Indoor game level generation method and device, storage medium and electronic equipment

By identifying building types and configuring loading and unloading timings, the game levels are broken down into fine-grained segments, solving the device performance issues caused by the complexity of large-scale game scenes and improving the gaming experience.

CN116603242BActive Publication Date: 2026-05-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-05-23
Publication Date
2026-05-05

AI Technical Summary

Technical Problem

The complex game scenes in the open world game put a lot of strain on the device's performance, resulting in problems such as game lag, phone overheating, and game crashes, leading to a poor gaming experience for players.

Method used

By acquiring structural information of buildings in the game scene, identifying building types, creating indoor game levels based on the types, configuring loading and unloading timing, splitting game levels into fine-grained segments, and optimizing loading and unloading control.

Benefits of technology

It reduces performance issues during game loading and uninstallation, optimizes the gamer experience, reduces device load, and minimizes game lag and memory usage.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure relates to the field of computer technology, specifically to a method, apparatus, storage medium, and electronic device for generating indoor game levels. The method includes: acquiring the building structure information of a building in a game scene; identifying the building type based on the building structure information and creating an indoor game level for that building; configuring the loading and unloading timings of the indoor game levels based on the indoor game levels and the building structure information; traversing all buildings in the game scene to obtain all indoor game levels and their loading and unloading timings, thereby generating the corresponding game levels for the game scene. The indoor game level generation method provided by this disclosure can solve the problem of poor device performance caused by game loading.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, specifically to an indoor game level generation method, an indoor game level generation device, a storage medium, and an electronic device. Background Technology

[0002] In computer games, after players enter the game, the corresponding game scenes need to be pre-loaded according to the indoor game levels for players to use.

[0003] Because of the complexity of the game scenes in the open world game, the unreasonable design of indoor game levels may result in a large number of game resources such as buildings, trees, vehicles, and sculptures. When loading, this will put a lot of pressure on the device's performance, causing performance problems such as game lag, phone overheating, game crashes, and excessive use of phone memory during the game, resulting in a poor gaming experience for players.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] This disclosure provides a method, apparatus, storage medium, and electronic device for generating indoor game levels, aiming to solve the problem of poor device performance caused by loading indoor game levels.

[0006] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.

[0007] According to one aspect of the present disclosure, a method for generating indoor game levels is provided, comprising: acquiring building structure information of a building in a game scene; identifying the building type of the building based on the building structure information, and creating an indoor game level of the building based on the building type; configuring the loading and unloading timing of the indoor game level based on the indoor game level and the building structure information; traversing all buildings in the game scene to obtain all indoor game levels of the game scene and the loading and unloading timing of the indoor game levels, and generating game levels corresponding to the game scene.

[0008] According to a second aspect of the present disclosure, an indoor game level operation method is provided, comprising: loading the target indoor game level in response to detecting that a loading timing for the target indoor game level in a game scene is met; and unloading the target indoor game level in response to detecting that an unloading timing for the target indoor game level in a game scene is met; wherein the game scene includes multiple indoor game levels, each indoor game level is configured with a corresponding loading timing and unloading timing, and the indoor game level is created according to the building type of the building in the game scene.

[0009] According to a third aspect of the present disclosure, an indoor game level generation apparatus is provided, comprising: an acquisition module for acquiring building structure information of a building in a game scene; a creation module for identifying the building type of the building based on the building structure information, and creating an indoor game level of the building based on the building type; a configuration module for configuring the loading and unloading timing of the indoor game level based on the indoor game level and the building structure information; and a traversal module for traversing all buildings in the game scene to obtain all indoor game levels of the game scene and the loading and unloading timing of the indoor game levels, thereby generating game levels corresponding to the game scene.

[0010] According to a fourth aspect of the present disclosure, an indoor game level operation device is provided, comprising: a loading module, configured to load the target indoor game level in response to detecting a loading timing that satisfies the target indoor game level in a game scene; and an unloading module, configured to unload the target indoor game level in response to detecting an unloading timing that satisfies the target indoor game level in a game scene; wherein the game scene includes multiple indoor game levels, each indoor game level is configured with a corresponding loading timing and unloading timing, and the indoor game level is created according to the building type of the buildings in the game scene.

[0011] According to a fifth aspect of the present disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the indoor game level generation method as described in the above embodiments.

[0012] According to a sixth aspect of the present disclosure, an electronic device is provided, characterized in that it includes: one or more processors; and a storage device for storing one or more programs, which, when executed by the one or more processors, cause the one or more processors to implement the indoor game level generation method as described in the above embodiments.

[0013] The exemplary embodiments disclosed herein may have some or all of the following beneficial effects:

[0014] In some embodiments of this disclosure, the building types of each building are identified by their structural information within the game scene. Then, indoor game levels are created for each building type. Finally, loading and unloading times are configured based on the structural information used to create the indoor game levels. Based on this method, on the one hand, by studying the specific game building structures, the interior of a game building can be divided into multiple indoor game levels, allowing for finer-grained segmentation of these levels. This addresses various performance issues caused by excessive content in large-scale indoor game levels and simultaneous loading and unloading. On the other hand, by adding control methods for loading and unloading indoor game levels based on structural information, the loading format of indoor game levels can be optimized, reducing glitches and other performance issues during loading and unloading, further enhancing the player's gaming experience.

[0015] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0016] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort. In the drawings:

[0017] Figure 1 The illustration shows a flowchart of an indoor game level generation method according to an exemplary embodiment of the present disclosure;

[0018] Figure 2 The illustration schematically shows a flowchart of a method for identifying building types in an exemplary embodiment of this disclosure;

[0019] Figure 3 The schematic diagram illustrates a flowchart of another method for identifying building types in an exemplary embodiment of this disclosure;

[0020] Figure 4 The illustration schematically shows a flowchart of a method for creating indoor game levels in an exemplary embodiment of the present disclosure;

[0021] Figure 5 This schematic diagram illustrates the composition of an indoor game level generation apparatus according to an exemplary embodiment of the present disclosure;

[0022] Figure 6 This schematic diagram illustrates the composition of an indoor game level operation device according to an exemplary embodiment of the present disclosure;

[0023] Figure 7This schematic diagram illustrates a computer-readable storage medium according to an exemplary embodiment of the present disclosure;

[0024] Figure 8 The schematic diagram illustrates the structure of a computer system of an electronic device according to an exemplary embodiment of the present disclosure. Detailed Implementation

[0025] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be more thorough and complete, and will fully convey the concept of the exemplary embodiments to those skilled in the art.

