Game information generation method, device, equipment and storage medium

CN116889725BActive Publication Date: 2026-08-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310929273.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-26
Publication Date
2026-08-18
Estimated Expiration
2043-07-26

AI Technical Summary

Technical Problem

[0004]然而,这样会导致足球类游戏缺乏真实的球门球网震动效果

Benefits of technology

[0022]This application provides a method, apparatus, device, and storage medium for generating game information. After determining the shooting parameters, the method combines these parameters with a pre-constructed vertex offset function relationship of the virtual goal net to be vibrated, obtaining the vertex offset distance of each vertex of the object to be vibrated at each vibration time. This ensures that the vertex offset distance of each vertex is related to the actual shooting parameters. Simultaneously, based on the position coordinates of each vertex of the object to be vibrated and the pre-constructed vertex compensation function relationship corresponding to the object, the compensation coefficient corresponding to each vertex of the object to be vibrated is determined. Then, based on a preset vibration direction, the vertex offset distance of each vertex of the object to be vibrated at each vibration time and the corresponding compensation coefficient are combined to determine the vibration position of each vertex of the object at each vibration time. Finally, based on the vibration position of each vertex of the object to be vibrated at each vibration time, the vibration animation of the virtual goal net can be rendered and displayed on a graphical user interface, presenting the vibration effect of the virtual goal net. In other words, by incorporating the shooting parameters obtained in real time from the game scene into the method of determining the vibration effect of the virtual goal and net, the vibration effect of the virtual goal and net can reflect the different forces of the virtual football controlled by the player (such as shooting height and shooting speed), thus giving football games a realistic goal and net vibration effect.

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Abstract

The application provides a game information generation method and device, equipment and storage medium, and relates to the technical field of games. The method comprises the following steps: determining the vertex offset distance associated with each vibration time of the to-be-vibrated object according to the determined shooting parameter and the pre-constructed vertex offset function relationship corresponding to the to-be-vibrated object of the virtual goal net; determining the compensation coefficient corresponding to each vertex of the to-be-vibrated object according to the position coordinates of each vertex of the to-be-vibrated object and the pre-constructed vertex compensation function relationship corresponding to the to-be-vibrated object; determining the vibration position of each vertex of the to-be-vibrated object at each vibration time according to the vertex offset distance associated with each vibration time of the to-be-vibrated object, the compensation coefficient corresponding to each vertex of the to-be-vibrated object and the preset vibration direction, and then rendering and displaying the vibration animation of the virtual goal net on the graphical user interface. In this way, the football game can have a real goal net vibration effect.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, device, and storage medium for generating game information. Background Technology

[0002] In football games, shots are taken by triggering a shot control displayed on the graphical user interface. After a shot, an event usually occurs where the ball hits the goalpost, and the game server uses this event to display a vibration effect on the goal and net.

[0003] Currently, the vibration effect of the goal and net is mainly displayed using pre-made skeletal animation templates.

[0004] However, this results in football games lacking realistic goal and net vibration effects. Summary of the Invention

[0005] The purpose of this application is to address the shortcomings of the prior art by providing a game information generation method, apparatus, device, and storage medium that can enable football games to have realistic goal and net vibration effects.

[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:

[0007] In a first aspect, embodiments of this application provide a game information generation method, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least one virtual goal and net from a game scene, the method comprising:

[0008] In response to the virtual goal net being hit, the shooting parameters are determined based on the shooting game data;

[0009] Based on the shooting parameters and the pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal and net, the vertex offset distance associated with each vibration time of the object to be vibrated is determined. The object to be vibrated includes: goal object and / or net object.

[0010] Based on the position coordinates of each vertex of the object to be vibrated and the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated is determined;

[0011] Based on the vertex offset distance associated with each vibration time of the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated, and the preset vibration direction, the vibration position of each vertex of the object to be vibrated at each vibration time is determined.

[0012] Based on the vibration position of each vertex of the object to be vibrated at each vibration time, the vibration animation of the virtual goal and net is rendered and displayed on the graphical user interface.

[0013] Secondly, embodiments of this application also provide a game information generation device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least one virtual goal and net in the game scene, and the device includes:

[0014] The determination module is used to determine shooting parameters based on shooting game data in response to the virtual goal net being hit.

[0015] The determining module is further configured to determine the vertex offset distance associated with each vibration time corresponding to the object to be vibrated based on the shooting parameters and the pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal and net. The object to be vibrated includes: goal object and / or net object.

[0016] The determining module is further configured to determine the compensation coefficient corresponding to each vertex of the object to be vibrated based on the position coordinates of each vertex of the object to be vibrated and the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated.

[0017] The determining module is further configured to determine the vibration position of each vertex of the object to be vibrated at each vibration time based on the vertex offset distance associated with each vibration time of the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated, and the preset vibration direction.

[0018] The display module is used to render and display the vibration animation of the virtual goal net on the graphical user interface according to the vibration position of each vertex of the object to be vibrated at each vibration time.

[0019] Thirdly, embodiments of this application provide an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game information generation method described in the first aspect.

[0020] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game information generation method described in the first aspect.

[0021] The beneficial effects of this application are:

[0022] This application provides a method, apparatus, device, and storage medium for generating game information. After determining the shooting parameters, the method combines these parameters with a pre-constructed vertex offset function relationship of the virtual goal net to be vibrated, obtaining the vertex offset distance of each vertex of the object to be vibrated at each vibration time. This ensures that the vertex offset distance of each vertex is related to the actual shooting parameters. Simultaneously, based on the position coordinates of each vertex of the object to be vibrated and the pre-constructed vertex compensation function relationship corresponding to the object, the compensation coefficient corresponding to each vertex of the object to be vibrated is determined. Then, based on a preset vibration direction, the vertex offset distance of each vertex of the object to be vibrated at each vibration time and the corresponding compensation coefficient are combined to determine the vibration position of each vertex of the object at each vibration time. Finally, based on the vibration position of each vertex of the object to be vibrated at each vibration time, the vibration animation of the virtual goal net can be rendered and displayed on a graphical user interface, presenting the vibration effect of the virtual goal net. In other words, by incorporating the shooting parameters obtained in real time from the game scene into the method of determining the vibration effect of the virtual goal and net, the vibration effect of the virtual goal and net can reflect the different forces of the virtual football controlled by the player (such as shooting height and shooting speed), thus giving football games a realistic goal and net vibration effect. Attached Figure Description

[0023] To more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention and should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0024] Figure 1 A flowchart illustrating a game information generation method provided in an embodiment of this application;

[0025] Figure 2 A schematic diagram of a virtual goal and net provided for an embodiment of this application;

[0026] Figure 3 A flowchart illustrating another game information generation method provided in this application embodiment;

[0027] Figure 4 A flowchart illustrating another game information generation method provided in this application embodiment;

[0028] Figure 5 A flowchart illustrating another game information generation method provided in this application embodiment;

[0029] Figure 6An example diagram illustrating the correspondence between shooting speed and the amplitude of vibration of the goal object, provided in an embodiment of this application;

[0030] Figure 7 An example diagram illustrating the correspondence between shot height and the amplitude of ball vibration in an embodiment of this application;

[0031] Figure 8 This is a schematic diagram of the structure of a game information generation device provided in an embodiment of this application;

[0032] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0033] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0034] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0035] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0036] The game information generation method in one embodiment of this application can run on a local terminal device or a server. When the game information generation method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0037] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of animation generation methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA. However, the information processing is handled by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0038] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0039] In one possible implementation, this application provides a game information generation method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0040] The following description, in conjunction with the accompanying drawings, illustrates the game information generation method mentioned in this application. The execution subject of this method can be the aforementioned local terminal device, which can render and display the game's graphical user interface. The game scene includes a virtual goal and net. The game can be a football game or other shooting goal and net type games; this application does not limit it.

