Game resource loading method and device, electronic equipment and storage medium

CN116889733BActive Publication Date: 2026-09-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310871134.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-14
Publication Date
2026-09-29
Estimated Expiration
2043-07-14

AI Technical Summary

Technical Problem

[0003]在游戏客户端登录游戏进入游戏场景或切换场景时,现有的游戏资源加载方法主要分为同步加载和多线程异步加载,同步加载是主线程将所有的游戏资源统一加载至内存中,但是在资源加载压力超过终端设备的性能时,游戏客户端会存在明显的卡顿,影响玩家游戏体验

Benefits of technology

[0067]上述实施例提供的游戏资源加载方法,在进入预设游戏场景之前,将本地存储单元中预先缓存的第一游戏资源预先加载至内存中,在进入预设游戏场景后,直接从内存中调用第一游戏资源进行显示,并从游戏服务器中加载并显示第二游戏资源,通过预先将第一游戏资源加载至内存中,在进入预设游戏场景后直接从内存中调用显示即可,可以有效降低游戏主线程加载全部游戏资源的压力,与采用多线程异步加载资源相比,本申请的方案可以是第一游戏资源和第二游戏资源之间的显示效果更加连贯,提高游戏资源的视觉效果,使玩家产生沉浸式体验。

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Abstract

The application provides a game resource loading method and device, electronic equipment and a storage medium, and relates to the technical field of computers. The method comprises the following steps: in response to a trigger operation of entering a preset game scene, loading first game resources pre-cached from a preset local storage unit; calling the first game resources to display a graphical user interface with game objects corresponding to the first game resources; loading second game resources for the preset game scene from a game server, wherein the priority of the first game resources is higher than the priority of the second game resources; and calling the second game resources to display game objects corresponding to the second game resources in the graphical user interface. The application can reduce the main thread resource loading pressure, guarantee the game running process, and ensure the resource loading continuity.
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Description

Technical Field

[0001] This invention relates to the field of computer technology, and more specifically, to a method, apparatus, electronic device, and storage medium for loading game resources. Background Technology

[0002] To enhance the user experience and game quality, game software often incorporates a large amount of game resources to enrich the game scenarios.

[0003] When logging into a game client and entering or switching game scenes, existing game resource loading methods are mainly divided into synchronous loading and multi-threaded asynchronous loading. Synchronous loading involves the main thread loading all game resources into memory at the same time. However, when the resource loading pressure exceeds the performance of the terminal device, the game client will experience noticeable lag, affecting the player's gaming experience.

[0004] Multi-threaded asynchronous loading uses multiple threads to load different game resources separately, thus distributing the load on the main thread. However, due to the different loading order and speed of different threads, resource loading becomes discontinuous, resulting in poor visual effects and failing to provide players with an immersive experience. Summary of the Invention

[0005] The purpose of this invention is to address the shortcomings of the prior art by providing a game resource loading method, apparatus, electronic device, and storage medium to reduce the resource loading pressure on the main thread, ensure the smooth operation of the game, and guarantee the continuity of resource loading.

[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 resource loading method, the method comprising:

[0008] In response to the trigger operation of entering the preset game scene, load the first pre-cached game resource from the preset local storage unit;

[0009] The first game resource is invoked to display a graphical user interface containing the game object corresponding to the first game resource;

[0010] Load a second game resource for the preset game scene from the game server, wherein the first game resource has a higher priority than the second game resource;

[0011] The second game resource is invoked to display the game object corresponding to the second game resource in the graphical user interface.

[0012] Optionally, the first game resource includes: interface resources, scene resources, and character resources;

[0013] The step of calling the first game resource to display a graphical user interface with a game object corresponding to the first game resource includes:

[0014] Determine whether the scene resources match the preset game scene;

[0015] If the scene resource matches the preset game scene, then the interface resource, the scene resource, and the character resource are invoked to display the graphical user interface, and the preset game scene and virtual character are displayed in the graphical user interface.

[0016] Optionally, the step of calling the first game resource to display a graphical user interface with a game object corresponding to the first game resource further includes:

[0017] If the scene resources do not match the preset game scene, the interface resources and the character resources are invoked to display the graphical user interface and the virtual character is displayed in the graphical user interface;

[0018] The game server loads and calls the scene resources of the preset game scene to display the preset game scene in the graphical user interface.

[0019] Optionally, the first game resource may also include: special effects resources;

[0020] The step of calling the first game resource to display a graphical user interface with a game object corresponding to the first game resource further includes:

[0021] The special effects resource is invoked to display the corresponding display effect in the graphical user interface.

[0022] Optionally, before the response triggers the entry into a preset game scene and loads the pre-cached first game resource from a preset local storage unit, the method further includes:

[0023] Statistical analysis of resource loading frequency within a preset historical time period;

[0024] Based on the resource loading frequency, obtain target game resources that meet the preset resource loading conditions from the game server;

[0025] The target game resources are stored in the local storage unit, and the first game resources include the target game resources.

[0026] Optionally, obtaining target game resources that meet preset resource loading conditions from the game server based on the resource loading frequency includes:

[0027] Based on the resource loading frequency, determine the resource identifier of the target game resource that meets the preset resource loading conditions;

[0028] Update the resource identifier to the preset resource list;

[0029] According to the preset resource list, the target game resources are obtained from the game server.

[0030] Optionally, the method further includes:

[0031] In response to a game exit operation, the scene resources of the target game scene corresponding to the game exit operation are obtained from the game server;

[0032] The scene resources of the target game scene are stored in the local storage unit, and the first game resource further includes the scene resources of the target game scene.

[0033] Optionally, the method further includes:

[0034] Release the scene resources.

