Target object generation method and apparatus

By receiving object generation requests, determining the attribute information of the objects to be processed, and combining them to generate the target object, the problem of high game resource production costs is solved, achieving the effects of reducing development costs and improving player experience.

CN114470783BActive Publication Date: 2025-11-21ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202210142892.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-02-16
Publication Date
2025-11-21
Estimated Expiration
2042-02-16

AI Technical Summary

Technical Problem

In existing technologies, the cost of creating game resources is high, which increases game development costs.

Method used

By receiving object generation requests, determining the attribute information of the objects to be processed, adjusting and combining multiple logical objects to generate the target object, the production cost of game resources is reduced.

Benefits of technology

It reduced the production cost of game resources, decreased the resource volume of the game client, and improved game development efficiency and player gaming experience.

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Abstract

The application provides a target object generation method and device, wherein the target object generation method comprises the following steps: receiving an object generation request for generating a target object based on at least two to-be-processed objects, wherein the object generation request carries attribute information of the target object; determining a first to-be-processed object and a second to-be-processed object from the at least two to-be-processed objects based on the attribute information of the target object; determining an initial object based on the attribute information of the first to-be-processed object and / or the attribute information of the second to-be-processed object, and generating the target object based on the initial object. The problem that the production cost of game resources is high is avoided, and the development cost of the game is reduced.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a method for generating a target object. This application also relates to a target object generation apparatus, a computing device, and a computer-readable storage medium. Background Technology

[0002] In massively multiplayer online role-playing games (MMORPGs), game resources are typically created to enhance the player's gaming experience. These resources include player-controlled characters, game environments, NPCs (non-player characters), and items.

[0003] In existing technologies, game resources are created manually by artists. However, to improve game effects and playability, a large number of complex game resources need to be created, resulting in high production costs and further increasing game development costs. Summary of the Invention

[0004] In view of this, embodiments of this application provide a target object generation method to address the technical deficiencies existing in the prior art. Embodiments of this application also provide a target object generation apparatus, a computing device, and a computer-readable storage medium.

[0005] According to a first aspect of the embodiments of this application, a method for generating a target object is provided, comprising:

[0006] Receive an object generation request that generates a target object based on at least two objects to be processed, wherein the object generation request carries attribute information of the target object;

[0007] Based on the attribute information of the target object, a first object to be processed and a second object to be processed are determined from the at least two objects to be processed;

[0008] Based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, an initial object is determined, and the target object is generated based on the initial object.

[0009] According to a second aspect of the embodiments of this application, a target object generation apparatus is provided, comprising:

[0010] The receiving module is configured to receive an object generation request that generates a target object based on at least two objects to be processed, wherein the object generation request carries attribute information of the target object;

[0011] The determination module is configured to determine a first object to be processed and a second object to be processed from the at least two objects to be processed based on the attribute information of the target object;

[0012] The generation module is configured to determine an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and to generate the target object based on the initial object.

[0013] According to a third aspect of the embodiments of this application, a computing device is provided, comprising:

[0014] Memory and processor;

[0015] The memory is used to store computer-executable instructions, and the processor executes the computer-executable instructions to implement the steps of the target object generation method.

[0016] According to a fourth aspect of the embodiments of this application, a computer-readable storage medium is provided that stores computer-executable instructions, which, when executed by a processor, implement the steps of the target object generation method.

[0017] According to a fifth aspect of the embodiments of this application, a chip is provided that stores a computer program, which, when executed by the chip, implements the steps of the target object generation method.

[0018] The target object generation method provided in this application includes: receiving an object generation request to generate a target object based on at least two objects to be processed, wherein the object generation request carries attribute information of the target object; determining a first object to be processed and a second object to be processed from the at least two objects to be processed based on the attribute information of the target object; determining an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and generating the target object based on the initial object.

[0019] Specifically, this method determines an initial object by identifying the attribute information of a first object to be processed and the attribute information of a second object to be processed from the objects to be processed, and generates a target object based on the initial object, thereby avoiding the problem of high production costs of game resources and reducing the development cost of the game. Attached Figure Description

[0020] Figure 1 This is a flowchart of a target object generation method provided in an embodiment of this application;

[0021] Figure 2 This is a flowchart of a target object generation method provided in an embodiment of this application, applied to a scenario where multiple logical objects in a game are linked.

[0022] Figure 3 This is a schematic diagram of the structure of a target object generation device provided in an embodiment of this application;

[0023] Figure 4 This is a structural block diagram of a computing device provided in one embodiment of this application. Detailed Implementation

[0024] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.

[0025] The terminology used in one or more embodiments of this application is for the purpose of describing particular embodiments only and is not intended to limit the scope of one or more embodiments of this application. The singular forms “a,” “the,” and “the” used in one or more embodiments of this application and in the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” used in one or more embodiments of this application refers to and includes any or all possible combinations of one or more associated listed items.

[0026] It should be understood that although the terms first, second, etc., may be used to describe various information in one or more embodiments of this application, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, first may also be referred to as second without departing from the scope of one or more embodiments of this application, and similarly, second may also be referred to as first.

[0027] First, the terminology used in one or more embodiments of the present invention will be explained.

[0028] NPC: an abbreviation for non-player character; a non-player character is a type of character in a game that is not controlled by a real player.

[0029] PLAYER: A type of character in video games, referring to a game character controlled by a real player.

[0030] BOSS: A boss-level monster guarding a level in the game.

[0031] See Figure 1 , Figure 1 A flowchart of a target object generation method according to an embodiment of this application is shown, which specifically includes the following steps:

[0032] Step S102: Receive an object generation request to generate a target object based on at least two objects to be processed, wherein the object generation request carries the attribute information of the target object.