[0041] The following is an example illustration of the game information generation method mentioned in this application, with reference to the accompanying drawings. Figure 1 This is a flowchart illustrating a game information generation method provided in an embodiment of this application, such as... Figure 1 As shown, the method may include:

[0042] S101, In response to the virtual goal net being hit, determine the shooting parameters based on the shooting game data.

[0043] For example, if the game is a football game, then the player can control a virtual football in the football game to shoot. When the virtual football hits the virtual goal net in the football game, the shooting parameters, such as shooting height and shooting speed, can be determined based on the shooting game data generated when the player controls the virtual football to shoot.

[0044] S102. Based on the shooting parameters and the pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal net, determine the vertex offset distance associated with each vibration time of the object to be vibrated.

[0045] The objects to be vibrated include: goal objects and / or net objects, which means that the virtual goal and net can be divided into two parts for vibration display. Figure 2 A schematic diagram of a virtual goal and net provided in an embodiment of this application is shown below. Figure 2 As shown, the solid lines represent goal objects and the dashed lines represent net objects. It can be understood that the vertices on both goal and net objects can be described using three-dimensional coordinates (x, y, z). Figure 2 As can be seen, x represents the horizontal coordinate, y represents the vertical coordinate, and z represents the horizontal coordinate. The object to be vibrated can be selected as a goal object or a net object, or both, according to a preset vibration strategy. It should be noted that this application does not impose any limitations on alignment.

[0046] For example, after obtaining the shooting parameters, the vertex offset distance of the object to be vibrated at each vibration time can be determined based on the relationship between the shooting parameters and the pre-constructed vertex offset function relationship corresponding to the object to be vibrated. In other words, by combining the shooting parameters when the virtual soccer ball controlled by the player hits the virtual goal net with the pre-constructed vertex offset function relationship corresponding to the object to be vibrated, the vertex offset distance associated with each vibration time of the object to be vibrated can be obtained.

[0047] S103. Based on the position coordinates of each vertex of the object to be vibrated and the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated, determine the compensation coefficients corresponding to each vertex of the object to be vibrated.

[0048] The pre-constructed vertex compensation function relationship can be understood as limiting the vertices on the object to be vibrated that participate in the vibration.

[0049] For example, after obtaining the vertex compensation function relationship corresponding to the object to be vibrated, the indicated plane information can be identified from the vertex compensation function relationship. Based on the plane information, the position coordinates of each vertex of the object to be vibrated on each plane, and the vertex compensation function relationship, the compensation coefficient corresponding to each vertex of the object to be vibrated can be determined.

[0050] S104. Based on the vertex offset distance associated with each vibration time of the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated, and the preset vibration direction, determine the vibration position of each vertex of the object to be vibrated at each vibration time.

[0051] For example, the vertex offset distance associated with each vibration time of the object to be vibrated is the vertex offset distance of each vertex of the object to be vibrated at each vibration time. After obtaining the vertex offset distance and the compensation coefficient of each vertex of the object to be vibrated at each vibration time, the vertex offset distance and the compensation coefficient of each vertex at each vibration time can be combined according to the preset vibration direction to determine the vibration position of each vertex of the object to be vibrated at each vibration time in the preset vibration direction.

[0052] The preset vibration direction can be: Figure 2 The x-direction, y-direction, and / or z-direction are shown.

[0053] S105. Based on the vibration position of each vertex of the object to be vibrated at each vibration time, render and display the vibration animation of the virtual goal and net on the graphical user interface.

[0054] For example, after determining the vibration position of each vertex of the object to be vibrated at each vibration time, the vibration positions of each vertex of the object to be vibrated at the same vibration time can be integrated to obtain the set of vibration positions of each vertex of the object to be vibrated at the same vibration time. Then, the vibration animation of the virtual goal and net can be rendered and displayed on the graphical user interface based on the set of vibration positions of each vertex of the object to be vibrated at the same vibration time.

[0055] In summary, the game information generation method provided in this application, after determining the shooting parameters, combines the shooting parameters with the pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal net to obtain the vertex offset distance of each vertex of the object to be vibrated at each vibration time. This allows the vertex offset distance of each vertex to be related to the actual shooting parameters. At the same time, the compensation coefficient corresponding to each vertex of the object to be vibrated can be determined according to the position coordinates of each vertex of the object to be vibrated and the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated. Then, based on the preset vibration direction, the vertex offset distance of each vertex of the object to be vibrated at each vibration time and the compensation coefficient corresponding to each vertex are combined to determine the vibration position of each vertex of the object to be vibrated at each vibration time. Afterwards, the vibration animation of the virtual goal net can be rendered and displayed on the graphical user interface according to the vibration position of each vertex of the object to be vibrated at each vibration time, presenting the vibration effect of the virtual goal net. In other words, by incorporating the shooting parameters obtained in real time from the game scene into the method of determining the vibration effect of the virtual goal and net, the vibration effect of the virtual goal and net can reflect the different forces of the virtual football controlled by the player (such as shooting height and shooting speed), thus giving football games a realistic goal and net vibration effect.

[0056] Figure 3 This is a flowchart illustrating another game information generation method provided in an embodiment of this application. Optionally, as... Figure 3 As shown, the above method, based on the shooting parameters and the pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal, determines the vertex offset distance associated with each vibration time of the object to be vibrated, including:

[0057] S301. Determine the amplitude data based on the shooting parameters and the pre-constructed amplitude function relationship.

[0058] S302. Based on the amplitude data and the vertex offset function relationship corresponding to the object to be vibrated, determine the vertex offset distance associated with each vibration time corresponding to the object to be vibrated.

[0059] Among them, the amplitude function relationship is used to indicate the relationship between amplitude and shooting parameters, and the vertex offset function relationship is used to indicate the relationship between vertex offset distance and amplitude, frequency, attenuation coefficient, offset coefficient and vibration duration.

[0060] For example, after obtaining the pre-constructed amplitude function relationship, the amplitude data can be determined based on the relationship between the amplitude in the amplitude function relationship and the shooting height and shooting speed in the shooting parameters. After obtaining the amplitude data, the amplitude data is used as the input parameter in the vertex offset function relationship corresponding to the object to be vibrated, and the vertex offset distance of each vertex of the object to be vibrated at each vibration time is determined by combining the frequency, attenuation coefficient, offset coefficient and vibration time in the vertex offset function relationship.

[0061] Optionally, determining amplitude data based on shooting parameters and a pre-established amplitude function relationship includes: determining the speed influence factor and height influence factor based on the shooting parameters, including shooting speed and shooting height, and the pre-established coupling relationship between shooting speed and height; and solving for the shooting speed, shooting height, speed influence factor, and height influence factor as parameter values ​​in the amplitude function relationship to obtain amplitude data.

[0062] The pre-established coupling relationship between shooting speed and shooting height is as follows:

[0063] speed_ratio=pow(hit_speed / speed_max,curve_ratio)*hit_height / height_max(1)

[0064] height_ratio=pow(hit_height / height_max,curve_ratio)*hit_speed / speed_max(2)

[0065] Among them, speed_ratio represents the speed influence factor, eight_ratio represents the height influence factor, pow represents the numerical exponentiation function, hit_speed represents the shooting speed, speed_max represents the preset maximum shooting speed, curve_ratio represents the exponent parameter, hit_height represents the shooting height, and height_max represents the preset maximum shooting height.

