Collision detection method, device, electronic device and storage medium

By obtaining the time-shift information of the target character skills and the position information of the collision object on the server side, and using the difference method to calculate the collision state, the problems of low collision detection accuracy and high computing power consumption are solved, and efficient collision detection and real sense of impact are achieved, and it is suitable for multi-person online servers.

CN114225413BActive Publication Date: 2025-08-08SHANGHAI PERFECT WORLD SOFTWARE CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202111585025.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-22
Publication Date
2025-08-08
Estimated Expiration
2041-12-22

AI Technical Summary

Technical Problem

In the prior art, collision detection has problems such as low accuracy, poor sense of impact and high computing power consumption in the game, especially in multiplayer online servers, it is difficult to use a physical engine for efficient collision detection.

Method used

By obtaining the time-shift information of the target character skills on the server side, including preset track files and real-time release information, combined with the fixed or dynamic position information of the collision object, the difference method is used to calculate the collision state, reducing the calculation amount and improving detection accuracy.

Benefits of technology

While ensuring the real sense of impact, it reduces the amount of collision detection computing, improves the availability of multi-player online servers, eliminates plug-in risks, and improves user gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114225413B_ABST
    Figure CN114225413B_ABST
Patent Text Reader

Abstract

The present application provides a collision detection method, device, electronic device and storage medium, wherein the method includes: obtaining a target operation performed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill; in response to the target operation, obtaining time-shift information of a target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time-shift information is used to determine the correspondence between the time and position of the collision box; and determining the collision state of the target collision box and the collision object collision box based on the time-shift information, wherein the collision object collision box includes a collision box associated with the collision object and / or a collision box associated with the object skill of the collision object. The above scheme solves the problems of low collision judgment accuracy, poor impact feeling and high consumption of computing power in the related art.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of the Internet, and in particular to a collision detection method, device, electronic device, and storage medium. Background Art

[0002] Hit detection is a basic requirement of games. Depending on the type of game, there can be a variety of different hit detection methods.

[0003] Turn-based games generally only require simple probability calculations based on hit rate. 2D games and most MMORPGs (Massively Multiplayer Online Role-Playing Games) need to determine whether a hit occurs by calculating whether the target coordinates are within the skill's range. Action games that emphasize the sense of impact generally use physics engines to calculate whether a collision results in a hit.

[0004] The first two hit detection methods are simple and easy to use, but they suffer from low accuracy and poor hit feel, making them unsuitable for action games. The last method is generally used in single-player games, but due to the high computational power consumed by the physics engine, it is difficult to apply to multiplayer online servers. Summary of the Invention

[0005] The present application provides a collision detection method, device, electronic device and storage medium to at least solve the problems of low collision detection accuracy, poor impact feeling and high consumption of computing power in related technologies.

[0006] According to a first aspect of an embodiment of the present application, a collision detection method is provided, comprising:

[0007] Obtain a target operation performed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill; in response to the target operation, obtain time-shift information of a target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time-shift information is used to determine the correspondence between the time and position of the collision box; and determine a collision state between the target collision box and a collision object collision box based on the time-shift information, wherein the collision object collision box includes a collision box associated with a collision object and / or a collision box associated with an object skill of the collision object.

[0008] According to a first possible implementation method of the first aspect of an embodiment of the present application, the time-shift information includes a first preset trajectory file and a first real-time release information, and the response to the target operation to obtain the time-shift information of the target collision box of the target character skill includes: determining the first preset trajectory file associated with the target collision box; and based on the state of the target character skill when it is released, obtaining the first real-time release information, the real-time release information including the first real-time position, first real-time direction and first release time of the target virtual character when the target character skill is released.

[0009] According to a second possible implementation method of the first aspect of an embodiment of the present application, determining the collision state of the target collision box and the collision object collision box based on the time-shift information includes: when the collision object collision box is associated with a static collision object, obtaining the fixed position information of the collision object collision box; and determining the collision state of the target collision box and the collision object collision box based on the first preset trajectory file, the first real-time release information and the fixed position information.

[0010] According to a third possible implementation method of the first aspect of an embodiment of the present application, determining the collision state of the target collision box and the collision object collision box based on the time-shift information includes: when the collision object collision box is associated with a dynamic collision object, obtaining a second preset trajectory file and a second real-time release information of the collision object collision box; and determining the collision state of the target collision box and the collision object collision box based on the first preset trajectory file, the first real-time release information, the second preset trajectory file and the second real-time release information.

[0011] According to a fourth possible implementation method of the first aspect of the embodiment of the present application, the collision state of the target collision box and the collision object collision box is determined based on the first preset trajectory file, the first real-time release information, the second preset trajectory file and the second real-time release information, including: using a difference method to calculate the position of the target collision box and the position of the collision object collision box based on the first preset trajectory file, the first real-time release information, the second preset trajectory file and the second real-time release information, and determining the collision state of the target collision box and the collision object collision box according to the positional relationship between the target collision box and the collision object collision box.

[0012] According to a fifth possible implementation of the first aspect of an embodiment of the present application, the method further includes: obtaining collision characteristics of the collision box, the collision characteristics including the type of collidable object and / or the number of collidable times; determining the collision state of the target collision box and the collision object collision box based on the time-shift information includes: determining the collision state of the target collision box and the collision object collision box based on the time-shift information and the collision characteristics.

[0013] According to a sixth possible implementation manner of the first aspect of the embodiment of the present application, the preset trajectory file includes at least one of the appearance time, disappearance time, real-time position of the trajectory, scaling information, and rotation information of the collision box.

[0014] According to a seventh possible implementation manner of the first aspect of the embodiment of the present application, the method further includes: modifying the preset trajectory file; and / or modifying the association relationship between the target collision box and the preset trajectory file.