[0035] Optionally, before the response triggers the entry into a preset game scene and loads the pre-cached first game resource from a preset local storage unit, the method further includes:

[0036] The game login operation is determined to be the trigger operation for entering the preset game scene, where the preset game scene is the game scene corresponding to the virtual character's game progress; or,

[0037] The game scene switching operation is determined to be the trigger operation of the preset game scene, where the preset game scene is the target game scene corresponding to the game scene switching operation.

[0038] Secondly, embodiments of this application also provide a game resource loading device, the device comprising:

[0039] The first resource loading module is used to respond to the trigger operation of entering the preset game scene and load the pre-cached first game resources from the preset local storage unit.

[0040] The interface display module is used to call the first game resource to display a graphical user interface with the game object corresponding to the first game resource;

[0041] The second resource loading module is used to load second game resources for the preset game scene from the game server;

[0042] The interface display module is further configured to invoke the second game resource to display the game object corresponding to the second game resource in the graphical user interface, wherein the priority of the first game resource is higher than the priority of the second game resource.

[0043] Optionally, the first game resource includes: interface resources, scene resources, and character resources; the interface display module includes:

[0044] A scene determination unit is used to determine whether the scene resource matches the preset game scene;

[0045] The interface display unit is used to call the interface resources, the scene resources, and the character resources to display the graphical user interface if the scene resources match the preset game scene, and to display the preset game scene and virtual character in the graphical user interface.

[0046] Optionally, the interface display unit is further configured to, if the scene resources do not match the preset game scene, invoke the interface resources and the character resources to display the graphical user interface and display the virtual character in the graphical user interface;

[0047] The second resource loading module is further configured to load and call the scene resources of the preset game scene from the game server, so as to display the preset game scene in the graphical user interface.

[0048] Optionally, the first game resource further includes: special effects resources; the interface display module is also used to call the special effects resources to display the display effect corresponding to the special effects resources in the graphical user interface.

[0049] Optionally, before the first resource loading module, the apparatus further includes:

[0050] The load frequency statistics module is used to count the resource load frequency within a preset historical time period;

[0051] The target resource determination module is used to obtain target game resources that meet preset resource loading conditions from the game server based on the resource loading frequency.

[0052] A target resource storage module is used to store the target game resources in the local storage unit, wherein the first game resource includes the target game resources.

[0053] Optionally, the target resource determination module includes:

[0054] The resource identifier determination unit is used to determine the resource identifier of the target game resource that meets the preset resource loading conditions based on the resource loading frequency.

[0055] The list update unit is used to update the resource identifier to a preset resource list;

[0056] The target resource acquisition unit is used to acquire the target game resource from the game server according to the preset resource list.

[0057] Optionally, the device further includes:

[0058] The scene resource acquisition module is used to respond to the game exit operation and acquire the scene resources of the target game scene corresponding to the game exit operation from the game server;

[0059] The scene resource storage module is used to store the scene resources of the target game scene into the local storage unit, and the first game resource further includes: the scene resources of the target game scene.

[0060] Optionally, the device further includes:

[0061] The resource release module is used to release the scene resources.

[0062] Optionally, before the first resource loading module, the apparatus further includes:

[0063] The trigger operation determination module is used to determine that the game login operation is a trigger operation for entering the preset game scene, wherein the preset game scene is the game scene corresponding to the game progress of the virtual character; or, to determine that the game scene switching operation is a trigger operation for the preset game scene, wherein the preset game scene is the target game scene corresponding to the game scene switching operation.

[0064] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores program 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 program instructions to perform the steps of the game resource loading method as described in any of the first aspects.

[0065] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game resource loading method as described in any of the first aspects.

[0066] The beneficial effects of this application are:

[0067] The game resource loading method provided in the above embodiments preloads the first game resource, which is pre-cached in the local storage unit, into memory before entering the preset game scene. After entering the preset game scene, the first game resource is directly called from memory for display, and the second game resource is loaded and displayed from the game server. By preloading the first game resource into memory, it can be directly called from memory for display after entering the preset game scene, which can effectively reduce the pressure on the main thread of the game to load all game resources. Compared with multi-threaded asynchronous resource loading, the solution of this application can make the display effect between the first game resource and the second game resource more coherent, improve the visual effect of the game resources, and give players an immersive experience. Attached Figure Description

[0068] To more clearly illustrate the technical solutions of the embodiments of this application, 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 of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0069] Figure 1 A flowchart illustrating the game resource loading method provided in this application embodiment. Figure 1 ;

[0070] Figure 2 A flowchart illustrating the game resource loading method provided in this application embodiment. Figure 2 ;

[0071] Figure 3 A flowchart illustrating the game resource loading method provided in this application embodiment. Figure 3 ;

[0072] Figure 4 A flowchart illustrating the game resource loading method provided in this application embodiment. Figure 4 ;

[0073] Figure 5 A flowchart illustrating the game resource loading method provided in this application embodiment. Figure 5 ;

[0074] Figure 6 This is a schematic diagram of the structure of the game resource loading device provided in the embodiments of this application;

[0075] Figure 7 A schematic diagram of the electronic device provided by the present invention. Detailed Implementation

[0076] 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 some embodiments of the present invention, but not all embodiments.

[0077] 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.

[0078] Furthermore, the terms "first," "second," etc., used in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Additionally, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0079] It should be noted that, where there is no conflict, the features in the embodiments of this application can be combined with each other.

[0080] When a game client is installed on a terminal device, existing game resource loading methods are mainly divided into synchronous loading and multi-threaded asynchronous loading when logging into the game or switching scenes. Synchronous loading involves the main thread loading all game resources from the game server into memory. However, when the resource loading pressure exceeds the performance of the terminal device, the game client will experience noticeable lag, affecting the player's gaming experience.

[0081] Multi-threaded asynchronous loading uses multiple threads to load different game resources from the game server, thus distributing the load on the main thread. However, due to the different loading order and speed of the different threads, resource loading becomes discontinuous, resulting in poor visual effects and failing to provide players with an immersive experience.

