Method, apparatus and electronic device for generating virtual vehicle

By generating and configuring virtual vehicles with overall physics simulation in the game editor, the problem of motion lag in virtual vehicles was solved, achieving a simulation of realistic driving feel and improving the player experience.

CN117462957BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-09-27
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

The motion performance of virtual vehicles in existing game editors is lagging, failing to simulate the driving feel in the real world and affecting the player experience.

Method used

The game editing interface is provided through the terminal device, the target virtual vehicle is generated and the overall physical simulation is configured. The independent physical simulations of scene components are merged into the overall physical properties, and the vehicle parameters are determined in response to the editing operation to simulate the real driving feel.

Benefits of technology

It improves the movement performance of virtual vehicles, conforms to the physical laws of the real world, and enhances the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention provides a method, apparatus, and electronic device for generating virtual vehicles. The method includes multiple scene components configured with independent physical simulations within a game editing scene. In response to a vehicle generation command, a target virtual vehicle is generated based on the target scene components determined by the command. An overall physical simulation is configured for the target virtual vehicle according to the physical simulations corresponding to each target scene component, giving the target virtual vehicle overall physical properties. In response to an editing operation on the target virtual vehicle, vehicle parameters corresponding to the target virtual vehicle are determined based on the editing operation. These parameters determine the performance and control method of the target virtual vehicle during operation. In this method, the physical simulation of the virtual vehicle generated based on the scene components is a unified whole. Therefore, any collision occurring at any part of the virtual vehicle will cause the entire vehicle to generate force, conforming to the physical laws of the real world and enhancing the player's gaming experience.
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Description

Technical Field

[0001] This invention relates to the field of game editing technology, and in particular to a method, apparatus and electronic device for generating virtual vehicles. Background Technology

[0002] In the game editor, players can assemble in-game components into rideable virtual vehicles and then use motion controls to enable these vehicles to open and close doors, move forward and backward, etc. However, the movement of the virtual vehicle is actually achieved by binding other components to the same component, causing the bound component to move along with it. In reality, the bound components exhibit a certain lag when being moved, resulting in poor performance. Furthermore, the motion control function does not simulate realistic physics; it directly modifies the rotation and displacement of components, failing to replicate the acceleration and steering feel of a real vehicle, thus negatively impacting the player's gaming experience. 。 Summary of the Invention

[0003] The purpose of this invention is to provide a method, apparatus, and electronic device for generating virtual vehicles to simulate the driving feel of vehicles in the real world and improve the player's gaming experience.

[0004] In a first aspect, the present invention provides a method for generating a virtual vehicle, the method comprising: providing a graphical user interface for a game editing stage via a terminal device, the graphical user interface displaying at least a portion of a game editing scene, the game editing scene including multiple scene components, the multiple scene components being configured with independent physical simulations; responding to a vehicle generation command, generating a target virtual vehicle based on a target scene component determined by the vehicle generation command, and configuring an overall physical simulation for the target virtual vehicle according to the physical simulations corresponding to each target scene component, so that the target virtual vehicle possesses overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; responding to an editing operation on the target virtual vehicle, determining vehicle parameters corresponding to the target virtual vehicle based on the editing operation, wherein the vehicle parameters are used to determine the performance form and control method of the target virtual vehicle during operation.

[0005] Secondly, the present invention provides a virtual vehicle generation apparatus, comprising: an interface providing module for providing a graphical user interface for a game editing stage via a terminal device, the graphical user interface displaying at least a portion of a game editing scene, the game editing scene including multiple scene components, the multiple scene components being configured with independent physical simulations; a vehicle generation module for responding to a vehicle generation command, generating a target virtual vehicle based on a target scene component determined by the vehicle generation command, and configuring an overall physical simulation for the target virtual vehicle according to the physical simulations corresponding to each target scene component, so that the target virtual vehicle possesses overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; and a vehicle editing module for responding to an editing operation on the target virtual vehicle, determining vehicle parameters corresponding to the target virtual vehicle based on the editing operation, wherein the vehicle parameters are used to determine the performance form and control method of the target virtual vehicle during operation.

[0006] Thirdly, the present invention provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, and the processor executing the machine-executable instructions to implement the above-described method for generating virtual vehicles.

[0007] Fourthly, the present invention provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the above-described method for generating virtual vehicles.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] This invention provides a method, apparatus, and electronic device for generating virtual vehicles. First, a graphical user interface (GUI) for the game editing stage is provided via a terminal device. This GUI displays at least a portion of the game editing scene, which includes multiple scene components configured with independent physical simulations. Then, in response to a vehicle generation command, a target virtual vehicle is generated based on the target scene components determined by the command. An overall physical simulation is configured for the target virtual vehicle according to the physical simulations corresponding to each target scene component, so that the target virtual vehicle possesses overall physical properties in the game editing scene and / or the corresponding game running scene. In response to an editing operation on the target virtual vehicle, vehicle parameters corresponding to the target virtual vehicle are determined based on the editing operation. These vehicle parameters determine the performance and control method of the target virtual vehicle during operation. In this method, the physical simulation of the virtual vehicle generated based on the scene components is a whole, so that any collision of any part of the virtual vehicle will cause the entire vehicle to generate force, conforming to the physical laws of the real world and helping to improve the player's gaming experience.

[0010] Other features and advantages of the invention will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a method for generating a virtual vehicle according to an embodiment of the present invention;

[0014] Figure 2 This is a schematic diagram illustrating the display of the first control provided in an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of a parameter setting panel provided in an embodiment of the present invention;

[0016] Figure 4 A schematic diagram illustrating the setting of a first parameter according to an embodiment of the present invention;

[0017] Figure 5 A schematic diagram illustrating another setting of the first parameter provided in an embodiment of the present invention;

[0018] Figure 6 This is a schematic diagram illustrating two virtual objects simultaneously controlling a target virtual vehicle, as provided in an embodiment of the present invention.

[0019] Figure 7 A schematic diagram of an editing window corresponding to a wheel assembly provided in an embodiment of the present invention;

[0020] Figure 8 A schematic diagram of a virtual vehicle generation device provided in an embodiment of the present invention;

[0021] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention.

[0022] Figure label:

[0023] 1- Operation controls for the right-side seat; 2- Operation controls for the left-side seat. Detailed Implementation

[0024] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0025] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.

[0026] In the game editor, players can combine in-game light, cylinder, and music trampoline light components to create rideable virtual vehicles, and then use motion controls to enable these vehicles to open and close doors, move forward and backward. While players can create vehicles this way, this method has the following drawbacks:

[0027] (1) The movement of virtual vehicles is actually achieved by binding other components on the virtual vehicle to the same component, so that when this component moves, it drives the bound unit to move together; in fact, the bound unit will have a certain lag when it is driven to move.

[0028] (2) The motion device function does not simulate real physical performance, but directly modifies the rotation and displacement of components; players must write four motion devices to make the virtual vehicle move forward, backward, left and right, which cannot achieve the acceleration process of the vehicle when starting or the driving feel of the vehicle when turning in the real world.

[0029] (3) The only thing that can be driven by the motor is a "kinematic object". Kinematic objects are not affected by gravity, which means that players must use some unconventional methods to create a vehicle that will not clip through the ramp when going up or down the slope and can be affected by external forces.

[0030] (4) The vehicles created by the current players cannot be recognized as vehicles in the game functions. It is impossible to realize the logic that the vehicles can be reborn after being destroyed, or to trigger fireworks after the vehicles enter an area.

[0031] The related technologies also provide two vehicle generation methods. One is based on voxel-based physical component assembly, where players assemble components such as wheels, hinges, and axles, set the attributes and control methods of each component, and then let the player control the vehicle. The other is to directly provide players with pre-made vehicles, allowing them to only edit the vehicle's appearance, materials, speed, and other attributes. However, the first method has a high learning curve; it is very difficult for players to create a vehicle with a good driving experience, and this method does not support multiple players driving the same vehicle together. The second method's drawback is that it greatly restricts the player's creative freedom; players cannot easily create a vehicle with a completely free appearance, and the size, position, and number of wheels can be freely changed. Furthermore, this solution does not support multiple players driving the same vehicle together; players must write their own code to implement this.

[0032] To address the aforementioned issues, this invention provides a method, apparatus, and electronic device for generating virtual vehicles. This technology can be applied to the generation, movement, and editing of virtual vehicles in game editing scenarios.