[0033] In the context of applying the target object generation method provided in this application to a game scenario, the target object can be understood as a whole formed by connecting multiple logical objects in the game. For example, the target object can be a game character controlled by the player, an NPC, etc. The object to be processed can be understood as the logical object in the game that generates the target object. This logical object can be an object such as a soldier, a spear, or a horse, and the number of objects to be processed is at least two. In practical applications, to avoid creating more art assets of combined target objects, the target object generation method provided in this application can combine multiple logical objects (objects to be processed) into a whole (target object), thereby reducing the amount of resources in the game client without affecting the game effect, reducing the art production cost, and increasing more game possibilities. For example, the object to be processed can be a soldier (NPC), a spear (object), a horse, etc., and the target object generated based on the object to be processed can be "a soldier riding a horse and holding a spear." In the embodiments of this specification, only the objects to be processed such as spears, soldiers, and horses are used as examples to illustrate the generation of the target object, and no specific limitations are imposed on the objects to be processed. For example, the object to be processed includes, but is not limited to, the player-controlled character, the wine jug (item), and the monsters (NPCs) in the game.

[0034] An object generation request can be understood as a request to generate a target object based on at least two pending objects. In practical applications, this object generation request can be a user-issued request to generate a target object based on at least two pending objects. For example, when a player needs to ride a horse, they will send a horse riding request to the game. After receiving the horse riding request, the game system can combine the player-controlled soldier and horse into a single unit (a mounted soldier), thereby enabling the player to perform the subsequent horse riding action.

[0035] The attribute information of the target object includes, but is not limited to, the type of the target object and the information of the constituent objects of the target object. The type of the target object can be cavalry, samurai, etc.; for example, if the target object is of type cavalry, it means that the target object is generated from objects such as soldiers, horses, and spears. The information of the constituent objects of the target object can be understood as the information of the objects to be processed that constitute the target object. For example, if the target object is cavalry, the information of the constituent objects of the target object can be objects such as horses, soldiers, and spears.

[0036] The following example, using the target object generation method provided in this application in a game scenario, further explains how to receive an object generation request that generates a target object based on at least two objects to be processed. Here, the target object is a cavalry unit, and the attribute information of the target object consists of the information of the objects to be processed that constitute the target object (cavalry unit).

[0037] Based on this, the game system can receive object generation requests sent by players to generate cavalry based on soldiers (player-controlled characters) and horses (NPCs). These object generation requests carry information about the horses, soldiers, and other objects needed to build the cavalry.

[0038] Step S104: Based on the attribute information of the target object, determine the first object to be processed and the second object to be processed from the at least two objects to be processed.

[0039] In practical applications, multiple logical objects can be linked into a whole, with a master object and the rest being subordinate objects. When the master object moves, the subordinate objects follow. Based on this, the master object can be a character controlled by a game player, such as a soldier; the subordinate object can be the spear held by the soldier. After linking the soldier and the spear into a whole, when the player controls the soldier to move, the spear held by the soldier also moves with the soldier. Therefore, the first object to be processed can be understood as the master object within the target object that can be controlled to perform various operations, and the second object to be processed can be understood as a subordinate object within the target object that belongs to the master object. The target object can contain one master object and one or more subordinate objects.

[0040] Specifically, after receiving an object generation request, based on the attribute information of the target object carried in the object generation request, a first object to be processed and a second object to be processed are determined from at least two objects to be processed.

[0041] Continuing with the previous example, after receiving the object generation request from the player, based on the information in the request regarding the horses, soldiers, and other objects needed to generate the cavalry, the system determines the necessary horse and soldier objects from the objects to be processed. The soldier object is the master object, and the horse object is a subordinate object belonging to the master object.

[0042] Step S106: Determine an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and generate the target object based on the initial object.

[0043] The attribute information of the first object to be processed includes, but is not limited to, its height, size, and type. Correspondingly, the attribute information of the second object to be processed includes, but is not limited to, its size and type. This initial object can be understood as an object determined based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and used to generate the target object.

[0044] Specifically, after the game system determines a first object to be processed and a second object to be processed from at least two objects to be processed, it can determine an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and generate a target object based on the initial object. In one embodiment provided in this specification, the methods for determining the initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed include: determining the initial object based on the attribute information of the first object to be processed, determining the initial object based on the attribute information of the second object to be processed, and determining the initial object based on the attribute information of the first object to be processed and the second object to be processed.

[0045] The specific method for determining the initial object based on the attribute information of the first object to be processed and the second object to be processed is as follows.

[0046] The step of determining an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and generating the target object based on the initial object, includes:

[0047] The state of the first object to be processed is adjusted based on the attribute information of the second object to be processed to obtain the first initial object;

[0048] Based on the attribute information of the first object to be processed, the state of the second object to be processed is adjusted to obtain the second initial object;

[0049] The target object is generated based on the first initial object and the second initial object.

[0050] Here, the state of the first object to be processed can be understood as its actions, physical location, and other information; the state of the second object to be processed can be understood as its physical location, actions, and other information. Correspondingly, the first initial object can be understood as the first object to be processed after state adjustment; the second initial object can be understood as the second object to be processed after state adjustment.

[0051] Specifically, after identifying the first and second objects to be processed from the pool of objects to be processed, the game system can determine the attribute information of the second object to be processed and adjust the state of the first object to be processed based on this attribute information to obtain the first initial object; and the game system can determine the attribute information of the first object to be processed and adjust the state of the second object to be processed based on this attribute information to obtain the second initial object. After obtaining the first and second initial objects, they can be combined to obtain the target object.

[0052] Continuing with the previous example, the second object to be processed is a spear, and its attribute information is the size of the spear. The first object to be processed is a soldier, and its state is the soldier's initial action. The attribute information of the first object to be processed is the soldier's height, and the state of the second object to be processed is the position of the spear.

[0053] Based on this, after identifying the master object and subordinate objects from multiple logical objects in the game system, the master object can be a soldier, and the subordinate object can be a spear. The game system determines the size of the spear and adjusts the soldier's initial action to the action of holding the spear based on the size of the spear, thus obtaining a soldier that matches the spear. This yields the first initial object. The initial action of this soldier can be set according to the actual application scenario, for example, a standing action.

[0054] After identifying the master and subordinate objects from multiple logical objects in the game system, the master object can be a soldier, and the subordinate object can be a spear. The game system determines the soldier's height and adjusts the initial position of the spear based on that height to match the soldier's two-handed grip, thus obtaining a spear that matches the soldier. The initial position of the spear can be set according to the actual application scenario.

[0055] After adjusting the soldier's movement to the position of holding a spear and adjusting the position of the spear to match the position of the soldier's hands, combine the soldier and the spear to obtain a soldier holding a spear.