[0082] To address the problems existing in the prior art, this invention aims to provide a game resource loading method, apparatus, electronic device, and storage medium. Part of the game resources are pre-stored in the local storage unit of the terminal device. When entering a preset game scene, some game resources are loaded into memory. These resources are then directly accessed and displayed in the graphical user interface. Other game resources are loaded and displayed from the game server. This approach reduces the pressure on the main thread to load game resources from the game server, ensuring smooth operation of the game client. Furthermore, pre-loading some game resources into memory allows for direct access to them in the graphical user interface when needed, eliminating the need to wait for the thread to load resources from the game server and ensuring consistent resource display.

[0083] In one embodiment of the present invention, the game resource loading method can run on a local terminal device or a server. When the game resource loading 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.

[0084] 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 separated. The loading of game resources and the generation of game screens are completed on the cloud gaming server. The client device is used for receiving and sending data and displaying the game screen. 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 performed 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 data such as the graphical user interface, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0085] In an alternative implementation, the terminal device can be a local terminal device. 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, that is, conventionally downloading, installing, and running the game program through the terminal device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0086] This application provides a method for loading game resources, the execution entity of which can be a terminal device, which provides a graphical user interface. In practical applications, the terminal device can be any of the following: desktop computer, laptop computer, tablet computer, smartphone, game console, etc., and this application does not impose specific limitations on this.

[0087] Please refer to Figure 1 This is a flowchart illustrating the game resource loading method provided in this application embodiment. Figure 1 ,like Figure 1 As shown, the method may include:

[0088] S20: In response to the trigger operation of entering the preset game scene, load the first pre-cached game resource from the preset local storage unit.

[0089] In this embodiment, the preset game scene is one of a variety of game scenes provided by the game client. The preset game scene can be the default game scene among the multiple game scenes, or it can be the target game scene selected from multiple game scenes. This embodiment does not limit this.

[0090] The first game resource is a portion of all game resources in the game. The first game resource can be a game resource that needs to be loaded regularly and / or a game resource with a higher loading frequency. During the game's operation, statistical analysis is performed on all game resources to determine the first game resource from all game resources, and the first game resource is pre-cached in the local storage unit.

[0091] In some embodiments, after receiving a trigger operation to enter a preset game scene, a thread is created to load the first game resource. The thread loads the first game resource cached in the local storage unit into memory.

[0092] In one possible implementation, before the above-mentioned S20 response to the triggering operation of entering the preset game scene and loading the pre-cached first game resource from the preset local storage unit, the method may further include:

[0093] The game login operation is determined to be the trigger operation for entering a preset game scene, where the preset game scene is the game scene corresponding to the virtual character's game progress; or, the game scene switching operation is determined to be the trigger operation for a preset game scene, where the preset game scene is the target game scene corresponding to the game scene switching operation.

[0094] In this embodiment, if the triggering operation for entering the preset game scene is a game login operation, the game progress of the virtual character is obtained from the server, and the game scene corresponding to the game progress of the virtual character is determined to be the preset game scene; if the game client is logged in, and the player selects the target game scene from multiple game scenes, the triggering operation for the preset game scene is a game scene switching operation from the current game scene to the target game scene.

[0095] S30: Call the first game resource to display a graphical user interface with the game object corresponding to the first game resource.

[0096] In this embodiment, after entering the preset game scene, when it is determined that the first game resource needs to be displayed in the preset game scene, the first game resource is directly called from memory and rendered in the graphical user interface to display the game object corresponding to the first game resource in the graphical user interface.

[0097] In some embodiments, the order in which each first game resource is called can be determined based on its importance, and the game objects corresponding to the first game resources can be called from memory and displayed sequentially according to the order in which they are called.

[0098] S40: Load a second game resource for a preset game scene from the game server.

[0099] The first game resource has a higher priority than the second game resource.

[0100] In this embodiment, the second game resource is any other game resource in the preset game scene besides the first game resource. The first game resource has a higher priority than the second game resource, meaning that the first game resource is the game resource that needs to be displayed before the second game resource. Therefore, it is necessary to preload the first game resource into memory so that it can be directly called from memory for display after entering the preset game scene, thereby reducing the pressure on the game's main thread to load all game resources.

[0101] Since the second game resource has a lower priority, it is not necessary to load the second game resource into memory before entering the game scene. Instead, the main game thread can load the second game resource for the preset game scene from the game server into memory during the process of calling the first game resource from memory.

[0102] S50: Call the second game resource to display the game object corresponding to the second game resource in the graphical user interface.

[0103] In this embodiment, the second game resource is called from memory and rendered in the graphical user interface to display the game object corresponding to the second game resource in the graphical user interface. After the above steps S20-S50, the loading and display of all game resources in the preset game scene are completed.

[0104] The game resource loading method provided in the above embodiments preloads the first game resource, which is pre-cached in the local storage unit, into memory before entering the preset game scene. After entering the preset game scene, the first game resource is directly called from memory for display, and the second game resource is loaded and displayed from the game server. By preloading the first game resource into memory, it can be directly called from memory for display after entering the preset game scene, which can effectively reduce the pressure on the main thread of the game to load all game resources. Compared with multi-threaded asynchronous resource loading, the solution of this application can make the display effect between the first game resource and the second game resource more coherent, improve the visual effect of the game resources, and give players an immersive experience.

[0105] The following combination Figure 2 One possible implementation of a graphical user interface that displays game objects with first game resources is described.

[0106] Please refer to Figure 2 This is a flowchart illustrating the game resource loading method provided in this application embodiment. Figure 2 ,like Figure 2 As shown, the process of S30 above, which calls the first game resource to display a graphical user interface with a game object corresponding to the first game resource, may include:

[0107] S31: Determine whether the scene resources match the preset game scene.