[0033] In one embodiment of this disclosure, the method for generating virtual objects can run on a local terminal device or a server. When the method for generating virtual objects runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0034] 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 storage and execution of virtual object 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 player, 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0035] 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.

[0036] In one possible implementation, embodiments of the present invention provide a method for generating virtual vehicles, such as... Figure 1 As shown, the method includes the following specific steps:

[0037] Step S102: Provide a graphical user interface for the game editing stage through a terminal device. The graphical user interface displays at least a portion of the game editing scene, which includes multiple scene components and each scene component is configured with independent physical simulation.

[0038] The aforementioned terminal devices can be either the local terminal devices mentioned earlier or client devices within the aforementioned cloud interaction system. Specifically, terminal devices can be mobile phones, computers, tablets, etc. The aforementioned game editing scene is a scene provided by the game program, or it can be understood as a scene provided by the game editor. Players can edit editable components within the game editing scene as needed, and then define the edited components as scene components within the game editing scene. In practical applications, when a player triggers a game editing command, the game editing scene can be displayed in the graphical user interface. This game editing command can be determined according to the game rules. For example, the editing command could be an operation to enter the game editor; or it could be an operation to select a scene map for editing, etc.

[0039] In one specific embodiment, the editable components mentioned above are typically components from a component library. Players can trigger an editable component to generate a scene component corresponding to that component in the game's editing scene. The component types and forms of the editable components included in the component library can be set according to development needs. For example, the component library includes multiple different types of editable components, including: structural components, furniture components, environment components, mechanism components, creature components, and combination components, etc. Each type of editable component also contains multiple editable components. For example, mechanism components also include motion mechanism components, functional mechanism components, logic components, object components, floor components, and vehicle components, where vehicle components may include vehicle cores, seat components, and wheel components, etc.

[0040] The game editing scene described above includes multiple scene components, each equipped with independent physics simulations. These simulations can be activated by the player as needed or automatically activated by the system based on player actions. In one specific embodiment, the physics simulations include physical collisions and force effects. Physical collisions control the collision effects when scene components collide with other scene components in the game editing scene. That is, when a scene component collides with other scene components, it will not pass through them but will bounce back. Force effects are controlled by the center of mass and mass of the scene component. Different center of mass and mass result in different force effects on the scene component. For example, when the mass of a scene component is large, a gentle push will not cause it to move; when the mass of a scene component is very small, a gentle push may cause it to move a certain distance. The center of mass refers to the center of mass of an object. The center of mass is the geometric center of a uniformly dense and symmetrical object. Under gravity, the center of gravity is the center of mass.

[0041] Step S104: In response to the vehicle generation command, a target virtual vehicle is generated based on the target scene components determined by the vehicle generation command, and an overall physical simulation is configured for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene.

[0042] The triggering operation of the aforementioned vehicle generation command can be determined based on development needs or player actions. For example, the vehicle generation command can be generated by selecting a target scene component in the game editing scene and then clicking the vehicle generation control displayed in the graphical user interface; or it can be generated by clicking the vehicle generation control after the scene components included in the game editing scene meet specified conditions. When a player triggers the vehicle generation command, the target scene components will be determined in the game editing scene according to the vehicle generation command. The number of target scene components is at least two. Then, the physical simulations corresponding to each target scene component are merged to obtain an overall physical simulation. This overall physical simulation is then configured for the target virtual vehicle welded together from the target scene components, so that the target virtual vehicle has overall physical properties. That is, the target virtual vehicle has only one center of mass, and the target virtual vehicle, as a whole, collides physically with other scene components, so that the target virtual vehicle is regarded as a whole when participating in the physical operation of the game.

[0043] In practice, before generating the target virtual vehicle, each target scene component that needs to generate the target virtual vehicle is independent of each other, and each target scene component has its own physical simulation, that is, each target scene component is an independent unit; after generating the target virtual vehicle, each target scene component is welded into a whole, and the target virtual vehicle has an overall physical simulation.

[0044] Step S106: In response to the editing operation for the target virtual vehicle, determine the vehicle parameters corresponding to the target virtual vehicle based on the editing operation. The vehicle parameters are used to determine the performance and control method of the target virtual vehicle during operation.

[0045] The aforementioned editing operations typically involve editing the vehicle parameters corresponding to the target virtual vehicle. These parameters can be determined based on development needs or player settings. In practice, the vehicle parameters primarily determine the target virtual vehicle's performance and control methods during operation. The performance is controlled through at least one of the following: maximum vehicle speed, vehicle acceleration, wheel steering speed, and maximum wheel steering angle. The control methods include joystick mode and button mode, meaning players can control the target virtual vehicle using joystick controls or buttons displayed in the graphical user interface.

[0046] The present invention provides a method for generating virtual vehicles. The physical simulation of virtual vehicles generated based on scene components is a whole. Therefore, any collision of any part of the virtual vehicle will cause the vehicle as a whole to generate force, which conforms to the physical laws in the real world and helps to improve the player's gaming experience.

[0047] The following preferred embodiments describe a method for generating a target virtual vehicle based on target scene components.

[0048] Specifically, the process of generating a target virtual vehicle based on the target scene components determined by the vehicle generation command in response to the vehicle generation command may include: determining the target scene components in the game editing scene in response to the vehicle generation command, and generating a target virtual vehicle based on the target scene components; wherein each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.

[0049] In practice, each target scene component has its own corresponding appearance. For example, a cylinder component has a cylindrical shape, and a wheel component has a tire shape. Specifically, players can use the component editing function provided in the game to assemble target scene components into the appearance of a virtual vehicle. That is, by moving the positions of target scene components, players can pre-assemble them into a shape that resembles a vehicle, so that a target virtual vehicle with that appearance can be generated later. After players assemble multiple target scene components into a certain vehicle appearance according to their needs, they can trigger the vehicle generation command to generate the target virtual vehicle based on the multiple scene components with that specific vehicle appearance.

[0050] In an optional embodiment, the vehicle generation instruction is determined in the following manner: in response to the existence of a target scene component among multiple scene components that satisfies the requirement of generating a target virtual vehicle, a first control is provided in the graphical user interface; or in response to a scene component selection operation, when a target scene component among the selected scene components satisfies the requirement of generating a target virtual vehicle, a first control is provided in the graphical user interface; and in response to a trigger operation on the first control, a vehicle generation instruction is generated.

[0051] The specific target scene component for generating the virtual vehicle can be determined based on development needs. Generally, this component is an essential component for generating the virtual vehicle; for example, it could be the vehicle core and the seat components. However, it could also be other scene components, depending on the development requirements. In implementation, when a target scene component exists in the game editing scene, or when a selected scene component in the game editing scene contains a target scene component that satisfies the requirement for generating the virtual vehicle, a first control will be displayed in the graphical user interface. The player triggering this first control will generate the vehicle generation command.

[0052] like Figure 2 The diagram shown is a schematic representation of a display first control provided in an embodiment of the present invention. Figure 2 The car-shaped component within the rectangular box is the selected target scene component. This car shape is the appearance of a vehicle assembled from multiple target scene components. Several controls are displayed below the car shape, among which the "Vehicle / Assembly" control is the first control. Figure 2 It also includes a delete control that can delete the selected target scene component, a move control that can move the selected target scene component, a rotate control that can rotate the selected target scene component, an edit control that can edit the selected target scene component, and an advanced settings control that can set the component parameters of the selected target scene component. Figure 2 It also includes two controls that are grayed out, namely the binding control and the scaling control. These two controls are not available when the target scene component is selected.

[0053] In an optional embodiment, the target scene component includes a first component and at least one second component; the specific process of generating a target virtual vehicle based on the target scene component determined by the vehicle generation instruction in response to the vehicle generation instruction includes: in response to the vehicle generation instruction, controlling the assembly of at least one second component onto the first component to generate a target virtual vehicle in the game editing scene.

[0054] In practical implementation, the aforementioned first and second components are also essential components for generating the target virtual vehicle. The target scene component for generating the target virtual vehicle needs to include one first component and one or more second components. The number of second components can be determined based on the vehicle generation command or player operation. When the player triggers the vehicle generation command, the first component and at least one second component will be determined according to the vehicle generation command, and the determined second component will be assembled onto the first component to form the target virtual vehicle.