[0056] In one embodiment provided in this specification, during the process of generating a target object based on two objects to be processed by the game system, it may only be necessary to adjust either of the two objects to be processed, thereby generating the target object based on the adjusted object and the unadjusted object. For example, if the game system needs to generate a "soldier sitting on a stool" game model, the game system only needs to adjust the soldier's state. Subsequently, based on the adjusted soldier and the unadjusted stool, a "soldier sitting on a stool" game model can be generated. Based on this, the aforementioned method of determining the initial object based on the attribute information of the second object to be processed is as follows.

[0057] The step of determining an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and generating the target object based on the initial object, includes:

[0058] The state of the first object to be processed is adjusted based on the attribute information of the second object to be processed to obtain the first initial object;

[0059] The second object to be processed is determined as the second initial object;

[0060] The first initial object and the second initial object are used to generate the target object.

[0061] Continuing with the previous example, the second object to be processed is the stool model in the game, and its attribute information is the height of the stool model. The first object to be processed is the soldier, and its state is the soldier's initial action. Based on this, the soldier model and the stool model are determined from multiple logical objects in the game system. The game system determines the height of the stool and adjusts the soldier's initial action to sitting on the stool based on the stool's height, thus obtaining the soldier with the adjusted state (i.e., the first initial object). Then, the soldier with the adjusted state and the unadjusted stool are combined to form the "soldier sitting on a stool" game model. The soldier's initial action can be set according to the actual application scenario, for example, standing.

[0062] Furthermore, when the game system only needs to adjust one of the two pending objects, and the game system needs to generate a "soldier wearing a cloak" game model, the game system only needs to adjust the state of the cloak. Subsequently, based on the unadjusted soldier and the adjusted cloak, a "soldier wearing a cloak" game model can be generated. Based on this, the aforementioned method of determining the initial object based on the attribute information of the first pending object is as follows.

[0063] The step of determining an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and generating the target object based on the initial object, includes:

[0064] Based on the attribute information of the first object to be processed, the state of the second object to be processed is adjusted to obtain the second initial object;

[0065] The first object to be processed is determined as the first initial object;

[0066] The target object is generated by combining the second initial object and the first object to be processed.

[0067] Continuing with the previous example, the first object to be processed is the soldier, whose attributes include height and shoulder width. The second object to be processed is the character's cloak in the game, and its state is the cloak's wearing status. Based on this, after determining the master object and subordinate objects from multiple logical objects in the game system, the master object can be the soldier, and the subordinate object can be the character's cloak. The game system determines the soldier's height, shoulder width, and other information, and adjusts the cloak's wearing status to match the soldier's height and shoulder width, thus obtaining a cloak that matches the soldier. After adjusting the cloak's state to match the soldier, the soldier and cloak are combined to obtain a soldier wearing a cloak.

[0068] The target object generation method provided in this specification obtains a first initial object and a second initial object by adjusting the first and / or second object to be processed from the objects to be processed, and then generates the target object based on the first and second initial objects. This avoids the problem of high production costs for game resources, avoids the need to create art resources for more combinations of target objects, and reduces game development costs. Furthermore, it reduces the amount of resources in the game client without affecting the game's effects, lowers art production costs, and increases the possibilities for more games.

[0069] Furthermore, in practical applications, the target object generation method provided in this specification reduces the resource consumption of the game client by combining multiple logical objects (objects to be processed) into a single entity (target object). This transforms the resource consumption of the game client from the original "1+1=3" to "1+1=2". This reduces the size of the resource package and lowers the resource consumption of the game client. "1+1=3" can be understood as combining object A and object B stored in the game client into object C. Object C also occupies certain storage resources on the client; therefore, 1(object A) + 1(object B) = 3(object A, object B, new object C). "1+1=2" can be understood as connecting object A and object B stored in the game client into a single entity during game execution, thus not increasing the client's resource consumption; therefore, 1(object A) + 1(object B) = 2(object A, object B).

[0070] In one embodiment provided in this specification, the object-based connection module combines the first initial object and the second initial object into a target object, thereby avoiding the problems of low efficiency and long creation time caused by manually creating game objects one by one; the specific implementation method is as follows.

[0071] The process of generating the target object based on the first initial object and the second initial object includes:

[0072] Determine the object connection module of the first initial object;

[0073] The target object connection module is determined from the object connection module based on the attribute information of the second initial object;

[0074] The target object is obtained by combining the second initial object with the first initial object based on the target object connection module.

[0075] In the case where the object to be processed is a logical object in the game, the object connection module of the first initial object obtained based on the first object to be processed can be understood as various slots on the logical object. The target object connection module can be understood as a slot in the first initial object used to connect with the second initial object. The attribute information of the second initial object includes, but is not limited to, the height, size, and type of the second initial object.

[0076] Specifically, after obtaining the first initial object and the second initial object, the object connection modules in the first initial object are determined, and the number of these object connection modules can be one or more. Then, based on the attribute information of the second initial object, a target object connection module is determined from the object connection modules; based on this target object connection module, the first initial object and the second initial object are combined into a target object.

[0077] Using the previous example, the object connection module is a slot, the first initial object is a spear object, and the attribute information of the second initial object is the type of the spear object (handheld item type).

[0078] Based on this, after adjusting the soldier's action to wielding a spear and positioning the spear to match the soldier's hands, the game system identifies the various slots on the soldier object. Then, based on the spear object's type (handheld item type), the system selects the soldier object's hand slots as the connection points to the spear object. Finally, the spear object is inserted into the soldier object's hand slots, thus combining the spear and soldier objects to create a soldier wielding a spear.

[0079] In the embodiments provided in this specification, a target object connection module is determined from the object connection module of the first initial object based on the attribute information of the second initial object; and the second initial object and the first initial object are combined into a target object based on the target object connection module. This reduces the game's development cost by avoiding the creation of art assets for more combined target objects.

