Virtual scene display method, virtual scene processing method, device and equipment
By displaying the scene entrance in the virtual scene and determining the progress based on the user's historical interactive behavior, the target virtual scene can be directly loaded, solving the problem of users needing tedious operations and improving the efficiency of human-computer interaction and user stickiness.
Patent Information
- Application Number
- CN202110455848.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-04-26
- Publication Date
- 2025-09-12
- Estimated Expiration
- 2041-04-26
AI Technical Summary
When users experience their preferred virtual scenes, they need to go through tedious operations to achieve the desired scene progress, resulting in inefficient human-computer interaction and affecting user stickiness.
A method for displaying a virtual scene is provided. By displaying at least one virtual scene entrance, the scene progress is determined based on the historical interactive behavior of the user account, and a loading request is directly sent to the server to run the target virtual scene and display the scene screen, thereby simplifying the operation process.
It significantly saves the time users spend on reaching the scene progress, and improves human-computer interaction efficiency and user stickiness.
Smart Images

Figure CN113058264B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a method for displaying a virtual scene, a method for processing a virtual scene, a device, and equipment. Background Art
[0002] With the booming gaming industry, games have become a part of everyday life. These games encompass various types of virtual environments, such as dungeons in role-playing games and battle maps in shooting games. Because users experience varying game content in these different virtual environments, different users may have varying preferences for virtual environments.
[0003] However, when users experience their preferred virtual scenes, they often have to go through tedious operations to achieve the desired scene progress, wasting their time, resulting in inefficient human-computer interaction, and thus affecting user stickiness. Summary of the Invention
[0004] The embodiments of the present application provide a method for displaying a virtual scene, a method for processing a virtual scene, an apparatus, and a device, which enable users to reach the desired scene progress without tedious operations, significantly saving time, improving human-computer interaction efficiency, and user stickiness. The technical solution is as follows:
[0005] In one aspect, a method for displaying a virtual scene is provided, the method comprising:
[0006] Displaying at least one virtual scene entrance, wherein the virtual scene entrance corresponds to any scene progress of the target virtual scene, wherein the scene progress is determined based on the historical interaction behavior of the user account in the at least one virtual scene;
[0007] In response to a triggering operation on a target virtual scene entrance, sending a loading request to a first server, wherein the loading request is used to instruct the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance and return a scene image of the target virtual scene;
[0008] If the scene picture is received, the scene picture is displayed.
[0009] In another aspect, a method for processing a virtual scene is provided, the method comprising:
[0010] Providing at least one virtual scene entrance for the terminal, wherein the virtual scene entrance corresponds to any scene progress of the target virtual scene, and the scene progress is determined based on the historical interaction behavior of the user account of the terminal in the at least one virtual scene;
[0011] receiving a loading request from the terminal, wherein the loading request is used to instruct to run the target virtual scene based on the scene progress and return a scene image of the target virtual scene;
[0012] Based on the scene progress, the target virtual scene is run, and a scene image of the target virtual scene is sent to the terminal.
[0013] In some embodiments, the loading request further carries matching information, where the matching information is used to indicate a matching method for a second virtual object in the target virtual scene; the second virtual object is any one of the following: a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to an opposing camp as the first virtual object, and a neutral virtual object;
[0014] The method further comprises:
[0015] Based on the matching information, the second virtual object is loaded into the target virtual scene.
[0016] In another aspect, a device for displaying a virtual scene is provided, the device comprising:
[0017] A first display module is configured to display at least one virtual scene entrance, wherein the virtual scene entrance corresponds to any scene progress of a target virtual scene, wherein the scene progress is determined based on a historical interactive behavior of a user account in the at least one virtual scene;
[0018] a request sending module, configured to send a loading request to the first server in response to a triggering operation on a target virtual scene entrance, wherein the loading request is used to instruct the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance and return a scene image of the target virtual scene;
[0019] The second display module is used to display the scene picture if it is received.
[0020] In some embodiments, the scene screen is loaded based on the scene progress and historical scene status data of the user account.
[0021] In some embodiments, a first virtual object is displayed in the scene screen, and the first virtual object is equipped with a virtual prop corresponding to the historical scene state data.
[0022] In some embodiments, a first virtual object is displayed in the scene screen, and the first virtual object is in an action state corresponding to the historical scene state data.
[0023] In some embodiments, the loading request further carries matching information, where the matching information is used to indicate a matching method for a second virtual object in the target virtual scene, where the second virtual object is any one of the following: a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to an opposing camp as the first virtual object, and a neutral virtual object;
[0024] The device further comprises:
[0025] a third display module, configured to display a matching information setting page, wherein the matching information setting page is used to set a matching method for the second virtual object;
[0026] The information generation module is used to generate the matching information according to the matching method set on the matching information setting page.
[0027] In some embodiments, the scene screen displays a second virtual object matched based on the matching information.
[0028] In some embodiments, the apparatus further comprises:
[0029] A fourth display module, used to display a scene image of any virtual scene;
[0030] The fourth display module is further configured to display guidance information of any virtual scene in the scene screen of any virtual scene, wherein the guidance information is configured to prompt whether to share the scene progress of any virtual scene.
[0031] In another aspect, a device for displaying a virtual scene is provided, the device comprising:
[0032] An entry providing module is used to provide at least one virtual scene entry for the terminal, wherein the virtual scene entry corresponds to any scene progress of the target virtual scene, and the scene progress is determined based on the historical interactive behavior of the user account of the terminal in at least one virtual scene;
[0033] a request receiving module, configured to receive a loading request from the terminal, wherein the loading request is used to instruct the target virtual scene to be run based on the scene progress and return a scene image of the target virtual scene;
[0034] A running module is used to run the target virtual scene based on the scene progress and send the scene picture of the target virtual scene to the terminal.
[0035] In some embodiments, the running module is used to take the scene progress as a running starting point, obtain virtual scene data corresponding to the scene progress; and run the target virtual scene based on the virtual scene data.
[0036] In some embodiments, the operation module includes:
[0037] A first acquisition unit is configured to acquire virtual scene data corresponding to the scene progress, taking the scene progress as a running starting point;
[0038] A second acquiring unit, configured to acquire historical scene status data of the user account;
[0039] The running unit is configured to run the target virtual scene based on the virtual scene data, and load a first virtual object in the target virtual scene based on the historical scene state data.
[0040] In some embodiments, the running unit is used to: load virtual props in the historical scene state data for the first virtual object in the target virtual scene.
[0041] In some embodiments, the operating unit is configured to: load the first virtual object into a corresponding action state in the historical scene state data in the target virtual scene.
[0042] In some embodiments, the apparatus further comprises:
[0043] An acquisition module, configured to acquire the historical interactive behavior of the user account in any virtual scene;
[0044] The entrance generation module is used to generate at least one virtual scene entrance of the target virtual scene based on at least one scene progress in the target virtual scene that matches the historical interactive behavior.
[0045] In some embodiments, the at least one scene progress that matches the historical interactive behavior refers to: at least one scene progress in which the number of occurrences of the historical interactive behavior meets the behavior condition.
[0046] In some embodiments, the apparatus further comprises:
[0047] an identification module, configured to identify a scene type of a scene picture of any virtual scene of the terminal;
[0048] A determination module is used to determine the target virtual scene based on the scene type.
[0049] In some embodiments, the determination module is used to determine the target scene type based on the number of occurrences of the scene type, where the target scene type is a scene type whose number of occurrences meets the occurrence condition; and determine any virtual scene belonging to the target scene type as the target virtual scene.
[0050] In some embodiments, the loading request further carries matching information, where the matching information is used to indicate a matching method for a second virtual object in the target virtual scene; the second virtual object is any one of the following: a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to an opposing camp as the first virtual object, and a neutral virtual object;
[0051] The device further comprises:
[0052] A loading module is configured to load the second virtual object into the target virtual scene based on the matching information.
[0053] On the other hand, a computer device is provided, which includes a processor and a memory, wherein the memory is used to store at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed in the virtual scene display method described in the above aspects, or to implement the operations performed in the virtual scene processing method in the embodiment of the present application.
[0054] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed in the method for displaying a virtual scene as described in the above aspects, or to implement the operations performed in the method for processing a virtual scene in an embodiment of the present application.