[0055] In another optional embodiment, the target scene component further includes a third component; the specific process of controlling the assembly of at least one second component onto the first component in response to the vehicle generation command to generate a target virtual vehicle in the game editing scene may further include: controlling the assembly of at least one second component and the third component onto the first component in response to the vehicle generation command to generate a target virtual vehicle in the game editing scene.

[0056] In practice, a target virtual vehicle can be generated from the first and second components. However, the appearance of the target virtual vehicle will be relatively simple. Therefore, players can add a third component based on the first and second components to decorate the target virtual vehicle and make it more aesthetically pleasing. The third component can be understood as a decoration or decorative component, mainly used to decorate and beautify the target scene components. The third component may also include wheel components, which, through friction with the ground, can propel the target virtual vehicle to move within the game scene.

[0057] Furthermore, the specific process of configuring an overall physical simulation for the target virtual vehicle based on the physical simulation corresponding to each target scene component includes: merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle.

[0058] After assembling the target scene components into a target virtual vehicle, an overall physics simulation needs to be configured for the target virtual vehicle. This overall physics simulation is obtained by merging the physics simulations corresponding to each target scene component. In practice, after configuring and organizing the physics simulation for the target virtual vehicle, a prompt message will pop up in the graphical user interface to inform the player that the target virtual vehicle has been successfully created.

[0059] In an optional embodiment, the physical simulation can be obtained by: merging the physical collisions of each target scene component to obtain a merged physical collision, and configuring the merged physical collision as the overall physical collision of the target virtual vehicle; merging the masses of each target scene component to obtain a merged mass, and configuring the merged mass as the overall mass of the target virtual vehicle; obtaining the overall centroid based on the centroid and density of each target scene component, and configuring the overall centroid as the centroid of the target virtual vehicle.

[0060] In another alternative embodiment, a second control is displayed in the graphical user interface; in response to a selection operation on a scene component in the game editing scene, a first scene component is determined based on the selection operation; in response to a trigger operation on the second control, the first scene component is controlled to be combined so that the combined first scene component is configured as a whole component in the game editing scene. Specifically, the second control can always be displayed in the graphical user interface, or it can be displayed in the graphical user interface when a scene component in the game editing scene meets a specified condition. This specified condition can be determined according to development needs. For example, the specified condition can be that the game editing scene includes a specified control, or that the scene component selected by the player includes a specified control, etc.

[0061] In the specific implementation, after selecting the first scene component in the game's editing scene, the player triggers the second control, which combines the first scene component into a single, combined first scene component. This combined first scene component responds to component adjustment operations as a whole, while each individual first scene component within it maintains independent physical simulation. Specifically, these component adjustment operations can include moving, scaling, or recoloring the combined first scene component. In practice, while the multiple first scene components within the combined first scene component still possess independent physical simulations, the player can move and scale the combined first scene component as a whole, facilitating comprehensive component adjustments.

[0062] In practical implementation, when a target scene component exists within the game editing scene that satisfies the requirement to generate the target virtual vehicle, or when a target scene component selected by the player satisfies the requirement to generate the target virtual vehicle, a first control and a second control will be displayed in the graphical user interface. After the player triggers the first control, it will first determine whether the currently selected target scene component meets the following preset conditions: the selected target scene component includes at least the essential component (the essential component being the first and second components); the selected target scene component does not include scene components with preset characteristics; and the total area occupied by the selected target scene component is less than a preset range. The preset characteristics can be determined according to development needs; for example, the preset characteristics could be that the target scene component is a trigger area, sticker, effect, or creature. The preset range can also be determined according to development needs or player settings; for example, the preset range could be 6000 or 4000.

[0063] If the target scene components meet the above preset conditions, the following processing is performed: Physical collision is enabled for all target scene components that did not have physical collision enabled; physical collision and force effects are enabled for all target scene components that have physical collision enabled but not force effects enabled; force effects are then enabled for all target scene components that have physical collision enabled but not force effects enabled, and then they are welded to the first component; all target scene components are assembled into a target virtual vehicle, making the physical collision of the target virtual vehicle a unified whole. Welding is a physical constraint, referring to merging the physical collision and mass of two or more components with physical collisions together, and recalculating the overall centroid based on their respective centroids and densities; these components will be treated as a single unit when participating in the game's physical calculations.

[0064] If the target scene components do not meet the above preset conditions, the graphical user interface will display a message indicating that vehicle generation failed, along with the reason for the failure, to inform the player that vehicle generation failed and how to successfully create a virtual vehicle, thereby helping the player to quickly create a virtual vehicle.

[0065] In the above method, players can create a virtual vehicle by combining most of the scene components provided in the game's editing scene with the first and second components, without needing to worry about whether these scene components originally had physical collision and force effects enabled. At the same time, the physical collision of the vehicle created by the player needs to be a whole, and any collision of any part of its body will cause the vehicle as a whole to generate force, so that it can conform to the physical laws of the real world.

[0066] The following preferred embodiments describe a method for editing vehicle parameters.

[0067] Specifically, the above-mentioned response to the editing operation of the target virtual vehicle, and the specific process of determining the vehicle parameters corresponding to the target virtual vehicle based on the editing operation, may include: responding to the configuration operation of the target virtual vehicle by displaying a parameter setting panel in the graphical user interface; wherein the parameter setting panel includes multiple editable controls, which are used to configure the vehicle parameters of the target virtual vehicle; and responding to the setting operation of the parameter setting panel by determining the vehicle parameters of the target virtual vehicle.

[0068] In practical implementation, the specific operations of the above configuration operation can be determined according to research and development needs or troubleshooting requirements. For example, the configuration operation can be a trigger operation on the settings controls displayed in the graphical user interface after selecting the target virtual vehicle; it can also be an operation of selecting the target virtual vehicle, etc. Specifically, the above settings controls can be displayed in any position in the graphical user interface. For example, the above settings controls can be... Figure 2 The advanced settings controls within the system allow players to manipulate the position of a target virtual object. A parameter settings panel is displayed in the graphical user interface, used to configure the vehicle parameters corresponding to the target virtual vehicle. This panel includes multiple editable controls, each with different configurable vehicle parameters. The configurable vehicle parameters and setting methods for each editable control can be determined based on development needs and parameter types.

[0069] In practical applications, the vehicle parameters mentioned above can include one or more of the following: maximum vehicle speed, vehicle acceleration, the distance between the virtual camera and the target virtual vehicle when the virtual object is riding in the virtual vehicle, the wheel steering speed of the target virtual vehicle, the maximum wheel steering angle, and the control method of the target virtual vehicle. In specific implementations, the distance between the virtual camera and the target virtual vehicle when the virtual object is riding in the virtual vehicle is used to define the game perspective when the virtual object is riding in the target virtual vehicle. If the distance is set large, a distant view can be achieved; if the distance is set small, a driving perspective similar to a first-person game can be achieved. The control methods mentioned above include joystick mode and button mode.

[0070] In an optional embodiment, the parameter setting panel further includes a switch control; this switch control is used to control whether the target virtual vehicle can respawn after being destroyed. If the switch control is turned on, the target virtual vehicle can respawn after being destroyed, and the respawn location is the save location of the target virtual vehicle from the previous time.

[0071] like Figure 3 The diagram shown is a schematic diagram of a parameter setting panel provided in an embodiment of the present invention. Figure 3 This is the parameter settings panel for the target virtual vehicle. In this panel, the maximum speed of the vehicle is set to 100, the vehicle acceleration is set to 20, and the distance between the virtual camera and the target virtual vehicle when the virtual object is riding in the virtual vehicle (equivalent to...) Figure 3 The camera distance during riding is set to 20, the target virtual vehicle's wheel steering speed is set to 90, the maximum wheel steering angle is set to 60, and the switch for infinite respawn is set to the on state. The vehicle control settings in the parameter settings panel are used to set the control method of the target virtual vehicle.

[0072] In an optional embodiment, the method further includes: in response to a selection operation on a first target scene component in the target virtual vehicle while the target virtual vehicle is selected, selecting the first target scene component; in response to an editing operation on the first target scene component, determining decoration parameters of the first target scene component based on the editing operation, the decoration parameters including one or more of the following: component color and whether it is displayed in the game running scene.