[0080] In one embodiment provided in this specification, each logical object has its own slot, and after two logical objects are combined through slots, each slot can be assigned a specific attribute (this attribute can be a restrictive attribute or a beneficial attribute), thereby adjusting the execution information of the two logical objects combined through slots. For example, the target object generation method provided in this application, in order to improve the game experience for players, after inserting a spear into the soldier's hand slot to obtain a soldier holding a spear, based on the execution information such as the attack power and defense value corresponding to the soldier and spear, increases the attack power and defense value of the combined "soldier holding a spear," thereby making the combined "soldier holding a spear" have higher attack power and defense value, thus improving the game experience for players. The specific implementation method is as follows.

[0081] The step of combining the second initial object with the first initial object based on the target object connection module to obtain the target object includes:

[0082] Based on the target object connection module, the second initial object is combined with the first initial object to obtain candidate objects;

[0083] Determine the first execution information of the first initial object and the second execution information of the second initial object;

[0084] Based on the first execution information and the second execution information, the current execution information of the candidate object is adjusted to obtain the target object.

[0085] In the case where the first initial object is a soldier, its execution information can be understood as the soldier's attack power, health, and defense values ​​in the game. Similarly, in the case where the second initial object is a spear, its execution information can be understood as the attack power, health, and defense values ​​assigned to the spear in the game. The current execution information of a candidate object can be understood as its initial execution information, which can be empty.

[0086] Specifically, after identifying the target object connection module, the second initial object can be combined with the first initial object based on the target object connection module to obtain a candidate object. Then, the first execution information of the first initial object and the second execution information of the second initial object are determined; and the current execution information of the candidate object is adjusted based on the first and second execution information to obtain the target object.

[0087] Continuing with the previous example, where the execution information is attack power, the game system uses the soldier object's hand slot as a slot to connect with the spear object. The spear object is then inserted into the soldier object's hand slot, thus combining the spear object and the soldier object to create a soldier wielding a spear.

[0088] Afterwards, the game system obtains the attack power (100 points) assigned to the soldier object and the attack power (80 points) assigned to the spear object. Based on the attack power assigned to the soldier object and the attack power assigned to the spear object, the system adjusts the attack power (0 points) of the "soldier holding a spear" obtained by combining the spear object and the soldier object, thereby obtaining the target object.

[0089] Further, adjusting the current execution information of the candidate object based on the first execution information and the second execution information to obtain the target object includes:

[0090] Target execution information is generated based on the first execution information and the second execution information;

[0091] The target execution information is used as the current execution information of the candidate object to obtain the target object.

[0092] Following the previous example, after the game system obtains the attack power (100 points) assigned to the soldier object and the attack power (80 points) assigned to the spear object, it adds the two attack powers together to obtain the target attack power (180 points), and uses this target attack power (180 points) as the attack power of the "soldier with a spear" obtained by combining the soldier object and the spear object.

[0093] In the embodiments provided in this specification, a target object connection module combines a second initial object and a first initial object into a candidate object; and based on the first execution information of the first initial object and the second execution information of the second initial object, the current execution information of the candidate object is adjusted to obtain the target object. This improves the gaming experience for players and enhances player engagement.

[0094] In one embodiment provided in this specification, each logical object has its own slot. During the process of combining two logical objects through these slots, a relative position needs to be determined for the two logical objects. This relative position means that the positions between the logical objects remain unchanged; what is seen is what is actually in place. If this relative position is the master's coordinates, then the apparent coordinates and logical coordinates of other subordinate objects will be inconsistent, leading to problems in subsequent operations.

[0095] For example, if a priest (player-controlled character) casts a healing spell on a follower that is visually far away from the master, the priest can cast the healing spell on the follower from the priest's current position. However, if there is a large discrepancy between the visual position (visual coordinates) and the logical position (logical coordinates), the priest will not be able to cast the spell on the follower at the master's coordinates.

[0096] Logical coordinates refer to the actual coordinate units used by the game system when processing movement operations, skills, and other calculations of game characters within the game world. For example, when a mage (game character) performs a movement operation from point A (current position) to point B on the game map, the logical coordinates can be used to move the mage from point A to point B step by step according to the step size, thus realizing the mage's movement operation in the game world.

[0097] Render coordinates can be understood as the 3D coordinates that a player can actually see on the game client. For example, the game client screen displays the game scene, and the coordinates of the game character within that scene, which are the 3D coordinates that the player can see, are the rendering coordinates.

[0098] It should be noted that in the embodiments of this invention, the game server and the game client use the logical coordinates of the game object when communicating, such as the land tile in the 20th row and 30th column. The game server uses these logical coordinates for positioning, while the game client screen is positioned based on pixel coordinates. Therefore, after receiving the logical coordinates on the mobile terminal side, the logical coordinates need to be converted into pixel coordinates.

[0099] Based on this, the target object generation method provided in this application sets a relative position between the two logical objects during the process of combining two logical objects through slots, thereby adjusting the error between the "logical position" and the "representational position" based on the relative position, avoiding operational problems caused by the inconsistency between the representational coordinates and logical coordinates of the subordinate. The specific implementation method is as follows.

[0100] The step of combining the second initial object with the first initial object based on the target object connection module to obtain the target object includes:

[0101] Determine the location information of the target object connection module in the first initial object;

[0102] Based on the location information of the target object connection module and the attribute information of the first initial object, the combined location information of the second initial object is obtained;

[0103] Based on the combined location information, the second initial object and the first initial object are combined through the target object connection module to obtain the target object.

[0104] In the case where the target object connection module is a slot, the position information of the target object connection module can be understood as the position information of the slot in the logical object. For example, the position information can be the position of the slot in the hand, head, or foot of the logical object.

[0105] When the first initial object is a soldier object, the attribute information of the first initial object can be understood as the size information of each torso part of the soldier object.

[0106] This combined position information can be understood as the relative position information between two logical objects, which can then be used to combine the two logical objects into a whole.

[0107] Specifically, after identifying the target object connection module from the object connection modules of the first initial object, the position information of the target connection module within the first initial object is determined. Then, the attribute information of the first initial object is determined, and based on the attribute information of the first initial object and the position information of the target connection module, combined position information for the second initial object is calculated. Based on this combined position information, the second initial object and the first initial object are combined through the target object connection module to obtain the target object.