[0055] In another aspect, a computer program product or computer program is provided, comprising computer program code stored in a computer-readable storage medium. A processor of a computer device reads the computer program code from the computer-readable storage medium and executes the computer program code, causing the computer device to implement the operations performed in the method for displaying a virtual scene described in the above aspects, or to implement the operations performed in the method for processing a virtual scene described in the above aspects.
[0056] The beneficial effects of the technical solution provided by the embodiments of the present application are:
[0057] In an embodiment of the present application, by displaying at least one virtual scene entrance, the user can view and trigger any virtual scene entrance according to his or her preferences. Since the virtual scene entrance corresponds to any scene progress of the target virtual scene, the current terminal can request the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance, so that the terminal can display the scene picture of the target virtual scene at the scene progress, so that the user can reach the scene progress without going through tedious operations, which significantly saves time and improves human-computer interaction efficiency and user stickiness. BRIEF DESCRIPTION OF THE DRAWINGS
[0058] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0059] Figure 1 This is a schematic diagram of an implementation environment provided according to an embodiment of the present application;
[0060] Figure 2 is a flowchart of a method for displaying a virtual scene according to an embodiment of the present application;
[0061] Figure 3 is a schematic diagram showing a virtual scene entrance according to an embodiment of the present application;
[0062] Figure 4 is a flowchart of another method for processing a virtual scene provided in an embodiment of the present application;
[0063] Figure 5 This is an interactive flow chart provided according to an embodiment of the present application;
[0064] Figure 6 This is a schematic diagram of a process for generating a virtual scene entrance according to an embodiment of the present application;
[0065] Figure 7 is a schematic diagram of another interaction process provided according to an embodiment of the present application;
[0066] Figure 8 This is a system architecture diagram provided according to an embodiment of the present application;
[0067] Figure 9 is a block diagram of a virtual scene display device provided according to an embodiment of the present application;
[0068] Figure 10 is a block diagram of another virtual scene display device provided according to an embodiment of the present application;
[0069] Figure 11 is a block diagram of another virtual scene processing device provided according to an embodiment of the present application;
[0070] Figure 12 is a block diagram of another virtual scene processing device provided according to an embodiment of the present application;
[0071] Figure 13 This is a structural block diagram of a terminal provided according to an embodiment of the present application;
[0072] Figure 14 This is a structural block diagram of a server provided according to an embodiment of the present application. DETAILED DESCRIPTION
[0073] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0074] In this application, the terms "first," "second," and the like are used to distinguish identical or similar items having substantially the same role and function. It should be understood that "first," "second," and "nth" do not have a logical or temporal dependency, nor do they limit the quantity or execution order. It should also be understood that although the following description uses the terms "first," "second," and the like to describe various elements, these elements should not be limited by these terms.
[0075] These terms are simply used to distinguish one element from another. For example, a first element can be referred to as a second element, and similarly, a second element can be referred to as a first element, without departing from the scope of various examples. Both the first element and the second element can be elements, and in some cases, can be separate and different elements.
[0076] Here, at least one refers to one or more than one, for example, at least one element can be one element, two elements, three elements, or any other integer greater than or equal to one. At least two refers to two or more than two, for example, at least two elements can be two elements, three elements, or any other integer greater than or equal to two.
[0077] The following explains some of the technologies involved in the embodiments of this application.
[0078] The resource allocation solution provided in the embodiments of the present application relates to the field of cloud technology.
[0079] Cloud technology is a general term for network technologies, information technologies, integration technologies, management platform technologies, and application technologies based on the cloud computing business model. It can form a resource pool that can be used flexibly and conveniently on demand. Cloud computing technology will become a crucial support. Backend services for technical network systems, such as video websites, image websites, and more portals, require extensive computing and storage resources. With the rapid development and application of the internet industry, every item will likely have its own unique identification, requiring transmission to backend systems for logical processing. Different levels of data will be processed separately, and data from all industries will require strong system support, which can only be achieved through cloud computing.
[0080] Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing. Cloud gaming enables thin clients with relatively limited graphics and data processing capabilities to run high-quality games. In cloud gaming scenarios, the game runs not on the player's terminal but on a cloud server. The cloud server renders the game scene into a video and audio stream, which is transmitted to the player's terminal over the network. The player's terminal does not need powerful graphics and data processing capabilities; it only needs basic streaming capabilities and the ability to receive player input and transmit it to the cloud server.
[0081] Virtual scene: refers to the virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual scene, or a purely fictitious virtual scene. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move in the virtual scene.
[0082] Virtual objects are movable objects within a virtual scene. These movable objects can be virtual people, virtual animals, or animated characters, for example, people, animals, plants, oil drums, walls, rocks, and so on displayed within a virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can contain multiple virtual objects, each with its own unique shape and volume, occupying a portion of the space within the virtual scene.
[0083] Pass-through transmission refers to the process of transmitting the data from the source address to the destination address without making any changes to the data content, regardless of the content of the business being transmitted.
[0084] A single-player PVE (Player Versus Environment) scenario involves players engaging in battles with in-game NPCs (Non-Player Characters) and bosses, without interacting with other real gamers. The training ground in an FPS (First-Person Shooting) game is a typical single-player PVE scenario.
[0085] Multiplayer PVE scenarios involve users interacting and cooperating with other players to battle in-game NPCs and bosses. Multiplayer team training (or team-based human vs. AI) in FPS games is a typical example of a multiplayer PVE scenario.
[0086] A 1vs1 scenario involves a one-on-one confrontation between a user and another player. A typical 1vs1 scenario is a 1vs1 match in a specific map in an FPS game.
[0087] Multiplayer PVP (Player Versus Player) scenarios require users to team up with other players and compete against each other. In FPS games, survival gameplay is a typical multiplayer PVP scenario.
[0088] A mixed scene means that there are both PVE and PVP, and it may also be necessary to fight against multiple opponents, etc., but it can generally be composed of different types of virtual scenes.
[0089] The following is an introduction to the implementation environment involved in this application.
[0090] The virtual scene display method and virtual scene processing method provided in the embodiment of the present application can be executed by a computer device. Optionally, the computer device is a terminal or a server. The following first takes the computer device as a terminal to execute the virtual scene display method as an example to introduce the implementation environment provided by the embodiment of the present application. Figure 1 This is a schematic diagram of an implementation environment provided according to an embodiment of the present application. Figure 1 , the implementation environment includes a terminal 101 and a server 102.
[0091] The terminal 101 and the server 102 can be connected directly or indirectly via wired or wireless communication, which is not limited in this application.
[0092] Optionally, terminal 101 is a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, etc., but is not limited to these. Terminal 101 installs and runs a first client for displaying the virtual scene entrance and scene screen. The first client can be used to launch any of a first-person shooter game (FPS), a third-person shooter game, a multiplayer online battle arena game (MOBA), a virtual reality application, a three-dimensional map program, or a multiplayer gunfight survival game. Schematically, terminal 101 is a terminal used by a user, and the first client installed and run by terminal 101 is logged in to the user's user account. The user uses terminal 101 to operate a virtual object in the virtual scene through the first client to perform an activity, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the virtual object is a virtual character, such as a simulated human character or an anime character.
[0093] In this implementation environment, taking the first client as a cloud gaming client as an example, the cloud gaming client is used to start at least one game.
[0094] For example, the terminal starts the first client and displays at least one virtual scene entrance, such as the entrance to at least one game copy or battle map. The at least one game copy or battle map may belong to the same game, different games, or not completely the same game. The user can trigger any virtual scene entrance, and the terminal determines the virtual scene entrance triggered by the user as the target virtual scene entrance. The terminal sends a loading request to the first server, and the first server runs the target virtual scene based on the scene progress corresponding to the target virtual scene entrance, and returns the scene screen of the target virtual scene, wherein the first server is the cloud game server corresponding to the first client. The terminal receives and displays the above-mentioned scene screen based on the first terminal. Since the scene screen is obtained based on the scene progress, the user can quickly enter the copy in the game and play based on the cloud game client without tedious operations, saving the user time in logging into the game, controlling the virtual object to go to the copy entrance, waiting for the copy to load, and advancing the copy progress to the expected progress, thereby improving the efficiency of human-computer interaction.
[0095] In other embodiments, the implementation environment provided by the embodiments of the present application is described by taking a computer device as server 102 to execute the processing method of the virtual scene. Optionally, server 102 is an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms.