[0026] Furthermore, the described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced without one or more of the specific details, or other methods, components, apparatuses, steps, etc., can be employed. In other instances, well-known methods, apparatuses, implementations, or operations are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0027] The block diagrams shown in the accompanying drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities can be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0028] The flowcharts shown in the accompanying drawings are merely illustrative and do not necessarily include all content and operations / steps, nor do they necessarily have to be performed in the described order. For example, some operations / steps can be broken down, while others can be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0029] Because of the complex game scenes in the open world game, it puts a lot of pressure on the device's performance, causing performance problems such as game lag, phone overheating, game crashes, and excessive memory usage during gameplay, resulting in a poor gaming experience for players.

[0030] In existing technologies, for some games, it is inappropriate and inaccurate to use scripts to specify which levels to load at which points as the player moves through different game scenes. Logically, it is difficult to accurately determine which levels should be loaded during the player's activity without revealing the game's mechanics. On the other hand, loading all levels at once when the player enters a game scene would place a huge load on memory.

[0031] Therefore, based on the shortcomings of existing technologies, this disclosure provides an indoor game level generation method that can break down indoor game levels into finer-grained segments according to the building structure, and adds a control method for loading and unloading indoor game levels, so as to solve various performance problems caused by excessive content in large-scale indoor game levels and simultaneous loading and unloading.

[0032] The implementation details of the technical solutions of the embodiments of this disclosure are described in detail below.

[0033] Figure 1 This illustration schematically shows a flowchart of an indoor game level generation method according to an exemplary embodiment of this disclosure. Figure 1 As shown, the indoor game level generation method includes steps S101 to S104:

[0034] Step S101: Obtain the building structure information of a building in the game scene;

[0035] Step S102: Identify the building type based on the building structure information, and create indoor game levels for the building based on the building type;

[0036] Step S103: Based on the indoor game level and building structure information, configure the loading and unloading timing of the indoor game level;

[0037] Step S104: Traverse all buildings in the game scene to obtain all indoor game levels in the game scene, as well as the loading and unloading times of the indoor game levels, and generate the game levels corresponding to the game scene.

[0038] In some embodiments of this disclosure, the building types of each building are identified by their structural information within the game scene. Then, indoor game levels are created for each building type. Finally, loading and unloading times are configured based on the structural information used to create the indoor game levels. Based on this method, on the one hand, by studying the specific game building structures, the interior of a game building can be divided into multiple indoor game levels, allowing for finer-grained segmentation of these levels. This addresses various performance issues caused by excessive content in large-scale indoor game levels and simultaneous loading and unloading. On the other hand, by adding control methods for loading and unloading indoor game levels based on structural information, the loading format of indoor game levels can be optimized, reducing glitches and other performance issues during loading and unloading, further enhancing the player's gaming experience.

[0039] The following will describe in more detail each step of the indoor game level generation method in this exemplary embodiment, with reference to the accompanying drawings and embodiments.

[0040] Large-scale games feature vast game maps, rich content, and diverse gameplay. A single game scene includes numerous resources, such as buildings, trees, vehicles, sculptures, and more. To reduce the amount of game resources loaded by the computer at once, game scenes can be broken down into multiple indoor game levels. Each indoor game level is essentially a smaller version of the game scene, also including all the game resources such as buildings, trees, vehicles, and sculptures.

[0041] In step S101, the building structure information of a building in the game scene is obtained.

[0042] Specifically, in game development, when the on-site programmers have created the game scene but have not yet divided the indoor game levels into the game scene, they can obtain the building structure information of the buildings in the game scene to create the indoor game levels.

[0043] A game scene can include one or more buildings, each with its own structural information. For example, whether the building's facade is fully enclosed or open, its structure (simple or complex), how many floors it has, and whether it's above ground or underground. The interior elements, such as furniture, rooms, doors, and stairwells, are also included and may be relevant during level creation.

[0044] In step S102, the building type is identified based on the building structure information, and an indoor game level for the building is created based on the building type.

[0045] In one embodiment of this disclosure, the building types include three categories: closed structures, open structures, and complex structures. A building that meets the first condition is a closed structure, meaning its exterior facade is fully enclosed and its structure is simple; a building that meets the second condition is an open structure, meaning its exterior facade is not enclosed and its structure is simple; all others are considered complex structures.

[0046] In this context, the building facade refers to the outermost structural element of a building within the game scene. If the facade is opaque, meaning that the interior cannot be seen from the outside except when the player enters the building from the entrance, it is considered a completely enclosed structure. Conversely, if the facade is transparent or even open, allowing players to see the interior from a distance, the building is considered an open structure.

[0047] A simple building structure refers to a building that can be clearly divided into a single-story or multi-story building. In actual open-world games, a building may consist of multiple single-story buildings combined or pieced together, so there are also complex building types.

[0048] In an optional embodiment, it can be achieved through... Figure 2 The method shown is used to determine the building type. Figure 2 This schematically illustrates a flowchart of a method for identifying building types according to an exemplary embodiment of this disclosure. Figure 2 As shown, the method for identifying building types in step S102 includes:

[0049] Step S201: Obtain the building structure information of a building in the game scene to be optimized;

[0050] Step S202: When the building structure information meets the first condition that the building facade is fully enclosed and the building structure is simple, proceed to step S205 to determine that the building type is a closed structure.

[0051] Step S203: When the building structure information meets the second condition that the building facade is not closed and the building structure is simple, proceed to step S206 to determine that the building type is an open structure.

[0052] Step S204: If the building structure information does not meet the first condition and does not meet the second condition, proceed to step S207 to determine that the building type is a complex structure.

[0053] Specifically, for a building in the game scene, the system first determines what conditions are met based on the building's structural information, and then determines whether the building is a closed structure, an open structure, or a complex structure.

[0054] Figure 3 This schematically illustrates a flowchart of another method for identifying building types in an exemplary embodiment of this disclosure. For example... Figure 3 As shown, methods for identifying building types include:

[0055] Step S301: Obtain the building structure information of a building in the game scene to be optimized;

[0056] Step S302: Determine whether the building is a simple building; if yes, proceed to step S303; otherwise, proceed to step S307.

[0057] Step S303: After determining that the building is a simple building, determine whether the building is a closed structure; if yes, proceed to step S304; otherwise, proceed to step S307.

[0058] Step S304: Determine that the building is a closed structure;

[0059] Step S305: If the building is determined to be a simple building and not a closed structure, determine whether the building is an open structure; if yes, proceed to step S306; otherwise, proceed to step S307.