[0073] In practical implementation, the aforementioned first target scene component can be any one of multiple target scene components used to generate the target virtual vehicle. The specific scene component can be determined by player actions. After selecting the target virtual vehicle, the player can select the first target scene component by clicking on it again. Once selected, the player can trigger a settings control to display the corresponding editing window for the first target scene component in the graphical user interface. This editing window is used to set the decorative parameters of the first target scene component. Specifically, after the target scene component generates the target virtual vehicle, its physical properties cannot be modified. However, its non-physical properties can be edited as needed, thereby increasing the player's freedom of operation. The player can also modify the decorative parameters such as the color of the target scene component at any time according to their requirements.

[0074] In the above method, after creating a vehicle, players are allowed to easily modify its parameters. Furthermore, the virtual vehicles created by players can be diverse (passenger cars, tracked vehicles, bulldozers, etc.), and the handling of these different types of virtual vehicles can vary greatly in the real world. This method allows players to further adjust some detailed parameters to achieve the driving feel of these vehicles. In addition, this invention allows players to create custom vehicles by freely combining various scene components provided in the game. The appearance of the vehicle can be completely customized, including vehicle speed, acceleration, and handling methods, all of which can be customized by the player, thereby enhancing the player's gaming experience.

[0075] The following preferred embodiments are used to describe the control methods and operation permissions of virtual vehicles.

[0076] Specifically, the aforementioned target scene component includes at least one second component; the aforementioned vehicle parameters include a first parameter, which is used to configure corresponding operation permissions for different second components, so that virtual objects using the second component can control the target virtual vehicle according to the operation permissions corresponding to the second component.

[0077] In practice, players can edit the control mode of the target virtual vehicle during operation. This control mode can be either a joystick mode or a button mode. In both different control modes, players can customize which virtual object on a second component controls each button or joystick.

[0078] In an optional embodiment, the second component described above can be a seat component, and the virtual object can sit on the seat component. For example... Figure 4 The diagram shown is a schematic diagram of setting a first parameter according to an embodiment of the present invention. Figure 4 The screen displays the settings panel for the first parameter of the target virtual vehicle. The vehicle control mode in this settings panel is used to set the control mode of the target virtual vehicle during operation. Figure 5 The control mode is set to joystick mode, and the control type and control method corresponding to joystick mode are displayed in the settings panel; Figure 4 The left joystick in the settings panel is the joystick control corresponding to the joystick mode. The operation permissions of this joystick control are assigned to the vehicle seat (equivalent to the aforementioned seat component) 20, and the horn control is also assigned to the vehicle seat 20. Specifically, each vehicle seat in the target virtual vehicle has a unique name, that is, the aforementioned vehicle seat 20 is the name of a specific vehicle seat in the target virtual vehicle.

[0079] like Figure 5 The diagram shown illustrates another setting of the first parameter provided in an embodiment of the present invention. Figure 5The settings panel for the first parameter of the target virtual vehicle is displayed. The vehicle control mode in this settings panel is used to set the control mode of the target virtual vehicle during operation. Figure 5 The control mode is set to button mode, and the button type and control method corresponding to button mode are displayed in the settings panel; Figure 5 The operation permissions for the left turn button, right turn button, accelerator button, and reverse button in the settings panel are all assigned to vehicle seat 20.

[0080] In an optional embodiment, when the second component is a seat component, in response to the target virtual object sitting on the target seat component, pre-configured target operation permissions corresponding to the target seat component are obtained, and the target operation permissions are configured for the target virtual object; in response to the target virtual object leaving the target seat component, the target operation permissions configured for the target virtual object are cancelled. The aforementioned target virtual object can be a virtual object controlled by the terminal device, or a virtual object belonging to the same game team as the virtual object controlled by the terminal device.

[0081] In practical implementation, in response to the target virtual object being configured with target operation permissions, operation controls corresponding to the target operation permissions are displayed on the terminal device corresponding to the target virtual object. These operation controls are configured to control the target virtual vehicle to perform corresponding vehicle behaviors in the game editing scene and / or the game running scene corresponding to the game editing scene in response to triggered operations. The display format of the operation controls matches the vehicle behaviors, which include vehicle direction control and / or vehicle speed control.

[0082] In practical applications, players controlling virtual objects manipulate virtual vehicles using control panels. Different control panels are used to control different vehicle behaviors. For example, the control panels may include controls for vehicle direction control and vehicle speed control. Vehicle direction may include four directions (forward, backward, left, and right) or a 360-degree direction.

[0083] In an optional embodiment, the display format of the operation controls is also related to the control mode configured in the vehicle parameters. When the control mode is joystick mode, the operation controls are typically joystick controls or horn controls, etc.; when the control mode is button controls, the operation controls are in the form of buttons.

[0084] In an optional embodiment, when multiple virtual objects ride on different second components of the target virtual vehicle, vehicle behavior triggering instructions sent by the terminal devices corresponding to the multiple virtual objects are received, and the operating state of the target virtual vehicle is controlled based on the vehicle behavior triggering instructions; wherein, the vehicle behavior triggering instructions are triggered by triggering operations on the operation controls in the terminal devices corresponding to the multiple virtual objects. In specific implementation, if the target virtual vehicle has multiple second components, the target virtual vehicle can carry multiple virtual objects. Through the operation permissions set by the first parameter, different virtual objects can be enabled to control the target virtual vehicle according to their operation permissions, thereby realizing the ability for multiple virtual objects to ride and drive the target virtual vehicle together.

[0085] like Figure 6 The diagram shows two virtual objects simultaneously controlling a target virtual vehicle according to an embodiment of the present invention. Figure 6 The target virtual vehicle in the game contains two secondary components, each carrying a virtual object. Figure 6 The image on the right shows the graphical user interface corresponding to the virtual object on the left seat in the target virtual vehicle. The control labeled 2 in this graphical user interface is the operation control for the operation permission corresponding to the left seat. This operation control is the left turn button and the right turn button. Figure 6 The image on the left shows the graphical user interface corresponding to the virtual object on the right seat of the target virtual vehicle. The control labeled 1 in the graphical user interface is the operation control for the operation permission corresponding to the right seat, which is the forward and backward button. Figure 7 It allows two different players to control the forward and left / right turns respectively, thus enabling multiple people to ride and drive together.

[0086] In an optional embodiment, the target scene component further includes a wheel component, and the vehicle parameters further include a second parameter. The second parameter is used to configure corresponding motion attributes for the wheel component, so that the wheel component drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene. The second parameter includes one or more of the following: whether the wheel component is a steering wheel, whether the wheel component is a drive wheel, the steering coefficient of the wheel component, the mass of the wheel component, the rolling friction coefficient of the wheel component, and the static friction coefficient of the wheel component.

[0087] In practical implementation, different second parameters can be set to obtain different motion properties of the wheel assembly. For example, the greater the mass of the wheel assembly, the better the grip, but the greater the static friction force that needs to be overcome when starting; the greater the static friction coefficient of the wheel assembly, the more flexible the response of the wheel assembly when turning, but the more prone it is to rollover.

[0088] In practical applications, after a player selects a target virtual vehicle, clicking on the wheel component within that vehicle will select the wheel component. After selecting the wheel component, the player can configure it, and the corresponding editing window will appear in the graphical user interface. This editing window is used to set the vehicle parameters for the wheel component. For example... Figure 7 The diagram shown is a schematic of an editing window corresponding to a wheel assembly provided in an embodiment of the present invention. Figure 7 The settings include whether the wheel assembly is a steering wheel, whether it is a drive wheel, and the steering coefficient. Figure 7 Setting 1.2), quality ( Figure 7 (Set to 10). Figure 7 The editing window also allows you to set whether the wheel component is displayed during gameplay. If a user wants to customize the appearance of the wheel component, they can hide the wheel component and then create a wheel component through the scene components and bind it to the scene.

[0089] In an optional embodiment, the response wheel assembly is configured with motion attributes, controlling the wheel assembly to rotate within the game editing scene and / or the corresponding game running scene to move the target virtual vehicle. Specifically, when the wheel assembly is in contact with the ground, it will move the target virtual vehicle forward, backward, left, or backward according to the motion attributes set by the second parameter; when the wheel assembly is not in contact with the ground (e.g., when the wheel assembly is positioned on top of the target virtual vehicle), it will rotate according to the motion attributes set by the second parameter, but will not move the target virtual vehicle.