[0108] In this embodiment, the first game resource includes: interface resources, scene resources, and character resources. Interface resources are UI resources, such as functional controls in a graphical user interface and background image resources of a primary interface. Scene resources are resources in a game scene, such as buildings, obstacles, and decorations in the scene. Character resources are appearance resources related to the virtual character controlled by the player, such as the virtual character's appearance, clothing, and mounts.

[0109] Interface resources are generally fixed resources in the game. All game scenes have the same interface resources, so there is no situation where interface resources do not match the game scene.

[0110] The virtual characters targeted by the character resources move around in the game scene. When a player enters a preset game scene, the virtual characters appear in the preset game scene. Therefore, there is no situation where the character resources do not match the game scene.

[0111] However, while each of the multiple game scenes provided in the game has a unique corresponding matching scene resource, the scene resources pre-stored in the local storage unit may not be the scene resources corresponding to the preset game scene. Therefore, it is necessary to judge the game scene to which the scene resource belongs and the preset game scene to determine whether the scene resource matches the preset game scene.

[0112] S32: If the scene resources match the preset game scene, call the interface resources, scene resources and character resources to display the graphical user interface, and display the preset game scene and virtual character in the graphical user interface.

[0113] In this embodiment, if the game scene to which the scene resource belongs is the same game scene as the preset game scene, it is determined that the scene resource matches the preset game scene. The interface resource is called, and a graphical user interface is displayed according to the functional controls, background resources, etc. corresponding to the interface resource. The graphical user interface contains the functional controls, background resources, etc. corresponding to the interface resource. According to the scene resource, the preset game scene is rendered and displayed in the graphical user interface. According to the character resource, the virtual character corresponding to the character resource is rendered into the preset game scene and displayed through the graphical user interface.

[0114] In some embodiments, the first game resource further includes: special effects resources. The process of calling the first game resource in S30 to display a graphical user interface with a game object corresponding to the first game resource may further include:

[0115] Call upon special effects resources to display the corresponding display effects in the graphical user interface.

[0116] In this embodiment, the special effects resources include: interface special effects resources, scene special effects resources, and / or character special effects resources. Based on the interface special effects resources, rendering is performed on the graphical user interface to display the interface display effect corresponding to the interface special effects resources. Based on the scene special effects resources, rendering is performed on a preset game scene to display the scene display effect corresponding to the scene special effects resources on the graphical user interface. Based on the character special effects resources, rendering is performed on a virtual character to display the character display effect corresponding to the character special effects resources on the graphical user interface.

[0117] In one possible implementation, such as Figure 2 As shown, the process of S30 above, which calls the first game resource to display a graphical user interface with a game object corresponding to the first game resource, may further include:

[0118] S33: If the scene resources do not match the preset game scene, call the interface resources and character resources to display the graphical user interface and display the virtual character in the graphical user interface.

[0119] In this embodiment, if the game scene to which the scene resource belongs is not the same game scene as the preset game scene, it is determined that the scene resource does not match the preset game scene. The interface resource is called, and a graphical user interface is displayed according to the functional controls, background map resources, etc. corresponding to the interface resource. The graphical user interface contains the functional controls, background map resources, etc. corresponding to the interface resource. According to the character resource, the virtual character is rendered and displayed in the graphical user interface.

[0120] In some embodiments, the method may further include:

[0121] Release scene resources.

[0122] In this embodiment, if it is determined that the scene resources loaded from the local storage unit do not match the preset game scene, the scene resources are released from memory to avoid visual errors caused by calling the wrong scene resources for display.

[0123] S34: Load and call the scene resources of the preset game scene from the game server to display the preset game scene in the graphical user interface.

[0124] In this embodiment, the game's main thread loads scene resources for a preset game scene from the game server into memory, calls the scene resources of the preset game scene from memory, and renders and displays the preset game scene in the graphical user interface based on the scene resources of the preset game scene.

[0125] The game resource loading method provided in the above embodiments determines whether to call and display the scene resource by judging whether the scene resource matches the preset game scene. This avoids the display of scene resources that do not match the preset game scene due to the reduction of the resource loading pressure of the main thread by preloading resources, thus ensuring the player's visual experience.

[0126] The following combination Figure 3 One possible implementation for caching the first game resource in local storage is described.

[0127] Please refer to Figure 3 This is a flowchart illustrating the game resource loading method provided in this application embodiment. Figure 3 ,like Figure 3 As shown, before the trigger operation of entering the preset game scene in response to the above S20, and before loading the pre-cached first game resource from the preset local storage unit, the method may further include:

[0128] S11: Count the frequency of resource loading within a preset historical time period.

[0129] Since the interface resources are fixed resources, they can be directly cached to the local storage unit. The scene resources stored in the local storage unit are also scene resources of a fixed game scene. Only for character resources and special effects resources, it is necessary to determine the character resources and special effects resources to be cached to the local storage unit.

[0130] In this embodiment, during game operation, all character resources, including virtual objects in the game scene, and all special effects resources in the game scene are collected. The resource loading frequency of all character resources and all special effects resources within a preset historical time period is counted, that is, the number of times all character resources and all special effects resources are used.

[0131] In some embodiments, character resources are divided into character resources of the main virtual character controlled by the player corresponding to the terminal device and character resources of other virtual characters controlled by other players. The main virtual character must also appear in the preset game scene. Therefore, the character resources corresponding to the main virtual character can also be directly cached in the local storage unit as fixed character resources.

[0132] S12: Based on the resource loading frequency, retrieve the target game resources that meet the preset resource loading conditions from the game server.

