storage medium. Background technique [0002] When using a game engine (such as Unity) to make a game skill, it is usually necessary to create a prefab (Prefab) containing particle emitters, where each particle emitter can be represented as a special effect in the skill. [0003] During the running of the game client, in order to achieve a wide range of skill rendering, it is necessary to instantiate the prefab multiple times. Since each instantiated prefab is independent of each other, there will be a large number of particle emitters in the game scene at the same time. [0004] For each particle emitter, the central processing unit (Central Processing Unit, CPU) needs to prepare a lot of content (for example, including object data, rendering status, commands, etc.) and notify the graphics processing...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/35A63F13/52
CPCA63F13/35A63F13/52A63F2300/538A63F2300/6638
Inventor 李阳朱颖博沈鑫鑫王晓峰张宇周西伟刘子豪王若鑫曹华平海刘玉邓宗亮张鑫
Owner 上海米哈游璃月科技有限公司
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