Game map switching method and device, equipment and medium

Through the combination of scene transition effects and transmission tools, seamless map switching is achieved, solving the problems of long loading time and insufficient user experience in traditional technologies, and improving the smoothness and immersion of the game.

CN120502087APending Publication Date: 2025-08-19GUANGZHOU KULUO SHUJIE TECH CO LTD

Patent Information

Application Number
CN202510917404.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-03
Publication Date
2025-08-19

AI Technical Summary

Technical Problem

Traditional map switching technology has problems such as long loading time, many image abnormalities, improper physical status processing of target objects, and limited user experience improvement, which affects the smoothness and immersion of the game.

Method used

Scene transition effects and transmission tools are adopted to maintain the moving state of the target object and use the barrier-free channel space for background transfer. In conjunction with the scene transition effects and transmission tools, seamless map switching is achieved.

Benefits of technology

It significantly improves the smoothness and immersion of the game, avoids image abnormalities caused by untimely loading and rendering, ensures the naturalness and coherence of the target object during the switching process, and optimizes resource usage and game experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120502087A_ABST
    Figure CN120502087A_ABST
Patent Text Reader

Abstract

The invention relates to a game map switching method and device, equipment and a medium. The method comprises the steps of determining a target object needing to be transmitted in a current map in a game scene in response to a map switching event, and keeping a motion state of the target object according to motion state information of the target object; loading a scene transition special effect to cover the game scene, displaying an additional transmission tool of the scene transition special effect, and rendering a target object to enable the target object to be mounted with the transmission tool; keeping a visual mounting effect of the transmission tool and the target object, transferring the target object to a barrier-free channel space between the current map and the target map, and clearing the current map and scene resources thereof; and completing loading of the target map and the scene resources thereof, controlling the target object to be transferred from the channel space to a landing point in the target map determined according to the motion state information, and clearing the scene transition special effect to completely expose the game scene. According to the method and the device, seamless and efficient map switching is realized, and the immersion and fluency of a game are remarkably enhanced.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of computer image processing, and in particular to a game map switching method and its device, equipment, and medium. Background Art

[0002] In multiplayer online games, players often need to switch between different game maps, for example, switching from an open-world map to a specific instanced map. To improve the player experience, existing technologies have developed transition maps to handle these map switches. Transition maps serve as an intermediate step, smoothly guiding players from the current map to the target map, reducing the abruptness of a direct switch.

[0003] Traditionally, map switching is typically achieved through the following steps: First, upon receiving a player's request to switch maps, the game client pauses the game logic of the current map and begins loading resources for the transition map. In the transition map, the player character is typically teleported to a preset location while the resources for the target map are loaded. Once the target map's resources are loaded, the client clears the resources for the transition map, transfers the player character to the target map, and resumes the game logic. However, this traditional approach to using transition maps still presents some significant technical issues.

[0004] First, the loading and rendering process of the transition map itself introduces noticeable latency, especially under poor network conditions or with limited client device performance. This delay not only impacts the smoothness of the game but can also cause players to become bored or frustrated while waiting for the load to complete. Furthermore, the loading process of the transition map can expose various graphical anomalies caused by untimely loading and rendering, such as loading bars, black screens, or screen tearing, further impacting player immersion.

[0005] Secondly, traditional technologies have shortcomings when handling the physical state of target objects. During map switching, target objects (such as player characters) are subject to the physical laws of the game world's physics engine, resulting in problems such as falling, collisions, or misalignment during the switching process. These issues not only disrupt game continuity but can also confuse or frustrate players, especially when they are focused on game missions or combat.

[0006] Furthermore, traditional technologies have limitations in improving user experience. Although transition maps provide a certain degree of smoothness, players still experience noticeable interruptions when switching maps. This interruption not only affects the smoothness of the game but can also reduce player immersion and the overall experience.

[0007] As can be seen, despite introducing transition maps to improve the switching experience, traditional map switching technology still suffers from issues such as long loading times, frequent graphical anomalies, improper handling of object physics, and limited user experience improvement. These issues severely impact game fluidity and player immersion. Therefore, continued evolution is necessary. Summary of the Invention

[0008] The purpose of this application is to solve the above problems and provide a game map switching method and its corresponding device, equipment, non-volatile readable storage medium, and computer program product.

[0009] According to one aspect of the present application, a game map switching method is provided, comprising: In response to a map switching event, determine the target object to be transferred in the current map of the game scene, and maintain its motion state according to the motion state information of the target object; Loading a scene transition special effect to cover the game scene, displaying a transmission tool attached to the scene transition special effect, and rendering the target object so that it is mounted on the transmission tool; Maintaining the visual attachment effect between the transport tool and the target object, transferring the target object to an unobstructed passage space between the current map and the target map, and clearing the current map and its scene resources; Complete the loading of the target map and its scene resources, control the target object to move from the channel space to the landing point in the target map determined according to the motion state information, and clear the scene transition effects to fully expose the game scene.

[0010] According to another aspect of the present application, a game map switching device is provided, comprising: A switching response module is configured to respond to a map switching event, determine a target object to be transferred in the current map of the game scene, and maintain the motion state of the target object according to the motion state information of the target object; A special effects rendering module configured to load a scene transition special effect to cover the game scene, display a transport tool attached to the scene transition special effect, and render the target object so that it is mounted on the transport tool; A background transfer module is configured to maintain a visual mounting effect between the transport tool and the target object, transfer the target object to an unobstructed passage space between the current map and the target map, and clear the current map and its scene resources; A landing processing module is configured to complete the loading of the target map and its scene resources, control the target object to move from the channel space to a landing point in the target map determined according to the motion state information, and clear the scene transition special effects to fully expose the game scene.

[0011] According to another aspect of the present application, a game map switching device is provided, comprising a central processing unit and a memory, wherein the central processing unit is configured to call and run a computer program stored in the memory to execute the steps of the method described in the present application.

[0012] According to another aspect of the present application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the game map switching method in the form of computer-readable instructions. When the computer program is called and executed by a computer, the steps included in the method are executed.

[0013] According to another aspect of the present application, a computer program product is provided, comprising a computer program / instruction, which implements the steps of the method when executed by a processor.

[0014] This application effectively solves the problems existing in traditional map switching technology through innovative technical solutions, significantly improves the smoothness of the game and the player's immersion, and has many beneficial effects, including but not limited to: First, this application abandons the traditional map transition mechanism and instead uses scene transition effects and teleportation tools to achieve a more natural and seamless transition between game scenes. This approach not only avoids image anomalies caused by untimely loading and rendering, such as loading bars, black screens, or screen tearing, but also reduces system overhead and improves map switching efficiency. This seamless transition effect means that players experience almost no interruption during map switching, greatly enhancing the immersiveness of the game.

[0015] Secondly, this application effectively utilizes the unobstructed passageway between the current map and the target map to achieve the background transfer of the target object. Combined with the scene transition effects and the masking and coordination effects of the transfer tool, this effectively avoids the target object from falling, colliding, or misaligning during the switching process due to the physical laws of the game world physics engine. This not only ensures the naturalness of the target object during the transition, but also maintains the consistency and stability of the player character, further enhancing the player experience.

[0016] Finally, this application ensures the efficiency and consistency of the entire map switching process through the organic coordination of technical means such as scene transition effects, motion state maintenance, target object transfer control, and timely cleanup of the current map and its scene resources and scene transition effects. This comprehensive solution not only improves the efficiency of map switching, but also ensures the smoothness and immersion of players during the game, thereby comprehensively improving the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] Figure 1 This is an exemplary network architecture used by this application to run the game; Figure 2 This is a flowchart of an embodiment of the game map switching method of the present application; Figure 3 This is a functional block diagram of the game map switching device of this application; Figure 4 This is a structural diagram of a game map switching device used in this application. DETAILED DESCRIPTION

[0018] The technical solution of this application can be widely applied to a variety of network architectures to adapt to game applications of different types and sizes. Figure 1 In the typical network architecture shown, a player's terminal device accesses a game service cluster via the network. The cluster consists of multiple game servers 81. The operating resources of these game servers 81 are managed and maintained through a microservice architecture. Multiple service instances can be provided, each responsible for different services. For example, some service instances can be used to maintain the front-end services for terminal device 80 to access the game, while some service instances can each be responsible for gameplay services for one or more maps in the game's large world map, thereby providing players with corresponding map copy gameplay. The player's terminal device 80 has a computer program product implemented according to the game map switching method of the present application installed and running, or by connecting the terminal device to a cloud server container and running the computer program product in the cloud server container. After the computer program product is running, it is connected to the game service cluster, allowing the player to control the player character in the game through the terminal device, interact with the various service instances of the game, and enter different maps for exploration and interaction.

[0019] Each service instance can maintain a real-time connection with the player's terminal device 80 through the network, and is responsible for processing various events and interactions in the game, such as the movement, attack, and use of props of the player character. The server provides the necessary data support for the terminal device to ensure the smooth operation of the game. These data include but are not limited to map model data sets, which contain the map model data of each map and the resource model data of its scene resources, such as buildings, player character models, non-player character models, and other various biological or non-biological models, etc., which are used for the terminal device 80 to render and generate corresponding real-time images. Based on the received map model data set and in combination with the game map switching method of the present application, the terminal device 80 can generate high-quality real-time images, display them in a graphical user interface, and present the corresponding game scene to the player. Players obtain visual information in the game through real-time images of the game scene, thereby implementing the gameplay.

[0020] This application is not only applicable to the gaming experience of a single player, but can also be extended to multiplayer online gaming environments. In a multiplayer game, the terminal devices of multiple players (users) are connected to the game service cluster at the same time. Each service instance needs to handle interaction requests from multiple players and update the game status in real time. This application can ensure that in a multiplayer game scenario, each player can obtain consistent and high-quality game map switching, while optimizing the resource utilization of servers and terminal devices, and improving the operating efficiency of the entire game system.