[0133] In this embodiment, based on the resource loading frequency, character resources and special effects resources that meet the preset loading conditions are determined from all character resources and all special effects resources. The preset loading conditions can be that the resource loading frequency is greater than a preset number of times, or that the resource loading frequency is ranked before a preset order. The character resources and special effects resources that meet the preset loading conditions are determined as popular character resources and popular special effects resources. The target game resources include popular character resources and popular special effects resources.

[0134] S13: Store the target game resources in the local storage unit. The first game resource includes: the target game resources.

[0135] In this embodiment, the target game resources are obtained from the game server and pre-cached in the local storage unit so that when entering the preset game scene, the target game resources are loaded into memory so that the target game resources can be directly called from memory for display after entering the preset game scene.

[0136] In one possible implementation, please refer to Figure 4 This is a flowchart illustrating the game resource loading method provided in this application embodiment. Figure 4 ,like Figure 4 As shown, S12 above, which obtains target game resources that meet preset resource loading conditions from the game server based on resource loading frequency, may include:

[0137] S121: Determine the resource identifier of the target game resource that meets the preset resource loading conditions based on the resource loading frequency.

[0138] S122: Update the resource identifier to the preset resource list.

[0139] S123: Obtain the target game resources from the game server according to the preset resource list.

[0140] In this embodiment, based on the resource loading frequency, the character resources and special effects resources that meet the preset loading conditions are identified as popular character resources and popular special effects resources from all character resources and all special effects resources. The resource identifiers of popular character resources and popular special effects resources are recorded in the preset resource list. The game resources corresponding to the resource identifiers recorded in the preset resource list are the game resources that need to be preloaded into memory during the process of entering the preset game scene.

[0141] In some embodiments, the preset resource list may also include: interface resources, scene resources, and character resources of the main virtual character.

[0142] For example, taking character resources as an example, the specific implementation code for generating a preset resource list is explained. When a player triggers the character creation interface to create a character, character resource data is collected. The following is the code for collecting character resource data:

[0143]

[0144]

[0145] The `collectOneUser` function saves the character resource data of the virtual character controlled by the game player into a `UserData` data structure. The `saveData` function stores the virtual character's resource data in different tables according to the last digit of the player's ID in the `UserData` data structure, and saves it to a local file on the device in frames to distribute performance consumption. The `restoreData` function reads the player data saved locally on the device into memory.

[0146] The specific implementation code for calculating popular character resources can be:

[0147]

[0148]

[0149] The USER_DATA_COLLECTOR.getData function loads all player character resource data stored locally into memory, then iterates through the character resource data, calculates the file path of each resource, and then uses CountTbl to count the number of times each file path appears. The file paths in CountTbl are sorted from largest to smallest according to the number of occurrences, and the returned MostUsefulShapeCCBList is a preset resource list.

[0150] In one possible implementation, the frequency of resource loading for character resources and special effects resources in each game scene can be statistically analyzed to generate different preset resource lists for different game scenes.

[0151] The game resource loading method provided in the above embodiments can effectively reduce the loading pressure of the main thread by statistically analyzing the loading frequency of game resources and pre-storing game resources with higher loading frequency in the local storage unit. Furthermore, loading game resources with higher loading frequency directly from the local storage unit can improve the loading continuity of the game screen.

[0152] The following combination Figure 5This paper describes one possible implementation of determining the scenario resources cached in the local storage unit.

[0153] Please refer to Figure 5 This is a flowchart illustrating the game resource loading method provided in this application embodiment. Figure 5 ,like Figure 5 As shown, the method may further include:

[0154] S124: In response to the game exit operation, retrieve the scene resources of the target game scene corresponding to the game exit operation from the game server.

[0155] S125: Store the scene resources of the target game scene into the local storage unit. The first game resource also includes the scene resources of the target game scene.

[0156] Generally, when a player re-enters the game after closing the game client, they will still enter the game scene before the game client was closed. Therefore, in order to quickly load the game resources in the game scene when entering the game, after receiving the player's game exit operation input for the game client, the target game scene before exiting the game client is determined, the scene resources of the target game scene are obtained from the game server, and the scene resources of the target game scene are stored in the local storage unit.

[0157] In some embodiments, the scene resources stored in the local storage unit are the scene resources of the target game scene before the game client logs out. If the virtual character is still in an AFK state after logging out of the game client and is executing task logic on the server, the virtual character may have entered another game scene when the player logs into the game client again. In this case, the scene resources stored in the local storage unit do not match the game scene entered.

[0158] The game resource loading method provided in the above embodiments stores the scene resources of the target game scene before exiting in the local storage unit when exiting the game client, so that the scene resources can be directly loaded when logging in again, reducing the pressure on the main thread to load resources.

[0159] Based on the above method embodiments, this application also provides a game resource loading device. Please refer to... Figure 6 This is a schematic diagram of the structure of the game resource loading device provided in the embodiments of this application, as shown below. Figure 6 As shown, the device may include:

[0160] The first resource loading module 10 is used to respond to the trigger operation of entering the preset game scene and load the pre-cached first game resources from the preset local storage unit.

[0161] The interface display module 20 is used to call the first game resource to display a graphical user interface with the game object corresponding to the first game resource;

[0162] The second resource loading module 30 is used to load second game resources for a preset game scene from the game server;

[0163] The interface display module 20 is also used to call the second game resource to display the game object corresponding to the second game resource in the graphical user interface, wherein the priority of the first game resource is higher than that of the second game resource.

[0164] Optionally, prior to the first resource loading module 10, the device further includes:

[0165] The trigger operation determination module is used to determine whether the game login operation is a trigger operation for entering a preset game scene, where the preset game scene is the game scene corresponding to the virtual character's game progress; or, to determine whether the game scene switching operation is a trigger operation for a preset game scene, where the preset game scene is the target game scene corresponding to the game scene switching operation.