[0096] In this implementation environment, taking the server 102 as a cloud game server as an example, the cloud game server is the first server for providing background services for the cloud game client installed and run on the terminal 101.
[0097] For example, the first server provides the terminal with at least one virtual scene entrance, and then after receiving the loading request sent by the terminal, the first server runs the target virtual scene based on the scene progress corresponding to the target virtual scene entrance, that is, runs the game copy or battle map. Then, the first server returns the scene screen of the target virtual scene obtained by running to the first client, and the client displays the scene screen. By providing the virtual scene entrance to the terminal, the first server can run the virtual scene and return the scene screen based on the loading request sent by the terminal, so that the terminal can quickly display the scene screen of the corresponding virtual scene based on the virtual scene entrance selected by the user. Since the scene screen is obtained based on the scene progress, it saves the user time in logging into the game, controlling the virtual object to go to the copy entrance, waiting for the copy to load, and advancing the copy progress to the expected progress, thereby improving the efficiency of human-computer interaction.
[0098] Those skilled in the art will appreciate that the number of the above-mentioned terminals may be more or less. For example, the above-mentioned terminal may be only one, or the above-mentioned terminals may be dozens or hundreds, or a larger number. The embodiments of the present application do not limit the number of terminals and device types.
[0099] Figure 2 is a flow chart of a method for displaying a virtual scene according to an embodiment of the present application, such as Figure 2 As shown, in the embodiment of the present application, a computer device is used as a terminal, and the terminal executes the method for displaying the virtual scene as an example. The method for displaying the virtual scene includes the following steps:
[0100] 201. The terminal displays at least one virtual scene entrance, where the virtual scene entrance corresponds to any scene progress of a target virtual scene, and the scene progress is determined based on historical interactive behavior of a user account in the at least one virtual scene.
[0101] In an embodiment of the present application, a first client is installed and running on the terminal, and the first client is a cloud gaming client. The terminal displays at least one virtual scene entrance based on the first client, and the at least one virtual scene entrance is provided by a first server corresponding to the first client, and the first server is a cloud gaming server for providing background services for the first client. Wherein, if the number of the at least one virtual scene entrance is greater than 1, the at least one virtual scene entrance corresponds to different scene progress of the same virtual scene in the same game; or, the at least one virtual scene entrance corresponds to the scene progress of different virtual scenes in the same game; or, the at least one virtual scene entrance corresponds to the scene progress of different virtual scenes in different games.
[0102] For example, see Figure 3 As shown, Figure 3 Schematic diagram of a virtual scene entrance provided according to an embodiment of the present application. Figure 3 , the cloud game client displays four virtual scene entrances: virtual scene entrance A, virtual scene entrance B, virtual scene entrance C, and virtual scene entrance D. The four virtual scene entrances correspond to the scene progress of different virtual scenes in different games. Optionally, when the user hovers the mouse over any virtual scene entrance, the terminal displays the progress information corresponding to the virtual scene entrance. For example, the progress information corresponding to virtual scene entrance A indicates that the virtual scene entrance corresponds to virtual scene A, the content of the scene is a desert shooting range, and the virtual character is equipped with a virtual submachine gun and a 4x scope for shooting practice. Optionally, in addition to displaying the above four virtual scene entrances, the cloud game client can also display game entrances of other cloud games. By triggering the game entrance, the user can play the game in the traditional game mode.
[0103] In an embodiment of the present application, the scene progress is used to indicate the degree of change of the virtual scene. The user account logged in by the terminal can cause changes in the virtual scene by controlling the first virtual object to perform interactive behaviors in the virtual scene, thereby affecting the scene progress of the virtual scene, such as the position of the first virtual object in the virtual scene, the virtual props equipped by the first virtual object, and the damage of the first virtual object to the buildings in the virtual scene. It should be noted that the initial progress of the virtual scene is usually the same each time it is run, such as including the same mountains, rivers, buildings, the same plot, and the same NPCs. The process of the user playing the game is the process of changing the virtual scene.
[0104] For example, in an FPS game, if a user wishes to equip a virtual submachine gun and a 4x scope in a desert scene, and practice shooting at a distance of 400 meters from a target, each time the user plays the game, the user must control the first virtual object to search for the virtual submachine gun and 4x scope in the desert scene, and then move to a distance of 400 meters from the target before practicing. By triggering the virtual scene entrance corresponding to the scene progress, the terminal can directly display the first virtual object equipped with the virtual submachine gun and 4x scope, and positioned 400 meters from the target.
[0105] 202. In response to a triggering operation on a target virtual scene entrance, the terminal sends a loading request to the first server, where the loading request is used to instruct the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance and return the scene screen of the target virtual scene.
[0106] In an embodiment of the present application, the user can trigger any virtual scene entrance, the terminal determines the triggered virtual scene entrance as the target virtual scene entrance, and then sends a loading request to the first server, so that after receiving the loading request, the first server runs the target virtual scene based on the scene progress corresponding to the target virtual scene entrance, thereby obtaining a scene picture corresponding to the scene progress, and the first server then returns the scene picture obtained by running to the terminal.
[0107] For example, taking the target virtual scene as a desert scene in an FPS game, the terminal displays a virtual scene entrance corresponding to the desert scene. The desert scene corresponding to the virtual scene entrance is a first virtual object (i.e., the virtual object corresponding to the user account) equipped with a virtual sniper rifle, a virtual submachine gun, and several virtual grenades, and the first virtual object is located on a mountain in the desert scene. The loading request instructs the first server to load the desert scene according to the above scene progress. To put it another way of describing it, the virtual scene entrance of the desert scene corresponds to the endgame of a game, not a brand new game.
[0108] 203. If the terminal receives the scene image, it displays the scene image.
[0109] In an embodiment of the present application, if the terminal receives a scene image returned by the server, the terminal displays the scene image based on the first client, so that the user can view the scene image based on the first client. Optionally, after detecting a control operation of a user account on a virtual object, the terminal sends an operation instruction corresponding to the control operation to the first server, and the first server updates the scene image according to the operation instruction. The terminal receives and displays the updated scene image based on the first client.
[0110] The solution provided in the embodiment of the present application enables users to view and trigger any virtual scene entrance according to their preferences by displaying at least one virtual scene entrance. Since the virtual scene entrance corresponds to any scene progress of the target virtual scene, the current terminal can request the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance, so that the terminal can display the scene picture of the target virtual scene at the scene progress, so that users can reach the scene progress without going through tedious operations, which significantly saves time and improves human-computer interaction efficiency and user stickiness.
[0111] Figure 4 is a flowchart of another method for processing a virtual scene according to an embodiment of the present application, such as Figure 4 As shown, in the embodiment of the present application, a computer device is used as a server, and the server executes the virtual scene processing method as an example. The virtual scene method includes the following steps:
[0112] 401. The server provides at least one virtual scene entrance for the terminal. The virtual scene entrance corresponds to any scene progress of the target virtual scene. The scene progress is determined based on historical interactive behavior of the user account of the terminal in at least one virtual scene.
[0113] In an embodiment of the present application, the server is a first server, which is a cloud gaming server corresponding to a first client installed and running on a terminal, that is, a cloud gaming client. The first server can collect the historical interactive behavior of the user account in at least one virtual scene with the authorization of the user account of the terminal, and then determine the scene progress of at least one virtual scene based on the collected historical interactive behavior, and then generate at least one virtual scene entrance, and provide the at least one virtual scene entrance to the terminal for display by the terminal. For content related to the scene progress, please refer to step 201 and will not be repeated here.
[0114] It should be noted that the virtual scene entrance corresponds to the scene progress of the target virtual scene, and can also be the scene progress corresponding to professional players in e-sports competitions. That is, the user account can enter the endgame of the e-sports competition by triggering the scene entrance and control the virtual object of any professional player to play the game.
[0115] 402. The server receives a loading request from the terminal, where the loading request is used to instruct the target virtual scene to be run based on the scene progress, and returns a scene image of the target virtual scene.
[0116] In an embodiment of the present application, the loading request is sent by the terminal when detecting that a scene entrance of any virtual scene is triggered. Optionally, the first server is provided with at least one client, one of which is used to run at least one virtual scene. The first server determines a second client for running the target virtual scene based on the loading request.
[0117] 403. The server runs the target virtual scene based on the scene progress and sends a scene image of the target virtual scene to the terminal.