[0021] In an exemplary application scenario of this application, consider a massively multiplayer online role-playing game (MMORPG), in which players can freely explore a vast open-world map and control their character to enter various specific dungeon maps to complete quests. In this game, the player character can frequently switch between different maps, for example, switching from a bustling city map to a mysterious dungeon map, or from one room to another.

[0022] According to the game map switching method of the present application, when the player triggers a map switching event, such as reaching a preset area of the current map close to the target map, or touching a prop used for map switching, such as a kite hook, the terminal device can start executing the map switching process described in the present application. First, the terminal device obtains the current map identifier, the target map identifier, and the instance identifier of the player character as the target object, and then notifies the first service instance corresponding to the current map to stop updating the attribute data of the player character and generate an attribute data snapshot. This snapshot contains all the status information of the player character in the current map, such as position, health value, equipment status, etc., ensuring that the status of the player character can be accurately saved and restored during the map switching process.

[0023] Next, the terminal device can communicate with the second service instance corresponding to the target map, control the second service instance to use the instance identifier of the player character to create a new character instance, and use the previously generated attribute data snapshot to initialize the new instance. In this way, when the player character appears in the target map, its state is consistent with its state in the current map. The terminal device does not need to destroy and create the player character because the two service instances each use different instance identifiers, thus achieving a seamless state transition. At the same time, the terminal device will transfer the player character from the current map to the target map through an unobstructed channel space. Due to the scene transition special effects of this application, this process appears smooth and natural to the player, without any abrupt interruptions. Finally, the terminal device cleans up the resources of the current map and starts rendering the target map, allowing the player to immediately immerse himself in the new game environment.

[0024] In a multiplayer online game environment, the advantages of this map switching method are even more obvious. Since multiple players may trigger a map switch at the same time, the server needs to efficiently process these requests to ensure that each player has a smooth gaming experience. The method of the present application optimizes data processing and synchronization on the server side, as well as resource management and rendering processes on the client side, so that each player can obtain a consistent and high-quality map switching experience in a multiplayer game scenario. At the same time, this method also optimizes the resource usage of the server and terminal devices, improves the operating efficiency of the entire game system, and enables the game to support more players online at the same time without performance bottlenecks.

[0025] The target object referred to in this application can be regarded as a collection, including one or more player characters that are initially active in the current map and need to be transferred to the target map, and can also include other scene resources that the player characters rely on, such as NPCs, virtual pets, virtual props, etc. In a typical embodiment of this application, the target object can refer only to the player character. For example, in a massively multiplayer online role-playing game, the player character is the core element of the game, and its status and behavior directly affect the player's gaming experience. The definition of the target object is not limited to the player character itself, but also covers the scene resources closely related to the player character, such as the weapons equipped by the player character, the equipment worn, the props used, etc. These resources need to be managed and synchronized with the player character during the map switching process to ensure that the player character's performance in the target map is consistent with that in the current map. By defining the target object as a collection, this application can more comprehensively handle the various data and resources involved in the map switching process, thereby achieving a smoother and more natural map switching effect.

[0026] It should be pointed out that in the game system, even on the terminal device side, operations such as data loading and rendering are performed using a multi-threaded mechanism. Precisely because of the complexity of the multi-threaded mechanism, the rational handling of the loading and rendering timing of various data can better reflect the spirit of creativity. For example, in this application, operations such as the loading and processing of scene transition effects, the loading and processing of transmission tools, the transfer control of target objects, the cleaning of the current map and its scene resources, and the loading and processing of the target map and its scene resources will work in different threads respectively. By rationally allocating thread tasks, various operations can be performed in parallel during the map switching process, thereby reducing the interruption time felt by players. Precisely because of the existence of the multi-threaded mechanism, it is even more necessary to coordinate the entire map switching process through the technical solution of this application, coordinate the organic coordination relationship between scene transition effects, transmission tools, target objects and various related background data, and achieve a seamless transition visual effect.

[0027] The scene transition effects of the present application, such as full-screen gradient masks, dynamic blur effects, and visual guide elements that match the motion trajectory of the target object, are suitable for implementation using lightweight and fast-loading resource forms. For example, the gradient mask can be implemented through simple graphics rendering technology, which can cover the entire game screen in a short time, thereby covering the scene of the current map and providing a smooth transition for map switching. The dynamic blur effect can be implemented through real-time rendering technology, dynamically adjusting the degree of blur according to the motion state of the target object to enhance visual continuity. The visual guide element can be a dynamic light or path that guides the player's line of sight to follow the motion trajectory of the target object, further enhancing the sense of immersion. The lightweight design of these scene transition effects ensures that they can be loaded and rendered quickly, and will not increase the delay in map switching due to the complexity of the resources. By using these lightweight resources, the present application can achieve fast and seamless map switching without sacrificing visual effects.

[0028] The transport tool of this application is provided in conjunction with the scene transition effects and can be loaded in parallel with other scene transition effects, with each loading process running in a different thread. For example, the transport tool can be a virtual platform, treadmill, or kite hook component that provides a relatively stable moving surface for the player character during map switching. The transport tool can be loaded in a separate thread, in parallel with the loading of the scene transition effects, ensuring that the transport tool is ready and ready for use immediately while the scene transition effects cover the current map.

[0029] From a visual perspective, the combination of scene transition effects and the teleporter provides players with a seamless and natural transition experience. As the player character moves on the teleporter, the scene transition effects gradually cover the current map and gradually disappear after the target map is loaded, achieving a smooth transition from the current map to the target map. This dual coherence of vision and movement can greatly enhance the player's immersion and gaming experience.

[0030] After a general introduction to the exemplary network architecture and application scenarios of the present application as well as some basic concepts, the following will continue to describe several specific embodiments of the present application.

[0031] See also Figure 2 The game map switching method of the present application can be implemented as a computer program product installed and run on the terminal device where the player is located. In some embodiments thereof, the method includes the following steps: Step S3100: responding to a map switching event, determining a target object to be transferred in the current map of the game scene, and maintaining its motion state according to the motion state information of the target object; When a player triggers a map switch event in the current map within the game scene, for example by clicking a button to enter a dungeon, controlling their character to reach the map boundary, or controlling their character to touch a specific virtual item that represents teleportation, the relevant target object will switch from the current map to the target map. The current map and target map each have their own corresponding dungeon gameplay services, maintained by different service instances, namely the first service instance and the second service instance, and each communicates with the terminal device to support the terminal device's participation in the corresponding dungeon gameplay.

[0032] In response to a map trigger event, the terminal device identifies and determines the target object in the current map to be transferred. The target object typically includes the player character and the necessary scene resources it relies on, such as equipment, props, and non-player characters (NPCs). In this application, the target object is defined as a collection. It can include not only the player character itself, but also all scene resources closely related to the player character, depending on the player character's dependencies on other scene resources. This ensures that when the player character switches between maps, its state and related resources remain consistent, allowing for a seamless transition.

[0033] To maintain the target object's motion state, the terminal device acquires and records the target object's motion state information within the current map. This motion state information includes, but is not limited to, the target object's position, speed, acceleration, orientation, and any ongoing animations or actions. During map switching, the terminal device continues to dynamically update the target object's motion state based on the motion state information obtained when leaving the current map. This allows the target object's motion state to be accurately maintained and restored even during map switching, allowing players to immediately resume their previous actions after switching maps without experiencing any interruption.

[0034] For example, in a massively multiplayer online role-playing game, a player is running in a city map. When the player triggers a map switch event to enter a dungeon map, the terminal device records the player's running speed and direction and simultaneously determines the target set of objects to be teleported, including the player character and its equipped weapons. During the map switch, the player's motion state is continuously updated based on the initial motion state information, ensuring that the player character appears in the dungeon map at the same running speed and direction, thereby achieving a seamless gaming experience.

[0035] In this application, the target object is specified using the same instance identifier across the terminal device and the various service instances that support map switching on the terminal device. In other words, the instance identifier uniquely identifies the target object throughout the entire game system and is used to accurately identify and manage the target object across different service instances, such as the first service instance and the second service instance, as well as the terminal device. Through the instance identifier, the terminal device can communicate and coordinate with the server to ensure that the target object is correctly synchronized and updated during the map switching process.

[0036] Step S3200: Load a scene transition effect to cover the game scene, display a transport tool attached to the scene transition effect, and render the target object so that it is mounted on the transport tool; After determining the target object to be transferred, you can start loading the special effect data corresponding to the scene transition special effect and the transfer tool, and perform interface performance based on these special effect data to display the corresponding image effects. The specific instructions are as follows.

[0037] The purpose of loading scene transition effects is to visually cover the current game scene, thereby providing a smooth transition for map switching. This special effect can be implemented in a variety of forms, including but not limited to a full-screen gradient mask, a motion blur effect, or any combination of visual guidance elements that match the target object's motion trajectory. The common purpose of these special effects is to attract the player's attention during the map switching process, while hiding the resource loading and data synchronization operations performed in the background. For example, in a massively multiplayer online role-playing game, when a player triggers a map switching event to enter a dungeon map, the terminal device can load a full-screen gradient mask effect that spreads outward from the center of the screen, gradually covering the entire game screen, thereby smoothly transitioning to the map switching process.

[0038] In some embodiments, the game system's physics engine can continue to function during map switching, which can affect the position and state of the target object. In this case, the target object can also be controlled in the background to maintain a position that matches the transport tool. This means that even when the physics engine is in effect during the map switching process, the position and state of the target object (such as the player character) will be continuously adjusted and controlled to ensure that it is consistent with the visual mounting effect of the transport tool. For example, if the transport tool is a virtual treadmill, the physics engine can be used to control the player character to maintain a stable running state on the treadmill, and will not fall or become misplaced even during the map switching process.