[0066] For example, the aforementioned power-law parameter curve_ratio is determined by the nonlinear relationship between shot speed, shot height, and amplitude. By incorporating the power-law parameter curve_ratio into the method of determining the speed influence factor and height influence factor, the influence of shot speed and shot height on the speed influence factor and height influence factor becomes nonlinear. This is consistent with the real situation where the vibration amplitude is almost non-existent when the shot is low and the shot height is low, and the real situation where the vibration amplitude increases sharply as the shot speed and shot height increase.

[0067] It is understandable that when the shot speed is high, even if it hits the virtual goal net, if the height of the shot is low, the vibration amplitude should also be small. Similarly, if the shot speed is low but the height of the shot hitting the virtual goal net is high, the vibration amplitude should also be low. Therefore, the determination of height_ratio and speed_ratio incorporates the mutual influence of shot height and shot speed.

[0068] In other words, the speed influence factor determined by the above formula (1) is not only related to the shooting speed, but also to the shooting height. The height influence factor determined by the above formula (2) is not only related to the shooting height, but also to the shooting speed. By coupling the shooting height and shooting speed together, it can be ensured that when either the shooting speed or the shooting height is very low, the data of both the speed influence factor and the height influence factor are very low.

[0069] After determining the speed influence factor (speed_ratio) and height influence factor (height_ratio), the amplitude data can be determined based on the following pre-established amplitude function relationship:

[0070] cShakeParam.x=(k*speed_ratio+(1-k)*height_ratio)*(amp_max-amp_min)+amp_min(3)

[0071] Where cShakeParam.x represents amplitude data, k represents weight, amp_max represents preset maximum amplitude value, and amp_min represents preset maximum amplitude value.

[0072] For example, after determining the speed influence factor and height influence factor based on the shooting speed and shooting height, the speed influence factor and height influence factor are substituted into the above formula (3) to calculate the amplitude data (cShakeParam.x). That is to say, the amplitude data is not only related to the shooting height, but also to the shooting speed, and the weight of the shooting height and shooting speed is limited according to the set weight K. Since the amplitude data is related to the real shooting parameters, the vibration effect of the virtual goal net determined based on the amplitude data can have a higher degree of freedom and scalability, which can more realistically simulate the player's shooting performance, improve the player's immersion, and improve the interactivity of the game.

[0073] Figure 4 This is a flowchart illustrating another game information generation method provided in an embodiment of this application. Optionally, as... Figure 4As shown, the above method determines the compensation coefficients corresponding to each vertex of the object to be vibrated based on the position coordinates of each vertex and the pre-constructed vertex compensation function relationship corresponding to the object, including:

[0074] S401. Determine the reference plane indicated in the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated.

[0075] S402. Based on the reference plane information and the position coordinates of each vertex of the object to be vibrated, determine the reference coordinates of each vertex of the object to be vibrated.

[0076] For example, as can be seen from the above description, the vertex compensation function relationship can be understood as limiting the vertices on the object to be vibrated that participate in the vibration. Different objects to be vibrated may have different vertex compensation functions, and thus the determined reference plane may also be different.

[0077] Assuming that, based on actual needs, only the goalposts on the goal object are designed to not participate in vibration, then the reference plane indicated in the vertex compensation function corresponding to the goal object to be vibrated can be the YOZ plane. After the reference plane is determined, the coordinates of each vertex of the object to be vibrated on this reference plane can be extracted to obtain the reference coordinates of each vertex of the object to be vibrated.

[0078] S403. Based on the reference coordinates of each vertex of the object to be vibrated and the corresponding vertex compensation function relationship of the object to be vibrated, determine the compensation coefficients corresponding to each vertex of the object to be vibrated.

[0079] For example, the reference coordinates of each vertex of the object to be vibrated can be used as input parameters to solve the vertex compensation function relationship corresponding to the object to be vibrated, so as to obtain the compensation coefficients corresponding to each vertex of the object to be vibrated.

[0080] Optionally, the above-mentioned determination of the compensation coefficients corresponding to each vertex of the object to be vibrated based on the reference coordinates of each vertex of the object to be vibrated and the vertex compensation function relationship corresponding to the object to be vibrated includes: if the object to be vibrated is a goal object, then the reference coordinates of each vertex of the goal object are used as parameter values ​​in the vertex compensation function relationship corresponding to the goal object to solve for the compensation coefficients corresponding to each vertex of the goal object.

[0081] The vertex compensation function relationship corresponding to the goal object can be seen as follows:

[0082] Shakemask1=INTM.LocalPosition.y*step(-0.4, INTM.LocalPosition.z) (4)

[0083] In formula (4), shakemask1 represents the compensation coefficient corresponding to the goal object, INTM.LocalPosition.y represents the y-axis coordinate on the reference plane, INTM.LocalPosition.z represents the z-axis coordinate on the reference plane, step represents the function used to limit the vertices participating in the vibration, and -0.4 represents the value of the preset limiting parameter.

[0084] For example, `step(-0.4,INTM.LocalPosition.z)` means: if `INTM.LocalPosition.z` in the reference coordinates of a vertex of the goal object is less than -0.4, then `step(-0.4,INTM.LocalPosition.z)` is 0; if `INTM.LocalPosition.z` in the reference coordinates of a vertex of the goal object is greater than -0.4, then `step(-0.4,INTM.LocalPosition.z)` is 1. Based on this, the result of `step(-0.4,INTM.LocalPosition.z)` is multiplied by `INTM.LocalPosition.y` corresponding to `INTM.LocalPosition.z` in the reference coordinates, and the result of the multiplication is used as the compensation coefficient for each vertex of the goal object. It should be noted that this application does not impose any restrictions on the aforementioned limiting parameters.

[0085] As can be seen, this allows vertices of the goal object that are smaller than a preset limit parameter in the z-axis direction to not participate in the vibration of the goal object, making it conform to the real goal vibration scenario, such as setting that only the goalpost part on the goal object does not participate in the vibration.

[0086] Optionally, the above-mentioned determination of the compensation coefficients corresponding to each vertex of the object to be vibrated based on the reference coordinates of each vertex of the object to be vibrated and the vertex compensation function relationship corresponding to the object to be vibrated includes: if the object to be vibrated is a ball net object, then the reference coordinates of each vertex of the ball net object are used as parameter values ​​in the first vertex compensation function relationship corresponding to the ball net object to solve for the first compensation coefficients corresponding to each vertex of the ball net object.

[0087] The compensation function relationship for the first vertex of the net object can be seen as follows:

[0088] Shakemask2=INTM.LocalPosition.y*step(-3,INTM.LocalPosition.z)*(1 / (-1*INTM.LocalPosition.z+1))(5)

[0089] It should be noted that Shakemask2 represents the compensation coefficient corresponding to the net object in the first direction, INTM.LocalPosition.y represents the y-axis coordinate on the reference plane, INTM.LocalPosition.z represents the z-axis coordinate on the reference plane, and -3 represents the value of the preset limiting parameter, which is not limited in this application.

