Method and system for realizing seamless large world

A seamless and solid technology, applied in the field of game development, it can solve the problem that the resources of a single server cannot be supported, and achieve the effect of ensuring a smooth experience

Active Publication Date: 2022-04-05
FUJIAN TQ DIGITAL
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0009] In order to overcome the above problems, the purpose of the present invention is to provide a method for realizing the seamless big world. By dividing the seamless big world and apportioning it to different servers to run together, it solves the problem that a single server cannot support due to resource constraints.

Method used

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  • Method and system for realizing seamless large world
  • Method and system for realizing seamless large world
  • Method and system for realizing seamless large world

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Embodiment Construction

[0040] The present invention will be further described below in conjunction with the accompanying drawings.

[0041] see figure 1 As shown, a method for realizing the seamless big world of the present invention, the method includes the following steps:

[0042] Step S1. Divide the large world of the game into many blocks, and the blocks are divided into two types: active blocks containing player gathering points and active blocks not containing player gathering points; the divided blocks contain player gathering points. The size of the block of the point is smaller than the block that does not contain the player gathering point;

[0043] Step S2, manage all entities in each block, and synchronize the player behaviors that other players need to see generated in a block to all players;

[0044] Step S3, searching for an idle server, assigning the blocks entered by players to the idle servers, and running the blocks on the assigned servers;

[0045] Step S4. Check the position c...

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Abstract

The invention provides a method for realizing a seamless big world. The method comprises the following steps of: 1, segmenting the big world of a game into a plurality of blocks; 2, managing all entities of each block, and synchronizing player behaviors which are generated by one block and need to be seen by other players to all players; 3, searching for idle servers, distributing the blocks into which the players enter to the idle servers, and running the blocks on the distributed servers; 4, checking the position change of the entity in the block, judging whether the entity crosses the block, and if not, performing no operation; if yes, judging whether the newly entered block of the entity is in other servers or not, if yes, synchronizing all attributes of the entity to the servers where the other blocks are located, deleting the entity from the old block, adding the entity into the new block, and synchronizing the entity to players of the other blocks which newly enter the view; and if not, deleting the entity from the old block, adding a new block, and synchronizing the entity to players of other blocks newly entering the view, thereby realizing a seamless large world.

Description

technical field [0001] The invention relates to the technical field of game development, and is applicable to a massively multiplayer online server, in particular to a method and system for realizing a seamless big world. Background technique [0002] Traditional games are limited by hardware resources such as cpu and memory of a single server, and can only support maps of limited size. [0003] The seamless big world can provide a larger or even infinite game world space. Supporting the seamless big world can provide the product with more game design space and flexibility, and bring a leapfrog experience to the product. Because the CPU, memory and other hardware resources of a server are fixed, a single server cannot support a seamless large world and provide large-scale player experience. Therefore, in order to realize a seamless big world and provide large-scale player experience, it is necessary to divide the world, and multiple servers jointly support the whole big wor...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04L67/131A63F13/358H04L67/1095
CPCY02D10/00
Inventor 刘德建黄种志林晓滨张成坛李佳
Owner FUJIAN TQ DIGITAL
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