A game display method, device, electronic equipment and medium

CN115845365BActive Publication Date: 2026-09-18NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202211566397.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-07
Publication Date
2026-09-18
Estimated Expiration
2042-12-07

AI Technical Summary

Technical Problem

[0004]通过简单的贴图处理方式得到的能量流动边界效果简单直接,但是效果单一,缺少细节,不具有真实的观感

Benefits of technology

[0015] In this embodiment, the graphical user interface includes a game area and virtual objects. The game area has a boundary membrane that defines the area it encompasses. If the current distance between the virtual object and the boundary membrane meets a preset first distance condition, the surface of the boundary membrane can be changed from a first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object. By employing the above method, the presentation of boundary effects in the game, through the setting of switchable surface flow effects, provides users with both a good visual experience and a user-friendly interactive experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115845365B_ABST
    Figure CN115845365B_ABST
Patent Text Reader

Abstract

Embodiments of the present disclosure provide a game display method and device, electronic equipment and a medium, the method comprising: in response to a movement instruction for the virtual object, determining whether a current distance between the virtual object and the boundary membrane satisfies a preset first distance condition; if the current distance satisfies the preset first distance condition, controlling the surface of the boundary membrane to present a second flow effect; wherein the flow direction of the second flow effect points to the virtual object and changes following the movement of the virtual object. According to the embodiments of the present disclosure, for the boundary effect presentation in the game, by setting the switchable surface flow effect, a good visual experience is brought to the user while a friendly interactive experience is brought to the user.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a game display method, a game display device, an electronic device, and a computer-readable storage medium. Background Technology

[0002] With the advancement of game technology, the scale of game scene production is becoming increasingly larger, and the number of objects is also increasing. Good game scene production not only needs to provide users with a good visual experience, but also a user-friendly interactive experience.

[0003] Games often require boundary display, such as defining the field of view or supply range of a city. A common approach is to use a semi-circular model with UV (texture coordinates typically have two axes, U and V; U represents the distribution on the horizontal axis, and V represents the distribution on the vertical axis) and apply noise and mask maps. By offsetting these maps, the self-illumination of the model's material is simulated, creating an energy flow effect and forming an energy flow boundary. Alternatively, transparency can be achieved using the alpha channel (αChannel or Alpha Channel) of the texture map. The effect can be as follows: Figure 1 As shown.

[0004] The energy flow boundary effect obtained by simple texture processing is simple and direct, but the effect is monotonous, lacks detail, and does not have a realistic feel. Summary of the Invention

[0005] In view of the above problems, embodiments of the present disclosure are proposed to provide a game display method and a corresponding game display device, an electronic device, and a computer-readable storage medium that overcome or at least partially solve the above problems.

[0006] This disclosure provides a game display method. The game's graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane, which defines the area encompassed by the game area. The surface of the boundary membrane exhibits a first flow effect. The method includes:

[0007] In response to a movement command for the virtual object, determine whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition;

[0008] If the current distance satisfies the preset first distance condition, the surface of the boundary membrane is controlled to exhibit a second flow effect; wherein the flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object.

[0009] This disclosure also discloses a game display device, wherein the graphical user interface of the game includes a game area and virtual objects, the game area has a corresponding boundary membrane, the boundary membrane is used to define the area range contained in the game area, and the surface of the boundary membrane presents a first flow effect, the device comprising:

[0010] The first determining module is configured to, in response to a movement command for the virtual object, determine whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition;

[0011] The control module is configured to control the surface of the boundary membrane to exhibit a second flow effect if the current distance satisfies the preset first distance condition; wherein the flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object.

[0012] This disclosure also discloses an electronic device, including: a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements a game display method as described above.

[0013] This disclosure also discloses a computer-readable storage medium storing a computer program that, when executed by a processor, implements a game display method as described above.

[0014] The embodiments disclosed herein have the following advantages:

[0015] In this embodiment, the graphical user interface includes a game area and virtual objects. The game area has a boundary membrane that defines the area it encompasses. If the current distance between the virtual object and the boundary membrane meets a preset first distance condition, the surface of the boundary membrane can be changed from a first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object. By employing the above method, the presentation of boundary effects in the game, through the setting of switchable surface flow effects, provides users with both a good visual experience and a user-friendly interactive experience. Attached Figure Description

[0016] Figure 1 This is a schematic diagram illustrating the effect of an energy flow boundary in existing technology;

[0017] Figure 2 This is a flowchart of the steps of a game display method provided in an embodiment of this disclosure;

[0018] Figure 3This is a flowchart of another game display method provided in this embodiment;

[0019] Figure 4 This is a schematic diagram of a color mapping according to an embodiment of the present disclosure;