[0015] According to an eighth possible implementation manner of one aspect of the embodiment of the present application, the method further includes: modifying the preset trajectory file based on a physical visualization debugging tool and the collision state.

[0016] According to a second aspect of an embodiment of the present application, a collision detection device is provided, comprising: an acquisition unit for acquiring a target operation performed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill; a response unit for responding to the target operation and acquiring time-shift information of a target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time-shift information is used to determine the correspondence between the time and position of the collision box; and a determination unit for determining a collision state between the target collision box and a collision object collision box based on the time-shift information, wherein the collision object collision box includes a collision box associated with a collision object and / or a collision box associated with an object skill of the collision object.

[0017] According to a third aspect of an embodiment of the present application, an electronic device is also provided, including a processor and a memory, wherein the memory is used to store a computer program; and the processor is used to execute the method steps in any of the above embodiments by running the computer program stored in the memory.

[0018] According to a fourth aspect of the embodiments of the present application, a computer-readable storage medium is further provided, in which a computer program is stored, wherein the computer program is configured to execute the method steps in any of the above embodiments when run.

[0019] A collision detection method provided in an embodiment of the present application addresses the problems existing in the prior art. The server obtains a target operation performed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill. Then, in response to the target operation, the server obtains the time-shift information of the target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time-shift information is used to determine the correspondence between the time and position of the collision box. Finally, the server determines the collision state of the target collision box and the collision object collision box based on the time-shift information, wherein the collision object collision box includes a collision box associated with the collision object and / or a collision box associated with the object skill of the collision object. Therefore, since the server only obtains the time-shift information of the target collision box based on the target character skill, and calculates whether the target collision box obtained based on the time-shift information and the collision object collision box collide, it determines whether the target operation specified by the target client hits the collision object. Since the physics engine calculates collisions and simulates the entire scene information, the amount of computation is large. Direct application in a multiplayer online server will lead to performance bottlenecks. The above-mentioned collision detection method obtains the time-shift information of the collision box by exporting the key data of the motion trajectory, and adopts a streamlined calculation method to greatly reduce the computational complexity of collision detection. While ensuring the realistic impact brought by the collision calculated by the physical engine, it improves the availability of collision detection in the server.

[0020] Correspondingly, the aforementioned devices, electronic devices, and storage media also have the same effects. The above description is merely an overview of the technical solutions of the embodiments of this application. To better understand the technical means of the embodiments of this application, implementation can be based on the contents of this description. Furthermore, to make the above and other purposes, features, and advantages of the embodiments of this application more readily apparent, the following specifically describes the specific implementation methods of the embodiments of this application. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and, together with the description, serve to explain the principles of the invention.

[0022] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the embodiments or the description of the prior art. Obviously, for ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.

[0023] Figure 1 is a schematic diagram of a hardware environment of an optional collision detection method according to an embodiment of the present invention;

[0024] Figure 2is a flowchart of a collision detection method according to an embodiment of the present application;

[0025] Figure 3 is a structural block diagram of an optional collision detection according to an embodiment of the present application;

[0026] Figure 4 This is a structural block diagram of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0027] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.

[0028] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0029] First, some nouns or terms that appear in the description of the embodiments of the present application are subject to the following interpretations:

[0030] Unity Editor: A game editor, mainly used to create game scenes and game objects.

[0031] Colliders: The Unity Editor includes the following types of colliders: box collider, sphere collider, capsule collider, mesh collider, and wheel collider. Colliders are used to add collisions to the scene, creating real-world physics within the game (including blocking, friction, and bounce).

[0032] According to the first aspect of the embodiment of the present application, a collision detection method is provided. Optionally, in this embodiment, the above-mentioned collision detection method can be applied to Figure 1 In the hardware environment shown in FIG. 1 , which is composed of a terminal 102 and a server 104. Figure 1 As shown, the server 104 is connected to the terminal 102 via a network, and can be used to provide services (such as game services, application services, etc.) for the terminal or the client installed on the terminal. A database can be set up on the server or independently of the server to provide data storage services for the server 104.

[0033] The aforementioned network includes, but is not limited to, at least one of the following: a wired network or a wireless network. The wired network may include, but is not limited to, at least one of the following: a wide area network, a metropolitan area network, or a local area network. The wireless network may include, but is not limited to, at least one of the following: Bluetooth, Wi-Fi (Wireless Fidelity), or other wireless communication networks. The aforementioned terminal 102 may be a terminal for computing data, such as a mobile terminal (e.g., a mobile phone, tablet computer), a laptop computer, a PC, or the like. The aforementioned server may include, but is not limited to, any hardware device capable of computing.

[0034] The collision detection method of the embodiment of the present application can be executed by the server 104, or by the terminal 102, or by both the server 104 and the terminal 102. The portion of the collision detection method of the embodiment of the present application executed by the terminal 102 or executed by the terminal 102 in cooperation with the server 104 can also be executed by a client installed thereon.

[0035] Taking the collision detection method in this embodiment executed by the server 104 as an example, Figure 2 is a flow chart of an optional collision detection method according to an embodiment of the present application, such as Figure 2 As shown, the process of the method may include the following steps:

[0036] Step S202: obtaining a target operation executed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill.

[0037] The above-mentioned collision detection method can be applied to, but is not limited to, game applications and hit judgment in games, such as shooting game applications and hit judgment in shooting game applications. During the process of running a shooting game mission, the game players participating in the shooting game mission can be divided into two camps, wherein the players of one camp can cooperate to defeat or kill the players of the other camp. In this embodiment, when it is detected that the collision box associated with the attack operation performed by the virtual character controlled by the player collides with the collision box associated with the virtual character controlled by the player of the other camp, or the collision box associated with the virtual character controlled by the player of the same camp, it will be determined as a hit, thereby ensuring the normal operation of the game.

