Particle object rendering method, device, equipment and storage medium

By adjusting the screen coordinates of particle objects according to the coordinates of the virtual character in the game, making them move around the center coordinates of the character, the problem of weather particles not moving with the model was solved, thus improving the rendering effect of the game scene.

CN116726491BActive Publication Date: 2026-05-26NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-06-16
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

In existing technologies, the falling direction of weather particles in game scenes does not move with the movement of the model's center, resulting in insufficient detail in the game effects.

Method used

Based on the world coordinates of the controlled virtual character in the game scene, determine its character center coordinates in screen space, and move the preset screen coordinates of the preset particle object in screen space to the character center coordinates, and render with the screen center coordinates as the center.

Benefits of technology

This allows the preset particle objects to move along with the controlled virtual character in screen space and move towards the character, improving the rendering detail of the game scene.

✦ Generated by Eureka AI based on patent content.

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    Figure CN116726491B_ABST
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Abstract

This application provides a particle object rendering method, apparatus, device, and storage medium, relating to the field of game technology. The method includes: obtaining the character center coordinates of a controlled virtual character in screen space based on the world coordinates of the controlled virtual character in a game scene; moving a preset particle object from its preset screen coordinates in screen space to the character center coordinates to obtain the screen center coordinates of the screen space; and rendering the preset particle object centered on the screen center coordinates. Compared to existing technologies, this avoids the problem of discrepancies between the effects in the game scene and the effects in the real scene, resulting in insufficiently refined game effects.
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