[0020] Figure 5 This is a schematic diagram of a recorded texture flowmap according to an embodiment of the present disclosure;

[0021] Figure 6 This is a schematic diagram illustrating how to determine the flow direction of a flowmap according to an embodiment of this disclosure;

[0022] Figure 7 This is a schematic diagram of a boundary model according to an embodiment of the present disclosure;

[0023] Figure 8 This is a schematic diagram of the structure of a boundary model according to an embodiment of this disclosure;

[0024] Figure 9 This is a schematic diagram of a line-of-sight mapping process according to an embodiment of this disclosure;

[0025] Figure 10 This is a schematic diagram illustrating the effect of mapping texture coordinates according to an embodiment of this disclosure;

[0026] Figure 11 This is a schematic diagram illustrating the effect of polar coordinate remapping according to an embodiment of the present disclosure;

[0027] Figure 12 This is a schematic diagram illustrating the effect of a fluid interaction according to an embodiment of this disclosure;

[0028] Figure 13 This is a schematic diagram of an opening model according to an embodiment of the present disclosure;

[0029] Figure 14 This is a schematic diagram illustrating the effect of a texture offset according to an embodiment of the present disclosure;

[0030] Figure 15 This is a schematic diagram illustrating the effect of one embodiment of the present disclosure;

[0031] Figure 16 This is a structural block diagram of a game display device provided in an embodiment of this disclosure;

[0032] Figure 17 This is a structural block diagram of an electronic device provided in an embodiment of the present disclosure. Detailed Implementation

[0033] To make the above-mentioned objects, features, and advantages of this disclosure more apparent and understandable, the disclosure will be further described in detail below with reference to the accompanying drawings and specific embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments in this disclosure, all other embodiments obtained by those skilled in the art are within the scope of protection of this disclosure.

[0034] Iridescence occurs when light passes through a transparent film with a refractive index different from the surrounding material. For example, when a light source sweeps across the entire surface of a crystal, changing the angle of illumination produces vivid rainbow colors. With advancements in gaming technology, game scenes are becoming increasingly large-scale, containing a greater number of objects. To provide users with a superior visual experience, current game image rendering solutions strive for a high degree of fidelity to natural landscapes. Therefore, rendering iridescence effects requires a more realistic visual experience, showcasing the effect of an iridescent film.

[0035] The common approach to boundary mapping in games currently involves using a semi-circular model with UVs, applying noise and mask maps, and then offsetting the maps to simulate the self-illumination of the model's material to achieve an energy flow effect. However, this effect does not have a realistic visual quality.

[0036] Based on this, this disclosure relates to a boundary rendering and interaction technology for rainbow effects, which comprehensively considers both the detail processing of materials and the interactivity with players to solve the problems of insufficient realism in the material representation of rainbow effects and low game interactivity.

[0037] In this embodiment, the graphical user interface includes a game area and virtual objects. The game area has a boundary membrane that defines the area it encompasses. If the current distance between the virtual object and the boundary membrane meets a preset first distance condition, the surface of the boundary membrane can be changed from a first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object. By employing the above method, the presentation of boundary effects in the game, through the setting of switchable surface flow effects, provides users with both a good visual experience and a user-friendly interactive experience.

[0038] Reference Figure 2 The diagram illustrates a flowchart of a game display method according to an embodiment of this disclosure. The game's graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane, which defines the area encompassed by the game area. The surface of the boundary membrane exhibits a first flow effect. Specifically, the method may include the following steps:

[0039] Step 201: In response to a movement command for the virtual object, determine whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition.

[0040] The game display method provided in this disclosure can be applied to a terminal device running a game application. The graphical user interface of the game (application) displays at least one game area, wherein the game area can be a scene area that triggers entry into a specific game scene, such as an area that triggers entry into a hidden story scene, an area that triggers entry into a battle scene, or an area that triggers entry into a desperate situation scene, etc.

[0041] The graphical user interface of a game (application) may also display virtual objects, which can be game characters controlled by the player, and these virtual objects may be located inside or outside the game area.

[0042] To distinguish this game area from other game areas, in this embodiment, the game area has a corresponding boundary membrane, and the area enclosed by the boundary membrane is the area included in the corresponding game area. The game area can be a three-dimensional scene area. The surface of the boundary membrane corresponding to the game area can exhibit a first flow effect. In specific implementations, when the current distance between the virtual object and the boundary membrane of the game area does not meet a preset first distance condition, the surface of the boundary membrane corresponding to the game area exhibits the first flow effect.

[0043] When a movement operation targeting a virtual object is detected on the terminal device, a corresponding movement command can be generated. The virtual object is then moved in response to this command. During the movement, the current distance between the virtual object and the boundary membrane of the game area can be determined, and it can be determined whether this current distance meets a preset first distance condition. This preset first distance condition is used to determine whether it is necessary to switch the flow effect displayed on the boundary membrane surface.