[0090] For example, step(-3,INTM.LocalPosition.z) means: if the reference coordinates of the vertices of the net object are less than -3, then step(-3,INTM.LocalPosition.z) is 0; if the reference coordinates of the vertices of the goal object are greater than -3, then step(-3,INTM.LocalPosition.z) is 1. Based on this, the result of step(-0.4,INTM.LocalPosition.z), and (-1*INTM.LocalPosition.z+1) corresponding to INTM.LocalPosition.z in the reference coordinates are multiplied together. The result of this multiplication is used as the compensation coefficient for each vertex of the net object. The compensation coefficient for each vertex of the net object can be called the compensation coefficient for each vertex of the net object in the first direction (such as the z-axis direction).

[0091] The first compensation coefficient is used to indicate the vertices on the net object that participate in vibration in the first direction; that is, the first compensation coefficient is used to limit the vertices on the net object that participate in vibration in the first direction. It can be seen that this ensures that vertices of the net object in the z-axis direction smaller than a preset limiting parameter do not participate in the vibration of the net object in the first direction, thus conforming to a real net vibration scenario.

[0092] Optionally, the above-mentioned determination of the compensation coefficients corresponding to each vertex of the object to be vibrated based on the reference coordinates of each vertex of the object to be vibrated and the vertex compensation function relationship corresponding to the object to be vibrated includes: if the object to be vibrated is a ball net object, then the reference coordinates of each vertex of the ball net object are used as parameter values ​​in the second vertex compensation function relationship corresponding to the ball net object to solve for the second compensation coefficients corresponding to each vertex of the ball net object, wherein the second compensation coefficients are used to indicate the vertices of the ball net object participating in the vibration in the second direction and the third direction.

[0093] The compensation function relationship for the second vertex of the net object can be seen as follows:

[0094] Shakemask3=step(-3,INTM.LocalPosition.z)*step(INTM.LocalPosition.z,-0.02)*pow(INTM.LocalPosition.y,0.5)(5)

[0095] Wherein, Shakemask2 represents the compensation coefficient corresponding to the net object in the second or third direction, pow is a digital exponentiation function, INTM.LocalPosition.y represents the y-axis coordinate on the reference plane, INTM.LocalPosition.z represents the z-axis coordinate on the reference plane, and -3 and -0.02 represent the values ​​of preset limiting parameters, which are not limited in this application.

[0096] For example, step(-3,INTM.LocalPosition.z) means: if the reference coordinates of the vertices of the net object are less than -3, then step(-3,INTM.LocalPosition.z) is 0; if the reference coordinates of the vertices of the goal object are greater than -3, then step(-3,INTM.LocalPosition.z) is 1; step(INTM.LocalPosition.z,-0.02) means: if the reference coordinates of the vertices of the net object are less than -0.02, then step(INTM.LocalPosition.z,-0.02) is 1; if the reference coordinates of the vertices of the goal object are greater than -0.02, then step(INTM.LocalPosition.z,-0.02) is 0. Based on this, step(-3,INTM.LocalPosition.z), step(INTM.LocalPosition.z,-0.02), and pow(INTM.LocalPosition.y,0.5) are multiplied together, and the result of the multiplication is used as the compensation coefficient of each vertex of the net object. The compensation coefficient of each vertex of the net object can be called the compensation coefficient of each vertex of the net object in the second direction (such as the x-axis direction) and the third direction (such as the y-axis direction).

[0097] The second compensation coefficient is used to indicate the vertices on the net object that participate in vibration in the second direction. In other words, the second compensation coefficient is used to limit the vertices on the net object that participate in vibration in the second direction. It can be seen that this ensures that vertices on the net object that are smaller than the preset first limiting parameter in the x-axis and y-axis directions, and vertices that are larger than the preset second limiting parameter, do not participate in the vibration of the net object in the second and third directions, thus conforming to a realistic net vibration scenario.

[0098] Figure 5 This is a flowchart illustrating another game information generation method provided in an embodiment of this application. Optionally, as... Figure 5 As shown, the determination of the vibration position of each vertex of the object to be vibrated at each vibration time, based on the vertex offset distance associated with each vibration time of the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated, and the preset vibration direction, includes:

[0099] S501. Multiply the vertex offset distance associated with each vibration time of the object to be vibrated by the compensation coefficient corresponding to each vertex of the object to be vibrated to obtain the vibration offset distance of each vertex of the object to be vibrated at each vibration time.

[0100] S502. Determine the vibration position of each vertex of the object to be vibrated at each vibration time based on the vibration offset distance of each vertex at each vibration time and the preset vibration direction.

[0101] For example, if the object to be vibrated is a goal object, then the vertex compensation function relationship corresponding to the goal object can be as follows:

[0102] Shakecurve1=cShakeParam.x*sin(cShakeParam.y*cPeriod)*exp(cShakeParam.z*cPeriod+cShakeParam.w)(6)

[0103] Here, shakecurve1 represents the vertex offset distance corresponding to the goal object, cShakeParam.x represents the amplitude, cShakeParam.y represents the frequency, cPeriod represents the vibration time, cShakeParam.z represents the attenuation coefficient, cShakeParam.w represents the offset coefficient, sin represents the trigonometric function, and exp represents the exponential function.

[0104] According to the above formula (6), the vertex offset distance of each vertex of the goal object at each vibration time can be calculated, and the vertex offset distance of the same vertex at different vibration times can be obtained. It can be understood that the vertex offset distance of the same vertex decreases as the vibration time progresses. After obtaining the vertex offset distance of the same vertex of the goal object at different vibration times, the two can be multiplied according to the functional relationship between the vertex offset distance and the compensation coefficient, and then the vibration offset distance of each vertex of the goal object at each vibration time can be obtained. Based on the preset vibration direction, the coordinates of each vertex in the preset vibration direction are extracted. Then, based on the coordinates of each vertex in the preset vibration direction and the vibration offset distance of each vertex at each vibration time, the vibration position of each vertex of the goal object at each vibration time is determined.

[0105] Another example is that if the object to be vibrated is a ball net object, then the compensation function relationship of the first vertex corresponding to the ball net object can be as follows:

[0106] Shakecurve2=cShakeParam.x*sin(5*INTM.LocalPosition.z+cShakeParam.y*cPeriod)*exp(cShakeParam.z*cPeriod+cShakeParam.w)(7)

[0107] Here, shakecurve2 represents the vertex offset distance of the net object in the first direction.

[0108] According to the above formula (7), the vertex offset distance of each vertex of the net object in the first direction at each vibration time can be calculated. Thus, the vertex offset distance of the same vertex in different vibration times in the first direction can be obtained. It can be understood that the vertex offset distance of the same vertex decreases as the vibration time progresses. After obtaining the vertex offset distance of the same vertex of the goal object in different vibration times in the first direction, the two can be multiplied according to the functional relationship between the vertex offset distance in the first direction and the compensation coefficient, so as to obtain the vibration offset distance of each vertex of the goal object at each vibration time. Based on the preset vibration direction (first direction), the coordinates of each vertex in the first direction are extracted. Then, according to the coordinates of each vertex in the first direction and the vibration offset distance of each vertex in the first direction at each vibration time, the vibration position of each vertex of the net object at each vibration time in the first direction is determined.

[0109] Another example is that the compensation function relationship for the second vertex corresponding to the net object can be as follows:

[0110] Shakecurve3=cShakeParam.x*sin(2*INTM.LocalPosition.z+cShakeParam.y*0.5*cPeriod)*exp(cShakeParam.z*0.5*cPeriod+cShakeParam.w)(8)

[0111] Here, shakecurve3 represents the offset distance of the net object to the corresponding vertex in the second or third direction.