[0118] In an embodiment of the present application, the first server runs the target virtual scene based on the scene progress of the target virtual scene, so that the scene image of the target virtual scene obtained by running corresponds to the scene progress, and then returns the scene image to the terminal, so that the terminal displays the scene image to the user based on the first client. Optionally, the first server can also receive an operation instruction sent by the terminal, and then, based on the second client, updates the above scene image according to the received operation instruction, and returns the updated scene image to the terminal.
[0119] The method provided in the embodiment of the present application provides a virtual scene entrance to the terminal, so that the first server can run the virtual scene and return the scene screen based on the loading request sent by the terminal, so that the terminal can quickly display the scene screen of the corresponding virtual scene based on the virtual scene entrance selected by the user. Since the scene screen is obtained based on the scene progress, it saves the user time in logging into the game, controlling the virtual object to go to the copy entrance, waiting for the copy to load, and advancing the copy progress to the expected progress, thereby improving the efficiency of human-computer interaction.
[0120] Figure 5 This is an interactive flow chart provided according to an embodiment of the present application, such as Figure 5 As shown, in the embodiment of the present application, the interaction between the terminal and the first server is used as an example for explanation. The method includes the following steps:
[0121] 501. A first server provides at least one virtual scene entrance for a terminal. The virtual scene entrance corresponds to any scene progress of a target virtual scene. The scene progress is determined based on historical interactive behavior of a user account of the terminal in at least one virtual scene.
[0122] In the embodiment of the present application, this step refers to step 401 and will not be repeated here.
[0123] In some embodiments, the at least one virtual scene entrance is generated by the first server. Accordingly, the first server obtains the historical interaction behavior of the user account in any virtual scene, and then generates at least one virtual scene entrance for the target virtual scene based on at least one scene progress in the target virtual scene that matches the historical interaction behavior. By matching the historical interaction behavior with the scene progress in the target virtual scene, the scene progress preferred by the user account in the target virtual scene can be determined based on the historical interaction behavior of the user account.
[0124] For example, in an FPS game, if a user account has repeatedly been in the same location in a desert scene, equipped with the same virtual gun, and shooting with the same accessories, the first server will generate a corresponding virtual scene entrance based on the scene progress in the desert scene that matches the above behavior. Based on this virtual scene entrance, the user can directly start playing the game at that scene progress.
[0125] In some embodiments, at least one scene progress that matches a historical interactive behavior refers to at least one scene progress in which the number of occurrences of the historical interactive behavior satisfies a behavior condition, wherein the behavior condition may be reaching a first count threshold.
[0126] For example, the first server collects nearly 20 games played by a user account in a desert scene. By analyzing the game data, it is determined that in more than three-quarters of the games, the user account controls the first virtual object in the same position in the desert scene, equips the same virtual firearm, and uses the same accessories to shoot. The first server then determines the scene progress as a scene progress that matches the historical interactive behavior.
[0127] In some embodiments, the first server determines the above-mentioned target virtual scene by identifying the scene screen of the virtual scene displayed by the terminal. Accordingly, the first server identifies the scene type of the scene screen of any virtual scene of the terminal, and then determines the target virtual scene based on the scene type. Among them, the scene type includes but is not limited to single-player PVE scenes, multi-player PVE scenes, 1VS1 scenes, multi-player PVP scenes, and mixed scenes. Optionally, when the user account starts the first client based on the terminal next time, the first server provides the terminal with at least one virtual scene entrance corresponding to the target virtual scene.
[0128] For example, taking the scene picture of the virtual scene displayed by the terminal as a training ground in an FPS game, the first server identifies the scene picture displayed by the terminal, determines that the scene type is a single-player PVE scene, and then determines the single-player PVE scene as the target virtual scene.
[0129] In some embodiments, the first server determines a target scene type based on the number of occurrences of the scene type, where the target scene type is a scene type whose number of occurrences meets an occurrence condition, and the first server determines any virtual scene belonging to the target scene type as the target virtual scene. The occurrence condition is that the second number threshold is reached. Optionally, when a user account frequently enters a virtual scene of the same scene type, the first server provides the terminal with at least one virtual scene entrance of the target virtual scene belonging to the same scene type as the virtual scene.
[0130] In some embodiments, the first server can also obtain operation information of multiple virtual scenes running on the terminal, and the operation information is used to indicate the historical interaction behavior of the user account in each virtual scene. Then, the first server analyzes the preferences of the user account based on the operation information to obtain the user account's preference information for the multiple virtual scenes. The preference information is used to indicate the target user account's preference for each virtual scene and the different scene progress of each virtual scene. By collecting the user account's historical interaction behavior in each virtual scene, it is possible to determine the user's preference for each virtual scene and the scene progress in each scene, and then recommend virtual scene entrances to the user based on the preference level.
[0131] For example, for a virtual scene entered by a user account, the cloud game server obtains and records the user account's interactive behavior in the virtual scene, such as the area explored, the virtual props equipped, and the scene location where the user stayed for a longer period of time. The cloud game server determines the target user account's preference for the virtual scene based on the game data.
[0132] Optionally, the first server can also directly obtain the user account's preference for each virtual scene and the different scene progress of each virtual scene from the second server. The second server is a game server corresponding to the second client, and the second client is a game client corresponding to the virtual scene.
[0133] For example, the game client sends the game data of the user account to the game server, and the game server extracts the interactive behavior of the user account from the game data, then determines the user account's preference for the virtual scene and feeds it back to the game client, which then sends it to the first server.
[0134] In some embodiments, the first server generates at least one virtual scene entry based on the user account's preference information for each virtual scene. Accordingly, the first server determines at least one target virtual scene, i.e., a virtual scene of interest to the user, based on the preference information. Then, for any target virtual scene, the first server obtains multiple scene segmentation points corresponding to the target virtual scene. Then, based on the user account's historical interactive behavior in the target virtual scene, the first server selects at least one scene segmentation point from the multiple scene segmentation points, segments the target virtual scene, and obtains at least one virtual scene entry. Different virtual scene entries correspond to different scene progresses of any target virtual scene. For any scene segmentation point of the target virtual scene, the first server obtains scene data corresponding to the target virtual scene at the scene segmentation point, i.e., the data of the target virtual scene itself. The scene data is used to load scene content when running the target virtual scene. Optionally, the first server also obtains scene state data corresponding to the target virtual scene at the scene segmentation point. The scene state data represents the state data of the first virtual object corresponding to the user account at the scene segmentation point of the target virtual scene, and is used to load the first virtual object in the target virtual scene. Optionally, the scene state data is the instantaneous state data of the first virtual object obtained by the first server at the scene division point when the first virtual object corresponding to the user account enters the target virtual scene any time; or, the scene state data is the average state data of the first virtual object at the scene division point obtained by the first server when the first virtual object corresponding to the user account enters the target virtual scene multiple times.
[0135] For example, taking the target virtual scene as a training ground in an FPS game, the first server retrieves two scene split points for the training ground: the first split point occurs when the first virtual subject uses a virtual submachine gun and aims at a target through a 4x scope, and the second split point occurs when the first virtual subject uses a virtual sniper rifle and aims at a target through an 8x scope. The first server then splits the training ground based on the user account's historical interactions with the training scene, namely, the user account's repeated use of the virtual submachine gun and the virtual sniper rifle, resulting in two virtual scene entrances. The scene progression for the training ground corresponding to one virtual scene entrance is: the first virtual subject corresponding to the user account is equipped with a virtual submachine gun, using a 4x scope, and is 400 meters away from the target; the scene progression for the other virtual scene entrance is: the first virtual subject corresponding to the user account is equipped with a virtual sniper rifle, using an 8x scope, and is 1500 meters away from the target.
[0136] In some embodiments, a virtual scene may further include multiple sub-scenes, such as sub-replicas within a replica. The first server can separate the sub-replica of interest to the user account based on the user account's historical interactions within the replica, allowing the user account to directly access the sub-replica. Accordingly, for any virtual scene that includes sub-replicas, the first server determines at least one target sub-scene preferred by the user account based on the user account's historical interactions within the virtual scene. For each target sub-scene, the first server generates a virtual scene entry corresponding to the target sub-scene.