[0044] Step 202: If the current distance satisfies the preset first distance condition, then control the surface of the boundary membrane to exhibit a second flow effect.

[0045] The second flow effect points towards the virtual object and changes direction as the virtual object moves.

[0046] If the current distance between the virtual object and the boundary membrane of the game area meets a preset first distance condition, the surface of the boundary membrane can be controlled to switch from the original first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object. Specifically, when the current position of the virtual object changes, the flow direction of the second flow effect also changes accordingly. Both the first and second flow effects can be flow effects applied to iridescent materials.

[0047] In summary, in this embodiment, the graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane that defines the area it encompasses. If the current distance between the virtual object and the boundary membrane meets a preset first distance condition, the surface of the boundary membrane can be changed from a first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object. By employing the above method, the presentation of boundary effects in the game, through the setting of switchable surface flow effects, provides users with both a good visual experience and a user-friendly interactive experience.

[0048] Reference Figure 3 This diagram illustrates a flowchart of another game display method provided in this embodiment. The game's graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane, which defines the area encompassed by the game area. The surface of the boundary membrane exhibits a first flow effect. Specifically, the method may include the following steps:

[0049] Step 301: In response to a movement command for the virtual object, determine whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition.

[0050] The game area can be a scene area that triggers entry into a specific game scene. For example, the game area can be an area that triggers entry into a hidden story scene, or an area that triggers entry into a battle scene, etc. This disclosure does not impose specific restrictions on the type of game scene triggered by the game area.

[0051] The virtual object can be a game character controlled by the player. In order to enrich the gameplay, the virtual object can also be required to meet certain level or skill conditions. This embodiment does not impose any specific limitations on this.

[0052] The virtual object can currently be outside the game area, meaning it has not entered the game area; or it can currently be inside the game area, meaning it has entered the game area. The game area has a corresponding boundary membrane, and the area enclosed by this boundary membrane is the area encompassed by the corresponding game area. This game area can be a three-dimensional scene area. The surface of the boundary membrane can exhibit a first flow effect.

[0053] The initial flow effect on the boundary membrane surface can be obtained by the following method:

[0054] Obtain a color map representing iridescent features and a corresponding flow map; based on the vector field information in the flow map, make the UV coordinates corresponding to the boundary model of the boundary membrane change with time when sampling the color map, and obtain the corresponding first flow effect.

[0055] In the first flow effect, the flow direction follows the direction indicated by the flowmap.

[0056] In this embodiment, the surface of the boundary membrane needs to exhibit an iridescent material, and the flow effect of the iridescent material can be achieved using a color map (e.g., Figure 4 (as shown) and a flowmap (as shown) Figure 5 As shown in the diagram, the flowmap is essentially a texture that records 2D vector information. The colors (usually RG channels) on the flowmap record the direction of the vector field at that location, allowing a point on the model to exhibit quantitative flow characteristics. The flow effect is simulated by offsetting the UVs in the shader and then sampling the texture. Figure 6 It can determine the flow direction of a flowmap and thus apply flow effects to the color layer itself.

[0057] In this embodiment of the disclosure, in response to a movement command for a virtual object, the virtual object is moved, and it can be determined whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition. Specifically, determining whether the current distance between the virtual object and the boundary membrane satisfies the preset first distance condition can be done by determining whether the current distance between the virtual object and the boundary membrane is less than a preset first distance threshold.

[0058] Step 302: If the current distance satisfies the preset first distance condition, then control the surface of the boundary membrane to exhibit a second flow effect.

[0059] If the current distance between the virtual object and the boundary membrane of the game area is less than a preset first distance threshold, the surface of the boundary membrane can be controlled to switch from the original first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object.

[0060] In one optional embodiment of this disclosure, step 302, controlling the surface of the boundary membrane to exhibit a second flow effect, may specifically include the following sub-steps:

[0061] Sub-step S11: Determine the boundary model corresponding to the boundary membrane.

[0062] Sub-step S12 involves remapping the UV coordinates corresponding to the boundary model based on the viewing direction of the virtual object to control the surface of the boundary membrane to present the second flow effect.

[0063] Determine the boundary model corresponding to the boundary membrane, such as Figure 7 The diagram shown is a schematic representation of a boundary model according to an embodiment of this disclosure. Model A in the diagram is the boundary model corresponding to the boundary membrane. The boundary model is the main structure representing the iridescent material, that is, the main structure embodying the flowmap material representation.

[0064] The UV coordinates corresponding to the boundary model can be remapped based on the virtual object's viewing direction to control the surface of the boundary membrane to exhibit a second flow effect. Here, the virtual object's viewing direction is the direction of the line connecting the virtual object's current position and the center of the game area.