[0038] In some examples, the game application may be a multiplayer online tactical competitive game application. The types of game applications may include, but are not limited to, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications. The above is only an example and is not limited in this embodiment.

[0039] In some examples, the above-mentioned shooting game application can be a third-person shooting game (Third Person Shooting Game, TPS for short) application, such as running the shooting game application from the perspective of a third-party character object other than the virtual character controlled by the current player, or a first-person shooting game (First Person Shooting Game, FPS for short), such as running the shooting game application from the perspective of the virtual character controlled by the current player. Correspondingly, the above-mentioned sound source virtual objects that generate sound during the running of the game task can be, but are not limited to: virtual characters (also referred to as player characters) controlled by players through various game application clients, non-player characters (NPC for short), prop objects (such as guns, etc.) controlled by the above-mentioned virtual characters, and vehicle objects (such as vehicles, etc.) controlled by the above-mentioned virtual characters. The above is only an example, and no limitation is made to this in this embodiment.

[0040] In some examples, the target game can be executed solely by the background server of the target game, that is, the target game is run solely by the server, and the client is only used to display the game screen of the target game, and obtain operations on the game screen (for example, the operation position of the game screen), and synchronize them to the background server; it can also be executed jointly by the client of the target game and the background server of the target game, that is, the client and the background server respectively execute part of the logic of the target game, which is not limited in this embodiment.

[0041] In some examples, the target game is a target online game, and the processing logic of the target online game is jointly executed by the background server and the client. The client obtains the user's operation information and synchronizes the operation information to the background server. The background server executes the processing logic of the game operation and synchronizes the processing results to the relevant client. The collision detection method in this embodiment is also applicable.

[0042] For example, a user or player's terminal device may run a client of the target online game, which can communicate with the backend server of the target online game. The user can log in to the client running on his terminal device using an account and password, a dynamic password, or an associated application login.

[0043] For example, a target user can use a target account to log in to a target client of a target online game. The target client can display a target game scene (e.g., a multiplayer online tactical competitive game scene) of the target online game (e.g., a multiplayer online tactical competitive game). The target user can control their corresponding virtual character (i.e., the target virtual character) to perform game operations in the target game scene, such as moving around the game map, using scene props or character skills, performing game tasks, interacting with other players, etc.

[0044] In some examples, other users can use the same or similar method as the target user to perform the same or similar game operations in the target game scene through the virtual characters they control, and the target client can display the screen of the virtual characters controlled by other objects performing the game operations.

[0045] In some examples, a target avatar can unleash a target character skill in a target game scene. This target character skill is associated with the target avatar, and a single target avatar can be associated with multiple target character skills. These target character skills can encompass various in-game skills, such as attacking and healing skills. They can also include advanced combat techniques, ultimate skills, awakening skills, and reversal skills. For example, each avatar possesses a unique set of skills, and players can use different skills by switching between avatars.

[0046] Step S204, in response to the target operation, obtain the time shift information of the target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time shift information is used to determine the correspondence between the time and position of the collision box.

[0047] In some examples, in response to the target operation obtained above, the target client can control the target virtual character to release the target character skill, for example, controlling the target virtual character to launch outward a character skill that can break away from the target virtual character, which can be throwing a cannonball outward; or it can be a character skill that belongs to the category of physical movements such as the target virtual character punching or kicking outward. After the target client detects that the user has issued a target operation on the target virtual character, it can upload the detected target operation to the backend server and execute it by the backend server. For example, the client detects that the user has issued a target operation for the target virtual character to release the skill of throwing a cannonball outward. The client can synchronize the target operation of detecting that the user has issued the target virtual character to release the skill of throwing a cannonball outward to the backend server, and the backend server executes the target operation of the user issuing the target virtual character to release the skill of throwing a cannonball outward and performs collision detection. The execution method of the target operation can be configured as needed, and is not limited to this in this embodiment.

[0048] In some examples, the target character skill may be executed against a specific object. For example, the specific object may be a target scene object. In this case, the target client may display a screen showing the target virtual character releasing the target character skill toward the target scene object. The specific object may be another movable virtual character controlled by another player. In this case, the target client may display a screen showing the target virtual character releasing the target character skill toward the other virtual character. The target operation may also not be executed against a specific object. In this case, the target client may display a screen showing the target virtual character releasing the target character skill along the launch direction.

[0049] For example, the virtual character controlled by the user can fire a cannonball by shooting, and the cannonball moves toward other movable virtual characters of the target scene object.

[0050] In some examples, the target collision box can be associated with a character skill that can be used to escape the target virtual character. For example, if the character skill that can be used to escape the target virtual character is a plurality of flash projectiles, each projectile can be associated with a target collision box.

[0051] In some examples, the target collision box can be associated with a character skill belonging to a physical action such as an outward punch or kick of the target virtual character. For example, the target collision box can be bound to the feet or hands of the target virtual character.

[0052] In some examples, the time-shift information may include information about the time-varying position of the collision box, that is, the motion trajectory of the collision box. For example, the time-varying position of the collision box of a target avatar's flash skill, or the time-varying position of the collision box of a target avatar's outward punch or kick, may be included.

[0053] Step S206 : determining the collision state between the target collision box and the collision object collision box based on the time shift information, wherein the collision object collision box includes a collision box associated with the collision object and / or a collision box associated with the object skill of the collision object.