[0090] In an optional embodiment, when there are multiple wheel assemblies, in response to configuration operations for multiple wheel assemblies, a corresponding second parameter can be configured for each wheel assembly, so that each wheel assembly has its own motion attributes. For example, if there are four wheel assemblies, two of them can be set as drive wheels; all four wheel assemblies can be set as drive wheels; or two of them can be set as steering wheels, etc., which can be determined according to the player's operation.

[0091] In practice, each wheel component is configured with its own motion attributes, and the target virtual vehicle moves based on these motion attributes.

[0092] In this method, after creating a virtual vehicle, players are allowed to modify some key attributes through simple editing: maximum speed, acceleration, wheel steering speed, whether the wheels are drive wheels, etc. At the same time, this method also allows players to further adjust some detailed parameters of the virtual vehicle to make the driving feel of the vehicle more in line with real physics.

[0093] The following preferred embodiments are used to describe the methods for generating game scene information and running the game.

[0094] Specifically, the graphical user interface includes a first interactive control; responding to a trigger operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of scene components in the game editing scene; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene based on the game scene information through the game program. The aforementioned terminal device can be a terminal device that touches the first interactive control, or it can be other terminal devices that communicate with the server.

[0095] After triggering the first interactive control via a terminal device, game scene information corresponding to the game editing scene can be generated. This game scene information can be saved in a preset location, which can be a map file. This map file can save not only the game scene information but also other map information (including but not limited to screenshots, map names, logs, etc.). After saving the game scene information, the map file is uploaded to the server. Once the server approves the data, it can publish the game scene generated from the game scene information to a preset map pool. Terminal devices connected to the server can then download the corresponding game scene information from the server and generate the corresponding game scene based on the game program, allowing players to experience the game within that scene. This method allows game scene information from the game editor to be published and experienced by other players, thus achieving rapid UGC (User Generated Content) functionality.

[0096] In practice, players can experience the game through game scene information. Specifically, they can experience the game through the following steps 20-23:

[0097] Step 20: In response to the game running command, the game running scene of the game running stage is displayed through the graphical user interface. The game running scene includes virtual objects and target virtual vehicles generated based on the component information in the game scene information.

[0098] Step 21: Respond to the movement control operation for the virtual object and control the virtual object to move within the game scene.

[0099] In practice, the aforementioned movement control operations can be sliding operations on movement controls displayed in the graphical user interface, or dragging operations on virtual objects. Players can use these movement control operations to control the virtual objects to move freely within the game scene.

[0100] Step 22: In response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, display the boarding control in the graphical user interface.

[0101] The designated boarding area for the target virtual vehicle can be determined based on development needs or player settings. For example, this boarding area can be a region within a preset range of the target virtual vehicle, or it can be the area calculated by expanding the entire bounding box of the target virtual vehicle by a specified length in each of the six directions: +x-axis, -x-axis, +y-axis, -y-axis, +z-axis, and -z-axis. Alternatively, it can be a designated area near the target virtual vehicle. When a virtual object moves to the designated boarding area of ​​the target virtual vehicle, a boarding control will be displayed in the graphical user interface. This boarding control is used to control the virtual object to ride on the target virtual vehicle.

[0102] Step 23: Respond to the trigger operation of the boarding control and control the virtual object to ride on the target virtual vehicle.

[0103] The aforementioned actions triggered by the "get on vehicle" control can be clicks, long presses, or swipes, depending on development needs. Once the player triggers the "get on vehicle" control, the virtual object can ride in the target virtual vehicle. Specifically, after clicking the "get on vehicle" control, the virtual object will sit in the seat closest to it. At this point, the graphical user interface will display the corresponding control for the seat the virtual object is sitting in, allowing the player to control the target virtual vehicle.

[0104] It should be noted that virtual objects will still retain independent physical collision on the seat component, thus enabling them to trigger events when entering the event triggering area and be destroyed when entering the destruction area.

[0105] In one preferred embodiment, in response to the simulated object moving to the accessible area corresponding to the target virtual vehicle, a vehicle reset control is displayed in the graphical user interface; in response to a trigger operation on the vehicle reset control, the target virtual vehicle, which is in a tilted state, is righted. Players can control the placement state of the target virtual vehicle through the vehicle reset control, thereby enhancing the gaming experience.

[0106] In the above method, by using the vehicle parameters corresponding to the target virtual vehicle, the corresponding operation controls can be displayed when the virtual object is riding in the virtual vehicle, and the target virtual vehicle can be controlled through these controls.

[0107] In accordance with the above method embodiments, this invention also provides a virtual vehicle generation apparatus, such as... Figure 8 As shown, the device includes:

[0108] The interface module 90 is used to provide a graphical user interface for the game editing stage through a terminal device. The graphical user interface displays at least a portion of the game editing scene, which includes multiple scene components and each scene component is configured with independent physical simulation.

[0109] The vehicle generation module 91 is used to respond to the vehicle generation command, generate a target virtual vehicle based on the target scene components determined by the vehicle generation command, and configure an overall physical simulation for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene.

[0110] The vehicle editing module 92 is used to respond to editing operations on the target virtual vehicle and determine the vehicle parameters corresponding to the target virtual vehicle based on the editing operations. The vehicle parameters are used to determine the performance and control method of the target virtual vehicle during operation.

[0111] The aforementioned virtual vehicle generation device simulates the physical properties of the virtual vehicles generated based on scene components as a whole. Thus, any collision of any part of the virtual vehicle will cause the entire vehicle to generate force, making it conform to the physical laws of the real world and helping to improve the player's gaming experience.

[0112] Specifically, the above physical simulation includes physical collision and force effects; among which, physical collision is used to control the collision effect when scene components collide with scene components in the game editing scene; force effects are controlled by the centroid and mass of the scene components.

[0113] In a specific implementation, the vehicle generation module 91 is used to: respond to a vehicle generation command, determine a target scene component in the game editing scene, and generate a target virtual vehicle based on the target scene component; wherein, each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.

[0114] Furthermore, the above-mentioned device also includes an instruction generation module, configured to: provide a first control in a graphical user interface in response to the existence of a target scene component among multiple scene components that satisfies the requirement of generating a target virtual vehicle; or provide a first control in a graphical user interface in response to a scene component selection operation when a target scene component that satisfies the requirement of generating a target virtual vehicle exists among the selected scene components; and generate a vehicle generation instruction in response to a trigger operation on the first control.

[0115] Furthermore, the vehicle generation module 91 is also used to: merge the physical simulations corresponding to each target scene component to obtain an overall physical simulation, and configure the overall physical simulation for the target virtual vehicle.

[0116] In a specific implementation, the vehicle generation module 91 is further used to: merge the physical collisions of each target scene component to obtain a merged physical collision, and configure the merged physical collision as the overall physical collision of the target virtual vehicle; merge the mass of each target scene component to obtain a merged mass, and configure the merged mass as the overall mass of the target virtual vehicle; and obtain the overall centroid based on the centroid and density of each target scene component, and configure the overall centroid as the centroid of the target virtual vehicle.

[0117] In practical applications, the aforementioned target scene component includes a first component and at least one second component; the aforementioned vehicle generation module 91 is further configured to: in response to a vehicle generation instruction, control the assembly of at least one second component onto the first component to generate a target virtual vehicle in the game editing scene.

[0118] Furthermore, the aforementioned target scene component also includes a third component; the aforementioned vehicle generation module 91 is further configured to: in response to a vehicle generation instruction, control the assembly of at least one second component and a third component onto the first component to generate a target virtual vehicle in the game editing scene.

[0119] Furthermore, a second control is displayed in the graphical user interface; the device also includes a component combination module for: responding to a selection operation on a scene component in the game editing scene, determining the selected first scene component based on the selection operation; and responding to a trigger operation on the second control, controlling the combination of the first scene component so that the combined first scene component is configured as a whole component in the game editing scene.

[0120] In a specific implementation, the vehicle editing module 92 is used to: respond to configuration operations for the target virtual vehicle and display a parameter setting panel in the graphical user interface; wherein the parameter setting panel includes multiple editable controls, which are used to configure the vehicle parameters of the target virtual vehicle; and respond to setting operations for the parameter setting panel and determine the vehicle parameters of the target virtual vehicle.

[0121] In practical applications, the above vehicle parameters include one or more of the following: maximum vehicle speed, vehicle acceleration, distance between the virtual camera and the target virtual vehicle when the virtual object is riding in the virtual vehicle, wheel steering speed of the target virtual vehicle, maximum wheel steering angle, and control method of the target virtual vehicle.