[0065] In one optional embodiment of this disclosure, the boundary model is a sphere model with its upper and lower poles cut off. In sub-step S12, the UV coordinates corresponding to the boundary model are remapped based on the viewing direction of the virtual object to control the surface of the boundary membrane to present the second flow effect. Specifically, this may include the following sub-steps:

[0066] Determine the intersection point between the gaze vector in the gaze direction of the virtual object and the sphere model, and remap the UV coordinates corresponding to the sphere model with the intersection point as the origin to obtain the corresponding mapped texture coordinates; perform polar coordinate remapping on the mapped texture coordinates to obtain the corresponding second flow effect.

[0067] Reference Figure 8 The diagram shown is a schematic representation of a boundary model according to an embodiment of this disclosure. The game area can be a spherical region, and the main body of the boundary model of the game area can be a sphere model with seamless UVs. To save resources, the top and bottom poles of the sphere model can be removed, because in the game world, due to the undulating terrain, players will generally not come into contact with the poles of the sphere model. Figure 8 As shown, the sphere is the main body, and the black lines are the side view of the game terrain. It can be seen that the part where the terrain intersects with the sphere is the part where the player triggers the switching of the flow effect. Considering the terrain factors, the two extreme parts of the sphere model can be cut off without affecting the rendering effect and saving resources.

[0068] Reference Figure 9 The diagram illustrates a mapping process based on the viewing direction according to an embodiment of this disclosure. P represents the current position of the virtual object controlled by the player, and O represents the center position of the game area. A viewing vector View is formed from P to O, and this viewing vector intersects the sphere at exactly one point. The mapped texture coordinates with the intersection point as the origin can be calculated.

[0069] Reference Figure 10 The image shown is a schematic diagram illustrating the effect of mapping texture coordinates according to an embodiment of this disclosure; refer to Figure 11 The image shown is a schematic diagram illustrating the effect of polar coordinate remapping according to an embodiment of this disclosure. Figure 10 The front view A shows the mapped texture coordinates derived from the intersection of the virtual object and the sphere model. The ultimate goal is to flow towards point P; therefore, a polar coordinate remapping of the UVs is performed based on the texture coordinate mapping to achieve UV flow towards point P. Figure 11 The dashed arrow indicates the direction of flow.

[0070] In this embodiment, a directional flow effect based on a specific location is achieved by performing a second UV polar coordinate mapping on the UV coordinate values ​​after remapping the boundary model. That is, when the virtual object controlled by the player approaches the boundary membrane of the game area, the flow effect on the boundary membrane surface will flow directionally towards the player, achieving a flow interaction effect towards the interaction point. Figure 12 As shown.

[0071] Step 303: While continuing to move the virtual object closer to the boundary membrane, determine whether the current distance between the moved virtual object and the boundary membrane meets the preset second distance condition.

[0072] As the virtual object continues to move closer to the boundary membrane, it can be determined whether the current distance between the moved virtual object and the boundary membrane meets a preset second distance condition. Specifically, determining whether the current distance between the moved virtual object and the boundary membrane meets the preset second distance condition can be done by determining whether the current distance between the moved virtual object and the boundary membrane is less than a preset second distance threshold. The preset second distance threshold is less than a preset first distance threshold; for example, if the preset first distance threshold is 10m, the preset second distance threshold can be 1m.

[0073] Step 304: If the current distance after movement satisfies the preset second distance condition, then based on the current position of the virtual object, an entrance to the game area is unfolded on the surface of the boundary membrane.

[0074] If the current distance between the moved virtual object and the boundary membrane of the game area is less than a preset second distance threshold, an entrance to the game area can be unfolded on the surface of the boundary membrane based on the current position of the virtual object.

[0075] In one optional embodiment of this disclosure, step 304, which involves unfolding an entrance to the game area on the surface of the boundary membrane based on the current position of the virtual object, may specifically include the following sub-steps:

[0076] Sub-step S21: Obtain the opening model corresponding to the inlet.

[0077] Sub-step S22 involves shifting the UV coordinates corresponding to the opening model based on a preset direction, and then calculating the vertex offset after the UV shift, so as to unfold the entrance into the game area on the surface of the boundary membrane based on the current position of the virtual object.

[0078] Reference Figure 13 The diagram shown is a schematic representation of an opening model according to an embodiment of this disclosure. Model B in the diagram represents the opening model corresponding to the entrance. The opening model can be a single-sided, annular model with UVs, allowing players to enter the game area through the opening. Employing expanded UVs and based on UV offset technology, it is possible to achieve... Figure 14 The texture offset effect in the direction of the dashed arrow, and through vertex offset calculation, can make the opening model expand based on the current position of the virtual object when the player approaches the boundary membrane of the game area, thus realizing an interactive effect of opening a door for the player to enter the game area.