[0039] The transporter can also take the form of any other form, such as a virtual platform or kite hook component. These tools are designed to provide the player character with a relatively stable surface for movement. For example, if the transporter is a virtual treadmill, it can be displayed within the transparent area of the mask effect and matched to the player character's movement trajectory, allowing the player character's movement to remain consistent across map changes, thereby enhancing the player's immersion.

[0040] In one embodiment, the transport tool can be a kite hook component. When the player character touches an item corresponding to a kite hook component in the current map, the transport tool is loaded, and the corresponding kite hook component is displayed. The kite hook component uses the principle of buoyancy to overcome the gravity of the game's physics world, maintaining the player character at the desired height and preventing it from falling. This design not only provides a unique visual effect but also, through the buoyancy principle of the physics engine, ensures that the player character remains at the appropriate height during map switching and does not fall due to gravity. For example, in an open-world game, when the player character touches a kite hook component, the kite hook component will use the principle of buoyancy to lift the player character into the air and maintain its position in the air during map switching until the target map is loaded and ready. This embodiment not only enhances the game's visual effects but also ensures the naturalness and stability of the map switching process through the clever use of the physics engine.

[0041] Regardless of how the background is processed, in the interface presentation of the game scene, this application always mounts the target object with the transport tool, such as the target object standing on, hanging on the transport tool, etc., which means visually binding the target object and the transport tool together to ensure that the movement of the two is synchronized during the map switching process. This can be achieved by continuously rendering the effect image of the target object mounted on the transport tool, so that the movement state of the target object can be dynamically updated according to its movement state information in the current map. For example, if the player character is running in the current map, then during the map switching process, the player character will continue to run on the transport tool such as a treadmill, and its speed and direction will remain the same as when leaving the current map. If the player character is soaring on the kite hook, the scene transition effect can create a continuous pull-down effect to highlight the effect of the player character rising and moving with the kite.

[0042] To ensure efficient map switching, the corresponding special effects data for scene transition effects and teleporters can be preloaded in separate threads for quick access. This special effects data can be stored in the relevant service instance for on-demand loading by the terminal device, or it can be pre-stored on the terminal device. In short, since the special effects data is generally implemented as flat image files and associated scripts, it is much lighter than the traditional transition map implementation based on 3D models, and its loading latency is almost negligible. This multi-threading mechanism allows various operations to be performed in parallel and processed separately during the map switching process, reducing player-perceived interruption and achieving effective decoupling between them. For example, when a player triggers a map switch event, one thread can load the scene transition effect data while another thread simultaneously loads the teleporter data. In this way, when the scene transition effect overlays the current map, the teleporter is already ready and ready for use. Alternatively, the teleporter can appear before the scene transition effect to demonstrate the effect of the teleporter being attached to the target object, and then the scene transition effect is deployed, creating a seamless transition effect during the early stages of the map switch.

[0043] Step S3300: Maintaining the visual mounting effect between the transport tool and the target object, transferring the target object to an unobstructed passage space between the current map and the target map, and clearing the current map and its scene resources; To maintain the visual attachment between the teleporter and the target object, the target object's attachment to the teleporter is continuously rendered throughout the map switch process, specifically from the moment both are fully displayed until the target object leaves the teleporter. This means that visually, the target object and the teleporter remain bound to each other, ensuring their movement is synchronized during map switches. For example, if the teleporter is a virtual treadmill, the player character's running on it can be continuously rendered, ensuring consistent movement throughout the map switch. This visual continuity enhances player immersion and makes the map switch process virtually imperceptible to the player.

[0044] While maintaining the visual attachment between the transport tool and the target object, the target object in the game world is controlled to be transferred to an unobstructed passageway between the current map and the target map. This allows for continuity between the transport tool and the target object's interface, while enabling the target object to be transferred from its final position on the current map to the passageway in the game world on the terminal device's backend. Based on the relationship between the passageway and the target object's final position, the transfer can be achieved by controlling the target object in the game world to translate in the direction of the passageway.

[0045] The channel space is a virtual, temporary transition area, mainly used to accommodate target objects during the map switching process to prevent them from colliding or interacting with objects in the current map or the target map. For example, in a massively multiplayer online role-playing game, when the player character triggers a map switching event, the player character can be lifted to a channel space above the current map, or to a channel space above the current map. Figure 1 The player character is transported to a relatively open passageway on the side. Within this passageway, the player character can continue its motion without being affected by the physics of objects in the current map. This passageway can be a predetermined high-altitude range in the game world, spanning the current map and the target map, or it can be any arbitrary range determined by calculating the terrain data of the target map and the current map. This unobstructed passageway ensures the physical stability of the target object during the transition, preventing it from falling or misaligning due to the effects of the physics engine.

[0046] It should be noted that the process of transferring the target object to the channel space occurs within the game world. Visually, to maintain the attachment effect between the target object and the transport tool, the target object and the transport tool are typically placed in a fixed area of the game scene, such as the center display. Therefore, the process of transferring the target object to the channel space does not need to be directly displayed within the game scene. However, depending on practical needs, in some embodiments, such as the embodiment disclosed above where the transport tool is a kite hook assembly, this transfer process can also be simulated through scene transition effects.

[0047] After the target object is transferred to the channel space, the current map and its scene resources can be cleared, thereby releasing the system resources occupied by the current map and making room for loading the target map and its scene resources. For example, after the player character is transferred to the channel space, the terrain, buildings, NPCs and other scene resources of the current map are gradually cleared, thereby reducing memory usage and improving system performance. Due to the masking effect of the scene transition special effects, players will not be aware of the destruction process of the current map and its scene resources through the game scene. The overall performance of the game scene is actually taken over by the scene transition special effects. It can be seen that this resource management strategy not only optimizes the efficiency of the map switching process, but also ensures that the target map can be quickly loaded and presented to the player, and will not disrupt the player's user experience during the intermediate process.

[0048] Step S3400, complete the loading of the target map and its scene resources, control the target object to move from the channel space to the landing point in the target map determined according to the motion state information, and clear the scene transition effects to fully expose the game scene.

[0049] After the scene transition effects and transport tools are loaded and displayed in the game scene, the terminal device begins to clean up the current map and its scene resources. The cleanup process can be performed through a separate thread to ensure that resource cleanup does not affect other operations. For example, after the player character is transferred to the channel space, the terminal device can gradually clear the current map's terrain, buildings, NPCs, and other scene resources, thereby reducing memory usage and improving system performance. Due to the masking effect of the scene transition effects, players will not be aware of the destruction process of the current map and its scene resources through the game scene. The overall performance of the game scene is actually taken over by the scene transition effects.

[0050] At the same time, the terminal device begins loading the target map and its scene resources through another independent thread. The scene resources in this application may include the terrain data, building models, NPC models, and other necessary scene elements of the target map. During the loading process, various data files corresponding to the target map and its scene resources are downloaded to the corresponding service instance of the target map and cached in the terminal device.

[0051] After the target map and its scene resources are loaded, the terminal device controls the target object to move from the channel space to the landing point in the target map. In one embodiment, the target object can be moved along a trajectory by performing a certain action from its current position in the channel space to the target map, ensuring that its motion state matches the environment of the target map. For example, if the target object is a player character, the terminal device can calculate a smooth landing path based on the terrain data of the target map and the motion state information of the target object, so that the player character can naturally transition from the channel space to the landing point of the target map.

[0052] After completing the landing processing of the target object, it means that all kinds of image data of the entire game scene corresponding to the target map are complete and have been fully displayed in the graphical user interface. In this case, the terminal device starts to activate another independent thread to clear the scene transition effects, including the transmission tools attached to it. By clearing the scene transition effects, the game scene can be fully exposed. In specific implementation, this can be achieved by gradually reducing the transparency of the scene transition effects or directly removing the effects to ensure that the player can clearly see the complete scene of the target map. For example, if the scene transition effect is a full-screen gradient mask, the terminal device can gradually reduce the transparency of the mask until the mask is completely removed to reveal the scene of the target map.

[0053] At this point, the entire map switching process is complete, and players can now participate in the corresponding dungeon gameplay service in the target map. During the entire map switching process, the terminal device and the first service instance supporting the gameplay service of the current map and the second service instance supporting the gameplay service of the target map pre-agree on the attribute data of the target object to achieve seamless switching. Among them, the terminal device, the first service instance, and the second service instance all use the same instance identifier to identify the same target object. In this case, the terminal device can avoid reloading the target object due to the service instance switching, further saving system overhead and ensuring a smooth transition.

[0054] Through the above embodiments, this application effectively solves the problems existing in traditional map switching technology, significantly improving the smoothness of the game and the player's immersion. Specifically, this application abandons the traditional transition map mechanism and instead uses scene transition effects and transmission tools to achieve map switching. This avoids image anomalies caused by untimely loading and rendering, such as loading bars, black screens, or screen tearing, thereby significantly reducing system overhead and improving the efficiency of map switching. This seamless transition effect means that players will hardly feel any interruption during the map switching process, greatly enhancing the immersion of the game.

[0055] This application effectively utilizes the unobstructed passageway between the current map and the target map to transfer the target object in the background. Combined with scene transition effects and the masking and supporting effects of the transport tool, this effectively avoids the target object from falling, colliding, or misaligning during the transition due to the physical laws of the game world's physics engine. This not only ensures the natural transition of the target object, but also maintains the consistency and stability of the player character, further enhancing the player experience.

[0056] Furthermore, this application ensures the efficiency and consistency of the entire map switching process through the organic coordination of technical means such as scene transition effects, motion state maintenance, target object transfer control, and timely cleanup of the current map and its scene resources and scene transition effects. This comprehensive solution not only improves the efficiency of map switching, but also ensures the smoothness and immersion of players during the game, thereby comprehensively improving the user experience.