[0108] Continuing with the previous example, the target object connection module is the hip bone slot of the soldier object, and the position information of this target object connection module is the position information of the hip bone slot within the soldier object. The attribute information of the first initial object is the size of the soldier object's hip torso. Based on this, after determining that the soldier's hip bone slot is the slot for connection with the horse object, the game system determines the position information of the hip bone slot within the soldier object, as well as the size of the soldier object's hip torso. Based on the position information of the hip bone and the size of the hip torso, the game system calculates the relative position information of the horse object and the soldier object when connected through the hip bone slot. Based on this relative position information, the back of the horse object is inserted into the hip bone slot of the soldier object, making the horse object and the soldier object fit together very snugly, avoiding operational problems caused by inconsistencies between the subordinate (horse)'s (horse's) visual coordinates and logical coordinates.

[0109] In practical applications, this relative position is used to adjust the error between the representation coordinates and the logical coordinates. This ensures that when a mage character in other games casts a skill on a follower, the problem of being unable to cast the skill on the follower due to a large deviation between the representation position (representation coordinates) and the logical position (logical coordinates) will not occur.

[0110] In the embodiments provided in this application, the combined position information of the second initial object is obtained through the position information of the target object connection module and the attribute information of the first initial object; and based on the combined position information, the second initial object and the first initial object are combined through the target object connection module to obtain the target object. This avoids the "clipping" problem when combining two logical objects into a whole, and improves the player's gaming experience.

[0111] In one embodiment provided in this specification, after multiple logical objects are linked into a whole, they can be separated again. The specific implementation method is as follows.

[0112] After generating the target object based on the first initial object and the second initial object, the process further includes:

[0113] Receive an object separation request for the target object, wherein the object separation request carries the object identifier of the target object;

[0114] The target object is determined based on the object identifier;

[0115] Separate the first initial object and the second initial object from the target object to obtain the first object to be processed and the second object to be processed.

[0116] The object separation request can be understood as a request to separate the target object into at least multiple objects to be processed. In practical applications, this object separation instruction can be a request issued by a game player. For example, when a game player needs to perform a horse riding operation, the soldier and the horse can be connected as a whole. When the user does not need to perform the horse riding operation, the whole connected by the soldier and the horse can be separated into soldier objects and horse objects.

[0117] The object identifier of the target object can be understood as a unique identifier that represents a target object. This object identifier can be information such as the target object's number or ID.

[0118] Specifically, upon receiving an object separation request for a target object, the target object is identified based on the object identifier carried in the object separation request, and the first initial object and the second initial object in the target object are separated based on the object separation request, thereby obtaining the first object to be processed and the second object to be processed.

[0119] In the specific implementation process, separating the first initial object and the second initial object in the target object to obtain the first object to be processed and the second object to be processed includes:

[0120] Separate the first initial object and the second initial object from the target object;

[0121] The state of the first initial object is adjusted based on the initial state information corresponding to the first initial object to obtain the first object to be processed; and / or

[0122] The state of the second initial object is adjusted based on the initial state information corresponding to the second initial object to obtain the second object to be processed.

[0123] The initial state information can be understood as the state information of a logical object before it generates the target object. For example, when a soldier is combined with a horse to form a cavalry, the initial state information of the soldier can be the running action, and the initial state information of the horse can be the lying down action.

[0124] Specifically, after receiving an object separation request for a target object, the system can separate the first initial object and the second initial object in the target object to obtain the first initial object and the second initial object constituting the target object; then, it determines the initial state information corresponding to the first initial object and the initial state information corresponding to the second initial object, and adjusts the current state of the first initial object to the initial state based on the initial state information corresponding to the first initial object to obtain the first object to be processed, and / or adjusts the current state of the second initial object to the initial state based on the initial state information corresponding to the second initial object to obtain the second object to be processed.

[0125] Continuing with the previous example, the initial state information corresponding to the first initial object is the running action information of the soldier object, and the initial state information corresponding to the second initial object is the lying-down action information of the horse object. Based on this, upon receiving a request to separate the cavalry object, the horse object and soldier object constituting the cavalry are separated to obtain the horse object and soldier object. Simultaneously, since both the horse object and soldier object are objects in adjusted states, it is necessary to determine the initial action information of the soldier object before it is combined into the cavalry object (the initial action is running action information), and the initial action information of the horse object before it is combined into the cavalry object (the initial action is lying-down action information). Based on the running action information of the soldier object, the current action of the soldier object is restored to running action; based on the lying-down action information of the horse object, the current action of the horse object is restored to lying-down action. This restores the horse object and soldier object to their state before the cavalry object was generated.

[0126] Furthermore, in the target object generation method provided in this specification, the initial state information corresponding to the first initial object is the standing action information of the soldier object, and the initial state information corresponding to the second initial object is the state information of the bench model placed on the ground. Based on this, upon receiving a request to separate the object of the "soldier sitting on a bench" model, the soldier object and the bench object constituting the model are separated to obtain the bench object and the soldier object. Simultaneously, since the soldier is an object whose state has been adjusted, it is necessary to determine the initial action information of the soldier object before it was combined into the "soldier sitting on a bench" model; this initial action is the standing action information. Based on the standing action information of the soldier object, the current action of the soldier object is restored to the standing action. This restores the soldier object to its state before generating the "soldier sitting on a bench" model.

[0127] In the target object generation method provided in this specification, the initial state information corresponding to the first initial object is the standing action information of the soldier object, and the initial state information corresponding to the second initial object is the unworn state information of the cloak model. Based on this, upon receiving a request to separate objects for the "soldier wearing a cloak" model, the soldier object and cloak object constituting the model are separated to obtain the stool object and the soldier object. Simultaneously, since the cloak is an object whose state has been adjusted, it is necessary to determine the initial action information of the cloak object before it is combined into the "soldier wearing a cloak" model; this initial action is the unworn state information. Based on the unworn state information of the cloak object, the cloak object is restored to its unworn state.

[0128] In the embodiments provided in this specification, the initial state information corresponding to the separation of the first initial object and the second initial object from the target object is determined, and the state of the first initial object is adjusted based on the initial state information of the first initial object; and / or the state of the second initial object is adjusted based on the initial state information corresponding to the second initial object, thereby obtaining the second object to be processed and / or the first object to be processed, so that the player can continue to perform various operations and controls on the second object to be processed and the first object to be processed, thereby improving the game experience of the player.