[0079] In one example, when a virtual object approaches the boundary membrane of the game area, the distance is determined to be less than a pre-set second distance threshold. If so, the opening model transitions from the position of the interaction point (which can be the intersection of the line of sight vector and the sphere) to the position value corresponding to the normal flow state of the door opening model through the effect animation curve and the return value of the distance determination, thus realizing the door opening effect.

[0080] Combining the aforementioned technical details, the inward flow of the boundary model (the remapped UV flow direction, matched with the opening model) and the contact opening and closing of the opening model are merged together to achieve the material representation effect for the entry and exit interaction of a specific game area, as well as the interaction effect between this specific game area and the player, achieving the effect as follows: Figure 15 As shown.

[0081] In one optional embodiment of this disclosure, the following steps may also be included:

[0082] As the virtual object continues to move away from the boundary membrane, it is determined whether the current distance between the moved virtual object and the boundary membrane meets the preset second distance condition; if the current distance after movement does not meet the preset second distance condition, the entrance to the game area is closed on the surface of the boundary membrane.

[0083] As the virtual object continues to move away from the boundary membrane, it can be determined whether the current distance between the moved virtual object and the boundary membrane meets a preset second distance condition. If the current distance between the moved virtual object and the boundary membrane of the game area is not less than the preset second distance threshold, the entrance to the game area can be closed on the surface of the boundary membrane.

[0084] If the relative distance between the player and the virtual object does not meet the preset second distance condition while the player is controlling the virtual object away from the boundary membrane, the entrance will be closed.

[0085] In summary, in this embodiment, the graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane that defines the area it encompasses. If the current distance between the virtual object and the boundary membrane meets a preset first distance condition, the surface of the boundary membrane can be changed from a first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object. By employing the above method, the presentation of boundary effects in the game, through the setting of switchable surface flow effects, provides users with both a good visual experience and a user-friendly interactive experience.

[0086] This disclosure takes into account resource conservation by removing the upper and lower poles of the boundary model; it uses flowmap technology to process textures more naturally, reducing resource consumption; and it uses UV mapping technology to direct the flow direction of the flow effect towards the virtual object. This disclosure reproduces the application of rainbow effects in games and effectively improves both the visual and interactive experiences.

[0087] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of this disclosure are not limited to the described order of actions, because according to the embodiments of this disclosure, some steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also understand that the embodiments described in the specification are all preferred embodiments, and the actions involved are not necessarily required by the embodiments of this disclosure.

[0088] Reference Figure 16This diagram illustrates a structural block diagram of a game display device according to an embodiment of the present disclosure. The graphical user interface of the game includes a game area and virtual objects. The game area has a corresponding boundary membrane, which is used to define the area range contained in the game area. The surface of the boundary membrane presents a first flow effect and may specifically include the following modules:

[0089] The first determining module 1601 is used to determine, in response to a movement command for the virtual object, whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition.

[0090] The control module 1602 is used to control the surface of the boundary membrane to present a second flow effect if the current distance meets the preset first distance condition; wherein the flow direction of the second flow effect points to the virtual object and changes with the movement of the virtual object.

[0091] In this embodiment of the disclosure, the virtual object is located within or outside the game area, and the device further includes:

[0092] The second determining module is used to determine whether the current distance between the moved virtual object and the boundary membrane satisfies a preset second distance condition during the process of continuing to move the virtual object closer to the boundary membrane.

[0093] The unfolding module is used to unfold an entrance to the game area on the surface of the boundary membrane based on the current position of the virtual object if the current distance after movement meets the preset second distance condition.

[0094] In this embodiment of the disclosure, the apparatus further includes:

[0095] The third determining module is used to determine whether the current distance between the moved virtual object and the boundary membrane satisfies the preset second distance condition during the process of continuing to move the virtual object away from the boundary membrane.

[0096] The closing module is used to close the entrance to the game area on the surface of the boundary membrane if the current distance after movement does not meet the preset second distance condition.

[0097] In this embodiment of the disclosure, the control module includes:

[0098] The determination submodule is used to determine the boundary model corresponding to the boundary membrane;

[0099] The remapping submodule is used to remap the UV coordinates corresponding to the boundary model based on the viewing direction of the virtual object, so as to control the surface of the boundary membrane to present the second flow effect; wherein, the viewing direction of the virtual object is the direction of the line connecting the current position of the virtual object and the center position of the game area.

[0100] In this embodiment of the disclosure, the boundary model is a sphere model with its upper and lower poles cut off, and the remapping submodule includes:

[0101] The determination and remapping unit is used to determine the intersection point of the gaze vector in the gaze direction of the virtual object and the sphere model, and to remap the UV coordinates corresponding to the sphere model with the intersection point as the origin to obtain the corresponding mapped texture coordinates.