[0054] In some examples, as the target collision box moves along its trajectory, it may collide with a fixed virtual object in the target game scene. The fixed virtual object itself may serve as a collision object, and the fixed virtual object itself may be associated with at least one collision object collision box. The collision may occur between the target collision box of the target character's skill and the collision object collision box of a fixed virtual object in the scene.

[0055] Exemplarily, the fixed virtual object may be any scene object in the target game scene that allows interaction, and may be, but is not limited to, one of the following: terrain objects, buildings, trees, wooden boxes, and scene objects.

[0056] In some examples, as the target collision box moves along the motion trajectory, it may collide with a moving virtual object in the target game scene. The moving virtual object itself may serve as a collision object, and the moving virtual object itself may be associated with at least one collision object collision box. The collision may occur between the target collision box of the target character's skill and the collision object collision box of the moving virtual object in the scene.

[0057] Exemplarily, the mobile virtual object may be any interactive mobile virtual object in the target game scene, and may be, but is not limited to, one of the following: a movable creature, etc. The movable creature may be a player character, or a non-player creature, etc.

[0058] In some examples, as the target collision box moves along the motion trajectory, it may collide with a character skill released by another virtual character in the target game scene. The character skills released by the other virtual characters may serve as collision objects, and the character skills released by the other virtual characters may be associated with at least one collision object collision box. The collision may occur between the target collision box of the target character skill and the collision object collision box of a character skill released by another virtual character in the scene.

[0059] For example, the character skills released by other virtual characters may be character skills released by any interactive mobile virtual objects in the target game scene.

[0060] In some examples, the collision state can be divided into collision and non-collision. Based on the time-shift information of the target collision box, that is, the information on the change in the position of the collision box over time, it can be determined whether the motion trajectory of the target collision box overlaps with the collision object collision box. When it is determined that the motion trajectory of the target collision box overlaps with the collision object collision box, it can be determined that a collision occurs between the target collision box and the collision object collision box. Furthermore, it can be determined that the target character skill of the target virtual object hits the collision object associated with the collision object collision box, or it can be determined that the target character skill of the target virtual object hits the object skill corresponding to the collision object associated with the collision object collision box. And because the above-mentioned collision detection method simultaneously calculates the motion trajectories of multiple collision boxes of the virtual character, it avoids the virtual character from displacing while maintaining the same action. When the network conditions are good, the sliding problem caused by the mismatch between the character movement and the animation can be suppressed to a large extent.

[0061] In some examples, the above collision detection method can be applied to the server to avoid the plug-in problem caused by the server trusting the client's results to make hit judgments when online games use client-side collision calculations, thereby further improving the user's gaming experience.

[0062] Through the above steps S202 to S206, the target operation performed on the target client is obtained, wherein the above target operation is used to trigger the target virtual character in the target game scene to release the target character skill. Then, the server responds to the above target operation and obtains the time shift information of the target collision box of the above target character skill, wherein each of the above target character skills is associated with at least one above target collision box, and the above time shift information is used to determine the correspondence between the time and position of the above collision box. Finally, the server determines the collision state of the above target collision box and the collision object collision box based on the above time shift information, wherein the above collision object collision box includes the collision box associated with the collision object and / or the collision box associated with the object skill of the above collision object. Therefore, since the server only obtains the time shift information of the target collision box based on the target character skill, and calculates whether the target collision box obtained based on the above time shift information and the collision object collision box collide, it determines whether the target operation specified by the target client hits the collision object. Since the physics engine calculates collisions and simulates the entire scene information, the amount of computation is large. Direct application in a multiplayer online server will lead to performance bottlenecks. This collision detection method derives key motion trajectory data to obtain time-shifted information about the collision box. This streamlined calculation method significantly reduces the computational complexity of collision detection. This ensures the realistic impact of collisions calculated by the physics engine while improving the availability of collision detection on the server. Furthermore, by using the server to determine collisions, it eliminates the risk of cheating and enhances the user's gaming experience.

[0063] As an optional embodiment, the time-shift information includes a first preset trajectory file and first real-time release information. The step of obtaining the time-shift information of the target collision box of the target character skill in response to the target operation may include:

[0064] S11, determining the first preset trajectory file associated with the target collision box;

[0065] S12, based on the state of the target character when the skill is released, obtaining the first real-time release information, the real-time release information including the first real-time position, first real-time direction and first release time of the target virtual character when the skill is released.

[0066] For example, the first preset trajectory file may be the motion trajectory information of the target character's skill, pre-set by the art editor and planner, when not affected by release direction or method. For example, if the target character's skill is an uppercut, the first preset trajectory file may be a pre-set uppercut punch action that is delivered forward and then turns upward. In this case, the motion trajectory information of the target skill collision box associated with the uppercut skill, when not affected by release direction or method, is a forward-delivered, then upward-turning motion trajectory.

[0067] For example, if the target character skill is a single cannonball that can be fired outwards and detach from the target virtual character, then the first preset trajectory file can be a pre-set motion trajectory of the cannonball fired in a straight line. Then the motion trajectory information of the target skill collision box associated with the above-mentioned outward cannonball skill is a forward motion trajectory when it is not affected by the release direction or release method.

[0068] For example, if the target character skill is a plurality of outward-scattered projectiles that can escape from the target virtual character, then the first preset trajectory file can be a pre-set motion trajectory of the projectiles launched in a straight line or a deflected direction. Then, the motion trajectory information of the plurality of target skill collision boxes associated with the above-mentioned outward-scattered projectile skill, when not affected by the release direction and release method, etc., is the motion trajectory of the motion trajectory launched in a straight line or a deflected direction.