[0137] For example, consider a virtual scene consisting of eight rooms, each corresponding to a sub-scene. A virtual object must sequentially navigate through these eight rooms. Based on the user's historical interactions with these eight rooms, the first server determines the three rooms of interest to the user and generates virtual scene entrances corresponding to these three rooms. This allows the user to directly enter any of these three rooms without having to navigate through each room in turn.
[0138] In some embodiments, a user account can share the scene progress of a virtual scene with other user accounts. Accordingly, the terminal displays the scene screen of any virtual scene, and the terminal displays the guidance information of any virtual scene in the scene screen of any virtual scene, and the guidance information is used to prompt whether to share the scene progress of any virtual scene. Optionally, the terminal only displays the guidance information when the user account enters the virtual scene for the first time, and does not repeatedly display the guidance information when it is not the first time to enter. By displaying the guidance information, users can choose to share the game progress they are accustomed to using with other users, thereby enhancing communication between users, making users more willing to play the game, and improving user stickiness.
[0139] In some embodiments, the target user account can also log in directly to the game client, and the game server corresponding to the game client will generate the at least one virtual scene entrance. Alternatively, the target user account can log in to the cloud game client and interact with the game client through the cloud game server. In this case, the cloud game client and the cloud game server function as data transparent transmission.
[0140] It should be noted that, in order to make the process of generating at least one virtual scene entrance described in the above embodiments easier to understand, see Figure 6 As shown, Figure 6 This is a flow chart of generating a virtual scene entrance according to an embodiment of the present application. Figure 6, including the following steps: 601. The user account enters the virtual scene. 602. If the user account enters the current virtual scene for the first time, the terminal displays guidance information to prompt the user whether to share. 603. After the user has set whether to share, the terminal displays the scene screen of the virtual scene. 604. The first server requests the virtual scene identification strategy from the game server. 605. The game server returns the virtual scene identification strategy to the first server. 606. The first server identifies the scene type of the current virtual scene, and records the interactive behavior of the user account in the virtual scene, and uploads it to the game server. 607. The game server determines the user account's preference for the current virtual scene based on the data uploaded by the first server, and feeds the result back to the first server. 608. Repeat the above 606 and 607 until the user account leaves the virtual scene.
[0141] 502. The terminal displays at least one virtual scene entrance.
[0142] In this embodiment, this step refers to step 201 and will not be described in detail here.
[0143] In some embodiments, the terminal displays the at least one virtual scene entrance in a list based on the first client, and the at least one virtual scene entrance is a text link in the list.
[0144] In some embodiments, the terminal displays at least one virtual scene entrance in the form of a picture link based on the first client. Optionally, the picture link also displays introduction information of the virtual scene corresponding to each virtual scene entrance, the introduction information including information such as the name of the virtual scene, scene progress, and virtual character status.
[0145] 503. In response to the triggering operation on the target virtual scene entrance, the terminal sends a loading request to the first server, where the loading request is used to instruct the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance and return the scene screen of the target virtual scene.
[0146] In the embodiment of the present application, this step refers to step 202 and will not be repeated here.
[0147] In some embodiments, the target virtual scene needs to match at least one of teammates or opponents before it can run, and the loading request also carries matching information, which is used to indicate the matching method of the second virtual object in the target virtual scene. The second virtual object is any of the following: a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to the opposing camp as the first virtual object, and a neutral virtual object, wherein the first virtual object is the virtual object corresponding to the user account. Accordingly, before sending the loading request to the first server, the terminal also displays a matching information setting page, which is used to set the matching method of the second virtual object. Then, the terminal generates the above matching information according to the matching method set on the above matching information setting page. Among them, the form of setting the matching method can be a check box, a radio button, a drop-down menu, etc., and this application does not limit this.
[0148] For example, the terminal displays a matching information setting page based on the cloud game client, and the matching setting page displays check boxes corresponding to matching teammates and matching opponents. If the user only checks the check box corresponding to matching teammates, the terminal detects based on the first client in the matching information setting interface that the set matching method is to only match teammates; if the user only checks the check box corresponding to matching opponents, the terminal detects based on the first client in the matching information setting interface that the set matching method is to only match opponents; if the user checks both the check box corresponding to matching teammates and the check box corresponding to matching opponents, the terminal detects based on the first client in the matching information setting interface that the set matching method is to match both teammates and opponents; of course, if the user neither checks matching teammates nor matching opponents, the terminal displays matching prompt information based on the first client, and the matching prompt information is used to prompt the user to make a selection.
[0149] 504. The first server receives a loading request from the terminal.
[0150] In the embodiment of the present application, this step refers to step 402 and will not be repeated here.
[0151] In some embodiments, the first server can run the virtual scene corresponding to at least one virtual scene entrance provided to the terminal in advance, so that after receiving the loading request, the first server can directly return the scene screen of the target virtual scene to the terminal, thereby saving the user's time waiting for the first server to start the target virtual scene, and further improving the efficiency of human-computer interaction.
[0152] 505. The first server runs the target virtual scene based on the scene progress and sends a scene image of the target virtual scene to the terminal.
[0153] In the embodiment of the present application, this step refers to step 403 and will not be repeated here.
[0154] In some embodiments, the first server uses the scene progress as the starting point, obtains virtual scene data corresponding to the scene progress, and then runs the target virtual scene based on the virtual scene data. The virtual scene data corresponding to the scene progress only involves changes in the virtual scene, such as buildings, vehicles, NPCs, and plot.
[0155] In some embodiments, the first server uses the scene progress as a running starting point and obtains virtual scene data corresponding to the scene progress. It then obtains historical scene state data for the user account. Based on the virtual scene data, the first server runs the target virtual scene and loads the first virtual object in the target virtual scene based on the historical scene state data. The historical scene state data indicates the state of the first virtual object in the user account at a historical moment, such as health value, standing or squatting posture, and position in the virtual scene.
[0156] In some embodiments, the first server loads virtual props such as virtual guns and virtual vehicles in the historical scene state data for the first virtual object in the target virtual scene.
[0157] In some embodiments, the first server loads the corresponding action state of the first virtual object in the historical scene state data in the target virtual scene, such as the first virtual object being located on a mountain top, the first virtual object being located on a plain, or the first object's health value not being at a maximum value.
[0158] For example, taking the target virtual scene as a training ground in an FPS game, the user expects virtual props to be loaded in advance in the training ground, such as a virtual submachine gun that the user often uses, and is accustomed to using a 4x scope for target shooting training at medium and long distances. When the first server runs the target virtual scene, it uses the scene progress as the starting point and obtains the virtual scene data corresponding to the scene progress, that is, the virtual submachine gun, 4x scope, and the first virtual object are located at medium and long distances to the target, etc., thereby achieving the effect of loading virtual props in advance, allowing users to start training directly from the scene progress with the virtual props loaded.
[0159] In some embodiments, the load request further includes matching information indicating a matching method for a second virtual object in the target virtual scene. The second virtual object may be any of the following: a virtual object belonging to the same faction as the first virtual object, a virtual object belonging to an opposing faction as the first virtual object, or a neutral virtual object, wherein the first virtual object is a virtual object corresponding to the user account. Accordingly, the first server may further load the second virtual object in the target virtual scene based on the matching information.
[0160] For example, taking the target virtual scene as a multiplayer PVE scene, the first server not only needs to load virtual props for the user, but also needs to match the user with suitable teammates. The first server then matches teammates for the user based on the matching information carried in the loading request, thereby achieving relatively good cooperation between team members, thereby improving training effects or game experience and increasing user stickiness.
[0161] For example, if the target virtual scene is a 1v1 scenario, the first server not only needs to load virtual props for the user but also needs to match the user with a suitable opponent. The first server then matches the user with a suitable opponent based on the matching information carried in the loading request. Of course, the user can also invite an opponent on their own, in which case the matching information will include the account ID of the invited opponent.
[0162] For example, if the target virtual scene is a multiplayer PVP scene, the first server not only needs to load virtual props for the user but also needs to match the user with suitable teammates and opponents. The first server then matches the user with suitable teammates and opponents based on the matching information included in the loading request. Of course, the user can also invite teammates and opponents on their own, in which case the matching information will include the account IDs of the invited teammates and opponents.
[0163] 506. If the terminal receives the scene image, it displays the scene image.
[0164] In the embodiment of the present application, this step refers to step 203 and will not be repeated here.
[0165] In some embodiments, the scene image is loaded based on the scene progress and the historical scene status data of the user account, see step 505, which will not be repeated here.