[0060] Step S306: Determine that the building is an open structure;

[0061] Step S307, that is, to determine that the building is a complex structure.

[0062] Specifically, the building type is determined by sequentially judging whether it is a simple building, a closed structure, or an open structure.

[0063] Once the building type is determined, indoor game levels for that building can be created according to the corresponding strategy. This mainly includes two processes: first, dividing the building into different indoor game levels; and second, configuring different types for each indoor game level, which are then used to configure the corresponding loading and unloading times.

[0064] Specifically, in one embodiment of this disclosure, when the building type is a closed structure, creating indoor game levels based on the building type includes: creating a first type of indoor game level based on the building content of the building's entrance and exit level; creating a second type of indoor game level based on the building content of other layers of the building; wherein, the other layers include layers above the building's entrance and exit level and / or layers below the entrance and exit level.

[0065] When the building type is a closed structure, the building is divided into the building content of the entry / exit layer and the building content of other layers that need to be entered through the entry / exit layer. The entry / exit layer is the level of the building from which virtual objects can enter from the game scene outside the building. Generally, there can be one entry / exit layer. However, in some special cases, such as when virtual objects can only enter from the second floor, the second floor can serve as the entry / exit layer. A building can include multiple entry / exit layers.

[0066] Then, the building content on the entrance / exit floor is divided into one indoor game level, and the other floors are divided into another indoor game level. Furthermore, if the building includes floors above and below the entrance / exit floor, then the building content above the entrance / exit floor is divided into one indoor game level, and the building content below the entrance / exit floor is divided into another indoor game level.

[0067] Different indoor game levels require different types of triggers. Therefore, to facilitate the classification of triggers, the type of indoor game level can be marked when it is created. This can include a first type and a second type. The first type of indoor game level is configured with the first trigger and the second trigger, and the second type of indoor game level is configured with the third trigger.

[0068] Specifically, the indoor game levels corresponding to the entry / exit level can be classified as the first type of level, and the indoor game levels corresponding to the levels above or below the entry / exit level can be classified as the second type of level.

[0069] For example, when a virtual object enters a building, it can first enter the first floor (i.e., the entry / exit floor). Then the building has a second and third floor, as well as a basement. At this point, the first floor can be created as an indoor game level and marked as type 1; the second and third floors can be created as a single indoor game level, and the basement can be created as an indoor game level, all marked as type 2.

[0070] In one embodiment of this disclosure, when the building type is an open structure, creating an indoor game level based on the building type includes: creating a first type of indoor game level based on the building content of other layers of the building; wherein, the other layers include layers above the entrance / exit level and / or layers below the entrance / exit level of the building.

[0071] Specifically, when the building has an open structure, indoor game levels can be created on floors other than the entrance / exit level. Furthermore, indoor game levels can be created on portions of these floors that are not visible to the player from the vicinity of the entrance / exit level. In some embodiments, the content of the entrance / exit level will be loaded along with the game scene when the player enters the game scene containing that building.

[0072] Specifically, in this case, corresponding indoor game levels can be created for other floors of the building, such as creating an indoor game level for the floor above the entrance / exit level, or creating an indoor game level for the floor below the entrance / exit level.

[0073] In one embodiment of this disclosure, when the building type is a complex structure, creating an indoor game level based on the building type includes: splitting the building into simple buildings and / or connecting buildings between simple buildings; wherein the simple buildings are closed structures or open structures; creating a first type of indoor game level based on the building content of the entrance and exit floors of the closed simple buildings and the building content of other floors of the open simple buildings; creating a second type of indoor game level based on the building content of other floors of the closed simple buildings; and / or creating a first type of indoor game level based on the building content of the floors connected by the connecting buildings.

[0074] When a building type is a complex structure, it first needs to be broken down into several simpler buildings. If there are connecting buildings among the simpler buildings, they are then broken down into connecting buildings. Next, it is determined whether the simpler buildings are closed or open structures, and then the indoor game levels are created according to the building breakdown strategy corresponding to closed or open structures.

[0075] It should be noted that if the building is a connecting structure, the indoor game level needs to be created based on the content of the floors it connects to. For example, a complex building consists of a 3-story building A and a 3-story building B, with a connecting corridor between the 2nd floors of buildings A and B. Therefore, the building can be divided into buildings A, B, and the connecting building. The 1st floor of building A can be designated as indoor game level A-1, and the 1st floor of building B as indoor game level B-1. Since the 2nd floor has a connecting corridor and also serves as an entrance / exit level, if the player can simultaneously see the 2nd floor of building A, the connecting corridor, and the 2nd floor of building B, then the 2nd floor of building A, the connecting corridor, and the 2nd floor of building B can be designated as indoor game level AB-2. However, if the player cannot simultaneously see them, then the 2nd floor of building A can be designated as indoor game level A-2, the connecting corridor as a separate indoor game level AB-2, and the 2nd floor of building B as indoor game level B-2. Finally, the 3rd floor of building A can be designated as indoor game level A-3, and the 3rd floor of building B as indoor game level B-3.

[0076] In step S103, the loading and unloading times of the indoor game level are configured based on the indoor game level and building structure information.

[0077] Specifically, loading an indoor game level refers to the terminal device loading the game scene corresponding to that indoor game level, while unloading refers to the terminal device unloading the game scene corresponding to that indoor game level. Configuring appropriate loading and unloading times for indoor game levels can reduce the performance pressure on the terminal device during loading and unloading resources, allowing players to play the game seamlessly.

[0078] One approach is to control the loading and unloading of indoor game levels by configuring triggers. Another approach is to set loading and unloading conditions based on distance thresholds.

[0079] In some embodiments, the loading and unloading of indoor game levels can be controlled by configuring triggers.

[0080] Specifically, configuring the loading and unloading timing of indoor game levels includes configuring the triggers corresponding to the indoor game levels and the trigger conditions; wherein, the triggers are used to load and / or unload the indoor game levels when the trigger conditions are detected.

[0081] It should be noted that triggers can be configured in three types:

[0082] The first trigger (BP_Gate_Entry) is a trigger without a positive direction. When a virtual object touches the box from outside the trigger range (box), it will trigger the loading of the corresponding level. It does not have an unloading function.

[0083] The second trigger (BP_Gate_Exit) is a trigger without a positive direction. When a virtual object touches the box from outside the box, it will trigger the unloading of the corresponding level. It does not have the function of loading.

[0084] The third trigger (BP_Gate) is a box-shaped trigger that specifies the positive direction. When a virtual object passes through the trigger in the positive direction, it will trigger the loading of the corresponding level. When it passes through the trigger in the opposite direction, it will trigger the unloading of the corresponding level.