[0057] In specific implementations, this application optimizes data loading and rendering timing through a multi-threaded mechanism, allowing various operations to be performed in parallel during map switching, thereby reducing the interruption time felt by players. For example, the loading of scene transition effects and the loading of transport tools can be performed separately in different threads, ensuring that while the scene transition effects cover the current map, the transport tool is ready and can be put into use immediately. The rational application of this multi-threaded mechanism not only improves the efficiency of map switching, but also improves the performance and responsiveness of the entire game system.

[0058] In terms of visual effects, the combination of this application's scene transition effects and the teleporter provides players with a seamless and natural transition experience. As the player character moves on the teleporter, the scene transition effects gradually cover the current map and gradually disappear after the target map is loaded, achieving a smooth transition from the current map to the target map. This dual coherence of visuals and movement greatly enhances the player's immersion and gaming experience.

[0059] In summary, the map switching control method of the present application achieves a more natural and efficient map switching effect through innovative technical means, effectively solves the problems existing in traditional technologies, and significantly improves the smoothness of the game and the player's immersion.

[0060] Based on any embodiment of the method of the present application, loading a scene transition effect to cover the game scene, displaying a transport tool attached to the scene transition effect, and rendering the target object so that it is mounted on the transport tool, includes: Step S3210: Loading full-screen special effect data, generating a scene transition special effect that gradually covers the entire screen of the game scene based on the full-screen special effect data, and partially reserving a transparent area for exposing the target object; Full-screen special effects data can be implemented as special effects animation files, pre-stored in the terminal device or downloaded from the relevant server in real time, and used to play and display scene transition effects. By cleverly designing the visual effects of the scene transition effects in advance, it can be ensured that players will not feel obvious interruptions during the map switching process.

[0061] By loading and playing full-screen special effects data through one or more independent threads, it is possible to visually obscure the current game scene, providing a smooth transition between map changes. This special effect can take a variety of forms, such as a full-screen gradient mask, a motion blur effect, or visual guidance elements that match the target object's motion trajectory. The common purpose of these special effects is to attract players' attention during map changes while hiding the resource loading and data synchronization operations in the background.

[0062] Full-screen special effects data can be pre-stored on the terminal device, reducing loading times and improving map switching efficiency. For example, these special effects files can be stored in the device's local storage during game installation, or pre-downloaded during the game's initial loading phase. Another implementation method is to download full-screen special effects data from the relevant server in real time. This method ensures that the special effects data is updated and optimized while reducing the storage burden on the terminal device. For example, the server can dynamically provide the most suitable special effects file based on the player's network conditions and device performance, ensuring smooth and visually appealing map switching.

[0063] After loading the full-screen special effects data, a scene transition effect is generated based on this data, gradually covering the entire game scene. This process can be implemented by the graphics rendering engine, ensuring smooth transitions and visual consistency. For example, a gradient mask effect can be used, gradually spreading outward from the center of the screen until it completely covers the entire game screen. This gradient effect can reduce the player's perception of the map transition and enhance immersion.

[0064] Furthermore, given that scene transition effects need to be layered over the game scene to obscure the original scene content, a localized transparent area is pre-designed within the full-screen effects data to expose the target object. This ensures that the target object remains visible throughout the map transition, maintaining the player's visual focus. For example, if the target object is a player character, the transparent area ensures that the player can clearly see the character's movement even while the masking effect covers the screen, enhancing visual continuity.

[0065] Step S3220: Load tool special effect data, and generate a transmission tool attached to the transparent area according to the tool special effect data; Tool special effects data can be implemented as scene resource data or as special effects animation files like full-screen special effects data. By starting an independent thread to load tool special effects data, a transmission tool can be generated and rendered to the graphical user interface and placed in the transparent area of the scene transition special effects so that it is attached to the scene transition special effects.

[0066] Teleporters serve as a visual element, providing a stable reference point for the player character during map transitions. During the loading and display of a teleporter, the teleporter can be positioned based on the target object's location. The teleporter can be displayed in a variety of ways, such as a virtual treadmill, a kite hook assembly, or other virtual platforms. Displaying a teleporter provides the player character with a relatively stable surface to move on, ensuring consistent movement between maps.

[0067] For example, if the transporter is a virtual treadmill, it can be displayed within the transparent area of the mask effect and matched to the player character's movement trajectory. This allows the player character's continued running on the treadmill to remain consistent across map changes, enhancing the player's immersion. In another embodiment, the transporter can be a kite hook component. When the player character touches a prop corresponding to a kite hook component in the current map, the transporter is loaded and the corresponding kite hook component is displayed. The kite hook component overcomes the gravity of the game's physical world using the principle of buoyancy, maintaining the player character at the desired height and preventing them from falling.

[0068] When rendering a teleporter, you can design its animation effects based on its specific form. For example, you could use a kite hook component visual effect. From the moment the player character touches the prop, the kite hook component gradually appears and, based on the principle of buoyancy, lifts the player character into the air. At this point, the target object enters the passage space located high above the current map and the target map. This visual effect not only provides a unique visual experience, but also ensures that the player character remains at the appropriate height during map switching through the buoyancy principle of the physics engine, preventing it from falling due to gravity.

[0069] Step S3230: Continue to render the effect image of the target object mounted on the transmission tool, so that the target object maintains a motion state consistent with the motion state at the current map, and the motion state is dynamically updated according to the motion state information of the target object.

[0070] Since the motion state of the target object is dynamically updated based on the motion state information of the target object when it departs from the current map, continuously rendering the effect image of the target object mounted on the transmission tool means that during the map switching process, the terminal device continuously updates and displays the visual effect of the target object combined with the transmission tool to achieve a more natural and continuous visual perception. In specific implementation, based on the motion state information of the target object in the current map, on the one hand, the motion state of the target object in the game scene can be controlled in the background, and on the other hand, the rendering position, angle and animation of the target object can be dynamically adjusted in the interface performance, while maintaining the mounting relationship of the transmission tool to the target object displayed on the interface, so that its performance on the transmission tool is consistent with its performance in the current map. If in some embodiments, the transmission tool is a scene resource suitable for placement in the game world, then, at the same time, the transmission tool is controlled in the background to follow the movement of the target object so that the mounting relationship between them continues to be maintained. For example, if the target object is a player character and is running in the current map, then during the map switching process, the player character will continue to move at the same running speed and direction on the transport tool. Its motion state information includes data such as position, speed, acceleration and orientation. This data is continuously tracked by the terminal device and used for rendering to ensure the continuity of the player character's movement.

[0071] Through the above embodiments, the present application realizes a seamless transition of the visual and motion states of the target object during the map switching process, thereby significantly improving the immersion and smoothness of the game. Specifically, by loading full-screen special effects data and generating scene transition special effects, not only the current game scene is visually covered, providing a smooth transition for map switching, but also the visibility of the target object is ensured by reserving transparent areas, so that players can continue to pay attention to the dynamics of the target object. Further, by loading tool special effects data and generating a transmission tool, a stable reference point is provided for the player character, ensuring the continuity of movement. By continuously rendering the effect image of the target object mounted on the transmission tool and dynamically updating its motion state, the performance of the target object during the map switching process remains naturally continuous with that in the current map. The synergistic effect of these steps not only optimizes resource management and improves the efficiency of map switching, but also enhances the player's immersion through the dual continuity of vision and movement, and realizes a seamless map switching experience. This technical solution ensures the consistency of the player character and related resource status while saving the system performance overhead and network overhead of the terminal device. It effectively solves the visual interruption and motion incoherence problems caused by loading and rendering delays in traditional technologies, providing players with a more natural and smooth gaming experience.

[0072] Based on any embodiment of the method of the present application, loading a scene transition effect to cover the game scene, displaying a transport tool attached to the scene transition effect, rendering the target object so that it is mounted on the transport tool, and further comprising: Step S3250: determining the overall size of the target object in the game scene according to the image acquisition perspective of the target object, and adjusting the size of the transport tool according to the overall size so that the target object maintains visual continuity during the transport process; The target object's image acquisition perspective refers to the visual information obtained when observing the target object from the player's perspective or other preset perspectives. It also serves as the image acquisition perspective of the virtual camera in the game scene. This perspective determines the target object's display size in the game scene. By analyzing the image acquisition perspective, the overall size of the target object can be determined, including parameters such as its width, height, and depth on the screen. These parameters can be used to adjust the size of the transport tool to coordinate the image effects of the transport tool and the target object, ensuring a natural visual integration between the two. To achieve this adjustment, the following algorithm can be used: First, the current image acquisition perspective of the target object is obtained through the game's graphics rendering engine to determine the corresponding perspective position, direction, and field of view.

[0073] Next, the overall size of the target object in the game scene is calculated based on the image capture perspective. This can be achieved by combining the target object's actual size with the perspective parameter. For example, if the target object is a player character with an actual height of 2 meters, and the player's perspective is 10 meters away from the character, the character's displayed height on the screen can be calculated through simple geometric calculations.

[0074] Adjust the size of the teleporter based on the calculated overall size of the target object. If the teleporter is a virtual treadmill, its size needs to match the size of the player character to ensure the character's visual sense on the treadmill is natural. For example, if the character is displayed at 1 / 5 of the screen height, the treadmill height should also be adjusted to approximately 1 / 5 of the screen height to maintain visual consistency.

[0075] Step S3260: In the transparent area, the image acquisition viewing angle of the target object is adjusted in real time according to the motion state information of the target object to simulate a real motion effect.

[0076] The target object's motion state information includes its position, velocity, acceleration, orientation, and ongoing animation or action. This information is continuously tracked by the terminal device and used to dynamically update the target object's rendering position, angle, and animation. This is achieved by updating the virtual camera's image acquisition angle.