[0069] For example, the actual motion trajectory of the target collision box is not only affected by the motion trajectory information of the target character's skill itself, but also by the release time, release method, etc. Therefore, the first real-time release information can also be obtained based on the state of the target character's skill when it is released. The real-time release information includes the first real-time position, first real-time direction, and first release time of the target virtual character when the target character's skill is released.

[0070] For example, the target character skill is a single projectile fired forward that can be detached from the target virtual character. The first real-time position is that the target virtual character is in front of the collision object, the first real-time direction is that the target character skill of the target virtual character is facing the opposite direction of the collision object, the first release time is that the target virtual character and the collision object are in a relatively static state, and the target character skill is a single projectile fired forward that can be detached from the target virtual character, that is, the first preset trajectory file can be a pre-set motion trajectory of a projectile fired in a straight line. Then, in combination with the first preset trajectory file, the motion trajectory information of the target skill collision box associated with the above-mentioned projectile skill fired forward cannot overlap with the collision box associated with the collision object under the influence of the release direction and release method. It can be determined that no collision occurs between the target collision box and the collision object collision box. Further, it can be determined that the target character skill of the target virtual object does not hit the collision object associated with the collision object collision box.

[0071] Through the above embodiment, taking into account the first preset trajectory file and the first real-time release information of the target character's skill, collision detection can be judged more accurately, while ensuring the real impact feeling brought by the physical engine calculation of the collision and optimizing the calculation amount, the accuracy of collision detection is improved.

[0072] As an optional embodiment, the step of determining the collision state between the target collision box and the collision object collision box based on the time shift information may include:

[0073] S21 : When the collision box of the collision object is associated with a static collision object, obtain fixed position information of the collision box of the collision object.

[0074] S22 : Determine a collision state between the target collision box and the collision object collision box based on the first preset trajectory file, the first real-time release information, and the fixed position information.

[0075] In some examples, if the collision box of the collision object is associated with a static collision object, for example, the static collision object can be a static object such as terrain objects, buildings and trees. Since the position information of the collision box of the above static collision object is fixed, only the fixed position information of the collision box of the above static collision object can be obtained.

[0076] For example, the target character skill is a single projectile fired forward that can detach from the target virtual character. The collision object can be a stationary building. The first real-time position is the target virtual character in front of the building, the first real-time direction is the direction in which the target character skill is directed toward the building, the first release time is when the target virtual character and the building are relatively stationary, and the target character skill release point is 50 meters from the building. The target character skill is a single projectile fired forward that can detach from the target virtual character. In other words, the first preset trajectory file can be a pre-set motion trajectory of a projectile fired in a straight line. Assuming the projectile's range, as included in the motion trajectory, is 100 meters, then, based on the first preset trajectory file, the motion trajectory information of the target skill collision box associated with the forward projectile skill, influenced by release direction and release method, can overlap with the collision box associated with the collision object. A collision can be determined between the target collision box and the collision object collision box. Furthermore, it can be determined that the target character skill of the target virtual object hits the collision object associated with the collision object collision box.

[0077] Through this embodiment, when the collision box of the collision object is associated with a static collision object, it is only necessary to obtain the fixed position information of the collision box of the collision object, and combine it with the first preset trajectory file and the first real-time release information to perform collision detection. While ensuring the real impact feeling brought by the collision calculated by the physical engine, the calculation amount is further optimized to improve the efficiency of collision detection.

[0078] As an optional embodiment, the step of determining the collision state between the target collision box and the collision object collision box based on the time shift information may include:

[0079] S31, when the collision object collision box is associated with a dynamic collision object, obtaining a second preset trajectory file and second real-time release information of the collision object collision box;

[0080] S32 : Determine a collision state between the target collision box and the collision object collision box based on the first preset trajectory file, the first real-time release information, the second preset trajectory file, and the second real-time release information.

[0081] In some examples, if the collision object collision box is associated with a dynamic collision object, for example, the dynamic collision object can be any interactive movable virtual object in the target game scene, which can be but is not limited to one of the following: a movable creature, etc. The movable creature can be a player character or a non-player creature, etc.

[0082] For example, the target character skill is a single projectile fired forward that can detach from the target virtual character. The collision object can be another moving virtual character. The first real-time position and the second release position indicate that the target virtual character is in front of the other moving virtual character and 10 meters away. The first real-time direction and the second real-time direction are the same, meaning that the target character skill of the target virtual character is moving in the direction of the other moving virtual character. The first release time and the second release time are the same. The second preset trajectory file indicates that the moving virtual character is moving in a straight line at a speed of 1 meter per second, while the first preset trajectory file indicates that the projectile is moving in a straight line at a speed of 5 meters per second. Based on the first preset trajectory file, the first real-time release information, the second preset trajectory file, and the second real-time release information, if the target skill collision box associated with the forward projectile skill and the collision box associated with the other moving virtual character overlap under the influence of the release direction and release method, it can be determined that a collision has occurred between the target collision box and the collision object collision box. Furthermore, it can be determined that the target character skill of the target virtual character has hit the collision object associated with the collision object collision box.

[0083] Through this embodiment, when the collision box of the collision object is associated with a dynamic collision object, the first preset trajectory file, the first real-time release information, the second preset trajectory file and the second real-time release information are obtained at the same time to perform collision detection, which can further improve the accuracy of collision detection and the realism of the game.

[0084] As an optional embodiment, determining the collision state between the target collision box and the collision object collision box based on the first preset trajectory file, the first real-time release information, the second preset trajectory file, and the second real-time release information may include:

[0085] S41, using a difference method to calculate the position of the target collision box and the position of the collision object collision box based on the first preset trajectory file, the first real-time release information, the second preset trajectory file and the second real-time release information, and determining the collision state of the target collision box and the collision object collision box according to the positional relationship between the target collision box and the collision object collision box.