[0085] With these three types of triggers, you can control when and where virtual objects should display the required indoor game levels. The next step is to configure the appropriate trigger types for the different indoor game levels within the building.

[0086] In one embodiment of this disclosure, when the indoor game level is a first type of indoor game level, configuring the trigger corresponding to the indoor game level and the trigger conditions of the trigger includes: configuring a first trigger and a first trigger range for the first type of indoor game level; wherein, the first trigger is used to load the indoor game level when a virtual object is detected entering the first trigger range; and configuring a second trigger and a second trigger range for the first type of indoor game level; wherein, the second trigger is used to unload the indoor game level when a virtual object is detected entering the second trigger range.

[0087] Specifically, in a closed-structure building, the architectural content of the entrance and exit floors creates a Type I indoor game level; in an open-structure building, the architectural content of the other floors creates Type I indoor game levels. A first trigger and a second trigger can be configured for each Type I indoor game level to adapt to the game scenario where virtual objects enter the indoor game level from an open area.

[0088] In some embodiments, a first trigger and a box of the first trigger are configured for a first type of indoor game level, so that the indoor game level is loaded when a virtual object touches the box of the first trigger; at the same time, a second trigger and its box are also configured to unload the indoor game level when a virtual object touches the box of the second trigger.

[0089] In one embodiment of this disclosure, when the indoor game level is a second type of indoor game level, the trigger corresponding to the indoor game level and the triggering conditions of the trigger are configured, including: configuring a third trigger, a third triggering range, and a positive direction for the second type of indoor game level; wherein, the third trigger is used to load the indoor game level when a virtual object is detected passing through the third triggering range along the positive direction, and to unload the indoor game level when a virtual object is detected passing through the third triggering range in the opposite direction of the positive direction.

[0090] Specifically, in a closed-structure building, the other floors contain Type II indoor game levels. A third trigger is configured for these Type II indoor game levels, enabling real-time loading and unloading of the levels as virtual objects enter and leave. Type II indoor game levels are entered by virtual objects during their journey after they have entered Type I indoor game levels. They are used relatively infrequently, and their indoor area is small, resulting in a relatively fixed loading and unloading range. Therefore, loading and unloading can target the same box. Thus, the third trigger is better suited for this type of level, reduces the number of triggers, and saves computational resources.

[0091] In one embodiment of this disclosure, in addition to using triggers to control the loading and unloading of indoor game levels, a distance threshold can also be used to determine the loading and unloading of indoor game levels. The distance threshold can be determined based on the player's visual perception. Loading occurs when the player can "see" the indoor game level and unloading occurs when the player moves away to a certain position and can no longer "see" the indoor game level, so as to set the game scene to be more in line with the actual real-world scenario.

[0092] Specifically, configuring the loading timing of indoor game levels includes: obtaining the viewing distance parameter of the virtual object; and configuring the loading timing when the distance difference between the first position of the virtual object and the second position of the indoor game level is less than the viewing distance parameter.

[0093] Specifically, when the virtual object can visually see the indoor game level, that indoor game level is loaded. The position of the virtual object is relatively easy to determine; it can be the coordinates of the virtual object. The indoor game level can be abstracted into a regular area, and this regular area can be abstracted into a point mass as the position of the indoor game level. Optionally, the location of the exterior wall in the building that is closest to the virtual object can be used as a second location.

[0094] By configuring appropriate viewing distance parameters as a condition for loading indoor game levels, the indoor game level is loaded when the distance difference between the first position of the detected virtual object and the second position of the indoor game level is less than the configured viewing distance parameters.

[0095] It should be noted that since the viewing distance of virtual objects varies at different locations, different indoor game levels can be configured with different viewing distance parameters, which can then be used to make judgments for loading different indoor game levels.

[0096] The above-mentioned configuration of the unloading timing for indoor game levels includes: obtaining the minimum distance parameter of the indoor game level; and configuring the unloading timing when the distance difference between the first position of the virtual object and the second position of the indoor game level is greater than the minimum distance parameter.

[0097] When a virtual object moves a certain distance away from the indoor game level, it is automatically unloaded. At this point, a minimum distance parameter needs to be configured. If the distance difference between the first position of the virtual object and the second position of the indoor game level is greater than the minimum distance parameter, then the indoor game level will be unloaded.

[0098] In step S104, all buildings in the game scene are traversed to obtain all indoor game levels in the game scene, as well as the loading and unloading times of the indoor game levels, and the game levels corresponding to the game scene are generated.

[0099] Specifically, a game scene may include multiple buildings. For each building, step S102 is used to create an indoor game level, and step S103 is used to configure the loading and unloading timing of the indoor game level. Then, by traversing all the buildings in the game scene, the creation of the indoor game level and the configuration of the loading and unloading timing can be completed.

[0100] It should be noted that, in addition to configuring the loading and unloading timing immediately after each indoor game level is created, the loading and unloading timing can also be configured uniformly after all indoor game levels have been created. This disclosure does not specify the execution order of each step.

[0101] Figure 4 This illustration schematically depicts a flowchart of a method for creating indoor game levels according to an exemplary embodiment of this disclosure. (Reference) Figure 4 As shown, the method for creating indoor game levels specifically includes the following steps:

[0102] Step S401: Obtain the game scene to be optimized; wherein, the game scene to be optimized is the process of creating indoor game levels that has not been completed in the game scene.

[0103] Step S402: Determine if there are any buildings in the game scene that need optimization. If there are, proceed to step S403; otherwise, proceed to step S410. The buildings that need optimization are those in which the process of creating indoor game levels has not yet been completed.

[0104] Step S403: Select a building to be optimized;

[0105] Step S404: Determine whether the building is a closed structure. If yes, proceed to step S405; otherwise, proceed to step S406.

[0106] Step S405: Split the interior of the first floor of the building into a new indoor game level, split the interior of the second floor and above of the building into a new indoor game level, and split the underground part of the building into a new indoor game level.

[0107] Step S406: Determine whether the building is an open structure. If yes, proceed to step S407; otherwise, proceed to step S408.

[0108] Step S407: The interior content of the second floor and above of the building, which is not visible to players from the ground, is split into a new indoor game level, and the underground part of the building is split into a new indoor game level.

[0109] Step S408: The building is a complex structure, so it is divided into multiple simple buildings and connecting buildings;

[0110] Step S409: Create a new indoor game level for each simple building using the same method as for a closed structure (step S405) or an open structure (step S407).

[0111] Step S410, optimization complete.