[0122] Furthermore, the parameter setting panel also includes a switch control; the switch control is used to control whether the target virtual vehicle can respawn after being destroyed.

[0123] In a specific implementation, the aforementioned target scene component includes at least one second component, and the vehicle parameters include a first parameter. The first parameter is used to configure corresponding operation permissions for different second components, so that virtual objects using the second component can control the target virtual vehicle according to the operation permissions corresponding to the second component.

[0124] Furthermore, the second component is a seat component, and the device further includes a permission configuration module, used to: in response to a target virtual object sitting on the target seat component, obtain pre-configured target operation permissions corresponding to the target seat component, and configure target operation permissions for the target virtual object; in response to a target virtual object leaving the target seat component, cancel the target operation permissions configured for the target virtual object.

[0125] In a specific implementation, the above-mentioned device further includes a control display module, used to: in response to the target virtual object being configured with target operation permissions, display operation controls corresponding to the target operation permissions in the terminal device corresponding to the target virtual object; wherein, the operation controls are configured to control the target virtual vehicle to perform corresponding vehicle behaviors in the game editing scene and / or the game running scene corresponding to the game editing scene in response to the triggered operation.

[0126] In practical applications, the display format of the above-mentioned operation controls is matched with the vehicle behavior, which includes vehicle direction control behavior and / or vehicle speed control behavior.

[0127] Furthermore, the aforementioned device also includes a vehicle operation module, configured to: receive vehicle behavior triggering instructions sent by terminal devices corresponding to the multiple virtual objects when multiple virtual objects are riding on different second components of the target virtual vehicle, and control the operating state of the target virtual vehicle based on the vehicle behavior triggering instructions; wherein, the vehicle behavior triggering instructions are triggered by triggering operations on the operation controls in the terminal devices corresponding to the multiple virtual objects.

[0128] Furthermore, the aforementioned target scene component also includes a wheel component, and the vehicle parameters also include a second parameter. The second parameter is used to configure corresponding motion attributes for the wheel component so that the wheel component drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene.

[0129] In its specific implementation, the aforementioned vehicle operation module is used to: respond to the wheel component being configured with motion attributes, and control the wheel component to rotate in the game editing scene and / or the game operation scene corresponding to the game editing scene with motion attributes, so as to drive the target virtual vehicle to move.

[0130] Furthermore, when there are multiple wheel assemblies, the vehicle editing module 92 is configured to: in response to configuration operations for multiple wheel assemblies, configure a corresponding second parameter for each wheel assembly so that each wheel assembly is configured with its own motion attributes.

[0131] Furthermore, the aforementioned vehicle editing module 92 is used to: respond to the fact that each wheel component is configured with its own motion attributes, and control the movement of the target virtual vehicle based on each motion attribute.

[0132] In a specific implementation, the second parameter mentioned above includes one or more of the following: whether the wheel assembly is a steering wheel, whether the wheel assembly is a drive wheel, the steering coefficient of the wheel assembly, the mass of the wheel assembly, the rolling friction coefficient of the wheel assembly, and the static friction coefficient of the wheel assembly.

[0133] Furthermore, the above-mentioned device also includes a component editing module, configured to: select a first target scene component in response to a selection operation on a first target scene component in the target virtual vehicle when the target virtual vehicle is selected; and determine decoration parameters of the first target scene component based on the editing operation in response to an editing operation on the first target scene component, wherein the decoration parameters include one or more of the following: component color and whether it is displayed in the game running scene.

[0134] Furthermore, the graphical user interface includes a first interactive control, and the device further includes a map generation module, used to: respond to a trigger operation on the first interactive control, and control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of scene components in the game editing scene; and control the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

[0135] Furthermore, the aforementioned device also includes an operation module, configured to: in response to a game operation command, display a game operation scene of the game operation phase through a graphical user interface, the game operation scene including virtual objects and a target virtual vehicle generated based on component information in the game scene information; in response to a movement control operation on the virtual objects, control the virtual objects to move within the game operation scene; in response to the virtual objects moving to the boarding area corresponding to the target virtual vehicle, display a boarding control in the graphical user interface; and in response to a trigger operation on the boarding control, control the virtual objects to board the target virtual vehicle.

[0136] In a specific implementation, the above device also includes a vehicle reset module, which is used to: display a vehicle reset control in the graphical user interface in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle; and to right the target virtual vehicle that is in a tilted state in response to a trigger operation on the vehicle reset control.

[0137] The virtual vehicle generation device provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0138] This invention also provides an electronic device, such as... Figure 9 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-described method for generating virtual vehicles.

[0139] Specifically, the method for generating the aforementioned virtual vehicle includes: providing a graphical user interface for the game editing stage through a terminal device, wherein the graphical user interface displays at least a portion of the game editing scene, the game editing scene includes multiple scene components, and the multiple scene components are configured with independent physical simulations; responding to a vehicle generation command, generating a target virtual vehicle based on the target scene components determined by the vehicle generation command, and configuring an overall physical simulation for the target virtual vehicle according to the physical simulations corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; responding to an editing operation for the target virtual vehicle, determining vehicle parameters corresponding to the target virtual vehicle according to the editing operation, wherein the vehicle parameters are used to determine the performance form and control method of the target virtual vehicle during operation.

[0140] The above-mentioned method for generating virtual vehicles simulates the physical properties of virtual vehicles generated from scene components as a whole. Therefore, collisions occurring at any part of the virtual vehicle will cause the entire vehicle to generate force, making it conform to the physical laws of the real world and helping to improve the player's gaming experience.

[0141] In an optional embodiment, the above physical simulation includes physical collision and force effects; wherein, physical collision is used to control the collision effect when scene components collide with scene components in the game editing scene; force effects are controlled by the centroid and mass of the scene components.

[0142] In an optional embodiment, the step of generating a target virtual vehicle based on the target scene components determined by the vehicle generation command in response to the vehicle generation command includes: determining the target scene components in the game editing scene in response to the vehicle generation command, and generating a target virtual vehicle based on the target scene components; wherein each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is jointly determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.

[0143] In an optional embodiment, the method further includes: providing a first control in a graphical user interface in response to the existence of a target scene component among multiple scene components that satisfies the requirement of generating a target virtual vehicle; or providing a first control in a graphical user interface in response to a scene component selection operation when a target scene component among the selected scene components satisfies the requirement of generating a target virtual vehicle; and generating a vehicle generation instruction in response to a trigger operation on the first control.

[0144] In an optional embodiment, the step of configuring an overall physical simulation for the target virtual vehicle based on the physical simulation corresponding to each target scene component includes: merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle.

[0145] In an optional embodiment, the steps of merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation and configuring the overall physical simulation for the target virtual vehicle include: merging the physical collisions of each target scene component to obtain a merged physical collision, and configuring the merged physical collision as the overall physical collision of the target virtual vehicle; merging the masses of each target scene component to obtain a merged mass, and configuring the merged mass as the overall mass of the target virtual vehicle; obtaining the overall centroid based on the centroid and density of each target scene component, and configuring the overall centroid as the centroid of the target virtual vehicle.

[0146] In an optional embodiment, the target scene component includes a first component and at least one second component; the step of generating a target virtual vehicle based on the target scene component determined by the vehicle generation instruction in response to the vehicle generation instruction includes: in response to the vehicle generation instruction, controlling the assembly of at least one second component onto the first component to generate a target virtual vehicle in the game editing scene.

[0147] In an optional embodiment, the target scene component further includes a third component; the step of controlling the assembly of at least one second component onto the first component in response to the vehicle generation command to generate a target virtual vehicle in the game editing scene includes: controlling the assembly of at least one second component and a third component onto the first component in response to the vehicle generation command to generate a target virtual vehicle in the game editing scene.

[0148] In an optional embodiment, a second control is displayed in the graphical user interface; the method further includes: responding to a selection operation on a scene component in the game editing scene, determining a selected first scene component based on the selection operation; responding to a trigger operation on the second control, controlling the combination of the first scene component so that the combined first scene component is configured as a whole component in the game editing scene.

[0149] In an optional embodiment, the above-mentioned response to the editing operation of the target virtual vehicle, and the step of determining the vehicle parameters corresponding to the target virtual vehicle based on the editing operation, includes: responding to the configuration operation of the target virtual vehicle, displaying a parameter setting panel in the graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, which are used to configure the vehicle parameters of the target virtual vehicle; and responding to the setting operation of the parameter setting panel, determining the vehicle parameters of the target virtual vehicle.