[0086] For example, the above-mentioned interpolation method, which is also called "interpolation method", is based on the principle of using the function values of the function f(x) at several known points in a certain interval to determine an appropriate specific function, and using the value of the specific function at other points in the interval as the approximate value of the function f(x) at other points. The above-mentioned interpolation method can include any one of many interpolation algorithms such as the distance reciprocal multiplication method, Kriging method, minimum curvature method, multiple regression method, radial basis function method, linear interpolation method, natural neighbor interpolation method and nearest neighbor interpolation method, or a combination thereof, and there is no particular limitation on this. The use of the difference method can further reduce the computational complexity of collision detection and improve detection efficiency.

[0087] As an optional implementation, the above method may further include:

[0088] S51, obtaining collision characteristics of the collision box, wherein the collision characteristics include the type of collidable objects and / or the number of collidable times;

[0089] The determining of the collision state between the target collision box and the collision object collision box based on the time shift information may include:

[0090] S52: Determine a collision state between the target collision box and the collision object collision box based on the time shift information and the collision characteristics.

[0091] In some examples, the collision characteristics of the collision box also need to be considered when determining the collision state. The above-mentioned collision characteristics include the type of collidable object and / or the number of collidable times. For example, the target character skill is a single projectile fired forward that can break away from the target virtual character. The collision object can be a teammate. If the type of collidable object does not include teammates, even if the motion trajectory information of the target skill collision box associated with the above-mentioned projectile skill fired forward and the collision box associated with the teammate can overlap under the influence of the release direction and release method, it can be determined that no collision occurs between the target collision box and the collision object collision box. Through the above-mentioned embodiment, personalized collision detection can be performed according to the game settings to improve the user experience.

[0092] As another optional implementation, the preset trajectory file may include at least one of the appearance time, disappearance time, real-time trajectory position, scaling information, and rotation information of the collision box.

[0093] In some examples, the appearance time, disappearance time, real-time position of the trajectory, scaling information, and rotation information of the collision box may also be combined when determining the collision state.

[0094] For example, the collision box appears after a predetermined time after the target character's skill is released. In other words, there may be a certain waiting time before the collision box appears after the target character's skill is released. Taking the target character's skill of sending a cannonball as an example, the time when the target character's skill is released is the time when the cannonball is sent, and the collision box appears when the cannonball is actually fired. Obviously, the time when the cannonball is actually fired has an impact on whether the motion trajectory information of the target skill collision box associated with the cannonball and the collision boxes associated with other moving virtual characters can overlap. Similarly, the disappearance time of the above-mentioned collision box also has an impact on whether the motion trajectory information of the target skill collision box associated with the cannonball and the collision boxes associated with other moving virtual characters can overlap.

[0095] In some examples, the scaling information of the collision box affects the collision detection results because it affects whether two collision boxes with the same center distance can collide. Taking the target character's skill as a punch as an example, when the target collision box associated with the target virtual character's fist has not been scaled, the movement trajectories of the target collision box and the collision box associated with the collision object are close but overlapping. However, if it is determined through the scaling information that the target collision box is enlarged, then if the target collision box is in contact with the collision object collision box, it can still be determined that a collision has occurred between the target collision box and the collision object collision box. This can further improve the accuracy of collision detection and the realism of the game.

[0096] As an optional embodiment, the above method may further include:

[0097] S61, modifying the above-mentioned preset trajectory file; and / or,

[0098] S62: Modify the association between the target collision box and the preset trajectory file.

[0099] In some examples, art editors and planners can modify preset trajectory files based on user needs and design requirements, allowing for more complex motion trajectories compared to pure speed calculations.

[0100] As an optional embodiment, the above method further includes:

[0101] S71: Modify the preset trajectory file based on the physical visualization debugging tool and the collision state.

[0102] For example, the aforementioned physics visualization debugging tool can be the PhysX Visual Debugger, which allows for visual debugging of collision processes, facilitating debugging work for program maintainers. For example, by adjusting the number of collisions in collision detection, configuration personnel can adjust the number of collisions in the collision box collision feature to make the collision process more accurate and realistic, thereby improving the user experience.

[0103] It should be noted that for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.

[0104] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM (Read-Only Memory, Read-Only Memory) / RAM (Random Access Memory, Random Access Memory), a magnetic disk, or an optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods described in each embodiment of the present application.

[0105] According to another aspect of the embodiments of the present application, a collision detection device for implementing the above-mentioned collision detection method is also provided. Figure 3 is a structural block diagram of an optional collision detection device according to an embodiment of the present application, such as Figure 3 As shown, the device may include:

[0106] An acquisition unit 302 is configured to acquire a target operation executed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill;

[0107] A response unit 304 is connected to the acquisition unit 302 and is configured to respond to the target operation and acquire time-shift information of the target collision box of the target character's skill, wherein each target character's skill is associated with at least one target collision box, and the time-shift information is used to determine the corresponding relationship between the time and position of the collision box;

[0108] The determination unit 306 is connected to the response unit 304 and is used to determine the collision state of the target collision box and the collision object collision box based on the time-shift information, wherein the collision object collision box includes a collision box associated with the collision object and / or a collision box associated with the object skill of the collision object.

[0109] It should be noted that the acquisition unit 302 in this embodiment can be used to execute the above step S202, the response unit 304 in this embodiment can be used to execute the above step S204, and the determination unit 306 in this embodiment can be used to execute the above step S206.