[0112] It should be noted that when loading and unloading indoor game levels using either triggers or distance thresholds, you can choose to use one or both, but there is a priority order. For example, trigger-based loading and unloading can be the first priority, while distance threshold-based loading and unloading can be the second priority. If trigger-based loading and unloading of indoor game levels fails, then distance threshold-based loading and unloading should be used.

[0113] Based on the above method, the game content of the open world is broken down into smaller parts, and the content of each indoor game level is refined, as well as the timing of loading and unloading. This reduces the amount of content loaded at the same time in the game, thereby reducing memory usage, crashes, lag, and optimizing the performance of the open world game.

[0114] In one embodiment of this disclosure, an indoor game level operation method is also provided, the method comprising: loading a target indoor game level in response to detecting that a loading timing for a target indoor game level in a game scene is met; and unloading a target indoor game level in response to detecting that an unloading timing for a target indoor game level in a game scene is met; wherein the game scene includes multiple indoor game levels, each indoor game level is configured with a corresponding loading timing and unloading timing, and the indoor game levels are created according to the building type of the buildings in the game scene.

[0115] Specifically, steps S101 to S104 described the method for creating indoor game levels. Now, the operation of indoor game levels will be explained in detail. The game scene includes multiple indoor game levels, each configured with corresponding loading and unloading times, which will not be elaborated on here.

[0116] In the game scene, when the loading time for the target indoor game level is detected, the loading process for that target indoor game level is initiated, that is, the corresponding building content is loaded, allowing virtual objects to enter the building content and perform game activities; if the unloading time for the target indoor game level is detected, the unloading process for that target indoor game level is initiated, releasing the corresponding memory and improving the performance of the game.

[0117] In one embodiment of this disclosure, the method further includes: in response to detecting that the triggering condition of the trigger corresponding to the target indoor game level is met, determining the loading timing and / or unloading timing of the target indoor game level.

[0118] The timing of loading and unloading can be determined using triggers. When the building type is a closed structure, the specifics are as follows:

[0119] When the building type is a closed structure, the method includes: when a virtual object moves in the game scene, in response to detecting that the virtual object enters the first trigger range corresponding to the first trigger, loading the building content of the building's entry and exit layers; and in response to detecting that the virtual object enters the second trigger range corresponding to the second trigger, unloading the building content of the building's entry and exit layers.

[0120] After a virtual object enters the building content of the entry / exit layer, the building content of other layers of the building is loaded in response to detecting that the virtual object passes through the third trigger range in the positive direction corresponding to the third trigger; or the building content of other layers of the building is unloaded in response to detecting that the virtual object passes through the third trigger range in the reverse direction of the positive direction; wherein, other layers include layers above the entry / exit layer and / or layers below the entry / exit layer of the building.

[0121] For example, there is a closed-structure building A, which includes two floors above ground. An indoor game level ① is created based on the building content of the first floor. This indoor game level is of type 1 and is configured with a first trigger and a first trigger range corresponding to the first trigger, as well as a second trigger and a second trigger range corresponding to the second trigger. An indoor game level ② is created based on the building content of the second floor. This indoor game level is of type 2 and is configured with a third trigger and a third trigger range corresponding to the third trigger.

[0122] When the indoor game level is running, if it is detected that a virtual object in the game scene touches the first trigger range of the first trigger corresponding to the indoor game level ①, then the indoor game level ① is loaded. If it is detected that a virtual object touches the second trigger range of the second trigger corresponding to the indoor game level ①, then the indoor game level ① is unloaded.

[0123] When a virtual object enters indoor game level ①, if it is detected that the virtual object passes through the third trigger range of the third trigger in the positive direction, then indoor game level ② is loaded, and the virtual object can enter indoor game level ②; if it is detected that the virtual object passes through the third trigger range of the third trigger in the reverse direction, then indoor game level ② is unloaded.

[0124] When the building type is an open structure, the method includes: when a virtual object moves in the game scene, in response to detecting that the virtual object enters the first trigger range corresponding to the first trigger, loading the building content of other layers of the building; or in response to detecting that the virtual object enters the second trigger range corresponding to the second trigger, unloading the building content of other layers of the building; wherein, other layers include layers above the entrance / exit layer and / or layers below the entrance / exit layer of the building.

[0125] For example, there is an open-structure building B, which includes two floors above ground. The first floor is an open area and does not require game levels. An indoor game level ③ is created based on the second floor. This indoor game level is of type 1 and is configured with a first trigger and a first trigger range corresponding to the first trigger, as well as a second trigger and a second trigger range corresponding to the second trigger.

[0126] Therefore, when the virtual object enters building B, if the virtual object touches the first trigger range corresponding to the first trigger of the indoor game level ③, then the indoor game level ③ is loaded; if the virtual object touches the second trigger range corresponding to the second trigger of the indoor game level ③, then the indoor game level ③ is unloaded.

[0127] In addition to using triggers to load and unload indoor game levels, a distance threshold can also be used to load and unload indoor game levels.

[0128] In one embodiment of this disclosure, configuring the loading timing of an indoor game level includes: obtaining a visual distance parameter of a virtual object, a first position of the virtual object, and a second position of the indoor game level; and determining that the loading timing of the target indoor game level is met when the distance difference between the first position and the second position is less than the visual distance parameter.

[0129] Specifically, when a virtual object can visually see an indoor game level, that indoor game level is loaded. The position of a virtual object is relatively easy to determine; it can be the coordinates of the virtual object. An indoor game level can be abstracted into a regular area, and this regular area can be abstracted into a point mass, which serves as the position of the indoor game level.

[0130] By configuring appropriate viewing distance parameters as a condition for loading indoor game levels, the indoor game level is loaded when the distance difference between the first position of the virtual object and the second position of the indoor game level is less than the configured viewing distance parameters.

[0131] It should be noted that since the viewing distance of virtual objects varies depending on their location, different indoor game levels can be configured with different viewing distance parameters, which are then used to make judgments for different indoor game levels. Different indoor game levels include indoor game levels in enclosed buildings and indoor game levels in open buildings, or different types of indoor game levels.

[0132] In one embodiment of this disclosure, configuring the unloading timing of an indoor game level includes: obtaining a minimum distance parameter for the indoor game level; and configuring an unloading timing where the distance difference between the first position of the virtual object and the second position of the indoor game level is greater than the minimum distance parameter.

[0133] Similar to unloading indoor game levels, virtual objects need to be automatically unloaded once they leave the indoor game level and reach a certain distance. In this case, a minimum distance parameter needs to be configured. If the distance difference between the first position of the virtual object and the second position of the indoor game level is greater than the minimum distance parameter, then the unloading of the indoor game level will be initiated.