[0112] According to the above formula (7), the vertex offset distance of each vertex of the net object at each vibration time in the second direction and the third direction can be calculated. Thus, the vertex offset distance of the same vertex at different vibration times in the second direction and the third direction can be obtained. It can be understood that the vertex offset distance of the same vertex decreases as the vibration time progresses. After obtaining the vertex offset distance of the same vertex of the goal object at different vibration times in the second direction and the third direction, the two can be multiplied according to the functional relationship between the vertex offset distance and the compensation coefficient in the second direction and the third direction, so as to obtain the vibration offset distance of each vertex of the goal object at each vibration time. Based on the preset vibration direction (second direction and third direction), the coordinates of each vertex in the second direction and the third direction are extracted respectively. Then, according to the coordinates of each vertex in the second direction and the vibration offset distance of each vertex at each vibration time in the second direction and the third direction, the vibration position of each vertex of the net object at each vibration time in the second direction is determined. According to the coordinates of each vertex in the third direction and the vibration offset distance of each vertex at each vibration time in the second direction and the third direction, the vibration position of each vertex of the net object at each vibration time in the third direction is determined.

[0113] Optionally, determining the vibration position of each vertex of the object to be vibrated at each vibration time based on the vibration offset distance of each vertex of the object to be vibrated at each vibration time and the preset vibration direction includes: if the preset vibration direction is the first direction, then adding the vibration offset distance of each vertex of the object to be vibrated at each vibration time to the position coordinates of each vertex of the object to be vibrated in the first direction to determine the vibration position of each vertex of the object to be vibrated at each vibration time.

[0114] The first direction can be the z-axis direction. When the object to be vibrated is a goal object, the vibration coordinates of each vertex of the goal object in the z-axis direction can be calculated according to the following formula:

[0115] INTM.LocalPosition.z+shakecurve1*shakemask1

[0116] Here, shakecurve1*shakemask1 represents the vibration offset distance of the goal object in the z-axis direction, and INTM.LocalPosition.z represents the position coordinates of each vertex of the virtual goal net (such as the goal object) in the z-axis direction.

[0117] Finally, the vibration coordinates of each vertex of the goal object on the z-axis are combined with their coordinates on the x-axis and y-axis to obtain the vibration position of each vertex of the goal object at each vibration time. According to formula (4) corresponding to Shakemask1, it can be seen that as the height of the goalpost (INTM.LocalPosition.y) of the goal object increases, the vibration amplitude of the goal object gradually increases. According to formula (6), the vibration offset distance corresponding to shakecurve1 is positively correlated with the amplitude (cShakeParam.x). According to formula (3), the amplitude (cShakeParam.x) is different when the shooting speed and shooting height are different. When the shooting height is constant, it can be seen that the greater the shooting speed, the larger shakecurve1 is, and thus the greater the vibration amplitude of each vertex of the goal object in the z-axis direction; when the shooting speed is constant, it can be seen that the higher the shooting height, the larger shakecurve1 is, and thus the greater the vibration amplitude of each vertex of the goal object in the z-axis direction.

[0118] Figure 6 This application provides an example diagram illustrating the relationship between shooting speed and the amplitude of ball vibration in an embodiment of the invention. Figure 6 It can be seen that, when the shooting height is the same, the vibration amplitude of the goal object with a shooting speed of 0.5 is greater than that of the goal object with a shooting speed of 0, but lower than that of the goal object with a shooting speed of 1.

[0119] Figure 7 This application provides an example diagram illustrating the correspondence between shot height and the amplitude of ball vibration in an embodiment. Figure 7 It can be seen that, with the same shooting speed, the vibration amplitude of the goal object with a shooting height of 0.5 is greater than that of the goal object with a shooting height of 0, but lower than that of the goal object with a shooting height of 1.

[0120] When the object to be vibrated is a ball net, the vibration coordinates of each vertex of the ball net in the z-axis direction can be calculated using the following formula:

[0121] INTM.LocalPosition.z+shakecurve2*shakemask2*INTM.LocalPositio nz

[0122] Here, `shakecurve2*shakemask2*INTM.LocalPosition.z` represents the vibration offset distance of the net object along the z-axis, and `INTM.LocalPosition.z` represents the position coordinates of each vertex of the virtual goal net (such as the net object) along the z-axis. Finally, the vibration coordinates of each vertex of the net object along the z-axis are combined with its coordinates along the x-axis and y-axis to obtain the vibration position of each vertex of the net object at each vibration time along the z-axis.

[0123] Optionally, determining the vibration position of each vertex of the object to be vibrated at each vibration time based on the vibration offset distance of each vertex at each vibration time and the preset vibration direction includes: if the preset vibration direction is a second direction or a third direction, then determining the vibration offset distance of each vertex of the object to be vibrated at each vibration time in the second direction and the third direction based on the vertex offset distance associated with each vibration time of the object to be vibrated and the compensation coefficients of each vertex of the object to be vibrated in the second direction and the third direction; and determining the vibration position of each vertex of the object to be vibrated at each vibration time in the second direction and the third direction based on the vibration offset distance of each vertex of the object to be vibrated at each vibration time in the second direction and the third direction, the position coordinates of each vertex of the object to be vibrated in the second direction and the position coordinates of the third direction.

[0124] For example, the second direction can be the x-axis direction and the third direction can be the y-axis direction. When the object to be vibrated is a ball net object, the vibration coordinates of each vertex of the ball net object in the x-axis direction can be calculated according to the following formula:

[0125] INTM.LocalPosition.x+shakecurve3*shakemask3*INTM.LocalPosition.z*step(0.1,INTM.LocalPosition.y)

[0126] The vibration distance of the net object along the x-axis can be represented by the following formula: `shakecurve3*shakemask3*INTM.LocalPosition.z*step(0.1,INTM.LocalPosition.y)`, where `INTM.LocalPosition.x` represents the position coordinates of each vertex of the virtual goal net (such as the net object) along the x-axis. Finally, the vibration coordinates of each vertex of the net object along the x-axis, y-axis, and z-axis can be combined to obtain the vibration position of each vertex of the net object at each vibration time along the x-axis.

[0127] The coordinates of each vertex of the net object along the y-axis can be calculated using the following formula:

[0128] INTM.LocalPosition.y+shakecurve3*shakemask3*INTM.LocalPosition.z

[0129] The vibration distance of the net object along the y-axis can be represented by the following formula: shakecurve3*shakemask3*INTM.LocalPosition.z, where INTM.LocalPosition.y represents the position coordinates of each vertex of the virtual goal net (such as the net object) along the y-axis. Finally, the vibration coordinates of each vertex of the net object along the y-axis, x-axis, and z-axis can be combined to obtain the vibration position of each vertex of the net object at each vibration time along the y-axis.

[0130] Another example is that if the preset vibration direction includes a first direction, a second direction, and a third direction, then the vibration coordinates of each vertex of the net object on the x-axis, the y-axis, and the z-axis can be combined to obtain the vibration position of each vertex of the net object at each vibration time in the x-axis, y-axis, and z-axis directions.

[0131] Figure 8 This is a schematic diagram of a game information generation device provided in an embodiment of this application. Figure 8 As shown, the device may include:

[0132] The determination module 801 is used to respond to the virtual goal net being hit and to determine the shooting parameters based on the shooting game data.

[0133] The determination module 801 is also used to determine the vertex offset distance associated with each vibration time of the object to be vibrated based on the shooting parameters and the pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal and net. The objects to be vibrated include: goal object and / or net object.