[0077] To adapt to the target object's changing motion, the virtual camera's image capture perspective needs to be adjusted in real time. This involves adjusting the camera's position, orientation, and field of view to ensure the target object remains in the player's visual focus and its motion is presented naturally to the player.

[0078] For example, if the target object is a player character running in the current map, the player character will continue to move on the teleporter at the same speed and direction during the map switch. In this case, the terminal device needs to dynamically adjust the image capture angle of the virtual camera based on the player character's motion state information to ensure that the player character's running movements are presented naturally to the player. For example, the camera position can be adjusted to follow the player character's movement trajectory, or the camera direction can be adjusted to keep it focused on the player character, thereby enhancing the player's immersion.

[0079] In the specific implementation, the following technical path can be adopted: first, obtain the real-time motion status information of the target object through the game's physics engine and animation system; then, based on the real-time motion status information of the target object, calculate the parameters that need to be adjusted for the virtual camera, such as position, direction, and field of view; finally, based on the calculated parameters, adjust the image acquisition perspective of the virtual camera in real time to ensure that the motion status of the target object can be naturally presented to the player.

[0080] Through the above embodiments, the present application achieves fine-tuning of the visual and motion state of target objects during map switching, significantly enhancing game immersion and visual continuity. Specifically, by adjusting the size of the transport tool based on the target object's image capture perspective, a natural visual integration of the target object and the transport tool is ensured, avoiding visual abruptness caused by size mismatch. This adjustment is based on the target object's display size in the game scene, including parameters such as its on-screen width, height, and depth, thereby ensuring visual continuity. Furthermore, by adjusting the virtual camera's image capture perspective in real time, the target object's rendering position, angle, and animation are dynamically updated based on the target object's motion state information, ensuring that the target object's motion state is naturally presented to the player. This real-time adjustment not only enhances player immersion but also masks the resource loading and data synchronization operations performed in the background through visual continuity. The synergistic effect of these steps not only optimizes resource management and improves map switching efficiency, but also enhances player immersion through the dual visual and motion continuity, achieving a seamless map switching experience. This technical solution not only ensures the consistency of the player character and related resource status, but also effectively solves the problems of visual interruption and motion incoherence caused by loading and rendering delays in traditional technologies, providing players with a more natural and smooth gaming experience.

[0081] Based on any embodiment of the method of the present application, the method further includes: Step S4100: After responding to the map switching event, obtain the instance identifier of the target object, notify the first service instance supporting the copy gameplay corresponding to the current map to stop updating the attribute data of the target object, and save the attribute data snapshot of the target object instance corresponding to the instance identifier; When a player triggers a map switch event in the game scene, the target object's background data needs to be processed. The terminal device first obtains the target object's instance identifier, a unique identifier used to accurately identify and manage the target object across different service instances. The target object can be a player character and its necessary scene resources, such as equipment, props, and non-player characters (NPCs). Therefore, the instance identifier used here depends on the number of target objects. If there are multiple target objects, then there should be multiple corresponding instance identifiers.

[0082] After obtaining the instance identifier, the terminal device notifies the first service instance used to support the copy gameplay corresponding to the current map to stop updating the attribute data of the target object, so as to ensure that the state of the target object will not change due to real-time updates during the map switching process, thereby ensuring the consistency of the state.

[0083] At the same time, the first service instance saves a snapshot of the target object's attribute data. This snapshot captures the target object's current state in the first service instance at the time the target object's attribute data was stopped. The snapshot contains multiple attribute data, including motion information corresponding to the current state, including but not limited to position, speed, acceleration, orientation, and ongoing animations or actions. This snapshot is used to restore the target object's state later, ensuring that the target object's appearance in the target map remains consistent with its appearance in the current map.

[0084] Step S4200: After completing the loading of the target map and its scene resources, requesting the second service instance supporting the copy gameplay corresponding to the target map to create a corresponding target object instance with the instance identifier, obtaining a snapshot of attribute data corresponding to the instance identifier from the first server to initialize the target object instance; After the target map and its scene resources are loaded, the terminal device sends a request to the second service instance, which includes the instance identifier of the target object. The second service instance creates a new instance of the target object based on the instance identifier. After the creation is complete, the second service instance requests a snapshot of the target object's attribute data from the first service instance. After obtaining the attribute data snapshot, it is used to initialize the target object instance in the second service instance, ensuring that the target object's initial representation in the target map is consistent with its final representation in the current map.

[0085] Step S4300: After the second service instance completes the initialization of the target object instance, the real-time motion state information of the target object is transmitted to the second service instance to update the corresponding attribute data in the target object instance.

[0086] After the target map and its scene resources are loaded, the second service instance creates a new target object instance based on the target object's instance identifier and initializes it with the attribute data snapshot obtained from the first service instance. At this point, the initial state of the target object instance remains consistent with its last state in the current map.

[0087] However, the motion status information of the target object on the terminal device has changed after the entire switching process. In order to ensure that the performance of the target object in the second service instance is consistent with that in the terminal device, the terminal device needs to transmit the real-time motion status information of the target object to the second service instance.

[0088] After the second service instance obtains the terminal device's real-time motion status information, it synchronizes the target object's motion status with the terminal device by updating the corresponding attribute data in the target object instance. In specific implementations, the terminal device can use the game's physics engine and animation system to obtain the target object's real-time motion status information and send it to the second service instance. Upon receiving this information, the second service instance updates the corresponding attribute data in the target object instance, ensuring that the target object's representation in the target map remains consistent with that in the current map.

[0089] Through the above steps, the present application realizes the fine management and synchronization of the background data of the target object during the map switching process, thereby significantly improving the smoothness and data consistency of the game. Specifically, by obtaining the instance identifier of the target object and notifying the first service instance to stop updating the attribute data of the target object, and generating a corresponding attribute data snapshot, and then requesting the second service instance to create a new instance of the target object and initialize it using the attribute data snapshot, it is ensured that the initial state of the target object in the target map is consistent with the final state in the current map. For example, the terminal device may cause the target object to appear in a T-shaped state due to the reverse synchronization of the attribute data of the uninitialized target object instance of the second service instance. Further, by transmitting the real-time motion state information of the target object to the second service instance and updating the corresponding attribute data in the target object instance, it is ensured that the performance of the target object in the target map is consistent with the latest motion state of the terminal device. This technical solution realizes seamless switching and synchronization of the target object between different service instances by naming the target object with the same instance identifier between each device, avoiding the problem of player character reloading caused by service instance switching, further saving system overhead and ensuring a smooth transition. This consistent naming mechanism not only optimizes resource management and improves the efficiency of map switching, but also enhances player immersion through data consistency and coherence, achieving a seamless map switching experience.

[0090] Based on any embodiment of the method of the present application, transferring the target object to an unobstructed passage space between the current map and the target map includes: Step S3310: Acquire asynchronously preloaded terrain data from a cache, and determine an unobstructed passage space for translation between the current map and the target map based on the terrain data of the current map and the target map, wherein the passage space is located above the final position of the target object in the current map; In this embodiment, while the current map resources are being cleaned up, the terrain data for the target map can be pre-loaded into the cache using an asynchronous preloading mechanism. Upon detecting a map switch event, the terminal device immediately initiates a separate thread to invoke the terrain data download interface, prioritizing the loading of the target map's terrain mesh, heightmap, and collision volume data into the memory cache.

[0091] Because the current map has not yet been cleared, the cache still contains the current map's terrain data. Based on these two terrain data, an unobstructed passage space can be determined between the current map and the target map. This passage space is a virtual transition area connecting the current map and the target map. In this embodiment, its spatial location is limited to vertically above the target object's current final position to ensure that the physics engine does not trigger collision or drop events.

[0092] In this embodiment, when determining the channel space, based on the terrain data of the current map, the starting height of the channel space and the lift-off point of the target object are first determined above the final position of the current map, using the collision body range that has escaped the current map as a constraint condition. Then, based on the terrain data of the target map, the entrance position of the target map is determined as the landing point of the target object. The process of translating the lift-off point to the resting point above the entrance position is detected to see whether there are any obstacles. If there are no obstacles, the portion of space between the lift-off point and the resting point is defined as the channel space. If there are obstacles, the lift-off point and the resting point are continuously adjusted upward until an unobstructed channel space is determined. In one embodiment, a transparent bounding box can also be created for the channel space. The bounding box is unobstructed for the target object but shielded from other objects. This temporary setting of the bounding box can ensure that the target object is not damaged by other non-player characters during the subsequent transfer process.

[0093] Accessibility can be verified using terrain data. The terminal device pre-calculates the vertical clearance between the current map and the target map based on the terrain data to ensure that there are no terrain or collision objects blocking the path. For example, if the current map is mountainous and the target map is plain, the device checks whether the vertical distance between the two is sufficient to accommodate the character model's height, and reserves an additional buffer (e.g., 2 meters) to prevent the model's edge from penetrating the terrain.

[0094] Step S3320: lift the target object from its final position on the current map to the channel space, maintain it within the spatial range of the current map, and maintain it until the loading of the target map is completed.

[0095] After creating a channel space, you can use the physics engine or custom motion control logic to control the target object to move vertically into the channel space. For example, if the target object is a player character, and its current position is at the ground coordinates (x, y, z) on the city map, a vertical displacement command is immediately triggered to adjust the character's coordinates to (x, y, z + h), where h is the height difference between the channel space and the current map ground. This height difference must ensure that the character is completely out of the collision range of the current map to avoid the physics engine mistakenly detecting it as "falling from mid-air."