[0134] Figure 5 This schematic diagram illustrates the composition of an indoor game level generation apparatus according to an exemplary embodiment of the present disclosure, such as... Figure 5 As shown, the indoor game level generation device 500 may include an acquisition module 501, a creation module 502, a configuration module 503, and a traversal module 504. Wherein:

[0135] Module 501 is used to acquire the building structure information of a building in the game scene;

[0136] Create module 502 to identify the building type based on the building structure information and create indoor game levels for the building based on the building type;

[0137] Configuration module 503 is used to configure the loading and unloading timing of indoor game levels based on indoor game level and building structure information.

[0138] The traversal module 504 is used to traverse all buildings in the game scene, obtain all indoor game levels in the game scene, as well as the loading and unloading times of the indoor game levels, and generate the game levels corresponding to the game scene.

[0139] According to an exemplary embodiment of the present disclosure, the creation module 502 includes an identification unit, configured to determine the building type as a closed structure when the building structure information meets the first condition that the building facade is fully enclosed and the building structure is simple; to determine the building type as an open structure when the building structure information meets the second condition that the building facade is not enclosed and the building structure is simple; and to determine the building type as a complex structure when the building structure information does not meet the first condition and does not meet the second condition.

[0140] According to an exemplary embodiment of this disclosure, the creation module 502 includes a creation unit, which is used to create a first type of indoor game level based on the building content of the entrance and exit floors of the building when the building type is a closed structure; and to create a second type of indoor game level based on the building content of other floors of the building; wherein, the other floors include the floors above the entrance and exit floors and / or the floors below the entrance and exit floors of the building.

[0141] According to an exemplary embodiment of this disclosure, the creation unit is further configured to create a first type of indoor game level based on the building content of other layers of the building when the building type is an open structure; wherein, the other layers include layers above the entrance / exit level and / or layers below the entrance / exit level of the building.

[0142] According to an exemplary embodiment of this disclosure, the creation unit is further configured to, when the building type is a complex structure, divide the building into simple buildings and / or connecting buildings between simple buildings; wherein, the simple buildings are closed structures or open structures; create a first type of indoor game level based on the building content of the entrance and exit floors of the simple buildings with closed structures and the building content of other floors of the simple buildings with open structures; create a second type of indoor game level based on the building content of other floors of the simple buildings with closed structures; and / or create a first type of indoor game level based on the building content of the floors connected by the connecting buildings.

[0143] According to an exemplary embodiment of this disclosure, the configuration module 503 includes a trigger module, which is used to configure the trigger corresponding to the indoor game level and the trigger conditions of the trigger; wherein, the trigger is used to load and / or unload the indoor game level when the trigger conditions are detected.

[0144] According to an exemplary embodiment of this disclosure, the trigger module is further configured to configure a first trigger and a first trigger range for the first type of indoor game level when the indoor game level is a first type of indoor game level; wherein the first trigger is configured to load the indoor game level when a virtual object is detected entering the first trigger range; and to configure a second trigger and a second trigger range for the first type of indoor game level; wherein the second trigger is configured to unload the indoor game level when a virtual object is detected entering the second trigger range.

[0145] According to an exemplary embodiment of this disclosure, the trigger module is further configured to configure a third trigger, a third trigger range, and a positive direction for the second type of indoor game level when the indoor game level is a second type of indoor game level; wherein, the third trigger is configured to load the indoor game level when a virtual object is detected passing through the third trigger range along the positive direction, and to unload the indoor game level when a virtual object is detected passing through the third trigger range in the opposite direction of the positive direction.

[0146] According to an exemplary embodiment of this disclosure, the configuration module 503 includes a distance module, which is used to obtain the visual distance parameter of the virtual object; and configures the loading timing when the distance difference between the first position of the virtual object and the second position of the indoor game level is less than the visual distance parameter.

[0147] According to an exemplary embodiment of this disclosure, the distance module is further configured to obtain a minimum distance parameter for an indoor game level; and to configure an unloading timing when the distance difference between the first position of the virtual object and the second position of the indoor game level is greater than the minimum distance parameter.

[0148] The specific details of each module in the aforementioned indoor game level generation device 500 have been described in detail in the corresponding indoor game level generation method, so they will not be repeated here.

[0149] Figure 6 This schematic diagram illustrates the composition of an indoor game level operation device according to an exemplary embodiment of the present disclosure, such as... Figure 6 As shown, the indoor game level operation device 600 may include a loading module 601 and an unloading module 602. Wherein:

[0150] Loading module 601 is configured to load the target indoor game level in response to detecting that the loading timing of the target indoor game level in the game scene is met; and

[0151] The unloading module 602 is used to unload the target indoor game level in response to detecting that the unloading timing of the target indoor game level in the game scene is met;

[0152] The game scene includes multiple indoor game levels, each with its own loading and unloading timing. The indoor game levels are created based on the building types in the game scene.

[0153] According to an exemplary embodiment of the present disclosure, the indoor game level operation device 600 further includes a trigger detection module, which is used to determine the loading and / or unloading timing of the target indoor game level when the trigger condition corresponding to the trigger of the target indoor game level is detected.

[0154] According to an exemplary embodiment of this disclosure, the trigger detection module is configured to, when the building type of the building is a closed structure, load the building content of the building's entrance / exit layer in response to detecting that the virtual object enters the first trigger range corresponding to the first trigger when the virtual object moves in the game scene; and unload the building content of the building's entrance / exit layer in response to detecting that the virtual object enters the second trigger range corresponding to the second trigger.

[0155] According to an exemplary embodiment of this disclosure, the trigger detection module is further configured to, after a virtual object enters the building content of an entry / exit layer, load the building content of other layers of the building in response to detecting that the virtual object passes through the third trigger range in the positive direction corresponding to the third trigger; or unload the building content of other layers of the building in response to detecting that the virtual object passes through the third trigger range in the reverse direction of the positive direction; wherein, other layers include layers above the entry / exit layer and / or layers below the entry / exit layer of the building.

[0156] According to an exemplary embodiment of this disclosure, the trigger detection module is further configured to, when the building type of the building is an open structure, load the building content of other layers of the building in response to detecting that the virtual object enters the first trigger range corresponding to the first trigger when the virtual object moves in the game scene; or unload the building content of other layers of the building in response to detecting that the virtual object enters the second trigger range corresponding to the second trigger; wherein, other layers include layers above the entrance / exit layer and / or layers below the entrance / exit layer of the building.