[0166] The game resource loading device provided in the above embodiments preloads the first game resource, which is pre-cached in the local storage unit, into memory before entering the preset game scene. After entering the preset game scene, the first game resource is directly called from memory for display, and the second game resource is loaded and displayed from the game server. By preloading the first game resource into memory, it can be directly called from memory for display after entering the preset game scene, which can effectively reduce the pressure on the main thread of the game to load all game resources. Compared with multi-threaded asynchronous resource loading, the solution of this application can make the display effect between the first game resource and the second game resource more coherent, improve the visual effect of the game resources, and give players an immersive experience.

[0167] Optionally, the first game resources include: interface resources, scene resources, and character resources; the interface display module 20 includes:

[0168] The scene judgment unit is used to determine whether the scene resources match the preset game scene;

[0169] The interface display unit is used to call interface resources, scene resources, and character resources to display the graphical user interface if the scene resources match the preset game scene, and to display the preset game scene and virtual character in the graphical user interface.

[0170] Optionally, the interface display unit is also used to call interface resources and character resources to display a graphical user interface and display virtual characters in the graphical user interface if the scene resources do not match the preset game scene.

[0171] The second resource loading module 30 is also used to load and call scene resources of the preset game scene from the game server in order to display the preset game scene in the graphical user interface.

[0172] Optionally, the device may also include:

[0173] The resource release module is used to release scene resources.

[0174] Optionally, the first game resource also includes: special effects resources; the interface display module 20 is also used to call the special effects resources to display the corresponding display effects in the graphical user interface.

[0175] The game resource loading device provided in the above embodiments determines whether to call and display the scene resource by judging whether the scene resource matches the preset game scene. This avoids the display of scene resources that do not match the preset game scene due to the reduction of the resource loading pressure of the main thread caused by preloading resources, thus ensuring the player's visual experience.

[0176] Optionally, prior to the first resource loading module 10, the device may further include:

[0177] The load frequency statistics module is used to count the resource load frequency within a preset historical time period;

[0178] The target resource determination module is used to obtain target game resources that meet preset resource loading conditions from the game server based on the resource loading frequency.

[0179] The target resource storage module is used to store the target game resources to the local storage unit. The first game resource includes: the target game resources.

[0180] Optional, the target resource determination module includes:

[0181] The resource identifier determination unit is used to determine the resource identifier of the target game resource that meets the preset resource loading conditions based on the resource loading frequency.

[0182] The list update unit is used to update the resource identifier to the preset resource list;

[0183] The target resource acquisition unit is used to acquire target game resources from the game server according to a preset resource list.

[0184] The game resource loading device provided in the above embodiments can effectively reduce the loading pressure of the main thread loading game resources by statistically analyzing the loading frequency of game resources and pre-storing game resources with higher loading frequency in the local storage unit. Furthermore, loading game resources with higher loading frequency directly from the local storage unit can improve the loading continuity of the game screen.

[0185] Optionally, the device may also include:

[0186] The scene resource acquisition module is used to respond to the game exit operation and obtain the scene resources of the target game scene corresponding to the game exit operation from the game server;

[0187] The scene resource storage module is used to store the scene resources of the target game scene into the local storage unit. The first game resource also includes the scene resources of the target game scene.

[0188] The game resource loading device provided in the above embodiments stores the scene resources of the target game scene before exiting in the local storage unit when exiting the game client, so that the scene resources can be directly loaded when logging in again, reducing the pressure of loading resources on the main thread.

[0189] 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 microprocessors, 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).

[0190] Please refer to Figure 7 This is a schematic diagram of the electronic device provided by the present invention, such as... Figure 7 As shown, the electronic device 100 includes a processor 101, a storage medium 102, and a bus. The storage medium 102 stores program instructions that can be executed by the processor 101. When the electronic device 100 is running, the processor 101 communicates with the storage medium 102 through the bus, and the processor 101 executes the program instructions to perform the above-mentioned game resource loading method.

[0191] Specifically, the steps by which the processor executes the above game resource loading method include:

[0192] In response to the trigger operation of entering the preset game scene, the system loads the first pre-cached game resource from the preset local storage unit; invokes the first game resource to display the graphical user interface with the game object corresponding to the first game resource; loads the second game resource for the preset game scene from the game server; and invokes the second game resource to display the game object corresponding to the second game resource in the graphical user interface.

[0193] In one possible implementation, before the processor executes the trigger operation to enter the preset game scene and loads the pre-cached first game resource from the preset local storage unit, the steps of the processor executing the game resource loading method further include:

[0194] The game login operation is determined to be the trigger operation for entering a preset game scene, where the preset game scene is the game scene corresponding to the virtual character's game progress; or, the game scene switching operation is determined to be the trigger operation for a preset game scene, where the preset game scene is the target game scene corresponding to the game scene switching operation.

[0195] The game resource loading method executed by the processor in the above embodiment preloads the first game resource, which is pre-cached in the local storage unit, into memory before entering the preset game scene. After entering the preset game scene, the first game resource is directly called from memory for display, and the second game resource is loaded and displayed from the game server. By preloading the first game resource into memory, it can be directly called from memory for display after entering the preset game scene, which can effectively reduce the pressure on the main thread of the game to load all game resources. Compared with multi-threaded asynchronous resource loading, the solution of this application can make the display effect between the first game resource and the second game resource more coherent, improve the visual effect of the game resources, and give players an immersive experience.

[0196] In one possible implementation, the process of the processor executing the above-described invocation of the first game resource to display a graphical user interface having a game object corresponding to the first game resource may include:

[0197] Determine if the scene resources match the preset game scene; if they match, call the interface resources, scene resources, and character resources to display the graphical user interface, and display the preset game scene and virtual character in the graphical user interface.

[0198] In some embodiments, the first game resource further includes: special effects resources. The process of the processor executing the above-described invocation of the first game resource to display a graphical user interface having a game object corresponding to the first game resource may further include:

[0199] Call upon special effects resources to display the corresponding display effects in the graphical user interface.