[0150] In an optional embodiment, the vehicle parameters include one or more of the following: maximum vehicle speed, vehicle acceleration, distance between the virtual camera and the target virtual vehicle when the virtual object is riding in the virtual vehicle, wheel steering speed of the target virtual vehicle, maximum wheel steering angle, and control method of the target virtual vehicle.

[0151] In an optional embodiment, the parameter setting panel above also includes a switch control; the switch control is used to control whether the target virtual vehicle can be reborn after being destroyed.

[0152] In an optional embodiment, the target scene component includes at least one second component, and the vehicle parameters include a first parameter. The first parameter is used to configure corresponding operation permissions for different second components, so that the virtual object using the second component can control the target virtual vehicle according to the operation permissions corresponding to the second component.

[0153] In an optional embodiment, the second component is a seat component, and the method further includes: in response to the target virtual object sitting on the target seat component, obtaining pre-configured target operation permissions corresponding to the target seat component, and configuring target operation permissions for the target virtual object; in response to the target virtual object leaving the target seat component, canceling the target operation permissions configured for the target virtual object.

[0154] In an optional embodiment, the method further includes: in response to the target virtual object being configured with target operation permissions, displaying operation controls corresponding to the target operation permissions in the terminal device corresponding to the target virtual object; wherein the operation controls are configured to control the target virtual vehicle to perform corresponding vehicle behaviors in the game editing scene and / or the game running scene corresponding to the game editing scene in response to a triggered operation.

[0155] In an optional embodiment, the display format of the above-mentioned operation controls is matched with the vehicle behavior, which includes vehicle direction control behavior and / or vehicle speed control behavior.

[0156] In an optional embodiment, the method further includes: when multiple virtual objects are riding on different second components of the target virtual vehicle, receiving vehicle behavior triggering instructions sent by terminal devices corresponding to the multiple virtual objects, and controlling the operating state of the target virtual vehicle based on the vehicle behavior triggering instructions; wherein, the vehicle behavior triggering instructions are triggered by triggering operations on the operation controls in the terminal devices corresponding to the multiple virtual objects.

[0157] In an optional embodiment, the target scene component further includes a wheel component, and the vehicle parameters further include a second parameter. The second parameter is used to configure corresponding motion attributes for the wheel component so that the wheel component drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene.

[0158] In an optional embodiment, the step of the wheel assembly moving the target virtual vehicle in the game editing scene and / or the game running scene corresponding to the game editing scene includes: responding to the wheel assembly being configured with motion attributes, controlling the wheel assembly to rotate in the game editing scene and / or the game running scene corresponding to the game editing scene with motion attributes, so as to move the target virtual vehicle.

[0159] In an optional embodiment, the step of determining the vehicle parameters corresponding to the target virtual vehicle in response to an editing operation for the target virtual vehicle when there are multiple wheel components includes: configuring a corresponding second parameter for each wheel component in response to a configuration operation for multiple wheel components, so that each wheel component is configured with its own motion attributes.

[0160] In an optional embodiment, the method further includes: in response to each wheel assembly being configured with its own motion attributes, controlling the movement of the target virtual vehicle based on each motion attribute.

[0161] In an optional embodiment, the second parameter includes one or more of the following: whether the wheel assembly is a steering wheel, whether the wheel assembly is a drive wheel, the steering coefficient of the wheel assembly, the mass of the wheel assembly, the rolling friction coefficient of the wheel assembly, and the static friction coefficient of the wheel assembly.

[0162] In an optional embodiment, the method further includes: in response to a selection operation on a first target scene component in the target virtual vehicle while the target virtual vehicle is selected, selecting the first target scene component; in response to an editing operation on the first target scene component, determining decoration parameters of the first target scene component based on the editing operation, the decoration parameters including one or more of the following: component color and whether it is displayed in the game running scene.

[0163] In an optional embodiment, the graphical user interface includes a first interactive control; the method further includes: responding to a trigger operation on the first interactive control to control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of scene components in the game editing scene; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene through the game program based on the game scene information.

[0164] In an optional embodiment, the method further includes: responding to a game running command, displaying a game running scene of the game running phase through a graphical user interface, the game running scene including virtual objects and a target virtual vehicle generated based on component information in the game scene information; responding to a movement control operation on the virtual object, controlling the virtual object to move in the game running scene; responding to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying a boarding control in the graphical user interface; and responding to a trigger operation on the boarding control, controlling the virtual object to ride on the target virtual vehicle.

[0165] In an optional embodiment, the method further includes: in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying a vehicle reset control in the graphical user interface; and in response to a trigger operation on the vehicle reset control, righting the target virtual vehicle that is in a tilted state.

[0166] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0167] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0168] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0169] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned method for generating virtual vehicles. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0170] Specifically, the method for generating the aforementioned virtual vehicle includes: providing a graphical user interface for the game editing stage through a terminal device, wherein the graphical user interface displays at least a portion of the game editing scene, the game editing scene includes multiple scene components, and the multiple scene components are configured with independent physical simulations; responding to a vehicle generation command, generating a target virtual vehicle based on the target scene components determined by the vehicle generation command, and configuring an overall physical simulation for the target virtual vehicle according to the physical simulations corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; responding to an editing operation for the target virtual vehicle, determining vehicle parameters corresponding to the target virtual vehicle according to the editing operation, wherein the vehicle parameters are used to determine the performance form and control method of the target virtual vehicle during operation.

[0171] The above-mentioned method for generating virtual vehicles simulates the physical properties of virtual vehicles generated from scene components as a whole. Therefore, collisions occurring at any part of the virtual vehicle will cause the entire vehicle to generate force, making it conform to the physical laws of the real world and helping to improve the player's gaming experience.

[0172] In an optional embodiment, the above physical simulation includes physical collision and force effects; wherein, physical collision is used to control the collision effect when scene components collide with scene components in the game editing scene; force effects are controlled by the centroid and mass of the scene components.

[0173] In an optional embodiment, the step of generating a target virtual vehicle based on the target scene components determined by the vehicle generation command in response to the vehicle generation command includes: determining the target scene components in the game editing scene in response to the vehicle generation command, and generating a target virtual vehicle based on the target scene components; wherein each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is jointly determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.

[0174] In an optional embodiment, the method further includes: providing a first control in a graphical user interface in response to the existence of a target scene component among multiple scene components that satisfies the requirement of generating a target virtual vehicle; or providing a first control in a graphical user interface in response to a scene component selection operation when a target scene component among the selected scene components satisfies the requirement of generating a target virtual vehicle; and generating a vehicle generation instruction in response to a trigger operation on the first control.

[0175] In an optional embodiment, the step of configuring an overall physical simulation for the target virtual vehicle based on the physical simulation corresponding to each target scene component includes: merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle.

[0176] In an optional embodiment, the steps of merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation and configuring the overall physical simulation for the target virtual vehicle include: merging the physical collisions of each target scene component to obtain a merged physical collision, and configuring the merged physical collision as the overall physical collision of the target virtual vehicle; merging the masses of each target scene component to obtain a merged mass, and configuring the merged mass as the overall mass of the target virtual vehicle; obtaining the overall centroid based on the centroid and density of each target scene component, and configuring the overall centroid as the centroid of the target virtual vehicle.

[0177] In an optional embodiment, the target scene component includes a first component and at least one second component; the step of generating a target virtual vehicle based on the target scene component determined by the vehicle generation instruction in response to the vehicle generation instruction includes: in response to the vehicle generation instruction, controlling the assembly of at least one second component onto the first component to generate a target virtual vehicle in the game editing scene.

[0178] In an optional embodiment, the target scene component further includes a third component; the step of controlling the assembly of at least one second component onto the first component in response to the vehicle generation command to generate a target virtual vehicle in the game editing scene includes: controlling the assembly of at least one second component and a third component onto the first component in response to the vehicle generation command to generate a target virtual vehicle in the game editing scene.

[0179] In an optional embodiment, a second control is displayed in the graphical user interface; the method further includes: responding to a selection operation on a scene component in the game editing scene, determining a selected first scene component based on the selection operation; responding to a trigger operation on the second control, controlling the combination of the first scene component so that the combined first scene component is configured as a whole component in the game editing scene.