[0157] According to an exemplary embodiment of the present disclosure, the indoor game level operation device 600 further includes a distance detection module, which is used to obtain the visual distance parameter of the virtual object, the first position of the virtual object, and the second position of the indoor game level; when the distance difference between the first position and the second position is less than the visual distance parameter, it determines that the loading timing of the target indoor game level is met.

[0158] According to an exemplary embodiment of this disclosure, the distance detection module is further configured to obtain the minimum distance parameter of the indoor game level, the first position of the virtual object, and the second position of the indoor game level; when the distance difference between the first position and the second position is greater than the minimum distance parameter, it determines that the unloading time of the target indoor game level is met.

[0159] The specific details of each module in the aforementioned indoor game level operation device 600 have been described in detail in the corresponding indoor game level operation method, so they will not be repeated here.

[0160] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0161] In an exemplary embodiment of this disclosure, a storage medium capable of implementing the above-described method is also provided. Figure 7 This schematic diagram illustrates a computer-readable storage medium according to an exemplary embodiment of the present disclosure, such as... Figure 7 As shown, a program product 700 for implementing the above-described method according to an embodiment of the present disclosure is described. This product may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a mobile phone. However, the program product of the present disclosure is not limited thereto. In this document, the readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0162] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided. Figure 8 The schematic diagram illustrates the structure of a computer system of an electronic device according to an exemplary embodiment of the present disclosure.

[0163] It should be noted that, Figure 8 The computer system 800 of the electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.

[0164] like Figure 8As shown, the computer system 800 includes a Central Processing Unit (CPU) 801, which can perform various appropriate actions and processes based on programs stored in Read-Only Memory (ROM) 802 or programs loaded from storage section 808 into Random Access Memory (RAM) 803. The RAM 803 also stores various programs and data required for system operation. The CPU 801, ROM 802, and RAM 803 are interconnected via a bus 804. An Input / Output (I / O) interface 805 is also connected to the bus 804.

[0165] The following components are connected to I / O interface 805: an input section 806 including a keyboard, mouse, etc.; an output section 807 including a cathode ray tube (CRT), liquid crystal display (LCD), etc., and speakers, etc.; a storage section 808 including a hard disk, etc.; and a communication section 809 including a network interface card such as a LAN (Local Area Network) card, modem, etc. The communication section 809 performs communication processing via a network such as the Internet. A drive 810 is also connected to I / O interface 805 as needed. A removable medium 811, such as a disk, optical disk, magneto-optical disk, semiconductor memory, etc., is installed on drive 810 as needed so that computer programs read from it can be installed into storage section 808 as needed.

[0166] In particular, according to embodiments of this disclosure, the processes described below with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 809, and / or installed from removable medium 811. When the computer program is executed by central processing unit (CPU) 801, it performs various functions defined in the system of this disclosure.

[0167] It should be noted that the computer-readable medium shown in the embodiments of this disclosure can be a computer-readable signal medium or a computer-readable storage medium, or any combination of the two. A computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, optical fiber, portable compact disc read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this disclosure, a computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this disclosure, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such transmitted data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. The computer-readable signal medium can also be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to wireless, wired, etc., or any suitable combination thereof.

[0168] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram or flowchart, and combinations of blocks in a block diagram or flowchart, may be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0169] The units described in the embodiments of this disclosure can be implemented in software or hardware, and the described units can also be located in a processor. The names of these units do not necessarily limit the unit itself.

[0170] In another aspect, this disclosure also provides a computer-readable medium, which may be included in the electronic device described in the above embodiments; or it may exist independently and not assembled into the electronic device. The computer-readable medium carries one or more programs that, when executed by the electronic device, cause the electronic device to implement the methods described in the above embodiments.

[0171] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0172] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, touch terminal, or network device, etc.) to execute the method according to the embodiments of this disclosure.

[0173] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein.

[0174] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.

Claims

1. A method for generating indoor game levels, characterized in that, The method includes: Obtain the building structure information of a building in the game scene; The building type is identified based on the building structure information, and indoor game levels are created based on the building type. Specifically, if the building structure information meets the first condition of a fully enclosed exterior and a simple structure, the building type is determined to be a closed structure; if the building structure information meets the second condition of an unenclosed exterior and a simple structure, the building type is determined to be an open structure; if the building structure information does not meet either the first or the second condition, the building type is determined to be a complex structure. The indoor game levels include a first type of indoor game level and / or a second type of indoor game level. Based on the indoor game level and the building structure information, the triggers corresponding to the indoor game level and the trigger conditions of the triggers are configured to obtain the loading and unloading times of the indoor game level; wherein, a first trigger and a first trigger range, as well as a second trigger and a second trigger range are configured for the first type of indoor game level; and a third trigger, a third trigger range, and a positive direction are configured for the second type of indoor game level. By traversing all buildings in the game scene, all indoor game levels in the game scene are obtained, along with the loading and unloading times of the indoor game levels, and the corresponding game levels for the game scene are generated.

2. The indoor game level generation method according to claim 1, characterized in that, When the building type is the enclosed structure, creating indoor game levels for the building based on the building type includes: A first type of indoor game level is created based on the architectural content of the building's entrance and exit floors; A second type of indoor game level is created based on the architectural content of other layers of the building; wherein, the other layers include layers above the entrance / exit level and / or layers below the entrance / exit level of the building.

3. The indoor game level generation method according to claim 1, characterized in that, When the building type is the open structure, creating indoor game levels for the building based on the building type includes: A first type of indoor game level is created based on the architectural content of other layers of the building; wherein, the other layers include layers above the entrance / exit level and / or layers below the entrance / exit level of the building.

4. The indoor game level generation method according to claim 1, characterized in that, When the building type is the complex structure, creating indoor game levels based on the building type includes: The building is divided into simple buildings and / or connecting buildings between the simple buildings; wherein the simple buildings are closed structures or open structures; The first type of indoor game level is created by combining the building content of the entrance and exit floors of a simple building with a closed structure and the building content of other floors of a simple building with an open structure. Create a second type of indoor game level using the architectural content of other floors of a simple, enclosed building; and / or Based on the content of the floors connected to the aforementioned connecting building, create a first type of indoor game level.

5. The indoor game level generation method according to claim 1, characterized in that, The trigger is used to load and / or unload the indoor game level when the triggering condition is detected.

6. The indoor game level generation method according to claim 1, characterized in that: The first trigger is used to load the indoor game level when a virtual object is detected entering the first trigger range; The second trigger is used to unload the indoor game level when a virtual object is detected entering the second trigger range.