[0096] During the lift, the target's motion must remain consistent. If the character is running in the original map, their horizontal velocity vector should be maintained during the lift, with only the vertical displacement force applied. For example, if the character is running eastward at 5 meters per second, their horizontal velocity remains constant after the lift, but the vertical displacement is smoothly increased by a transient force to avoid an abrupt "teleport" effect.

[0097] In one embodiment, the lifted target object must remain within the spatial confines of the current map, but physically isolated. Specifically, while the target object remains within the current map's coordinate system, its collision volume is temporarily marked as "ignoring current map collision" and assigned a dedicated collision layer for the channel space. For example, the channel space a character enters after lifting can be considered a transparent "elevator shaft," with its collision volume accessible only to the character, while other game objects (such as NPCs and props) cannot enter, thus avoiding interference.

[0098] Finally, the target object's dwell time in the tunnel space must be synchronized with the target map's loading progress. By continuously monitoring the target map's resource loading status, the character is allowed to pan from the tunnel space to the dwell point above the target map only after critical resources such as terrain data, textures, and lighting have finished loading. For example, if the target map is a dungeon map and takes a long time to load, the player character will remain in a "suspended waiting" state in the tunnel space. During this time, scene transition effects (such as portal animations) can be used to mask the loading process to ensure visual continuity.

[0099] This embodiment achieves zero-delay lifting and precise positioning of the target object in a physically isolated state by asynchronously preloading the target map terrain data and synchronously using the residual data of the current map to construct a vertical channel space. Its unique advantages are: on the one hand, the asynchronous preloading mechanism enables the target map resources to be cached before switching, completely eliminating the black screen or freeze caused by resource loading in traditional solutions; on the other hand, the channel space is based on real-time collision verification and exclusive collision layer isolation of dual map terrain data, which not only ensures that the target object is not affected by physical engine interference such as falling or collision during the lifting process, but also shields the interference of other game objects through the channel space, thereby maintaining the continuity of the motion state while reducing the physical risk and visual interruption of map switching to the theoretical minimum, significantly improving the smoothness and immersion of the switching process.

[0100] Based on any embodiment of the method of the present application, completing the loading of the target map and its scene resources, controlling the target object to appear in the target map, and clearing the scene transition effects to fully expose the game scene includes: Step S3410: Complete loading of the target map, determine the landing point of the target object in the target map based on the motion state information, and control the target object to translate in the channel space from the spatial range of the current map to the corresponding landing point in the channel space; After the target map's resources are loaded, the target object can be precisely guided to a stop above the target map's landing point by translating within the channel space. To do this, first check to confirm that all necessary resources for the target map, such as terrain meshes, textures, lighting data, and collision bodies, have been fully loaded into memory to ensure that subsequent operations will not cause rendering anomalies or physics calculation errors due to missing resources.

[0101] After confirming that all necessary resources have been fully loaded into memory, the coordinates of the landing point in the target map are calculated based on the target object's motion state information, including its speed, movement direction, and animation state when leaving the current map. The landing point is usually located at a preset position in the entrance area of the target map, and sufficient space is reserved to match the target object's collision body size to avoid penetration or jamming during landing.

[0102] After determining the landing point, the target object is controlled to translate horizontally within the channel space, with its trajectory strictly aligned with the coordinate mapping between the current map and the target map. For example, if the target object's coordinates in the channel space are (x, y, z+h), the translated target coordinates should be adjusted to (x', y', z+h), where (x', y') corresponds to the horizontal position of the landing point on the target map. During the translation process, the target object's motion remains consistent: if it maintains a running animation within the channel space, the translation command must synchronize its horizontal displacement speed to ensure that the animation and displacement match. If the target object is stationary, the translation only adjusts its coordinates without affecting its posture.

[0103] Technically, translation can be accomplished using the physics engine's instantaneous displacement interface or a custom interpolation algorithm. The former directly modifies the target object's physical position, while the latter achieves a smooth transition through frame-by-frame interpolation to avoid visual jumps. Regardless of the method used, the target object's collision volume position must be updated synchronously to ensure real-time interaction with the target map's collision mesh.

[0104] After the translation is complete, the target object will remain at a temporary location within the channel space corresponding to the landing point on the target map, awaiting subsequent release to the target map. At this point, the target object remains physically isolated within the channel space, with its collision body marked as "Ignore Target Map Collision," until it officially lands in step S3430. This design ensures the stability of the translation process while providing a clear trigger condition for the subsequent cleanup of scene transition effects.

[0105] Step S3420: completely load the scene resources of the target map into the lower layer of the scene transition special effect; After the target object completes the channel space translation, the scene assets of the target map can be loaded below the visual hierarchy of the scene transition effect, preparing for the subsequent full exposure of the game scene. The scene assets must be pre-loaded into memory and correctly sorted through the rendering pipeline to ensure seamless presentation when the scene transition effect is removed.

[0106] The lower-level loading of scene transition effects must strictly follow rendering hierarchy rules. Through the rendering queue management function of graphics APIs (such as DirectX or Vulkan), the target map and its scene resources are assigned to the "background layer" rendering group, while scene transition effects (such as full-screen gradient masks) remain in the "UI layer" rendering group. This layered design ensures that when the effects are removed, the target map resources are already in a displayable state, and there will be no visual discontinuity caused by screen flickering or resource loading delays. For example, when the transparency of the effect is reduced from 100% to 0%, the terrain and vegetation of the target map will be immediately displayed without additional loading time.

[0107] In terms of the visual effects of the game scene, under the cover of the scene transition special effects, players will not see the rendering process of the target map and its scene resources. Therefore, for players, the game scene is always coherent and smoothly transitioned.

[0108] Step S3430: Control the target object to move from the landing point corresponding to the channel space to the landing point of the target map; Safely release the target object from the temporary stop point in the channel space to the landing point of the target map. This process requires the synchronization of physical state migration and visual performance. First, remove the physical isolation mark of the target object in the channel space, and rebind its collision body to the collision mesh of the target map. At this time, the physics engine immediately takes over the physical calculations of gravity, friction, etc. of the target object to ensure that the landing moment conforms to the real physical laws. For example, if the target object is in a running state in the channel space, its horizontal velocity vector will directly act on the ground material of the target map when landing, producing a corresponding friction deceleration effect; if the target object is stationary, it will fall directly to the landing point coordinates, triggering ground collision feedback.

[0109] Technically, this step offers two specific implementation paths: First, directly modify the target object's world coordinates through the physics engine's instantaneous displacement interface, synchronously updating its rigid body position and collision bounding box. This is suitable for scenarios requiring rapid landing. Second, employ an interpolation algorithm for frame-by-frame smoothing, adjusting the target object's coordinates at a fixed step size each frame until they align perfectly with the landing point while maintaining animation consistency. This is suitable for scenarios requiring high visual smoothness. Regardless of the path used, strict alignment between the target object's rendered model and the physics body is required to prevent the model from penetrating the ground or floating in mid-air.

[0110] The coordinates of the landing point are strictly determined based on the target map's terrain data. By precalculating the terrain slope and material properties around the landing point, if the slope exceeds a preset threshold (e.g., 15 degrees), the landing point is automatically adjusted to the nearest flat area to prevent the character from slipping or rolling on the sloping terrain. Furthermore, the animation at the moment of landing must match the physical state: a "sudden stop" animation plays when landing while running, and a "landing" action is triggered when landing while stationary. Animation transitions are seamlessly integrated through the state machine to prevent sudden changes in movement.

[0111] After landing, the target object's game state information (such as health and equipment status) is immediately synchronized to the target map's service instance to ensure the correct execution of subsequent interaction logic. At this point, the target object is fully integrated into the target map environment, and its movement trajectory, collision response, and scene interaction are consistent with the native map object, providing a stable foundation for subsequent game processes.

[0112] Step S3440: clear the scene transition effects to gradually and completely expose the game scene, so as to fully display the target map and its scene resources therein.

[0113] The essence of cleanup is to achieve visually smooth transitions through hierarchical control of the graphics rendering pipeline. Its core goal is to immediately remove the obscured layer after the target object successfully lands, allowing the target map and its scene resources to be fully presented. This is accomplished by calling the transparency blending interface of the graphics API to gradually reduce the transparency parameter of the scene transition effect from 100% to 0% at the frame rate. This process typically lasts 0.3 to 0.8 seconds to ensure that the human eye perceives a continuous gradient rather than flickering.

[0114] As the transparency of the special effect changes, the rendering pipeline must simultaneously release the layer override status of the scene transition special effect. Specifically, when the transparency drops below 10%, the special effect material is automatically switched from the "UI layer" rendering group to the "hidden layer", completely freeing up rendering resources; when the transparency returns to zero, the special effect mesh data is unloaded from the video memory to avoid memory leaks. This resource release mechanism must be strictly synchronized with the rendering state of the target map to ensure that the target map's texture, lighting, and shadow data are GPU-bound the moment the special effect is removed, eliminating screen tearing or resource loading delays.

[0115] At the visual presentation level, the cleanup process needs to be fully aligned with the physical state of the target object. For example, when the target object is a player character running and landing, the rate of change of the special effect transparency must match the duration of the character's deceleration animation, so that the character's action and the scene exposure rhythm in the player's perspective are naturally connected; if the target object lands stationary, the special effect cleanup can be performed immediately without additional synchronization. In addition, the rendering load of the target map needs to be continuously monitored during the special effect cleanup. If the frame rate drops by more than a preset threshold (such as 15%), the cleanup time can be dynamically extended or the frequency of special effect transparency updates can be reduced to prioritize the smoothness of physical simulation and animation playback.

[0116] When the effect's transparency returns to zero and all resources are fully released, a "scene fully exposed" event is sent to the game logic layer, triggering the initialization of subsequent interactive logic. At this point, all scene resources in the target map are fully visible and interactive, and the target object's motion seamlessly blends with the map environment, marking the completion of both the physical and visual closed loops of the map switching process.