[0200] In one possible implementation, the process of the processor executing the above-described call to the first game resource to display a graphical user interface having a game object corresponding to the first game resource may further include:

[0201] If the scene resources do not match the preset game scene, call the interface resources and character resources to display the graphical user interface and display the virtual character in the graphical user interface; load and call the scene resources of the preset game scene from the game server to display the preset game scene in the graphical user interface.

[0202] In some embodiments, the step of the processor executing the above game resource loading method further includes:

[0203] Release scene resources.

[0204] The game resource loading method executed by the processor in the above embodiment determines whether to call and display the scene resource by judging whether the scene resource matches the preset game scene. This avoids the display of scene resources that do not match the preset game scene due to the reduction of the resource loading pressure of the main thread by preloading resources, thus ensuring the player's visual experience.

[0205] In one possible implementation, before the processor executes the trigger operation to enter the preset game scene and loads the pre-cached first game resource from the preset local storage unit, the processor's execution of the game resource loading method further includes:

[0206] Statistically count the frequency of resource loading within a preset historical time period; based on the resource loading frequency, obtain target game resources that meet the preset resource loading conditions from the game server; store the target game resources in the local storage unit, the first game resource including: target game resources.

[0207] In one possible implementation, the processor's execution of retrieving target game resources that meet preset resource loading conditions from the game server based on resource loading frequency may include:

[0208] Based on the resource loading frequency, determine the resource identifier of the target game resource that meets the preset resource loading conditions; update the resource identifier to the preset resource list; and obtain the target game resource from the game server according to the preset resource list.

[0209] The game resource loading method executed by the processor in the above embodiment can effectively reduce the loading pressure of the main thread by statistically analyzing the loading frequency of game resources and pre-storing game resources with higher loading frequency in the local storage unit. Furthermore, loading game resources with higher loading frequency directly from the local storage unit can improve the loading continuity of the game screen.

[0210] In one possible implementation, the steps of the processor executing the above game resource loading method further include:

[0211] In response to a game exit operation, the system retrieves the scene resources of the target game scene corresponding to the game exit operation from the game server; and stores the scene resources of the target game scene in the local storage unit. The first game resource also includes the scene resources of the target game scene.

[0212] The game resource loading method executed by the processor in the above embodiment stores the scene resources of the target game scene before exiting in the local storage unit when exiting the game client, so that the scene resources can be directly loaded when logging in again, reducing the pressure on the main thread to load resources.

[0213] Optionally, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when run by a processor, executes the steps of the above-described game resource loading method.

[0214] Specifically, the steps by which the processor executes the above game resource loading method include:

[0215] In response to the trigger operation of entering the preset game scene, the system loads the first pre-cached game resource from the preset local storage unit; invokes the first game resource to display the graphical user interface with the game object corresponding to the first game resource; loads the second game resource for the preset game scene from the game server; and invokes the second game resource to display the game object corresponding to the second game resource in the graphical user interface.

[0216] In one possible implementation, before the processor executes the trigger operation to enter the preset game scene and loads the pre-cached first game resource from the preset local storage unit, the steps of the processor executing the game resource loading method further include:

[0217] The game login operation is determined to be the trigger operation for entering a preset game scene, where the preset game scene is the game scene corresponding to the virtual character's game progress; or, the game scene switching operation is determined to be the trigger operation for a preset game scene, where the preset game scene is the target game scene corresponding to the game scene switching operation.

[0218] The game resource loading method executed by the processor in the above embodiment preloads the first game resource, which is pre-cached in the local storage unit, into memory before entering the preset game scene. After entering the preset game scene, the first game resource is directly called from memory for display, and the second game resource is loaded and displayed from the game server. By preloading the first game resource into memory, it can be directly called from memory for display after entering the preset game scene, which can effectively reduce the pressure on the main thread of the game to load all game resources. Compared with multi-threaded asynchronous resource loading, the solution of this application can make the display effect between the first game resource and the second game resource more coherent, improve the visual effect of the game resources, and give players an immersive experience.

[0219] In one possible implementation, the process of the processor executing the above-described invocation of the first game resource to display a graphical user interface having a game object corresponding to the first game resource may include:

[0220] Determine if the scene resources match the preset game scene; if they match, call the interface resources, scene resources, and character resources to display the graphical user interface, and display the preset game scene and virtual character in the graphical user interface.

[0221] In some embodiments, the first game resource further includes: special effects resources. The process of the processor executing the above-described invocation of the first game resource to display a graphical user interface having a game object corresponding to the first game resource may further include:

[0222] Call upon special effects resources to display the corresponding display effects in the graphical user interface.

[0223] In one possible implementation, the process of the processor executing the above-described call to the first game resource to display a graphical user interface having a game object corresponding to the first game resource may further include:

[0224] If the scene resources do not match the preset game scene, call the interface resources and character resources to display the graphical user interface and display the virtual character in the graphical user interface; load and call the scene resources of the preset game scene from the game server to display the preset game scene in the graphical user interface.

[0225] In some embodiments, the step of the processor executing the above game resource loading method further includes:

[0226] Release scene resources.

[0227] The game resource loading method executed by the processor in the above embodiment determines whether to call and display the scene resource by judging whether the scene resource matches the preset game scene. This avoids the display of scene resources that do not match the preset game scene due to the reduction of the resource loading pressure of the main thread by preloading resources, thus ensuring the player's visual experience.

[0228] In one possible implementation, before the processor executes the trigger operation to enter the preset game scene and loads the pre-cached first game resource from the preset local storage unit, the processor's execution of the game resource loading method further includes:

[0229] Statistically count the frequency of resource loading within a preset historical time period; based on the resource loading frequency, obtain target game resources that meet the preset resource loading conditions from the game server; store the target game resources in the local storage unit, the first game resource including: target game resources.