[0166] In some embodiments, a first virtual object is displayed in the scene screen, and the first virtual object is equipped with virtual props corresponding to the above-mentioned historical scene state data, see step 505, which will not be repeated here.
[0167] In some embodiments, a first virtual object is displayed in the scene screen, and the first virtual object is in an action state corresponding to the above-mentioned historical scene state data, see step 505, which will not be repeated here.
[0168] In some embodiments, the scene screen displays a second virtual object matched based on the matching information, see step 505, which will not be repeated here.
[0169] It should be noted that, in order to make the process described in the above steps easier to understand, the first client installed and run on the terminal is a cloud game client, the first server is a cloud game server, the second client is a game client, and the second server is a game server. Figure 7 As shown, Figure 7 This is a schematic diagram of another interactive process provided according to an embodiment of the present application. Figure 7 The process includes the following steps: 701. The cloud gaming client displays at least one virtual scene entrance. 702. The cloud gaming client sends the target virtual scene entrance selected by the user to the cloud gaming server. 703. The cloud gaming server sends the target virtual scene entrance selected by the user to the corresponding game client. 704. If the game client determines that the target virtual scene corresponding to the target virtual scene entrance needs to match a second virtual object, execute 705; otherwise, execute 709. 705. The cloud gaming client displays guidance information to guide the user in selecting a matching method for the second virtual object. The guidance information in this step is transparently transmitted between the cloud gaming client and the cloud gaming server. 706. The cloud gaming client sends the matching method selected by the user to the game client. The guidance information in this step is transparently transmitted between the cloud gaming client and the cloud gaming server. 707. The game client sends the target virtual scene entrance and matching method to the game server. 708. The game server feeds back to the game client the environmental information of the target virtual scene corresponding to the target virtual scene entrance, as well as the matching of the second virtual object. 709. The game client runs the target virtual scene on the cloud game server based on the above environmental information. 710. The cloud game server renders and performs real-time calculations on the scene image of the target virtual scene to obtain the scene image. 711. The cloud game client displays the scene image.
[0170] In an embodiment of the present application, by providing a virtual scene entrance to the terminal, the user can view and trigger any virtual scene entrance according to his or her preferences. Since the virtual scene entrance corresponds to any scene progress of the target virtual scene, the current terminal can request the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance, so that the terminal can quickly display the scene screen of the corresponding virtual scene based on the virtual scene entrance selected by the user, so that the user can reach the scene progress without going through tedious operations, which significantly saves time and improves human-computer interaction efficiency and user stickiness.
[0171] Figure 8 This is a system architecture diagram provided according to an embodiment of the present application, such as Figure 8 As shown, the system architecture includes a cloud gaming client, a cloud gaming server, a game client, and a game server. The cloud gaming client is a first client installed and running in a terminal, the cloud gaming server is a first server, the game client is a second client deployed in the cloud gaming server, and the game server is a second server.
[0172] The cloud game client is used to display at least one virtual scene entrance, where the virtual scene entrance corresponds to any scene progress of the target virtual scene, and the scene progress is determined based on the historical interactive behavior of the user account in the at least one virtual scene;
[0173] The cloud game client is further configured to send a loading request to the cloud game server in response to a triggering operation on a target virtual scene entrance;
[0174] The cloud game server is used to receive a loading request from the cloud game client, wherein the loading request is used to instruct the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance and return the scene screen of the target virtual scene;
[0175] The cloud game server is also used to run the target virtual scene based on the scene progress and send the scene image of the target virtual scene to the cloud game client;
[0176] The game server is used to provide background services for the game client;
[0177] The cloud gaming client is also used to display a scene image if it is received.
[0178] Among them, the cloud game client includes a user interaction service, which is used to allow users to choose the game mode: enter the traditional game mode, or enter the mode designed by this solution: that is, directly enter the recommended game scene, such as the user's preferred game scene or the game scene shared by other users.
[0179] The cloud gaming server includes a first scene rendering service and a user matching service. The first scene rendering service is used to enable the game client to issue a loading request based on the virtual scene entrance selected by the user in the cloud gaming client, loading the corresponding virtual scene. For virtual scenes that cannot be loaded directly, the necessary rendering and real-time calculation are performed. The user matching service is used to assist players in inviting friends or automatically matching in virtual scenes involving team formation or player competition.
[0180] Among them, the game client includes a second scene rendering service, a data reporting service, and a scene recognition service. The second scene rendering service is used to receive relevant virtual scene data from the game server and cooperate with the first rendering service of the cloud game server to load the corresponding virtual scene. The data reporting service is used to report the running information of the current virtual scene during the game so that the user can experience the virtual scene with a different scene progress next time. The scene recognition service is used to pull the scene recognition strategy from the game server and identify the running information of the currently running virtual scene based on the scene recognition strategy.
[0181] Among them, the game server includes a scene recognition strategy service, a scene data storage service, a scene data loading service and a scene data analysis service. The scene recognition strategy service is used to identify strategies and classification strategies based on various virtual scenes, and send them to the game client for identifying virtual scenes. The scene data storage service is used to record the status data of the user account based on the operation information reported by the game client, so that when the user enters the virtual scene again, he can enter the same virtual scene as when he left. The scene data loading service is used to receive the request sent by the second scene rendering service, and send the status data of the user account to the game client to render the virtual object corresponding to the user account in the virtual scene. The scene data analysis service is used to analyze the user account's preference for each virtual scene based on the various operation information stored in the scene data storage service, combined with the user account's interactive behavior in the virtual scene, so as to recommend virtual scene entrances to the user account.
[0182] Figure 9 This is a block diagram of a virtual scene display device provided according to an embodiment of the present application. The device is used to perform the steps in the above-mentioned virtual scene display method, see Figure 9 The device includes: a first display module 901, a request sending module 902 and a second display module 903.
[0183] A first display module 901 is configured to display at least one virtual scene entrance, where the virtual scene entrance corresponds to any scene progress of a target virtual scene, where the scene progress is determined based on the historical interaction behavior of the user account in the at least one virtual scene;
[0184] A request sending module 902 is configured to send a loading request to the first server in response to a triggering operation on a target virtual scene entrance, wherein the loading request is configured to instruct the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance and return a scene image of the target virtual scene;
[0185] The second display module 903 is configured to display the scene image if it is received.
[0186] In some embodiments, the scene image is loaded based on the scene progress and historical scene status data of the user account.
[0187] In some embodiments, a first virtual object is displayed in the scene screen, and the first virtual object is equipped with a virtual prop corresponding to the historical scene state data.
[0188] In some embodiments, a first virtual object is displayed in the scene screen, and the first virtual object is in an action state corresponding to the historical scene state data.
[0189] In some embodiments, the loading request further carries matching information, where the matching information is used to indicate a matching method for a second virtual object in the target virtual scene, where the second virtual object is any one of the following: a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to an opposing camp to the first virtual object, and a neutral virtual object;
[0190] See also Figure 10 As shown, Figure 10 is a block diagram of another virtual scene display device provided according to an embodiment of the present application, the device also including:
[0191] A third display module 904 is used to display a matching information setting page, where the matching information setting page is used to set a matching method for the second virtual object;
[0192] The information generating module 905 is configured to generate the matching information according to the matching mode set on the matching information setting page.
[0193] In some embodiments, the scene screen displays a second virtual object matched based on the matching information.
[0194] In some embodiments, see Figure 10 , the device further comprises:
[0195] The fourth display module 906 is used to display a scene image of any virtual scene;
[0196] The fourth display module 906 is further configured to display guidance information of any virtual scene in the scene screen of the any virtual scene, where the guidance information is configured to prompt whether to share the scene progress of the any virtual scene.
[0197] The solution provided in the embodiment of the present application enables users to view and trigger any virtual scene entrance according to their preferences by displaying at least one virtual scene entrance. Since the virtual scene entrance corresponds to any scene progress of the target virtual scene, the current terminal can request the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance, so that the terminal can display the scene picture of the target virtual scene at the scene progress, so that users can reach the scene progress without going through tedious operations, which significantly saves time and improves human-computer interaction efficiency and user stickiness.
[0198] All the above optional technical solutions can be arbitrarily combined to form optional embodiments of the present disclosure, and will not be described in detail here.