[0117] This embodiment achieves zero-perception migration of target objects from the virtual transition space to the target map by preloading target map resources into the lower layer of special effects, channel space translation alignment, landing point physical binding and special effect transparency frame clearing. Its unique advantages are: resource hierarchical management ensures that the target map is in a renderable state when special effects are removed, completely eliminating the screen flickering caused by the resource loading order in traditional solutions; channel space translation and landing point physical binding synchronously update the collision body and animation state, so that the movement trajectory of the target object is seamlessly connected with the target map terrain, avoiding penetration or floating; the dynamic adjustment strategy of the frame clearing mechanism and physical state alignment completes the visual smooth transition while ensuring the stability of the frame rate, and finally achieves a triple synchronous closed loop of physical simulation, rendering performance and interactive logic, which significantly improves the consistency and immersion of map switching.

[0118] Based on any embodiment of the method of the present application, responding to a map switching event and determining a target object to be transferred in the current map of the game scene includes: Step S3110: Determine whether the target object has entered the map switching area and has triggered the mounting transmission tool. If the determination is true, determine the player character and its dependent components as the target object to be transmitted based on the current game state; When triggering a map switching event, it is necessary to first identify and lock the target object to be teleported. The execution logic is divided into three closely connected judgment links. First, a spatial trigger is used to detect whether the target object enters the predefined map switching area in the current map. The trigger is usually a bounding box or a collision body, and its boundaries completely coincide with the portal, boundary line or special marker in the game scene. When the collision body of the target object overlaps with the trigger, the judgment condition for mounting the teleporter is immediately activated. This condition requires that the target object has completed the interaction with the teleporter, such as the player character has touched the kite hook component and triggered the mounting animation.

[0119] Once the judgment is established, the complete instance data of the target object is extracted based on the current game state, including the player character and its dependent components. Dependent components include the character's current equipment, held items, following virtual pets, or interactive objects related to the mission. These components are bound to the player character's instance identifier via instance identifiers to ensure state consistency during teleportation. For example, if the player character is wearing a glowing weapon, the weapon model, particle effects, and collision bodies are all included in the target object collection to avoid equipment loss or effect anomalies after teleportation.

[0120] Step S3120: Preload special effect data for generating scene transition special effects, the special effect data including full-screen special effect data and tool special effect data. The full-screen special effect data is used to generate an image covering the game scene, and the tool special effect data is used to generate a transport tool for mounting the target object. The goal of preloading special effects data is to provide rendering resources immediately after the map switching event is triggered, ensuring the seamless generation of scene transition effects and transmission tools. Special effects data mainly include full-screen special effects data and tool special effects data. Full-screen special effects data refers to the visual elements used to cover the entire game screen. Its specific implementation forms include gradient mask textures, dynamic blur shaders or particle system configuration files. These resources are stored in the memory cache in the form of pre-compiled material packages, and the GPU shader program is directly called for rendering when loaded. Tool special effects data specifically refers to the visual performance resources of the transmission tool, such as the 3D model of the kite hook component, the skeleton animation sequence and the particle special effects parameters. Its data structure contains the model vertex buffer, texture map path and animation state machine definition. After loading, an interactive virtual transmission tool is generated by instantiating the rendering pipeline.

[0121] There are two typical preloading paths in terms of technical implementation. The first is synchronous preloading, which blocks the main thread from reading resources immediately after determining that the target object has entered the switching area. This is suitable for scenarios with small resources and sufficient device performance, and its advantage is that the loading completion rate is 100% controllable. The second is asynchronous preloading, which reads resource files in the background through an independent IO thread while the main thread continues to process the game logic. This is suitable for large special effects packages or mobile devices, and requires resource status marking to ensure loading completion before use.

[0122] After resource loading is complete, the effects data can be categorized and indexed. Full-screen effects data is stored in screen-space coordinates, including coverage parameters and transparency blending modes. Tool effects data is stored in world coordinates, including mount point offsets and collision volume dimensions. For example, the effects data for a kite hook component records the binding matrix between the hook vertex and the character's hand bone, ensuring synchronization between tool and character movements when attached. All data is bound to the target object via instance identifiers, creating a one-to-one rendering resource mapping to avoid resource confusion when switching between multiple characters.

[0123] Step S3130: Set the user operation control acting on the target object to an unavailable or invisible state until the target map and its scene resources are loaded and restored.

[0124] During map switching, input locking is implemented on target objects. This prevents players from making invalid input during resource loading by disabling or hiding user controls, thereby avoiding state conflicts and rendering anomalies. This mechanism directly affects the control flow of the game's input system and is implemented at three key levels.

[0125] First, input disabling must cover all control types that directly interact with the target object. For player characters, this includes movement commands (such as directional keys or joystick input), attack commands (such as mouse clicks or button triggers), and special ability activations (such as skill shortcuts). Hard blocking is achieved by setting input status flags, such as setting the response function pointer for movement input to null or directly setting the trigger condition for attack commands to always false. This blocking takes effect immediately, ensuring that any physical button or touchscreen operation by the player is unavailable and will not be received by the game logic while the special effect is loading.

[0126] Secondly, visual control hiding is accomplished through adjustments to the UI rendering hierarchy. All interactive interface elements associated with the target object (such as skill icons, equipment bars, and quest prompts) are marked as "hidden," and the rendering pipeline stops drawing vertex data for these elements, freeing up the screen space they occupy. For example, the interaction button for a kite hook component is hidden and invisible after attachment, preventing players from accidentally touching it during teleportation and causing abnormal attachment status. This hiding operation is performed simultaneously with input disabling, providing a double layer of protection.

[0127] Finally, resource loading status monitoring is used to trigger the restoration mechanism for disabled or hidden controls. Once the target map's terrain data, collision bodies, and special effects resources have all been GPU-bound, the game input system immediately removes all disable flags, and the UI renderer reactivates hidden elements, thus restoring the relevant controls to a visible and usable state.

[0128] This embodiment uses a dual judgment of spatial triggers and mounting status to accurately lock the target object and its dependent components, and combines the synchronous / asynchronous preloading mechanism to achieve zero-delay readiness of special effect resources. At the same time, it adopts dual protection of input disabling and UI hiding to completely block invalid operations in the loading phase. Finally, after the resource loading is completed, the control availability is immediately restored through status monitoring. Its unique advantages are: the target object recognition accuracy is improved to 100% to avoid missed transmissions, the resource preloading strategy adapts to the performance differences of multiple devices to ensure rendering without lag, the input locking mechanism eliminates the risk of state conflict during the loading period, and the staged recovery control ensures seamless connection between vision and operation, and overall achieves a high degree of synchronization among the target object, rendering resources and player input, which is significantly better than the common object loss, loading delay and operation interference problems in traditional solutions.

[0129] See also Figure 3According to one aspect of the present application, a game map switching device is provided, comprising a switching response module 3100, a special effect display module 3200, a background transfer module 3300, and a landing processing module 3400. The switching response module 3100 is configured to respond to a map switching event, determine a target object to be transferred within a current map in a game scene, and maintain its motion state based on the motion state information of the target object. The special effect display module 3200 is configured to load a scene transition special effect to cover the game scene, display a transport tool attached to the scene transition special effect, and render the target object so that it is mounted on the transport tool. The background transfer module 3300 is configured to maintain the visual mounting effect of the transport tool and the target object, transfer the target object to an unobstructed channel space between the current map and the target map, and clear the current map and its scene resources. The landing processing module 3400 is configured to complete the loading of the target map and its scene resources, control the target object to move from the channel space to a landing point in the target map determined based on the motion state information, and clear the scene transition special effect to fully expose the game scene.

[0130] Based on any embodiment of the method of the present application, the special effects presentation module 3200 includes: a full-screen processing module, configured to load full-screen special effects data, and generate a scene transition special effect that gradually covers the entire screen of the game scene based on the full-screen special effects data, and partially reserves a transparent area for exposing the target object; a tool processing module, configured to load tool special effects data, and generate a transmission tool attached to the transparent area based on the tool special effects data; a coordination processing module, configured to continuously render the effect image of the target object mounted on the transmission tool, so that the target object maintains a motion state that is consistent with the motion state at the current map, and the motion state is dynamically updated according to the motion state information of the target object.

[0131] Based on any embodiment of the method of the present application, the special effects rendering module 3200 further includes: a tool adaptation module, configured to determine the overall size of the target object in the game scene based on the image acquisition perspective of the target object, and adjust the size of the transmission tool based on the overall size so that the target object maintains visual continuity during the transmission process; a perspective adjustment module, configured to adjust the image acquisition perspective of the target object in real time within the transparent area based on the motion state information of the target object to simulate a real motion effect.

[0132] Based on any embodiment of the method of the present application, the present device also includes: a data snapshot module, which is configured to obtain the instance identifier of the target object after responding to a map switching event, notify the first service instance used to support the copy gameplay corresponding to the current map to stop updating the attribute data of the target object, and save the attribute data snapshot of the target object instance corresponding to the instance identifier; an instance creation module, which is configured to complete the loading of the target map and its scene resources, request the second service instance used to support the copy gameplay corresponding to the target map to create a corresponding target object instance with the instance identifier, and then obtain the attribute data snapshot corresponding to the instance identifier from the first server to initialize the target object instance; an instance recovery module, which is configured to transmit the real-time motion status information of the target object to the second service instance after the second service instance completes the initialization of the target object instance to update the corresponding attribute data in the target object instance.

[0133] Based on any embodiment of the method of the present application, the background transfer module 3300 includes: a space determination module, which is configured to obtain asynchronously preloaded terrain data from a cache area, and determine an unobstructed channel space when translating between the current map and the target map based on the respective terrain data of the current map and the target map, and the channel space is located above the final position of the target object in the current map; a position adjustment module, which is configured to lift the target object from the final position of the current map to the channel space, maintain it within the spatial range of the current map, and maintain it until the loading of the target map is completed.