[0230] In one possible implementation, the processor's execution of retrieving target game resources that meet preset resource loading conditions from the game server based on resource loading frequency may include:

[0231] Based on the resource loading frequency, determine the resource identifier of the target game resource that meets the preset resource loading conditions; update the resource identifier to the preset resource list; and obtain the target game resource from the game server according to the preset resource list.

[0232] The game resource loading method executed by the processor in the above embodiment can effectively reduce the loading pressure of the main thread by statistically analyzing the loading frequency of game resources and pre-storing game resources with higher loading frequency in the local storage unit. Furthermore, loading game resources with higher loading frequency directly from the local storage unit can improve the loading continuity of the game screen.

[0233] In one possible implementation, the steps of the processor executing the above game resource loading method further include:

[0234] In response to a game exit operation, the system retrieves the scene resources of the target game scene corresponding to the game exit operation from the game server; and stores the scene resources of the target game scene in the local storage unit. The first game resource also includes the scene resources of the target game scene.

[0235] The game resource loading method executed by the processor in the above embodiment stores the scene resources of the target game scene before exiting in the local storage unit when exiting the game client, so that the scene resources can be directly loaded when logging in again, reducing the pressure on the main thread to load resources.

[0236] In the several embodiments provided by this invention, 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.

[0237] 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.

[0238] Furthermore, the functional units in the various embodiments of the present invention 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 the form of hardware plus software functional units.

[0239] 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 the present invention. 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.

[0240] The above are merely specific embodiments of the present invention, but the scope of protection of the present invention is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for loading game resources, characterized in that, The method includes: In response to the trigger operation of entering the preset game scene, load the first pre-cached game resource from the preset local storage unit; The first game resource is invoked to display a graphical user interface containing the game object corresponding to the first game resource; Load a second game resource for the preset game scene from the game server, wherein the first game resource has a higher priority than the second game resource; The second game resource is invoked to display the game object corresponding to the second game resource in the graphical user interface; The first game resource includes: interface resources, scene resources, and character resources; The step of calling the first game resource to display a graphical user interface with a game object corresponding to the first game resource includes: Determine whether the scene resources match the preset game scene; If the scene resource matches the preset game scene, then the interface resource, the scene resource, and the character resource are invoked to display the graphical user interface, and the preset game scene and virtual character are displayed in the graphical user interface; If the scene resources do not match the preset game scene, the interface resources and the character resources are invoked to display the graphical user interface and the virtual character is displayed in the graphical user interface; The game server loads and calls the scene resources of the preset game scene to display the preset game scene in the graphical user interface.

2. The game resource loading method according to claim 1, characterized in that, The first game resource also includes: special effects resources; The step of calling the first game resource to display a graphical user interface with a game object corresponding to the first game resource further includes: The special effects resource is invoked to display the corresponding display effect in the graphical user interface.

3. The game resource loading method according to claim 1, characterized in that, Before the response triggers the entry into the preset game scene and loads the pre-cached first game resource from the preset local storage unit, the method further includes: Statistical analysis of resource loading frequency within a preset historical time period; Based on the resource loading frequency, obtain target game resources that meet the preset resource loading conditions from the game server; The target game resources are stored in the local storage unit, and the first game resources include the target game resources.

4. The game resource loading method according to claim 3, characterized in that, The step of obtaining target game resources that meet preset resource loading conditions from the game server based on the resource loading frequency includes: Based on the resource loading frequency, determine the resource identifier of the target game resource that meets the preset resource loading conditions; Update the resource identifier to the preset resource list; According to the preset resource list, the target game resources are obtained from the game server.

5. The game resource loading method according to claim 3, characterized in that, The method further includes: In response to a game exit operation, the scene resources of the target game scene corresponding to the game exit operation are obtained from the game server; The scene resources of the target game scene are stored in the local storage unit, and the first game resource further includes the scene resources of the target game scene.

6. The game resource loading method according to claim 1, characterized in that, The method further includes: Release the scene resources.

7. The game resource loading method according to any one of claims 1-6, characterized in that, Before the response triggers the entry into the preset game scene and loads the pre-cached first game resource from the preset local storage unit, the method further includes: The game login operation is determined to be the trigger operation for entering the preset game scene, where the preset game scene is the game scene corresponding to the virtual character's game progress; or, The game scene switching operation is determined to be the trigger operation of the preset game scene, where the preset game scene is the target game scene corresponding to the game scene switching operation.

8. A game resource loading device, characterized in that, The game resource loading device includes: The first resource loading module is used to respond to the trigger operation of entering the preset game scene and load the pre-cached first game resources from the preset local storage unit. The interface display module is used to call the first game resource to display a graphical user interface with the game object corresponding to the first game resource; The second resource loading module is used to load second game resources for the preset game scene from the game server; The interface display module is further configured to call the second game resource to display the game object corresponding to the second game resource in the graphical user interface, wherein the priority of the first game resource is higher than the priority of the second game resource. The first game resource includes: interface resources, scene resources, and character resources; the interface display module includes: A scene determination unit is used to determine whether the scene resource matches the preset game scene; The interface display unit is used to, if the scene resource matches the preset game scene, call the interface resource, the scene resource, and the character resource to display the graphical user interface, and display the preset game scene and virtual character in the graphical user interface; if the scene resource does not match the preset game scene, call the interface resource and the character resource to display the graphical user interface, and display the virtual character in the graphical user interface. The second resource loading module is further configured to load and call the scene resources of the preset game scene from the game server, so as to display the preset game scene in the graphical user interface.

9. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus. The storage medium stores program 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 program instructions to perform the steps of the game resource loading method as described in any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, performs the steps of the game resource loading method as described in any one of claims 1 to 7.

Citation Information

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