[0129] In the embodiments provided in this specification, after the target object is generated, control instructions for the target object can be received, and the target object can be controlled based on the control instructions. The specific implementation method is as follows.

[0130] After generating the target object based on the first initial object and the second initial object, the process further includes:

[0131] Receive object control instructions for the target object;

[0132] The target object is controlled based on the object control instructions.

[0133] The object control command can be understood as a command to control a target object; it includes, but is not limited to, commands to control the movement of the target object, commands to control the interaction between the target object and NPCs, and commands to control the interaction between the target object and other game characters controlled by other players. In practical applications, the object control command can be a command issued by a player to the target object.

[0134] Using the previous example, where the object control instruction is a movement control instruction that controls the target object to move, when the game system receives a movement control instruction for the cavalry, it can control the cavalry to move based on that movement control instruction.

[0135] When the object control command is an interaction command to control the target object and the NPC, the game system can control the cavalry to interact with the NPC based on the interaction command when it receives the interaction command for the cavalry and the NPC.

[0136] When the object control command is a command to control the interaction between the target object and other players' game characters, the game system, upon receiving a command to control the cavalry to interact with other players' game characters, can control the cavalry to interact with other players' game characters based on that command.

[0137] In the embodiments provided in this specification, the target object is controlled based on received object control commands. This allows the game player to control the target object, enhancing the player's gaming experience.

[0138] In the embodiments provided in this specification, to improve the player's gaming experience and enhance game smoothness, the process of adjusting the state of the object to be processed can be implemented through model animation, thereby avoiding poor smoothness during game operation. For example, in the process of adjusting a soldier object from a running state to a riding state, a model animation can be used to smoothly display the soldier riding the horse to the player, thereby improving the player's gaming experience.

[0139] The following is in conjunction with the appendix Figure 2 Taking the application of the target object generation method provided in this application in a scenario where multiple logical objects in a game are linked as an example, the target object generation method will be further explained. Among them, Figure 2 This application provides a flowchart illustrating a target object generation method for a scenario where multiple logical objects in a game are linked, according to an embodiment of this application. The method specifically includes the following steps:

[0140] Step S202: Receive the object connection request sent by the player.

[0141] The object connection request can be understood as the object generation request in the above embodiments.

[0142] In practical applications, when a player needs to control a soldier object to ride a horse, they send a riding request to the game system. This riding request can be understood as an object association request. Subsequently, the game system can link the horse and the player-controlled soldier as a whole, obtaining a "cavalry" object.

[0143] Step S204: Based on the object connection request, determine the target logical object that needs to be connected as a cavalry from multiple logical objects.

[0144] The various logical objects in this game system can be understood as objects that players can interact with in the game, such as soldiers (PLAYER), horses (NPC), a chicken (NPC), a spear (object), a pot of wine (object), and a BOSS (NPC).

[0145] Specifically, when a player needs to obtain a "cavalry" object, the game system determines the soldier object (PLAYER), horse object (NPC), and spear object (object) from multiple logical objects based on the object connection request as multiple target logical objects to be linked into the "cavalry" object.

[0146] Step S206: The game system adjusts the current state of multiple target logical objects.

[0147] Specifically, before multiple logical objects perform a join operation, the current state of each logical object may be different. For example, a soldier may be running before the join operation; a horse may be lying down before the join operation; and a spear may be standing upright before the join operation.

[0148] In the process of connecting multiple logical objects, in order to ensure that the states of the multiple logical objects can match each other, it is necessary to adjust the current state of the multiple logical objects. For example, the running action of the soldier is adjusted to the riding action, and the soldier's hands are adjusted to the holding of a spear; the lying down action of the horse is adjusted to the running action; and the vertical position of the spear is adjusted to the action of being close to the soldier's hands.

[0149] Step S208: Connect the adjusted multiple logical objects into a whole.

[0150] Specifically, after adjusting the current state of the soldiers, horses, and spears, it is possible to obtain the "cavalry" object needed by the player by connecting the horse to the soldier's hip bone slot and the spear to the soldier's hand bone slot.

[0151] In practical applications, each logical object has various slots, and these slots can have attached attributes (which can be restrictive or beneficial). For example, beneficial attributes could include: when a player-controlled soldier mounts a horse (the soldier's hip slot is connected to the horse), the soldier's movement speed increases significantly; when a player-controlled soldier wields a spear (the soldier's hand slot is connected to the spear), the soldier's attack power increases significantly. Restrictive attributes could include: when a player-controlled soldier rides a horse (the soldier's hip slot is connected to the horse), the horse's stamina is significantly depleted.

[0152] Meanwhile, to avoid clipping issues when connecting multiple logical objects, a relative position is set between the two logical objects when combining them through slots, thus preventing the "clipping" problem from occurring.

[0153] Step S210: Control the multiple logical objects after connection based on the control commands sent by the player.

[0154] Specifically, upon receiving a movement control command for a "cavalry" object, the system can control the "cavalry" object to move based on that movement control command.

[0155] In practical applications, the overall structure of multiple logical objects is typically defined by a master (e.g., a soldier object), with the rest being subordinates (e.g., horse objects, spear objects). Alternatively, when multiple logical objects are linked together using slots, each slot may have only one master. When the master moves, the subordinates move while maintaining their relative positions to the master.

[0156] Step S212: Separate the whole of multiple logical objects based on the object separation request sent by the player.

[0157] Specifically, upon receiving the player's object separation request for the cavalry, the horse and soldier objects constituting the cavalry are separated to obtain the horse and soldier objects. Since both the horse and soldier objects are in adjusted states, the soldier object's riding animation needs to be restored to running, the horse object's running animation needs to be restored to lying down, and the spear's current position needs to be restored to vertical. This restores the horse, soldier, and spear objects to their states before the cavalry object was generated.