7. The indoor game level generation method according to claim 1, characterized in that: The third trigger is used to load the indoor game level when a virtual object is detected passing through the third trigger range along the positive direction, and to unload the indoor game level when a virtual object is detected passing through the third trigger range in the opposite direction to the positive direction.

8. The indoor game level generation method according to claim 1, characterized in that, The method further includes: Obtain the viewing distance parameter of the virtual object; The loading timing is configured such that the distance difference between the first position of the virtual object and the second position of the indoor game level is less than the visual distance parameter.

9. The method for generating indoor game levels according to claim 1, characterized in that, The method further includes: Obtain the minimum distance parameter for the indoor game level; The time to uninstall is configured when the distance difference between the first position of the virtual object and the second position of the indoor game level is greater than the minimum distance parameter.

10. A method for operating an indoor game level, characterized in that, The method includes: In response to detecting that the loading timing of the target indoor game level in the game scene is met, the target indoor game level is loaded; and When the unloading timing for the target indoor game level in the game scene is detected, the target indoor game level is unloaded; The game scene includes virtual objects and multiple indoor game levels. Each indoor game level is configured with a corresponding trigger and triggering conditions to determine the loading and unloading times of the indoor game level. The indoor game levels are created based on the building types in the game scene. When the building structure information meets the first condition of a fully enclosed building facade and a simple building structure, the building type is determined to be a closed structure. When the building structure information meets the second condition of an unenclosed building facade and a simple building structure, the building type is determined to be an open structure. When the building structure information does not meet the first condition and the second condition, the building type is determined to be a complex structure. The indoor game levels include a first type of indoor game level and / or a second type of indoor game level. A first trigger and a first trigger range, as well as a second trigger and a second trigger range, are configured for the first type of indoor game level. A third trigger, a third trigger range, and a positive direction are configured for the second type of indoor game level.

11. The indoor game level operation method according to claim 10, characterized in that, The method further includes: In response to detecting that the triggering condition of the trigger corresponding to the target indoor game level is met, the loading and / or unloading timing of the target indoor game level is determined.

12. The indoor game level operation method according to claim 11, characterized in that, When the building type is a closed structure, the method includes: When a virtual object moves within the game scene, in response to detecting that the virtual object enters the first trigger range corresponding to the first trigger, the building content of the building's entry / exit layer is loaded; and In response to detecting that the virtual object enters the second trigger range corresponding to the second trigger, the building content of the building's entry and exit layer is unloaded.

13. The indoor game level operation method according to claim 12, characterized in that, The method further includes: After the virtual object enters the building content of the entry / exit layer, in response to detecting that the virtual object passes through the third trigger range along the positive direction corresponding to the third trigger, the building content of other layers of the building is loaded; or In response to detecting that the virtual object passes through the third trigger range in the opposite direction of the positive direction, the building content of other layers of the building is unloaded; The other layers include the layers above the building's access floor and / or the layers below the access floor.

14. The indoor game level operation method according to claim 11, characterized in that, When the building type is an open structure, the method includes: When a virtual object moves within the game scene, in response to detecting that the virtual object has entered the first trigger range corresponding to the first trigger, the building content of other layers of the building is loaded; or In response to detecting that the virtual object has entered the second trigger range corresponding to the second trigger, the building content of other layers of the building is unloaded; The other layers include the layers above the building's access floor and / or the layers below the access floor.

15. The indoor game level operation method according to claim 10, characterized in that, The method further includes: Obtain the viewing distance parameter of the virtual object, the first position of the virtual object, and the second position of the indoor game level; When the distance difference between the first position and the second position is less than the visual distance parameter, it is determined that the loading timing of the target indoor game level is met.

16. The indoor game level operation method according to claim 10, characterized in that, The method further includes: Obtain the minimum distance parameter of the indoor game level, the first position of the virtual object, and the second position of the indoor game level; When the distance difference between the first position and the second position is greater than the minimum distance parameter, it is determined that the unloading time of the target indoor game level is met.

17. An indoor game level generation device, characterized in that, include: The acquisition module is used to acquire the building structure information of a building in the game scene; A creation module is used to identify the building type based on the building structure information and create indoor game levels for the building based on the building type; wherein, when the building structure information meets the first condition of a fully enclosed building facade and a simple building structure, the building type is determined to be a closed structure; when the building structure information meets the second condition of an unenclosed building facade and a simple building structure, the building type is determined to be an open structure; when the building structure information does not meet the first condition and does not meet the second condition, the building type is determined to be a complex structure; the indoor game levels include a first type of indoor game level and / or a second type of indoor game level; The configuration module is used to configure triggers corresponding to the indoor game level and the trigger conditions of the triggers based on the indoor game level and the building structure information to obtain the loading and unloading times of the indoor game level; wherein, a first trigger and a first trigger range, a second trigger and a second trigger range are configured for the first type of indoor game level; and a third trigger, a third trigger range and a positive direction are configured for the second type of indoor game level. The traversal module is used to traverse all buildings in the game scene, obtain all indoor game levels in the game scene, as well as the loading and unloading times of the indoor game levels, and generate the game levels corresponding to the game scene.

18. An indoor game level operation device, characterized in that, include: A loading module is used to load the target indoor game level in response to detecting that the loading timing of the target indoor game level in the game scene is met; as well as An unloading module is used to unload the target indoor game level in response to detecting that the unloading timing of the target indoor game level in the game scene is met; The game scene includes multiple indoor game levels. Each indoor game level is configured with a corresponding trigger and triggering conditions to determine the loading and unloading times of the indoor game level. The indoor game levels are created based on the building types in the game scene. When the building structure information meets the first condition of a fully enclosed exterior and a simple building structure, the building type is determined to be a closed structure. When the building structure information meets the second condition of an unenclosed exterior and a simple building structure, the building type is determined to be an open structure. When the building structure information does not meet either the first or the second condition, the building type is determined to be a complex structure. The indoor game levels include a first type of indoor game level and / or a second type of indoor game level. A first trigger and a first trigger range, as well as a second trigger and a second trigger range, are configured for the first type of indoor game level. A third trigger, a third trigger range, and a positive direction are configured for the second type of indoor game level.

19. A computer-readable storage medium having a computer program stored thereon, the program being executed by a processor to implement the indoor game level generation method as described in any one of claims 1 to 9, or the indoor game level operation method as described in any one of claims 10 to 16.

20. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the indoor game level generation method as described in any one of claims 1 to 9, or the indoor game level operation method as described in any one of claims 10 to 16.

Citation Information

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