[0102] The polar coordinate remapping unit is used to perform polar coordinate remapping on the mapped texture coordinates to obtain the corresponding second flow effect.

[0103] In this embodiment of the disclosure, the unfolding module includes:

[0104] The acquisition submodule is used to acquire the opening model corresponding to the inlet;

[0105] The calculation submodule is used to perform UV offset calculation on the UV coordinates corresponding to the opening model based on a preset direction, and to perform vertex offset calculation after the UV offset calculation, so as to unfold the entrance into the game area on the surface of the boundary membrane based on the current position of the virtual object.

[0106] In this embodiment of the disclosure, the apparatus further includes:

[0107] The acquisition module is used to acquire color maps representing iridescent features and their corresponding flowmaps;

[0108] The following module is used to make the UV coordinates corresponding to the boundary model when sampling the color map change over time based on the vector field information in the flowmap, so as to obtain the corresponding first flow effect; wherein the flow direction of the first flow effect follows the direction indicated by the flowmap.

[0109] In summary, in this embodiment, the graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane that defines the area it encompasses. If the current distance between the virtual object and the boundary membrane meets a preset first distance condition, the surface of the boundary membrane can be changed from a first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object. By employing the above method, the presentation of boundary effects in the game, through the setting of switchable surface flow effects, provides users with both a good visual experience and a user-friendly interactive experience.

[0110] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.

[0111] This disclosure also provides an electronic device, such as... Figure 17 As shown, it includes: a processor 1701, a memory 1702, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements various processes of the above-described embodiment of a game display method, for example:

[0112] The game's graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane, which defines the area encompassed by the game area. The surface of the boundary membrane exhibits a first flow effect. When the processor 1701 executes the computer program stored in the memory 1702, it performs the following steps:

[0113] In response to a movement command for the virtual object, determine whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition;

[0114] If the current distance satisfies the preset first distance condition, the surface of the boundary membrane is controlled to exhibit a second flow effect; wherein the flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object.

[0115] In this embodiment of the disclosure, the virtual object is located within or outside the game area, and the method further includes:

[0116] As the virtual object continues to move closer to the boundary membrane, it is determined whether the current distance between the moved virtual object and the boundary membrane satisfies a preset second distance condition.

[0117] If the current distance after movement satisfies the preset second distance condition, then an entrance to the game area will unfold on the surface of the boundary membrane based on the current position of the virtual object.

[0118] In this embodiment of the disclosure, the method further includes:

[0119] As the virtual object continues to move away from the boundary membrane, it is determined whether the current distance between the moved virtual object and the boundary membrane satisfies the preset second distance condition.

[0120] If the current distance after movement does not meet the preset second distance condition, then the entrance to the game area is closed on the surface of the boundary membrane.

[0121] In this embodiment of the disclosure, controlling the surface of the boundary membrane to exhibit a second flow effect includes:

[0122] Determine the boundary model corresponding to the boundary membrane;

[0123] The UV coordinates corresponding to the boundary model are remapped based on the viewing direction of the virtual object to control the surface of the boundary membrane to present the second flow effect; wherein, the viewing direction of the virtual object is the direction of the line connecting the current position of the virtual object and the center position of the game area.

[0124] In this embodiment of the disclosure, the boundary model is a sphere model with its upper and lower poles cut off. The step of remapping the UV coordinates corresponding to the boundary model based on the viewing direction of the virtual object to control the surface of the boundary membrane to exhibit the second flow effect includes:

[0125] Determine the intersection point between the gaze vector in the gaze direction of the virtual object and the sphere model, and remap the UV coordinates corresponding to the sphere model with the intersection point as the origin to obtain the corresponding mapped texture coordinates;

[0126] The mapped texture coordinates are remapped in polar coordinates to obtain the corresponding second flow effect.

[0127] In this embodiment of the disclosure, the step of unfolding an entrance to the game area on the surface of the boundary membrane based on the current position of the virtual object includes:

[0128] Obtain the opening model corresponding to the inlet;

[0129] The UV coordinates corresponding to the opening model are offset by a preset direction, and vertex offset is calculated after the UV offset, so as to unfold the entrance into the game area on the surface of the boundary membrane based on the current position of the virtual object.

[0130] In this embodiment of the disclosure, the first flow effect is obtained by processing in the following manner:

[0131] Obtain the color map representing the iridescent features and the corresponding flowmap;

[0132] Based on the vector field information in the flowmap, the UV coordinates corresponding to the boundary model when sampling the color map change with time to obtain the corresponding first flow effect; wherein, the flow direction of the first flow effect follows the direction indicated by the flowmap.