[0134] The determination module 801 is also used to determine the compensation coefficients corresponding to each vertex of the object to be vibrated based on the position coordinates of each vertex of the object to be vibrated and the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated.

[0135] The determining module 801 is also used to determine the vibration position of each vertex of the object to be vibrated at each vibration time based on the vertex offset distance associated with each vibration time of the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated, and the preset vibration direction.

[0136] Display module 802 is used to render and display the vibration animation of the virtual goal and net on the graphical user interface according to the vibration position of each vertex of the object to be vibrated at each vibration time.

[0137] Optionally, the determining module 801 is specifically used to determine amplitude data based on the shooting parameters and the pre-constructed amplitude function relationship, the amplitude function relationship being used to indicate the relationship between amplitude and shooting parameters; and to determine the vertex offset distance associated with each vibration time corresponding to the object to be vibrated based on the amplitude data and the vertex offset function relationship corresponding to the object to be vibrated, the vertex offset function relationship being used to indicate the relationship between vertex offset distance and amplitude, frequency, attenuation coefficient, offset coefficient and vibration time.

[0138] Optionally, module 801 is specifically used to determine the speed influence factor and height influence factor based on the shooting parameters, including shooting speed and shooting height, and the pre-established coupling relationship between shooting speed and shooting height; and to solve for the shooting speed, shooting height, speed influence factor, and height influence factor as parameter values ​​in the amplitude function relationship to obtain amplitude data.

[0139] Optionally, the determining module 801 is specifically used to determine the reference plane indicated in the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated; determine the reference coordinates of each vertex of the object to be vibrated based on the reference plane and the position coordinates of each vertex of the object to be vibrated; and determine the compensation coefficient corresponding to each vertex of the object to be vibrated based on the reference coordinates of each vertex of the object to be vibrated and the vertex compensation function relationship corresponding to the object to be vibrated.

[0140] Optionally, the determining module 801 is specifically used to, if the object to be vibrated is a goal object, use the reference coordinates of each vertex of the goal object as the parameter values ​​in the vertex compensation function relationship corresponding to the goal object to solve for the compensation coefficients corresponding to each vertex of the goal object.

[0141] Optionally, the determining module 801 is specifically used to, if the object to be vibrated is a net object, solve for the reference coordinates of each vertex of the net object as the parameter values ​​in the first vertex compensation function relationship corresponding to the net object, and obtain the first compensation coefficient corresponding to each vertex of the net object, wherein the first compensation coefficient is used to indicate the vertex of the net object participating in the vibration in the first direction.

[0142] Optionally, the determining module 801 is specifically used to, if the object to be vibrated is a net object, solve for the reference coordinates of each vertex of the net object as the parameter values ​​in the second vertex compensation function relationship corresponding to the net object, and obtain the second compensation coefficient corresponding to each vertex of the net object. The second compensation coefficient is used to indicate the vertices of the net object that participate in the vibration in the second direction and the third direction.

[0143] Optionally, the determining module 801 is specifically used to multiply the vertex offset distance associated with each vibration time of the object to be vibrated by the compensation coefficient corresponding to each vertex of the object to be vibrated, to obtain the vibration offset distance of each vertex of the object to be vibrated at each vibration time; and to determine the vibration position of each vertex of the object to be vibrated at each vibration time based on the vibration offset distance of each vertex of the object to be vibrated at each vibration time and the preset vibration direction.

[0144] Optionally, the determining module 801 is specifically used to determine the vibration position of each vertex of the object to be vibrated at each vibration time by adding the vibration offset distance of each vertex of the object to be vibrated at each vibration time to the position coordinates of each vertex of the object to be vibrated in the first direction if the preset vibration direction is the first direction.

[0145] Optionally, the determining module 801 is specifically used to determine the vibration offset distance of each vertex of the object to be vibrated in the second direction and the third direction for each vibration time, based on the vertex offset distance associated with each vibration time of the object to be vibrated and the compensation coefficient of each vertex of the object to be vibrated in the second direction and the third direction, if the preset vibration direction is the second direction or the third direction; and to determine the vibration position of each vertex of the object to be vibrated at each vibration time corresponding to the second direction and the third direction, based on the vibration offset distance of each vertex of the object to be vibrated in the second direction and the third direction, the position coordinate of each vertex of the object to be vibrated in the second direction and the position coordinate of the third direction, respectively.

[0146] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0147] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more Digital Signal Processors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SoC).

[0148] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application, such as... Figure 9 As shown, the electronic device may include: a processor 901, a storage medium 902, and a bus 903. The storage medium 902 stores machine-readable instructions executable by the processor 901. When the electronic device is running, the processor 901 communicates with the storage medium 902 via the bus 903. The processor 901 executes the machine-readable instructions to perform the following steps:

[0149] In one feasible implementation, when executing the game information generation method, the processor 901 is specifically used to: respond to the virtual goal net being hit, determine shooting parameters based on shooting game data; determine the vertex offset distance associated with each vibration time corresponding to the object to be vibrated, based on the shooting parameters and a pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal net, wherein the object to be vibrated includes: a goal object and / or a net object; determine the compensation coefficient corresponding to each vertex of the object to be vibrated, based on the position coordinates of each vertex of the object to be vibrated and a pre-constructed vertex compensation function relationship corresponding to the object to be vibrated; determine the vibration position of each vertex of the object to be vibrated at each vibration time based on the vertex offset distance associated with each vibration time corresponding to the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated, and a preset vibration direction; and render and display the vibration animation of the virtual goal net on the graphical user interface based on the vibration position of each vertex of the object to be vibrated at each vibration time.

[0150] In one feasible implementation, when executing the game information generation method, the processor 901 is specifically used to: determine amplitude data based on the shooting parameters and a pre-built amplitude function relationship, wherein the amplitude function relationship is used to indicate the relationship between amplitude and shooting parameters; and determine the vertex offset distance associated with each vibration time corresponding to the object to be vibrated based on the amplitude data and the vertex offset function relationship corresponding to the object to be vibrated, wherein the vertex offset function relationship is used to indicate the relationship between vertex offset distance and amplitude, frequency, attenuation coefficient, offset coefficient, and vibration time.

[0151] In one feasible implementation, when executing the game information generation method, the processor 901 is specifically used to: determine the speed influence factor and the height influence factor based on the shooting parameters, including shooting speed and shooting height, and the pre-established coupling relationship between shooting speed and shooting height; and solve for the shooting speed, shooting height, speed influence factor, and height influence factor as parameter values ​​in the amplitude function relationship to obtain amplitude data.

[0152] In one feasible implementation, when executing the game information generation method, the processor 901 is specifically used to: determine the reference plane indicated in the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated; determine the reference coordinates of each vertex of the object to be vibrated based on the reference plane and the position coordinates of each vertex of the object to be vibrated; and determine the compensation coefficient corresponding to each vertex of the object to be vibrated based on the reference coordinates of each vertex of the object to be vibrated and the vertex compensation function relationship corresponding to the object to be vibrated.

[0153] In one feasible implementation, when the processor 901 executes the game information generation method, it specifically performs the following: if the object to be vibrated is a goal object, it uses the reference coordinates of each vertex of the goal object as the parameter values ​​in the vertex compensation function relationship corresponding to the goal object to solve for the compensation coefficients corresponding to each vertex of the goal object.