[0134] Based on any embodiment of the method of the present application, the landing processing module 3400 includes: a translation control module, which is configured to complete the loading of the target map, determine the landing point of the target object in the target map according to the motion state information, and control the translation of the target object in the channel space, from the spatial range of the current map to the corresponding landing point in the channel space; a map loading module, which is configured to completely load the scene resources of the target map into the lower layer of the scene transition special effect; a landing control module, which is configured to control the target object to transfer from the corresponding landing point in the channel space to the landing point of the target map; a special effect cleaning module, which is configured to clean the scene transition special effect to gradually and completely expose the game scene to fully display the target map and its scene resources therein.

[0135] Based on any embodiment of the method of the present application, the switching response module 3100 includes: a trigger detection module, which is configured to determine whether the target object has entered the map switching area and has triggered the mounting of the transmission tool. When the judgment is established, the player character and its dependent components are determined as the target object to be transmitted according to the current game state; a data preloading module, which is configured to preload special effect data for generating scene transition special effects, and the special effect data includes full-screen special effect data and tool special effect data. The full-screen special effect data is used to generate an image covering the game scene, and the tool special effect data is used to generate a transmission tool for mounting the target object; a control processing module, which is configured to set the user operation control acting on the target object to an unavailable or invisible state until the target map and its scene resources are loaded and restored.

[0136] Another embodiment of the present application also provides a game map switching device. Figure 4 Figure 2 shows a schematic diagram of the internal structure of a game map switching device. The game map switching device includes a processor, a computer-readable storage medium, a memory, and a network interface connected via a system bus. The computer-readable, non-volatile storage medium of the game map switching device stores an operating system, a database, and computer-readable instructions. The database may store an information sequence. When executed by the processor, the computer-readable instructions cause the processor to implement a method for switching game maps.

[0137] The processor of the game map switching device is used to provide computing and control capabilities, supporting the operation of the entire game map switching device. The memory of the game map switching device may store computer-readable instructions, which, when executed by the processor, can cause the processor to perform the game map switching method of the present application. The network interface of the game map switching device is used to connect and communicate with the terminal.

[0138] Those skilled in the art will understand that Figure 4 The structure shown in the figure is only a block diagram of a part of the structure related to the solution of the present application, and does not constitute a limitation on the game map switching device to which the solution of the present application is applied. The specific game map switching device may include more or fewer components than shown in the figure, or combine certain components, or have a different component arrangement.

[0139] In this embodiment, the processor is used to execute Figure 3The memory stores the program code and various data required to execute the modules or submodules. The network interface is used to implement data transmission between user terminals or servers. The non-volatile readable storage medium in this embodiment stores the program code and data required to execute all modules in the game map switching device of this application. The server can call the server's program code and data to execute the functions of all modules.

[0140] The present application also provides a non-volatile readable storage medium storing computer-readable instructions. When the computer-readable instructions are executed by one or more processors, the one or more processors execute the steps of the game map switching method of any embodiment of the present application.

[0141] The present application also provides a computer program product, comprising a computer program / instruction, which implements the steps of the method described in any embodiment of the present application when executed by one or more processors.

[0142] Those skilled in the art will appreciate that all or part of the processes in the above-described embodiments of the present application can be implemented by instructing the relevant hardware through a computer program. The computer program can be stored in a non-volatile readable storage medium. When the program is executed, it can include the processes of the above-described embodiments of the method. The aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, an optical disk, a read-only memory (ROM), or a random access memory (RAM).

[0143] In summary, this application achieves seamless and efficient map switching, significantly enhancing the immersion and smoothness of the game. Abandoning traditional transition maps, the use of scene transition effects and transmission tools effectively avoids loading delays and image anomalies, and reduces system overhead. By utilizing barrier-free channel space and transmission tools, the physical problems of the target object during the switching process are solved, maintaining the naturalness and stability of the transition. In addition, by coordinating the relevant loading and rendering timing, the switching efficiency is further improved. These technical improvements are particularly prominent in massively multiplayer online role-playing games, providing players with a high-quality map switching experience.

Claims

1. A game map switching method, characterized in that: include: In response to a map switching event, determine the target object to be transferred in the current map of the game scene, and maintain its motion state according to the motion state information of the target object; Loading a scene transition special effect to cover the game scene, displaying a transmission tool attached to the scene transition special effect, and rendering the target object so that it is mounted on the transmission tool; Maintaining the visual attachment effect between the transport tool and the target object, transferring the target object to an unobstructed passage space between the current map and the target map, and clearing the current map and its scene resources; Complete the loading of the target map and its scene resources, control the target object to move from the channel space to the landing point in the target map determined according to the motion state information, and clear the scene transition effects to fully expose the game scene.

2. The game map switching method according to claim 1, characterized in that: Loading a scene transition effect to cover the game scene, displaying a transmission tool attached to the scene transition effect, and rendering the target object so that it is mounted on the transmission tool, including: Loading full-screen special effect data, generating a scene transition special effect that gradually covers the entire screen of the game scene according to the full-screen special effect data, and partially reserving a transparent area for exposing the target object; Loading tool special effect data, and generating a transmission tool attached to the transparent area according to the tool special effect data; Continuously rendering the effect image of the target object mounted on the transmission tool, so that the target object maintains a motion state consistent with the motion state at the current map, and the motion state is dynamically updated according to the motion state information of the target object.

3. The game map switching method according to claim 2, characterized in that: The method further includes: loading a scene transition effect to cover the game scene, displaying a transmission tool attached to the scene transition effect, and rendering the target object so that the target object is mounted on the transmission tool. Determining the overall size of the target object in the game scene according to the image acquisition perspective of the target object, and adjusting the size of the transport tool according to the overall size so that the target object maintains visual coherence during the transport process; In the transparent area, the image acquisition viewing angle of the target object is adjusted in real time according to the motion state information of the target object to simulate a real motion effect.

4. The game map switching method according to claim 1, characterized in that: The method further comprises: After responding to the map switch event, obtain the instance identifier of the target object, notify the first service instance used to support the copy gameplay corresponding to the current map to stop updating the attribute data of the target object, and save the attribute data snapshot of the target object instance corresponding to the instance identifier; After completing the loading of the target map and its scene resources, requesting the second service instance used to support the copy gameplay corresponding to the target map to create a corresponding target object instance with the instance identifier, obtaining the attribute data snapshot corresponding to the instance identifier from the first server to initialize the target object instance; After the second service instance completes the initialization of the target object instance, the real-time motion state information of the target object is transmitted to the second service instance to update the corresponding attribute data in the target object instance.

5. The game map switching method according to claim 1, characterized in that: Transferring the target object to an unobstructed passage space between the current map and the target map, including: Retrieving asynchronously preloaded terrain data from a cache, and determining an unobstructed passage space for translation between the current map and the target map based on the respective terrain data of the current map and the target map, wherein the passage space is located above the final position of the target object in the current map; The target object is lifted from the final position of the current map to the channel space, maintained within the spatial range of the current map, and maintained until the loading of the target map is completed.

6. The game map switching method according to claim 5, characterized in that: Completing the loading of the target map and its scene resources, controlling the target object to appear in the target map, and clearing the scene transition effects to fully expose the game scene, including: Completing the loading of the target map, determining the landing point of the target object in the target map according to the motion state information, and controlling the target object to translate in the channel space from the spatial range of the current map to the corresponding landing point in the channel space; Completely load the scene resources of the target map into the lower layer of the scene transition effect; Controlling the target object to transfer from the landing point corresponding to the channel space to the landing point of the target map; The scene transition effects are cleared to gradually and completely expose the game scene, so as to completely display the target map and its scene resources therein.

7. The game map switching method according to any one of claims 1 to 6, characterized in that: Respond to the map switching event and determine the target object to be teleported within the current map in the game scene, including: Determine whether the target object has entered the map switching area and has triggered the mounting transmission tool. If the judgment is true, determine the player character and its dependent components as the target object to be transmitted according to the current game state; Preloading special effect data for generating scene transition special effects, the special effect data including full-screen special effect data and tool special effect data, the full-screen special effect data being used to generate an image covering the game scene, and the tool special effect data being used to generate a transport tool for mounting the target object; The user operation control acting on the target object is set to an unavailable or invisible state until the target map and its scene resources are loaded and restored.

8. A game map switching device, characterized in that: include: A switching response module is configured to respond to a map switching event, determine a target object to be transferred in the current map of the game scene, and maintain the motion state of the target object according to the motion state information of the target object; A special effects rendering module configured to load a scene transition special effect to cover the game scene, display a transport tool attached to the scene transition special effect, and render the target object so that it is mounted on the transport tool; A background transfer module is configured to maintain a visual mounting effect between the transport tool and the target object, transfer the target object to an unobstructed passage space between the current map and the target map, and clear the current map and its scene resources; A landing processing module is configured to complete the loading of the target map and its scene resources, control the target object to move from the channel space to a landing point in the target map determined according to the motion state information, and clear the scene transition special effects to fully expose the game scene.

9. A game map switching device, comprising a central processing unit and a memory, characterized in that: The central processing unit is configured to call and run a computer program stored in the memory to execute the steps of the method according to any one of claims 1 to 7.

10. A non-volatile readable storage medium, characterized in that: It stores a computer program implemented according to the method described in any one of claims 1 to 7 in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the corresponding method are executed.

Citation Information

Patent Citations

  • Storage cluster data synchronization method, device and equipment and storage medium

    CN110909076A

Cited By

  • Special effect positioning generation method and device, equipment and medium

    CN121266116A