[0133] In summary, in this embodiment, the graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane that defines the area it encompasses. If the current distance between the virtual object and the boundary membrane meets a preset first distance condition, the surface of the boundary membrane can be changed from a first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object. By employing the above method, the presentation of boundary effects in the game, through the setting of switchable surface flow effects, provides users with both a good visual experience and a user-friendly interactive experience.

[0134] This disclosure also provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements various processes of the above-described game display method embodiment, for example:

[0135] The game's graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane, which defines the area encompassed by the game area. The surface of the boundary membrane exhibits a first flow effect. When the processor executes a computer program stored on a computer-readable storage medium, it performs the following steps:

[0136] In response to a movement command for the virtual object, determine whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition;

[0137] If the current distance satisfies the preset first distance condition, the surface of the boundary membrane is controlled to exhibit a second flow effect; wherein the flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object.

[0138] In this embodiment of the disclosure, the virtual object is located within or outside the game area, and the method further includes:

[0139] As the virtual object continues to move closer to the boundary membrane, it is determined whether the current distance between the moved virtual object and the boundary membrane satisfies a preset second distance condition.

[0140] If the current distance after movement satisfies the preset second distance condition, then an entrance to the game area will unfold on the surface of the boundary membrane based on the current position of the virtual object.

[0141] In this embodiment of the disclosure, the method further includes:

[0142] As the virtual object continues to move away from the boundary membrane, it is determined whether the current distance between the moved virtual object and the boundary membrane satisfies the preset second distance condition.

[0143] If the current distance after movement does not meet the preset second distance condition, then the entrance to the game area is closed on the surface of the boundary membrane.

[0144] In this embodiment of the disclosure, controlling the surface of the boundary membrane to exhibit a second flow effect includes:

[0145] Determine the boundary model corresponding to the boundary membrane;

[0146] The UV coordinates corresponding to the boundary model are remapped based on the viewing direction of the virtual object to control the surface of the boundary membrane to present the second flow effect; wherein, the viewing direction of the virtual object is the direction of the line connecting the current position of the virtual object and the center position of the game area.

[0147] In this embodiment of the disclosure, the boundary model is a sphere model with its upper and lower poles cut off. The step of remapping the UV coordinates corresponding to the boundary model based on the viewing direction of the virtual object to control the surface of the boundary membrane to exhibit the second flow effect includes:

[0148] Determine the intersection point between the gaze vector in the gaze direction of the virtual object and the sphere model, and remap the UV coordinates corresponding to the sphere model with the intersection point as the origin to obtain the corresponding mapped texture coordinates;

[0149] The mapped texture coordinates are remapped in polar coordinates to obtain the corresponding second flow effect.

[0150] In this embodiment of the disclosure, the step of unfolding an entrance to the game area on the surface of the boundary membrane based on the current position of the virtual object includes:

[0151] Obtain the opening model corresponding to the inlet;

[0152] The UV coordinates corresponding to the opening model are offset by a preset direction, and vertex offset is calculated after the UV offset, so as to unfold the entrance into the game area on the surface of the boundary membrane based on the current position of the virtual object.

[0153] In this embodiment of the disclosure, the first flow effect is obtained by processing in the following manner:

[0154] Obtain the color map representing the iridescent features and the corresponding flowmap;

[0155] Based on the vector field information in the flowmap, the UV coordinates corresponding to the boundary model when sampling the color map change with time to obtain the corresponding first flow effect; wherein, the flow direction of the first flow effect follows the direction indicated by the flowmap.

[0156] In summary, in this embodiment, the graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane that defines the area it encompasses. If the current distance between the virtual object and the boundary membrane meets a preset first distance condition, the surface of the boundary membrane can be changed from a first flow effect to a second flow effect. The flow direction of the second flow effect points towards the virtual object and changes with the movement of the virtual object. By employing the above method, the presentation of boundary effects in the game, through the setting of switchable surface flow effects, provides users with both a good visual experience and a user-friendly interactive experience.

[0157] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.

[0158] Those skilled in the art will understand that embodiments of this disclosure can be provided as methods, apparatus, or computer program products. Therefore, embodiments of this disclosure can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, embodiments of this disclosure can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0159] This disclosure describes embodiments of methods, terminal devices (systems), and computer program products according to embodiments of this disclosure with reference to flowchart illustrations and / or block diagrams. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, generate instructions for implementing the flowchart illustrations. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0160] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0161] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal equipment, causing a series of operational steps to be performed on the computer or other programmable terminal equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable terminal equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0162] While preferred embodiments of the present disclosure have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including both the preferred embodiments and all changes and modifications falling within the scope of the present disclosure.