[0154] In one feasible implementation, when the processor 901 executes the game information generation method, it is specifically used to: if the object to be vibrated is a net object, then use the reference coordinates of each vertex of the net object as the parameter values ​​in the first vertex compensation function relationship corresponding to the net object to solve for the first compensation coefficient corresponding to each vertex of the net object, wherein the first compensation coefficient is used to indicate the vertex on the net object that participates in the vibration in the first direction.

[0155] In one feasible implementation, when the processor 901 executes the game information generation method, it is specifically used to: if the object to be vibrated is a net object, then use the reference coordinates of each vertex of the net object as the parameter values ​​in the second vertex compensation function relationship corresponding to the net object to solve for the second compensation coefficient corresponding to each vertex of the net object, wherein the second compensation coefficient is used to indicate the vertices of the net object that participate in the vibration in the second direction and the third direction.

[0156] In one feasible implementation, when the processor 901 executes the game information generation method, it is specifically used to: multiply the vertex offset distance associated with each vibration time of the object to be vibrated by the compensation coefficient corresponding to each vertex of the object to be vibrated, to obtain the vibration offset distance of each vertex of the object to be vibrated at each vibration time; and determine the vibration position of each vertex of the object to be vibrated at each vibration time based on the vibration offset distance of each vertex of the object to be vibrated at each vibration time and the preset vibration direction.

[0157] In one feasible implementation, when the processor 901 executes the game information generation method, it is specifically used to: if the preset vibration direction is the first direction, add the vibration offset distance of each vertex of the object to be vibrated at each vibration time to the position coordinate of each vertex of the object to be vibrated in the first direction, and determine the vibration position of each vertex of the object to be vibrated at each vibration time.

[0158] In one feasible implementation, when the processor 901 executes the game information generation method, it specifically performs the following: if the preset vibration direction is a second direction or a third direction, it determines the vibration offset distance of each vertex of the object to be vibrated corresponding to each vibration time in the second direction and the third direction based on the vertex offset distance associated with each vibration time of the object to be vibrated and the compensation coefficient of each vertex of the object to be vibrated corresponding to the second direction and the third direction; and determines the vibration position of each vertex of the object to be vibrated at each vibration time corresponding to the second direction and the third direction based on the vibration offset distance of each vertex of the object to be vibrated corresponding to each vibration time in the second direction and the third direction, the position coordinate of each vertex of the object to be vibrated in the second direction, and the position coordinate of the third direction.

[0159] Optionally, this application also provides a computer-readable storage medium storing a computer program. When the computer program is run by a processor, the processor performs the following steps:

[0160] In one feasible implementation, when the processor executes the game information generation method, it specifically performs the following: in response to the virtual goal net being hit, it determines the shooting parameters based on the shooting game data; based on the shooting parameters and a pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal net, the vertex offset distance associated with each vibration time is determined, the object to be vibrated including: a goal object and / or a net object; based on the position coordinates of each vertex of the object to be vibrated and a pre-constructed vertex compensation function relationship corresponding to the object to be vibrated, it determines the compensation coefficient corresponding to each vertex of the object to be vibrated; based on the vertex offset distance associated with each vibration time, the compensation coefficient corresponding to each vertex of the object to be vibrated, and the preset vibration direction, it determines the vibration position of each vertex of the object to be vibrated at each vibration time; and based on the vibration position of each vertex of the object to be vibrated at each vibration time, it renders and displays the vibration animation of the virtual goal net on the graphical user interface.

[0161] In one feasible implementation, when the processor executes the game information generation method, it specifically performs the following: determining amplitude data based on the shooting parameters and a pre-built amplitude function relationship, wherein the amplitude function relationship is used to indicate the relationship between amplitude and shooting parameters; and determining the vertex offset distance associated with each vibration time corresponding to the object to be vibrated based on the amplitude data and the vertex offset function relationship corresponding to the object to be vibrated, wherein the vertex offset function relationship is used to indicate the relationship between vertex offset distance and amplitude, frequency, attenuation coefficient, offset coefficient, and vibration time.

[0162] In one feasible implementation, when the processor executes the game information generation method, it specifically performs the following: determining the speed influence factor and the height influence factor based on the shooting parameters, including shooting speed and shooting height, and the pre-established coupling relationship between shooting speed and shooting height; and solving for the shooting speed, shooting height, speed influence factor, and height influence factor as parameter values ​​in the amplitude function relationship to obtain amplitude data.

[0163] In one feasible implementation, when the processor executes the game information generation method, it is specifically used to: determine the reference plane indicated in the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated; determine the reference coordinates of each vertex of the object to be vibrated based on the reference plane and the position coordinates of each vertex of the object to be vibrated; and determine the compensation coefficient corresponding to each vertex of the object to be vibrated based on the reference coordinates of each vertex of the object to be vibrated and the vertex compensation function relationship corresponding to the object to be vibrated.

[0164] In one feasible implementation, when the processor executes the game information generation method, it specifically performs the following: if the object to be vibrated is a goal object, it uses the reference coordinates of each vertex of the goal object as the parameter values ​​in the vertex compensation function relationship corresponding to the goal object to solve for the compensation coefficients corresponding to each vertex of the goal object.

[0165] In one feasible implementation, when the processor executes the game information generation method, it specifically performs the following: if the object to be vibrated is a net object, it solves for the reference coordinates of each vertex of the net object as the parameter values ​​in the first vertex compensation function relationship corresponding to the net object, and obtains the first compensation coefficient corresponding to each vertex of the net object. The first compensation coefficient is used to indicate the vertex of the net object that participates in the vibration in the first direction.

[0166] In one feasible implementation, when the processor executes the game information generation method, it specifically performs the following: if the object to be vibrated is a net object, it solves for the reference coordinates of each vertex of the net object as the parameter values ​​in the second vertex compensation function relationship corresponding to the net object, and obtains the second compensation coefficients corresponding to each vertex of the net object. The second compensation coefficients are used to indicate the vertices of the net object that participate in the vibration in the second direction and the third direction.

[0167] In one feasible implementation, when the processor executes the game information generation method, it specifically performs the following steps: multiplying the vertex offset distance associated with each vibration time of the object to be vibrated by the compensation coefficient corresponding to each vertex of the object to be vibrated, to obtain the vibration offset distance of each vertex of the object to be vibrated at each vibration time; and determining the vibration position of each vertex of the object to be vibrated at each vibration time based on the vibration offset distance of each vertex of the object to be vibrated at each vibration time and the preset vibration direction.

[0168] In one feasible implementation, when the processor executes the game information generation method, it specifically performs the following: if the preset vibration direction is the first direction, it adds the vibration offset distance of each vertex of the object to be vibrated at each vibration time to the position coordinates of each vertex of the object to be vibrated in the first direction to determine the vibration position of each vertex of the object to be vibrated at each vibration time.

[0169] In one feasible implementation, when the processor executes the game information generation method, it specifically performs the following: if the preset vibration direction is a second direction or a third direction, it determines the vibration offset distance of each vertex of the object to be vibrated corresponding to each vibration time in the second direction and the third direction based on the vertex offset distance associated with each vibration time of the object to be vibrated and the compensation coefficient of each vertex of the object to be vibrated corresponding to the second direction and the third direction; and determines the vibration position of each vertex of the object to be vibrated at each vibration time corresponding to the second direction and the third direction based on the vibration offset distance of each vertex of the object to be vibrated corresponding to each vibration time in the second direction and the third direction, the position coordinates of each vertex of the object to be vibrated in the second direction and the position coordinates of the third direction.