[0110] Through the above module, the server obtains the target operation performed on the target client, wherein the target operation is used to trigger the target virtual character in the target game scene to release the target character skill. Then, in response to the target operation, the server obtains the time-shift information of the target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time-shift information is used to determine the correspondence between the time and position of the collision box. Finally, the server determines the collision state of the target collision box and the collision object collision box based on the time-shift information, wherein the collision object collision box includes the collision box associated with the collision object and / or the collision box associated with the object skill of the collision object. Therefore, since the server only obtains the time-shift information of the target collision box based on the target character skill, and calculates whether the target collision box obtained based on the time-shift information and the collision object collision box collide, it determines whether the target operation specified by the target client hits the collision object. Since the physics engine calculates collisions and simulates the entire scene information, the amount of computation is large, and direct application in a multiplayer online server will lead to performance bottlenecks. This collision detection method derives key motion trajectory data to obtain time-shifted information about the collision box. This streamlined calculation method significantly reduces the computational complexity of collision detection and improves the availability of collision detection on the server. Furthermore, by using the server to perform collision detection, it also eliminates the risk of cheating and improves the user's gaming experience.

[0111] As an optional embodiment, the time-shift information may include a first preset trajectory file and first real-time release information, and the response unit 304 may be configured to:

[0112] Determining the first preset trajectory file associated with the target collision box;

[0113] Based on the state of the target character when the skill is released, the first real-time release information is obtained, and the real-time release information includes the first real-time position, first real-time direction and first release time of the target virtual character when the skill is released.

[0114] As an optional embodiment, the determining unit 306 may be configured to:

[0115] In a case where the collision object collision box is associated with a static collision object, obtaining fixed position information of the collision object collision box;

[0116] Based on the first preset trajectory file, the first real-time release information, and the fixed position information, a collision state between the target collision box and the collision object collision box is determined.

[0117] As an optional embodiment, the determining unit 306 may be configured to:

[0118] In a case where the collision object collision box is associated with a dynamic collision object, obtaining a second preset trajectory file and second real-time release information of the collision object collision box;

[0119] Based on the first preset trajectory file, the first real-time release information, the second preset trajectory file and the second real-time release information, a collision state between the target collision box and the collision object collision box is determined.

[0120] As an optional embodiment, the determining unit 306 may be configured to:

[0121] The position of the target collision box and the position of the collision object collision box are respectively calculated based on the first preset trajectory file, the first real-time release information, the second preset trajectory file and the second real-time release information by using the difference method. According to the positional relationship between the target collision box and the collision object collision box, the collision state of the target collision box and the collision object collision box is determined.

[0122] As an optional embodiment, the determining unit 306 may be configured to:

[0123] Obtaining collision characteristics of the collision box, wherein the collision characteristics include the type of collidable objects and / or the number of collidable times;

[0124] The collision state between the target collision box and the collision object collision box is determined based on the time shift information and the collision characteristics.

[0125] As an optional embodiment, the preset trajectory file includes at least one of the appearance time, disappearance time, real-time position of the trajectory, scaling information, and rotation information of the collision box.

[0126] As an optional embodiment, the above device further includes:

[0127] The modification unit is used to modify the preset trajectory file; and / or modify the association relationship between the target collision box and the preset trajectory file.

[0128] As an optional embodiment, the modifying unit is further configured to:

[0129] Modify the above preset trajectory file based on the physical visualization debugging tool and the above collision status.

[0130] It should be noted that the examples and application scenarios implemented by the above modules and corresponding steps are the same, but are not limited to the contents disclosed in the above embodiments. Figure 1 The hardware environment shown can be implemented through software or hardware, wherein the hardware environment includes a network environment.

[0131] According to a third aspect of the embodiments of the present application, an electronic device for implementing the above-mentioned collision detection method is also provided. The electronic device may be a server, or a combination of the server and a terminal.

[0132] Figure 4 is a structural block diagram of an optional electronic device according to an embodiment of the present application, such as Figure 4 As shown, it includes a processor 402, a communication interface 404, a memory 406 and a communication bus 408, wherein the processor 402, the communication interface 404 and the memory 406 communicate with each other through the communication bus 408, wherein,

[0133] Memory 406, for storing computer programs;

[0134] The processor 402 is configured to execute the computer program stored in the memory 406 to implement the following steps:

[0135] S1, obtaining a target operation executed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill;

[0136] S2, in response to the target operation, obtaining time shift information of the target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time shift information is used to determine the corresponding relationship between the time and position of the collision box;

[0137] S3, determining a collision state between the target collision box and the collision object collision box based on the time shift information, wherein the collision object collision box includes a collision box associated with the collision object and / or a collision box associated with the object skill of the collision object.

[0138] Optionally, in this embodiment, the communication bus may be a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus. The communication bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 4 Only one thick line is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0139] The communication interface is used for communication between the above electronic device and other devices.

[0140] The memory may include RAM, or may include non-volatile memory, such as at least one disk memory. Alternatively, the memory may also be at least one storage device located away from the aforementioned processor.

[0141] As an example, the memory 406 may include, but is not limited to, the acquisition unit 302, the response unit 304, and the determination unit 306 of the collision detection device. In addition, it may also include, but is not limited to, other module units of the collision detection device, which will not be repeated in this example.

[0142] The above-mentioned processor can be a general-purpose processor, including but not limited to: CPU (Central Processing Unit), NP (Network Processor), etc.; it can also be DSP (Digital Signal Processing), ASIC (Application Specific Integrated Circuit), FPGA (Field-Programmable Gate Array) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.

[0143] In addition, the electronic device further includes: a display for displaying a display interface of the target client.

[0144] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment will not be described in detail here.