[0163] Finally, it should be noted that in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or terminal device. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or terminal device that includes said element.

[0164] The foregoing has provided a detailed description of a game display method, a game display device, an electronic device, and a computer-readable storage medium provided by this disclosure. Specific examples have been used to illustrate the principles and implementation methods of this disclosure. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this disclosure. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this disclosure. Therefore, the content of this specification should not be construed as a limitation of this disclosure.

Claims

1. A game display method, characterized in that, The game's graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane, which defines the area encompassed by the game area. The surface of the boundary membrane exhibits a first flow effect. The method includes: In response to a movement command for the virtual object, determine whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition; If the current distance satisfies the preset first distance condition, then the boundary model corresponding to the boundary membrane is determined; the UV coordinates corresponding to the boundary model are remapped based on the viewing direction of the virtual object to control the surface of the boundary membrane to present a second flow effect; wherein, the flow direction of the second flow effect points to the virtual object and changes with the movement of the virtual object, and the second flow effect is obtained based on the UV coordinates corresponding to the boundary model corresponding to the boundary membrane and the viewing direction of the virtual object, and the viewing direction of the virtual object is the direction of the line connecting the current position of the virtual object and the center position of the game area; The first flow effect is obtained by processing it in the following way: Obtain the color map representing the iridescent features and the corresponding flowmap; Based on the vector field information in the flowmap, the UV coordinates corresponding to the boundary model when sampling the color map change over time to obtain the corresponding first flow effect; wherein, the flow direction of the first flow effect follows the direction indicated by the flowmap.

2. The method according to claim 1, characterized in that, The virtual object is located within or outside the game area, and the method further includes: As the virtual object continues to move closer to the boundary membrane, it is determined whether the current distance between the moved virtual object and the boundary membrane satisfies a preset second distance condition. If the current distance after movement satisfies the preset second distance condition, then an entrance to the game area will unfold on the surface of the boundary membrane based on the current position of the virtual object.

3. The method according to claim 2, characterized in that, The method further includes: As the virtual object continues to move away from the boundary membrane, it is determined whether the current distance between the moved virtual object and the boundary membrane satisfies the preset second distance condition. If the current distance after movement does not meet the preset second distance condition, then the entrance to the game area is closed on the surface of the boundary membrane.

4. The method according to claim 1, characterized in that, The boundary model is a sphere model with its upper and lower poles cut off. The step of remapping the UV coordinates corresponding to the boundary model based on the viewing direction of the virtual object to control the surface of the boundary membrane to exhibit the second flow effect includes: Determine the intersection point between the gaze vector in the gaze direction of the virtual object and the sphere model, and remap the UV coordinates corresponding to the sphere model with the intersection point as the origin to obtain the corresponding mapped texture coordinates; The mapped texture coordinates are remapped in polar coordinates to obtain the corresponding second flow effect.

5. The method according to claim 2, characterized in that, The entry point for entering the game area, which unfolds on the surface of the boundary membrane based on the current position of the virtual object, includes: Obtain the opening model corresponding to the inlet; The UV coordinates corresponding to the opening model are offset by a preset direction, and vertex offset is calculated after the UV offset, so as to unfold the entrance into the game area on the surface of the boundary membrane based on the current position of the virtual object.

6. A game display device, characterized in that, The game's graphical user interface includes a game area and virtual objects. The game area has a corresponding boundary membrane, which defines the area encompassed by the game area. The surface of the boundary membrane exhibits a first flow effect. The device includes: The first determining module is configured to, in response to a movement command for the virtual object, determine whether the current distance between the virtual object and the boundary membrane satisfies a preset first distance condition; The control module is configured to determine the boundary model corresponding to the boundary membrane if the current distance satisfies the preset first distance condition; remap the UV coordinates corresponding to the boundary model based on the viewing direction of the virtual object to control the surface of the boundary membrane to present a second flow effect; wherein the flow direction of the second flow effect points to the virtual object and changes with the movement of the virtual object, and the second flow effect is obtained based on the UV coordinates corresponding to the boundary model corresponding to the boundary membrane and the viewing direction of the virtual object, wherein the viewing direction of the virtual object is the direction of the line connecting the current position of the virtual object and the center position of the game area; The device further includes: The acquisition module is used to acquire color maps representing iridescent features and their corresponding flowmaps; The following module is used to make the UV coordinates corresponding to the boundary model when sampling the color map change over time based on the vector field information in the flowmap, so as to obtain the corresponding first flow effect; wherein the flow direction of the first flow effect follows the direction indicated by the flowmap.

7. An electronic device, characterized in that, include: A processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements a game display method as described in any one of claims 1-5.

8. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, which, when executed by a processor, implements a game display method as described in any one of claims 1 to 5.