[0170] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0171] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0172] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.

[0173] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0174] It should be noted that, in this document, relational terms such as "first" and "second" are used merely 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 apparatus 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 apparatus. 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 apparatus that includes said element.

[0175] The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations are possible for those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application. It should be noted that similar reference numerals and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need further definition and explanation in subsequent figures. The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations are possible for those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for generating game information, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least one virtual goal and net from a game scene, the method comprising: In response to the virtual goal net being hit, the shooting parameters are determined based on the shooting game data; Based on the shooting parameters and the pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal and net, the vertex offset distance associated with each vibration time of the object to be vibrated is determined. The object to be vibrated includes: goal object and / or net object. Based on the position coordinates of each vertex of the object to be vibrated and the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated is determined; Based on the vertex offset distance associated with each vibration time of the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated, and the preset vibration direction, the vibration position of each vertex of the object to be vibrated at each vibration time is determined. Based on the vibration position of each vertex of the object to be vibrated at each vibration time, the vibration animation of the virtual goal and net is rendered and displayed on the graphical user interface.

2. The method according to claim 1, characterized in that, The step of determining the vertex offset distance associated with each vibration time of the object to be vibrated based on the shooting parameters and the pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal includes: Based on the shooting parameters and the pre-constructed amplitude function relationship, the amplitude data is determined, and the amplitude function relationship is used to indicate the relationship between the amplitude and the shooting parameters; Based on the amplitude data and the vertex offset function relationship corresponding to the object to be vibrated, the vertex offset distance associated with each vibration time corresponding to the object to be vibrated is determined. The vertex offset function relationship is used to indicate the relationship between the vertex offset distance and the amplitude, frequency, attenuation coefficient, offset coefficient and vibration time.

3. The method according to claim 2, characterized in that, The step of determining amplitude data based on the shooting parameters and the pre-constructed amplitude function relationship includes: Based on the shooting parameters, including shooting speed and shooting height, and the pre-established coupling relationship between shooting speed and shooting height, determine the speed influence factor and the height influence factor; The amplitude data is obtained by solving the parameters of the shooting speed, shooting height, speed influence factor, and height influence factor as parameters in the amplitude function relationship.

4. The method according to claim 1, characterized in that, The step of determining the compensation coefficients corresponding to each vertex of the object to be vibrated based on the position coordinates of each vertex and the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated includes: Determine the reference plane indicated by the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated; Based on the reference plane and the position coordinates of each vertex of the object to be vibrated, determine the reference coordinates of each vertex of the object to be vibrated; Based on the reference coordinates of each vertex of the object to be vibrated and the corresponding vertex compensation function relationship, the compensation coefficients corresponding to each vertex of the object to be vibrated are determined.

5. The method according to claim 4, characterized in that, The step of determining the compensation coefficients corresponding to each vertex of the object to be vibrated based on the reference coordinates of each vertex and the corresponding vertex compensation function relationship of the object to be vibrated includes: If the object to be vibrated is the goal object, then the reference coordinates of each vertex of the goal object are used as parameter values ​​in the vertex compensation function relationship corresponding to the goal object to solve for the compensation coefficients corresponding to each vertex of the goal object.

6. The method according to claim 4, characterized in that, The step of determining the compensation coefficients corresponding to each vertex of the object to be vibrated based on the reference coordinates of each vertex and the corresponding vertex compensation function relationship of the object to be vibrated includes: If the object to be vibrated is the net object, then the reference coordinates of each vertex of the net object are used as parameter values ​​in the first vertex compensation function relationship corresponding to the net object to solve for the first compensation coefficient corresponding to each vertex of the net object. The first compensation coefficient is used to indicate the vertex of the net object that participates in the vibration in the first direction.

7. The method according to claim 4, characterized in that, The step of determining the compensation coefficients corresponding to each vertex of the object to be vibrated based on the reference coordinates of each vertex and the corresponding vertex compensation function relationship of the object to be vibrated includes: If the object to be vibrated is the net object, then the reference coordinates of each vertex of the net object are used as parameter values ​​in the second vertex compensation function relationship corresponding to the net object to solve for the second compensation coefficient corresponding to each vertex of the net object. The second compensation coefficient is used to indicate the vertices of the net object that participate in the vibration in the second direction and the third direction.

8. The method according to claim 1, characterized in that, The step of determining the vibration position of each vertex of the object to be vibrated at each vibration time based on the vertex offset distance associated with each vibration time of the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated, and the preset vibration direction includes: Multiply the vertex offset distance associated with each vibration time of the object to be vibrated by the compensation coefficient corresponding to each vertex of the object to be vibrated to obtain the vibration offset distance of each vertex of the object to be vibrated at each vibration time. Based on the vibration offset distance of each vertex of the object to be vibrated at each vibration time and the preset vibration direction, the vibration position of each vertex of the object to be vibrated at each vibration time is determined.

9. The method according to claim 8, characterized in that, Determining the vibration position of each vertex of the object to be vibrated at each vibration time based on the vibration offset distance of each vertex at each vibration time and the preset vibration direction includes: If the preset vibration direction is the first direction, then the vibration offset distance of each vertex of the object to be vibrated at each vibration time is added to the position coordinates of each vertex of the object to be vibrated in the first direction to determine the vibration position of each vertex of the object to be vibrated at each vibration time.

10. The method according to claim 8, characterized in that, Determining the vibration position of each vertex of the object to be vibrated at each vibration time based on the vibration offset distance of each vertex at each vibration time and the preset vibration direction includes: If the preset vibration direction is a second direction or a third direction, then the vibration offset distance of each vertex of the object to be vibrated in the second direction and the third direction is determined according to the vertex offset distance associated with each vibration time of the object to be vibrated and the compensation coefficient of each vertex of the object to be vibrated in the second direction and the third direction. Based on the vibration offset distance of each vertex of the object to be vibrated in the second direction and the third direction corresponding to each vibration time, the position coordinates of each vertex of the object to be vibrated in the second direction and the position coordinates in the third direction, the vibration position of each vertex of the object to be vibrated at each vibration time corresponding to the second direction and the third direction is determined.

11. A game information generation device, characterized in that, A graphical user interface is provided via a terminal device, wherein at least one virtual goal and net from a game scene is displayed on the graphical user interface, and the device includes: The determination module is used to determine shooting parameters based on shooting game data in response to the virtual goal net being hit. The determining module is further configured to determine the vertex offset distance associated with each vibration time corresponding to the object to be vibrated based on the shooting parameters and the pre-constructed vertex offset function relationship corresponding to the object to be vibrated in the virtual goal and net. The object to be vibrated includes: goal object and / or net object. The determining module is further configured to determine the compensation coefficient corresponding to each vertex of the object to be vibrated based on the position coordinates of each vertex of the object to be vibrated and the pre-constructed vertex compensation function relationship corresponding to the object to be vibrated. The determining module is further configured to determine the vibration position of each vertex of the object to be vibrated at each vibration time based on the vertex offset distance associated with each vibration time of the object to be vibrated, the compensation coefficient corresponding to each vertex of the object to be vibrated, and the preset vibration direction. The display module is used to render and display the vibration animation of the virtual goal net on the graphical user interface according to the vibration position of each vertex of the object to be vibrated at each vibration time.

12. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game information generation method as described in any one of claims 1-10.

13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which, when executed by a processor, performs the steps of the game information generation method as described in any one of claims 1-10.

Citation Information

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