[0145] It can be understood by those skilled in the art that Figure 4The structure shown is for illustration only. The device for implementing the above-mentioned collision detection method may include a terminal device, which may be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (Mobile Internet Devices, MID), a PAD, and other terminal devices. Figure 4 It does not limit the structure of the above electronic device. For example, the electronic device may also include Figure 4 More or fewer components (such as network interfaces, display devices, etc.) shown in, or with Figure 4 Different configurations shown.

[0146] A person skilled in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing the hardware related to the terminal device through a program, and the program can be stored in a computer-readable storage medium, which can include: a flash drive, ROM, RAM, a magnetic disk or an optical disk, etc.

[0147] According to another aspect of the embodiments of the present application, a storage medium is further provided. Optionally, in this embodiment, the storage medium can be used to execute the program code of any of the above-mentioned collision detection methods in the embodiments of the present application.

[0148] Optionally, in this embodiment, the above-mentioned storage medium may be located on at least one network device among the multiple network devices in the network shown in the above-mentioned embodiment.

[0149] Optionally, in this embodiment, the storage medium is configured to store program codes for executing the following steps:

[0150] S1, obtaining a target operation executed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill;

[0151] S2, in response to the target operation, obtaining time shift information of the target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time shift information is used to determine the corresponding relationship between the time and position of the collision box;

[0152] S3, determining a collision state between the target collision box and the collision object collision box based on the time shift information, wherein the collision object collision box includes a collision box associated with the collision object and / or a collision box associated with the object skill of the collision object.

[0153] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, which will not be described in detail in this embodiment.

[0154] Optionally, in this embodiment, the storage medium may include, but is not limited to, various media that can store program codes, such as a USB flash drive, a ROM, a RAM, a mobile hard disk, a magnetic disk, or an optical disk.

[0155] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0156] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application.

[0157] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0158] In the several embodiments provided in this application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, and can be electrical or other forms.

[0159] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected based on actual needs to achieve the purpose of the solution provided in this embodiment.

[0160] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0161] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A collision detection method, characterized in that: include: Acquire a target operation executed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill; In response to the target operation, obtaining time-shift information of a target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time-shift information is used to determine a correspondence between time and position of the collision box, and the time-shift information includes a first preset trajectory file and first real-time release information; and A collision state between the target collision box and a collision object collision box is determined based on the time shift information, wherein the collision object collision box includes a collision box associated with a collision object and / or a collision box associated with an object skill of the collision object.

2. The method according to claim 1, characterized in that The step of responding to the target operation and obtaining time-shift information of a target collision box of the target character's skill includes: Determining the first preset trajectory file associated with the target collision box; and Based on the state of the target character when the skill is released, the first real-time release information is obtained, and the real-time release information includes the first real-time position, the first real-time direction and the first release time of the target virtual character when the target character skill is released.

3. The method according to claim 2, characterized in that The determining of the collision state between the target collision box and the collision object collision box based on the time shift information includes: In a case where the collision object collision box is associated with a static collision object, obtaining fixed position information of the collision object collision box; and A collision state between the target collision box and the collision object collision box is determined based on the first preset trajectory file, the first real-time release information, and the fixed position information.

4. The method according to claim 2, characterized in that The determining of the collision state between the target collision box and the collision object collision box based on the time shift information includes: In a case where the collision object collision box is associated with a dynamic collision object, obtaining a second preset trajectory file and second real-time release information of the collision object collision box; and A collision state between the target collision box and the collision object collision box is determined based on the first preset trajectory file, the first real-time release information, the second preset trajectory file, and the second real-time release information.

5. The method according to claim 4, characterized in that The determining of the collision state between the target collision box and the collision object collision box based on the first preset trajectory file, the first real-time release information, the second preset trajectory file, and the second real-time release information includes: The position of the target collision box and the position of the collision object collision box are respectively calculated based on the first preset trajectory file, the first real-time release information, the second preset trajectory file and the second real-time release information using a difference method, and the collision state of the target collision box and the collision object collision box is determined according to the positional relationship between the target collision box and the collision object collision box.

6. The method according to any one of claims 2 to 5, characterized in that The preset trajectory file includes at least one of the appearance time, disappearance time, real-time trajectory position, scaling information, and rotation information of the collision box.

7. The method according to any one of claims 2 to 5, characterized in that The method further comprises: Modifying the preset trajectory file; and / or modifying the association between the target collision box and the preset trajectory file.

8. The method according to claim 1, characterized in that The method further comprises: Acquiring collision characteristics of the collision box, wherein the collision characteristics include a type of collidable object and / or a number of collidable times; The determining of the collision state between the target collision box and the collision object collision box based on the time shift information includes: A collision state between the target collision box and the collision object collision box is determined based on the time shift information and the collision characteristics.

9. A collision detection device, characterized in that: include: an acquisition unit, configured to acquire a target operation executed on a target client, wherein the target operation is used to trigger a target virtual character in a target game scene to release a target character skill; a response unit, configured to respond to the target operation and obtain time-shift information of a target collision box of the target character skill, wherein each target character skill is associated with at least one target collision box, and the time-shift information is used to determine a correspondence between time and position of the collision box, and the time-shift information includes a first preset trajectory file and first real-time release information; and A determining unit is configured to determine a collision state between the target collision box and a collision object collision box based on the time shift information, wherein the collision object collision box includes a collision box associated with the collision object and / or a collision box associated with an object skill of the collision object.

10. An electronic device comprising a processor and a memory, characterized in that: The memory is used to store computer programs; and The processor is configured to execute the method steps according to any one of claims 1 to 8 by running the computer program stored in the memory.

11. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program is configured to execute the method steps described in any one of claims 1 to 8 when run.

Citation Information

Patent Citations

  • Location updating method and device, equipment and storage medium

    CN109966741A

  • Trajectory prompting method and device, storage medium and electronic device

    CN111249719A