[0199] It should be noted that the virtual scene display device provided in the above embodiment only uses the division of the above functional modules as an example to illustrate the display of the virtual scene. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual scene display device provided in the above embodiment and the virtual scene display method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0200] Figure 11 This is a block diagram of another virtual scene processing device provided in accordance with an embodiment of the present application. The device is used to execute the steps in the above virtual scene processing method, see Figure 11 The device includes: an entry providing module 1101, a request receiving module 1102 and an operation module 1103.
[0201] An entry providing module 1101 is configured to provide a terminal with at least one virtual scene entry, the virtual scene entry corresponding to any scene progress of a target virtual scene, the scene progress being determined based on historical interactive behavior of a user account of the terminal in at least one virtual scene;
[0202] The request receiving module 1102 is configured to receive a loading request from the terminal, wherein the loading request is used to instruct the target virtual scene to be run based on the scene progress and return a scene image of the target virtual scene;
[0203] The running module 1103 is configured to run the target virtual scene based on the scene progress and send the scene image of the target virtual scene to the terminal.
[0204] In some embodiments, the running module 1103 is configured to take the scene progress as a running starting point, obtain virtual scene data corresponding to the scene progress, and run the target virtual scene based on the virtual scene data.
[0205] In some embodiments, see Figure 12 As shown, Figure 12 1 is a block diagram of a virtual scene processing device according to an embodiment of the present application. The operation module 1103 includes:
[0206] The first acquisition unit 11031 is used to obtain virtual scene data corresponding to the scene progress with the scene progress as the running starting point;
[0207] The second obtaining unit 11032 is used to obtain the historical scene status data of the user account;
[0208] The running unit 11033 is configured to run the target virtual scene based on the virtual scene data, and load a first virtual object in the target virtual scene based on the historical scene state data.
[0209] In some embodiments, the running unit 11033 is used to: load the virtual props in the historical scene state data for the first virtual object in the target virtual scene.
[0210] In some embodiments, the operation unit 11033 is used to: load the first virtual object with the corresponding action state in the historical scene state data in the target virtual scene.
[0211] In some embodiments, see Figure 12 , the device further comprises:
[0212] An acquisition module 1104 is used to acquire the historical interactive behavior of the user account in any virtual scene;
[0213] The entrance generation module 1105 is configured to generate at least one virtual scene entrance of the target virtual scene based on at least one scene progress in the target virtual scene that matches the historical interactive behavior.
[0214] In some embodiments, the at least one scene progress that matches the historical interactive behavior refers to: at least one scene progress in which the number of occurrences of the historical interactive behavior meets the behavior condition.
[0215] In some embodiments, see Figure 12 , the device further comprises:
[0216] Identification module 1106, used to identify the scene type of any virtual scene of the terminal;
[0217] The determination module 1107 is configured to determine the target virtual scene based on the scene type.
[0218] In some embodiments, the determination module 1107 is used to determine a target scene type based on the number of occurrences of the scene type, where the target scene type is a scene type whose number of occurrences meets the occurrence condition; and determine any virtual scene belonging to the target scene type as the target virtual scene.
[0219] In some embodiments, the loading request further carries matching information, where the matching information is used to indicate a matching method for a second virtual object in the target virtual scene; the second virtual object is any one of the following: a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to an opposing camp to the first virtual object, and a neutral virtual object;
[0220] See also Figure 12 , the device further comprises:
[0221] The loading module 1108 is configured to load the second virtual object into the target virtual scene based on the matching information.
[0222] The solution provided in the embodiment of the present application provides a virtual scene entrance to the terminal, so that the first server can run the virtual scene and return the scene screen based on the loading request sent by the terminal, so that the terminal can quickly display the scene screen of the corresponding virtual scene based on the virtual scene entrance selected by the user. Since the scene screen is obtained based on the scene progress, it saves the user time in logging into the game, controlling the virtual object to go to the copy entrance, waiting for the copy to load, and advancing the copy progress to the expected progress, thereby improving the efficiency of human-computer interaction.
[0223] All the above optional technical solutions can be arbitrarily combined to form optional embodiments of the present disclosure, and will not be described in detail here.
[0224] It should be noted that the virtual scene processing device provided in the above embodiment only uses the division of the above functional modules as an example to illustrate when processing the virtual scene. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual scene processing device provided in the above embodiment and the virtual scene processing method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0225] In the embodiments of the present application, the computer device can be configured as a terminal or a server. When the computer device is configured as a terminal, the terminal can be used as the execution subject to implement the technical solution provided in the embodiments of the present application. When the computer device is configured as a server, the server can be used as the execution subject to implement the technical solution provided in the embodiments of the present application. The technical solution provided in the present application can also be implemented through interaction between the terminal and the server. The embodiments of the present application do not limit this.
[0226] When a computer device is configured as a terminal, Figure 13This is a block diagram of a terminal structure according to an embodiment of the present application. Terminal 1300 may be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. Terminal 1300 may also be referred to as user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other similar names.
[0227] Typically, the terminal 1300 includes a processor 1301 and a memory 1302 .
[0228] The processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0229] The memory 1302 may include one or more computer-readable storage media, which may be non-transitory. The memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one computer program, which is executed by the processor 1301 to implement the virtual scene display method provided in the method embodiment of the present application.
[0230] In some embodiments, terminal 1300 may optionally include a peripheral device interface 1303 and at least one peripheral device. Processor 1301, memory 1302, and peripheral device interface 1303 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1303 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1304, a display screen 1305, a camera assembly 1306, an audio circuit 1307, and a power supply 1309.
[0231] The peripheral device interface 1303 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302, and the peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0232] The RF circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1304 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1304 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1304 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 1304 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1304 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
[0233] The display screen 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1305 is a touch screen display, the display screen 1305 also has the ability to collect touch signals on the surface or above the surface of the display screen 1305. The touch signal can be input as a control signal to the processor 1301 for processing. At this time, the display screen 1305 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1305, which is set on the front panel of the terminal 1300; in other embodiments, there can be at least two display screens 1305, which are respectively set on different surfaces of the terminal 1300 or in a folding design; in other embodiments, the display screen 1305 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 1300. Even more, the display screen 1305 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1305 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0234] The camera assembly 1306 is used to capture images or videos. Optionally, the camera assembly 1306 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1306 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0235] The audio circuit 1307 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1301 for processing, or input into the radio frequency circuit 1304 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 1300. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1301 or the radio frequency circuit 1304 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1307 may also include a headphone jack.
[0236] Power supply 1309 is used to power various components in terminal 1300. Power supply 1309 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1309 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0237] In some embodiments, the terminal 1300 further includes one or more sensors 1310 , including but not limited to: an acceleration sensor 1311 , a gyroscope sensor 1312 , a pressure sensor 1313 , an optical sensor 1315 , and a proximity sensor 1316 .
[0238] The accelerometer 1311 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 1300. For example, the accelerometer 1311 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1301 can control the display screen 1305 to display the user interface in either a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1311. The accelerometer 1311 can also be used to collect game or user motion data.
[0239] The gyroscope sensor 1312 can detect the orientation and rotation angle of the terminal 1300. It can work with the accelerometer 1311 to collect the user's 3D movements on the terminal 1300. Based on the data collected by the gyroscope sensor 1312, the processor 1301 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0240] The pressure sensor 1313 can be provided on the side frame of the terminal 1300 and / or below the display screen 1305. When the pressure sensor 1313 is provided on the side frame of the terminal 1300, it can detect the user's gripping signal of the terminal 1300. The processor 1301 then performs left-hand or right-hand identification or shortcut operations based on the gripping signal collected by the pressure sensor 1313. When the pressure sensor 1313 is provided below the display screen 1305, the processor 1301 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1305. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0241] Optical sensor 1315 is used to detect ambient light intensity. In one embodiment, processor 1301 can control the display brightness of display screen 1305 based on the ambient light intensity detected by optical sensor 1315. Specifically, when the ambient light intensity is high, the display brightness of display screen 1305 is increased; when the ambient light intensity is low, the display brightness of display screen 1305 is decreased. In another embodiment, processor 1301 can also dynamically adjust the shooting parameters of camera assembly 1306 based on the ambient light intensity detected by optical sensor 1315.