[0158] The embodiments provided in this application only illustrate the target object generation method provided in this application by taking the generation of cavalry objects through horse objects, soldier objects, and spear objects as an example, and do not impose specific restrictions on multiple logical objects connected as a whole. These multiple logical objects can be set according to the actual application scenario. For example, these multiple logical objects can be a BOSS (NPC), a soldier (PLAYER), and a spear (object). By connecting the BOSS (NPC), soldier (PLAYER), and spear (object) as a whole, a BOSS (NPC) is obtained, holding a spear (object) in its left hand and a player (player) in its left hand. The BOSS (NPC) is the master, and the soldier (PLAYER) and spear (object) are subordinates. The BOSS moves around while holding the player character (PLAYER) and spear (object) in its left hand.

[0159] The target object generation method proposed in this application allows artists to create different motion models (logical objects) separately. These motion models can then be combined and arranged in the game system to create various new motion models (a unified whole of multiple logical objects). This avoids the high cost of game resource production, eliminates the need to create numerous combined target object art resources, and reduces game development costs. Furthermore, it reduces the resource usage of the game client without affecting game effects, lowers art production costs, and increases the possibilities for game development.

[0160] Corresponding to the above method embodiments, this application also provides embodiments of a target object generation apparatus. Figure 3 A schematic diagram of a target object generation apparatus according to an embodiment of this application is shown. Figure 3 As shown, the device includes:

[0161] The receiving module 302 is configured to receive an object generation request that generates a target object based on at least two objects to be processed, wherein the object generation request carries attribute information of the target object;

[0162] The determining module 304 is configured to determine a first object to be processed and a second object to be processed from the at least two objects to be processed based on the attribute information of the target object.

[0163] The generation module 306 is configured to determine an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and to generate the target object based on the initial object.

[0164] Optionally, the generation module 306 is further configured to:

[0165] The state of the first object to be processed is adjusted based on the attribute information of the second object to be processed to obtain the first initial object;

[0166] Based on the attribute information of the first object to be processed, the state of the second object to be processed is adjusted to obtain the second initial object;

[0167] The target object is generated based on the first initial object and the second initial object.

[0168] Optionally, the generation module 306 is further configured to:

[0169] The state of the first object to be processed is adjusted based on the attribute information of the second object to be processed to obtain the first initial object;

[0170] The second object to be processed is determined as the second initial object;

[0171] The first initial object and the second initial object are used to generate the target object.

[0172] Optionally, the generation module 306 is further configured to:

[0173] Based on the attribute information of the first object to be processed, the state of the second object to be processed is adjusted to obtain the second initial object;

[0174] The first object to be processed is determined as the first initial object;

[0175] The target object is generated by combining the second initial object and the first object to be processed.

[0176] Optionally, the generation module 306 is further configured to:

[0177] Determine the object connection module of the first initial object;

[0178] The target object connection module is determined from the object connection module based on the attribute information of the second initial object;

[0179] The target object is obtained by combining the second initial object with the first initial object based on the target object connection module.

[0180] Optionally, the generation module 306 is further configured to:

[0181] Based on the target object connection module, the second initial object is combined with the first initial object to obtain candidate objects;

[0182] Determine the first execution information of the first initial object and the second execution information of the second initial object;

[0183] Based on the first execution information and the second execution information, the current execution information of the candidate object is adjusted to obtain the target object.

[0184] Optionally, the generation module 306 is further configured to:

[0185] Target execution information is generated based on the first execution information and the second execution information;

[0186] The target execution information is used as the current execution information of the candidate object to obtain the target object.

[0187] Optionally, the generation module 306 is further configured to:

[0188] Determine the location information of the target object connection module in the first initial object;

[0189] Based on the location information of the target object connection module and the attribute information of the first initial object, the combined location information of the second initial object is obtained;

[0190] Based on the combined location information, the second initial object and the first initial object are combined through the target object connection module to obtain the target object.

[0191] Optionally, the target object generation apparatus further includes a separation module, configured to:

[0192] Receive an object separation request for the target object, wherein the object separation request carries the object identifier of the target object;

[0193] The target object is determined based on the object identifier;

[0194] Separate the first initial object and the second initial object from the target object to obtain the first object to be processed and the second object to be processed.

[0195] Optionally, the separation model is further configured as follows:

[0196] Separate the first initial object and the second initial object from the target object;

[0197] The state of the first initial object is adjusted based on the initial state information corresponding to the first initial object to obtain the first object to be processed; and / or

[0198] The state of the second initial object is adjusted based on the initial state information corresponding to the second initial object to obtain the second object to be processed.

[0199] Optionally, the target object generation device further includes a control module configured to:

[0200] Receive object control instructions for the target object;

[0201] The target object is controlled based on the object control instructions.

[0202] The target object generation apparatus provided in this application determines an initial object by identifying the attribute information of a first object to be processed and the attribute information of a second object to be processed from the objects to be processed, and generates a target object based on the initial object, thereby avoiding the problem of high production costs of game resources and reducing the development cost of the game.

[0203] The above is a schematic scheme of a target object generation device according to this embodiment. It should be noted that the technical solution of this target object generation device and the technical solution of the target object generation method described above belong to the same concept. Details not described in detail in the technical solution of the target object generation device can be found in the description of the technical solution of the target object generation method described above. Furthermore, the components in the device embodiment should be understood as functional modules necessary to implement each step of the program flow or each step of the method; these functional modules are not actual functional divisions or separations. A device claim defined by such a set of functional modules should be understood as a functional module architecture that primarily implements the solution through the computer program described in the specification, and not as a physical device that primarily implements the solution through hardware.

[0204] Figure 4 A structural block diagram of a computing device 400 according to one embodiment of this specification is shown. The components of the computing device 400 include, but are not limited to, a memory 410 and a processor 420. The processor 420 is connected to the memory 410 via a bus 430, and a database 450 is used to store data.

[0205] The computing device 400 also includes an access device 440, which enables the computing device 400 to communicate via one or more networks 460. Examples of these networks include a Public Switched Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area Network (WAN), a Personal Area Network (PAN), or a combination of communication networks such as the Internet. The access device 440 may include one or more of any type of wired or wireless network interface (e.g., a Network Interface Card (NIC)), such as an IEEE 802.11 Wireless Local Area Network (WLAN) interface, a Wi-MAX interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and so on.

[0206] In one embodiment of this specification, the aforementioned components of the computing device 400 and Figure 4 Other components, not shown, can also be connected to each other, for example, via a bus. It should be understood that... Figure 4 The block diagram of the computing device shown is for illustrative purposes only and is not intended to limit the scope of this specification. Those skilled in the art can add or replace other components as needed.

[0207] The computing device 400 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or PCs. The computing device 400 can also be a mobile or stationary server.

[0208] The processor 420 is used to execute computer-executable instructions of the target object generation method.

[0209] The above is an illustrative scheme of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the target object generation method described above belong to the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the target object generation method described above.

[0210] An embodiment of this application also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, are used for a target object generation method.

[0211] The above is an illustrative scheme of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium and the technical solution of the target object generation method described above belong to the same concept. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the target object generation method described above.

[0212] An embodiment of this application also provides a chip that stores a computer program, which, when executed by the chip, implements the steps of the target object generation method.

[0213] The foregoing has described specific embodiments of this application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired results. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0214] The computer instructions include computer program code, which may be in the form of source code, object code, executable file, or some intermediate form. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording media, USB flash drive, portable hard drive, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in the computer-readable medium may be appropriately added to or subtracted according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media may not include electrical carrier signals and telecommunication signals.

[0215] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.

[0216] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0217] The preferred embodiments disclosed above are merely illustrative of this application. The optional embodiments do not exhaustively describe all details, nor do they limit the invention to the specific implementations described. Clearly, many modifications and variations can be made based on the content of this application. These embodiments are selected and specifically described in this application to better explain the principles and practical applications of this application, thereby enabling those skilled in the art to better understand and utilize this application. This application is limited only by the claims and their full scope and equivalents.

Claims

1. A method for generating a target object, characterized in that, include: Receive an object generation request to generate a target object based on at least two objects to be processed, wherein the object generation request carries attribute information of the target object, and the target object is a whole formed by connecting at least two objects to be processed; Based on the attribute information of the target object, a first object to be processed and a second object to be processed are determined from the at least two objects to be processed; Determining an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and generating the target object based on the initial object, includes: adjusting the state of the first object to be processed based on the attribute information of the second object to be processed to obtain a first initial object; adjusting the state of the second object to be processed based on the attribute information of the first object to be processed to obtain a second initial object; and generating the target object based on the first initial object and the second initial object.

2. The target object generation method according to claim 1, characterized in that, The step of determining an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and generating the target object based on the initial object, further includes: The state of the first object to be processed is adjusted based on the attribute information of the second object to be processed to obtain the first initial object; The second object to be processed is determined as the second initial object; The first initial object and the second initial object are used to generate the target object.

3. The target object generation method according to claim 1, characterized in that, The step of determining an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and generating the target object based on the initial object, further includes: Based on the attribute information of the first object to be processed, the state of the second object to be processed is adjusted to obtain the second initial object; The first object to be processed is determined as the first initial object; The target object is generated by combining the second initial object and the first object to be processed.

4. The target object generation method according to any one of claims 2 to 3, characterized in that, The process of generating the target object based on the first initial object and the second initial object includes: Determine the object connection module of the first initial object; The target object connection module is determined from the object connection module based on the attribute information of the second initial object; The target object is obtained by combining the second initial object with the first initial object based on the target object connection module.

5. The target object generation method according to claim 4, characterized in that, The step of combining the second initial object with the first initial object based on the target object connection module to obtain the target object includes: Based on the target object connection module, the second initial object is combined with the first initial object to obtain candidate objects; Determine the first execution information of the first initial object and the second execution information of the second initial object; Based on the first execution information and the second execution information, the current execution information of the candidate object is adjusted to obtain the target object.

6. The target object generation method according to claim 5, characterized in that, The step of adjusting the current execution information of the candidate object based on the first execution information and the second execution information to obtain the target object includes: Target execution information is generated based on the first execution information and the second execution information; The target execution information is used as the current execution information of the candidate object to obtain the target object.

7. The target object generation method according to claim 4, characterized in that, The step of combining the second initial object with the first initial object based on the target object connection module to obtain the target object includes: Determine the location information of the target object connection module in the first initial object; Based on the location information of the target object connection module and the attribute information of the first initial object, the combined location information of the second initial object is obtained; Based on the combined location information, the second initial object and the first initial object are combined through the target object connection module to obtain the target object.

8. The target object generation method according to any one of claims 2 to 3, characterized in that, After generating the target object based on the first initial object and the second initial object, the process further includes: Receive an object separation request for the target object, wherein the object separation request carries the object identifier of the target object; The target object is determined based on the object identifier; Separate the first initial object and the second initial object from the target object to obtain the first object to be processed and the second object to be processed.

9. The target object generation method according to claim 8, characterized in that, The step of separating the first initial object and the second initial object from the target object to obtain the first object to be processed and the second object to be processed includes: Separate the first initial object and the second initial object from the target object; The state of the first initial object is adjusted based on the initial state information corresponding to the first initial object to obtain the first object to be processed; and / or The state of the second initial object is adjusted based on the initial state information corresponding to the second initial object to obtain the second object to be processed.

10. The target object generation method according to claim 1, characterized in that, After generating the target object based on the initial object, the process further includes: Receive object control instructions for the target object; The target object is controlled based on the object control instructions.

11. A target object generation apparatus, characterized in that, include: The receiving module is configured to receive an object generation request that generates a target object based on at least two objects to be processed, wherein the object generation request carries attribute information of the target object, and the target object is a whole formed by connecting at least two objects to be processed; The determination module is configured to determine a first object to be processed and a second object to be processed from the at least two objects to be processed based on the attribute information of the target object; The generation module is configured to determine an initial object based on the attribute information of the first object to be processed and / or the attribute information of the second object to be processed, and to generate the target object based on the initial object; The generation module is further configured to adjust the state of the first object to be processed based on the attribute information of the second object to be processed to obtain a first initial object; adjust the state of the second object to be processed based on the attribute information of the first object to be processed to obtain a second initial object; and generate the target object based on the first initial object and the second initial object.

12. A computing device, characterized in that, include: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions to implement the steps of the target object generation method according to any one of claims 1 to 10.

13. A computer-readable storage medium storing computer instructions, characterized in that, When executed by the processor, this instruction implements the steps of the target object generation method according to any one of claims 1 to 10.

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