[0242] Proximity sensor 1316, also known as a distance sensor, is typically located on the front panel of terminal 1300. Proximity sensor 1316 is used to detect the distance between the user and the front of terminal 1300. In one embodiment, when proximity sensor 1316 detects that the distance between the user and the front of terminal 1300 is gradually decreasing, processor 1301 controls display screen 1305 to switch from the screen-on state to the screen-off state. When proximity sensor 1316 detects that the distance between the user and the front of terminal 1300 is gradually increasing, processor 1301 controls display screen 1305 to switch from the screen-off state to the screen-on state.
[0243] Those skilled in the art will understand that Figure 13 The structure shown in the figure does not constitute a limitation on the terminal 1300, and the terminal 1300 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0244] When a computer device is configured as a server, Figure 14This is a structural block diagram of a server provided in accordance with an embodiment of the present application. The server 1400 may vary greatly due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1401 and one or more memories 1402, wherein the memory 1402 stores at least one computer program, which is loaded and executed by the processor 1401 to implement the virtual scene processing method provided in each of the above-mentioned method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and an input / output interface for input and output. The server may also include other components for implementing device functions, which will not be described in detail here.
[0245] The present application also provides a computer-readable storage medium, wherein the computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor of a computer device to implement the operations performed by the computer device in the method for displaying a virtual scene in the embodiment of the present application, or to implement the operations performed by the computer device in the method for processing a virtual scene in the embodiment of the present application. For example, the computer-readable storage medium can be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.
[0246] The present application also provides a computer program product, comprising computer program code stored in a computer-readable storage medium. A processor of a computer device reads the computer program code from the computer-readable storage medium and executes the computer program code, causing the computer device to perform the virtual scene display method provided in the various optional implementations described above, or to perform the virtual scene processing method provided in the various optional implementations described above.
[0247] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0248] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for displaying a virtual scene, characterized in that: The method comprises: Displaying at least one virtual scene entrance, the virtual scene entrance corresponding to any scene progress of a target virtual scene, the scene progress determined based on the historical interactive behavior of the user account in the at least one virtual scene, the virtual scene entrance generated based on preference information of the user account, the preference information being used to indicate the user account's preference for each virtual scene and the different scene progress of each virtual scene; In response to a triggering operation on a target virtual scene entrance, sending a loading request to a first server, wherein the loading request is used to instruct the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance and return a scene image of the target virtual scene; If the scene picture is received, the scene picture is displayed.
2. The method according to claim 1, characterized in that The scene picture is loaded based on the scene progress and the historical scene status data of the user account.
3. The method according to claim 2, characterized in that A first virtual object is displayed in the scene screen, and the first virtual object is equipped with a virtual prop corresponding to the historical scene state data.
4. The method according to claim 2, characterized in that A first virtual object is displayed in the scene screen, and the first virtual object is in an action state corresponding to the historical scene state data.
5. The method according to claim 1, wherein The loading request further carries matching information, where the matching information is used to indicate a matching method for a second virtual object in the target virtual scene, where the second virtual object is any one of the following: a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to an opposing camp to the first virtual object, and a neutral virtual object; Before sending the loading request to the first server, the method further includes: Displaying a matching information setting page, wherein the matching information setting page is used to set a matching method for the second virtual object; The matching information is generated according to the matching method set on the matching information setting page.
6. The method according to claim 5, characterized in that The scene screen displays a second virtual object matched based on the matching information.
7. The method according to claim 1, characterized in that Before displaying at least one virtual scene entrance, the method further includes: Displaying a scene picture of any virtual scene; In the scene screen of any virtual scene, guidance information of the any virtual scene is displayed, and the guidance information is used to prompt whether to share the scene progress of the any virtual scene.
8. A method for processing a virtual scene, characterized in that: The method comprises: Providing at least one virtual scene entrance for the terminal, the virtual scene entrance corresponding to any scene progress of a target virtual scene, the scene progress determined based on historical interactive behavior of a user account of the terminal in at least one virtual scene, the virtual scene entrance generated based on preference information of the user account, the preference information being used to indicate the user account's preference for each virtual scene and the different scene progress of each virtual scene; receiving a loading request from the terminal, wherein the loading request is used to instruct to run the target virtual scene based on the scene progress and return a scene image of the target virtual scene; Based on the scene progress, the target virtual scene is run, and a scene image of the target virtual scene is sent to the terminal.
9. The method according to claim 8, characterized in that The running of the target virtual scene based on the scene progress includes: Taking the scene progress as the running starting point, obtaining the virtual scene data corresponding to the scene progress; The target virtual scene is run based on the virtual scene data.
10. The method according to claim 8, characterized in that The running of the target virtual scene based on the scene progress includes: Taking the scene progress as the running starting point, obtaining the virtual scene data corresponding to the scene progress; Obtaining historical scene status data of the user account; Based on the virtual scene data, the target virtual scene is run, and in the target virtual scene, a first virtual object is loaded based on the historical scene state data.
11. The method according to claim 10, characterized in that The step of loading the first virtual object in the target virtual scene based on the historical scene state data includes: In the target virtual scene, the virtual props in the historical scene state data are loaded for the first virtual object.
12. The method according to claim 10, characterized in that The step of loading the first virtual object in the target virtual scene based on the historical scene state data includes: In the target virtual scene, the first virtual object is loaded with a corresponding action state in the historical scene state data.
13. The method according to claim 8, characterized in that Before providing at least one virtual scene entrance for the terminal, the method further includes: Obtaining historical interactive behaviors of the user account in any virtual scene; At least one virtual scene entrance of the target virtual scene is generated based on at least one scene progress in the target virtual scene that matches the historical interactive behavior.
14. The method according to claim 13, characterized in that The at least one scene progress that matches the historical interactive behavior refers to: The number of historical interactive behaviors that occur satisfies the progress of at least one scenario in the behavior conditions.
15. The method according to claim 8, characterized in that The method further comprises: Identifying a scene type of a scene picture of any virtual scene of the terminal; Based on the scene type, the target virtual scene is determined.
16. The method according to claim 15, characterized in that The determining the target virtual scene based on the scene type includes: Determining a target scene type based on the number of occurrences of the scene type, where the target scene type is a scene type whose number of occurrences meets an occurrence condition; Any virtual scene belonging to the target scene type is determined as the target virtual scene.
17. A virtual scene display device, characterized in that: The device comprises: a first display module, configured to display at least one virtual scene entrance, wherein the virtual scene entrance corresponds to any scene progress of a target virtual scene, wherein the scene progress is determined based on a user account's historical interactive behavior in the at least one virtual scene, and wherein the virtual scene entrance is generated based on preference information of the user account, wherein the preference information is used to indicate a degree of preference of the user account for each virtual scene and for different scene progresses of the respective virtual scenes; a request sending module, configured to send a loading request to the first server in response to a triggering operation on a target virtual scene entrance, wherein the loading request is used to instruct the first server to run the target virtual scene based on the scene progress corresponding to the target virtual scene entrance and return a scene image of the target virtual scene; The second display module is used to display the scene picture if it is received.
18. A virtual scene processing device, characterized in that: The device comprises: An entry providing module is configured to provide at least one virtual scene entry for the terminal, wherein the virtual scene entry corresponds to any scene progress of a target virtual scene, wherein the scene progress is determined based on the historical interactive behavior of a user account of the terminal in at least one virtual scene, and wherein the virtual scene entry is generated based on preference information of the user account, wherein the preference information is used to indicate the degree of preference of the user account for each virtual scene and the different scene progress of each virtual scene; a request receiving module, configured to receive a loading request from the terminal, wherein the loading request is used to instruct to run the target virtual scene based on the scene progress and return a scene image of the target virtual scene; A running module is used to run the target virtual scene based on the scene progress and send the scene picture of the target virtual scene to the terminal.
19. A computer device, characterized in that: The computer device includes a processor and a memory, the memory is used to store at least one computer program, and the at least one computer program is loaded by the processor and executes the method for displaying a virtual scene as described in any one of claims 1 to 7, or executes the method for processing a virtual scene as described in any one of claims 8 to 16.
20. A computer-readable storage medium, characterized in that The computer-readable storage medium is used to store at least one computer program, and the at least one computer program is used to execute the method for displaying a virtual scene according to any one of claims 1 to 7, or the method for processing a virtual scene according to any one of claims 8 to 16.
Citation Information
Patent Citations
Virtual scene processing method and device and computer readable storage medium
CN111917768A