[0180] In an optional embodiment, the above-mentioned response to the editing operation of the target virtual vehicle, and the step of determining the vehicle parameters corresponding to the target virtual vehicle based on the editing operation, includes: responding to the configuration operation of the target virtual vehicle, displaying a parameter setting panel in the graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, which are used to configure the vehicle parameters of the target virtual vehicle; and responding to the setting operation of the parameter setting panel, determining the vehicle parameters of the target virtual vehicle.

[0181] In an optional embodiment, the vehicle parameters include one or more of the following: maximum vehicle speed, vehicle acceleration, distance between the virtual camera and the target virtual vehicle when the virtual object is riding in the virtual vehicle, wheel steering speed of the target virtual vehicle, maximum wheel steering angle, and control method of the target virtual vehicle.

[0182] In an optional embodiment, the parameter setting panel above also includes a switch control; the switch control is used to control whether the target virtual vehicle can be reborn after being destroyed.

[0183] In an optional embodiment, the target scene component includes at least one second component, and the vehicle parameters include a first parameter. The first parameter is used to configure corresponding operation permissions for different second components, so that the virtual object using the second component can control the target virtual vehicle according to the operation permissions corresponding to the second component.

[0184] In an optional embodiment, the second component is a seat component, and the method further includes: in response to the target virtual object sitting on the target seat component, obtaining pre-configured target operation permissions corresponding to the target seat component, and configuring target operation permissions for the target virtual object; in response to the target virtual object leaving the target seat component, canceling the target operation permissions configured for the target virtual object.

[0185] In an optional embodiment, the method further includes: in response to the target virtual object being configured with target operation permissions, displaying operation controls corresponding to the target operation permissions in the terminal device corresponding to the target virtual object; wherein the operation controls are configured to control the target virtual vehicle to perform corresponding vehicle behaviors in the game editing scene and / or the game running scene corresponding to the game editing scene in response to a triggered operation.

[0186] In an optional embodiment, the display format of the above-mentioned operation controls is matched with the vehicle behavior, which includes vehicle direction control behavior and / or vehicle speed control behavior.

[0187] In an optional embodiment, the method further includes: when multiple virtual objects are riding on different second components of the target virtual vehicle, receiving vehicle behavior triggering instructions sent by terminal devices corresponding to the multiple virtual objects, and controlling the operating state of the target virtual vehicle based on the vehicle behavior triggering instructions; wherein, the vehicle behavior triggering instructions are triggered by triggering operations on the operation controls in the terminal devices corresponding to the multiple virtual objects.

[0188] In an optional embodiment, the target scene component further includes a wheel component, and the vehicle parameters further include a second parameter. The second parameter is used to configure corresponding motion attributes for the wheel component so that the wheel component drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene.

[0189] In an optional embodiment, the step of the wheel assembly moving the target virtual vehicle in the game editing scene and / or the game running scene corresponding to the game editing scene includes: responding to the wheel assembly being configured with motion attributes, controlling the wheel assembly to rotate in the game editing scene and / or the game running scene corresponding to the game editing scene with motion attributes, so as to move the target virtual vehicle.

[0190] In an optional embodiment, the step of determining the vehicle parameters corresponding to the target virtual vehicle in response to an editing operation for the target virtual vehicle when there are multiple wheel components includes: configuring a corresponding second parameter for each wheel component in response to a configuration operation for multiple wheel components, so that each wheel component is configured with its own motion attributes.

[0191] In an optional embodiment, the method further includes: in response to each wheel assembly being configured with its own motion attributes, controlling the movement of the target virtual vehicle based on each motion attribute.

[0192] In an optional embodiment, the second parameter includes one or more of the following: whether the wheel assembly is a steering wheel, whether the wheel assembly is a drive wheel, the steering coefficient of the wheel assembly, the mass of the wheel assembly, the rolling friction coefficient of the wheel assembly, and the static friction coefficient of the wheel assembly.

[0193] In an optional embodiment, the method further includes: in response to a selection operation on a first target scene component in the target virtual vehicle while the target virtual vehicle is selected, selecting the first target scene component; in response to an editing operation on the first target scene component, determining decoration parameters of the first target scene component based on the editing operation, the decoration parameters including one or more of the following: component color and whether it is displayed in the game running scene.

[0194] In an optional embodiment, the graphical user interface includes a first interactive control; the method further includes: responding to a trigger operation on the first interactive control to control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of scene components in the game editing scene; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene through the game program based on the game scene information.

[0195] In an optional embodiment, the method further includes: responding to a game running command, displaying a game running scene of the game running phase through a graphical user interface, the game running scene including virtual objects and a target virtual vehicle generated based on component information in the game scene information; responding to a movement control operation on the virtual object, controlling the virtual object to move in the game running scene; responding to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying a boarding control in the graphical user interface; and responding to a trigger operation on the boarding control, controlling the virtual object to ride on the target virtual vehicle.

[0196] In an optional embodiment, the method further includes: in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying a vehicle reset control in the graphical user interface; and in response to a trigger operation on the vehicle reset control, righting the target virtual vehicle that is in a tilted state.

[0197] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this 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.

[0198] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0199] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered 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 of generating a virtual vehicle, characterized by, The method includes: A graphical user interface for the game editing stage is provided through a terminal device. The graphical user interface displays at least a portion of the game editing scene, which includes multiple scene components and each scene component is configured with independent physical simulation. In response to a vehicle generation command, a target virtual vehicle is generated based on the target scene components determined by the vehicle generation command, and an overall physical simulation is configured for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; In response to an editing operation on the target virtual vehicle, vehicle parameters corresponding to the target virtual vehicle are determined based on the editing operation, wherein the vehicle parameters are used to determine the performance and control method of the target virtual vehicle during operation.

2. The method of claim 1, wherein, The physical simulation includes physical collisions and force effects; wherein, the physical collisions are used to control the collision effect when the scene component collides with a scene component in the game editing scene; the force effects are controlled by the centroid and mass of the scene component.

3. The method of claim 1, wherein, The step of generating a target virtual vehicle based on the target scene components determined by the vehicle generation command in response to the vehicle generation command includes: In response to a vehicle generation command, a target scene component is determined in the game editing scene, and a target virtual vehicle is generated based on the target scene component; Each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.

4. The method of claim 1, wherein, The method further includes: In response to the existence of a target scene component among the plurality of scene components that satisfies the requirement of generating a target virtual vehicle, a first control is provided in the graphical user interface; or in response to a scene component selection operation, when a target scene component among the selected scene components satisfies the requirement of generating a target virtual vehicle, a first control is provided in the graphical user interface. In response to a trigger operation on the first control, the vehicle generation instruction is generated.

5. The method of claim 1, wherein, The step of configuring an overall physical simulation for the target virtual vehicle based on the physical simulation corresponding to each target scene component includes: The physical simulations corresponding to each target scene component are merged to obtain an overall physical simulation, and the overall physical simulation is configured for the target virtual vehicle.

6. The method of claim 5, wherein, The step of merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle, includes: Merge the physical collisions of each target scene component to obtain a merged physical collision, and configure the merged physical collision as the overall physical collision of the target virtual vehicle. The quality of each target scene component is merged to obtain the merged quality, and the merged quality is configured as the overall quality of the target virtual vehicle. Based on the centroid and density of each target scene component, the overall centroid is obtained, and the overall centroid is configured as the centroid of the target virtual vehicle.

7. The method of claim 1, wherein, The target scene component includes a first component and at least one second component; The step of generating a target virtual vehicle based on the target scene components determined by the vehicle generation command in response to the vehicle generation command includes: In response to a vehicle generation command, control is applied to assemble at least one second component onto the first component to generate a target virtual vehicle in the game editing scene.

8. The method of claim 7, wherein, The target scene component also includes a third component; The step of controlling the assembly of at least one second component onto the first component in response to a vehicle generation command to generate a target virtual vehicle in the game editing scene includes: In response to a vehicle generation command, control is used to assemble the at least one second component and the third component onto the first component to generate a target virtual vehicle in the game editing scene.

9. The method of claim 1, wherein, A second control is displayed in the graphical user interface; the method further includes: In response to a selection operation on a scene component in the game editing scene, the first selected scene component is determined based on the selection operation; In response to a trigger operation on the second control, the control combines the first scene components so that the combined first scene components are configured as a whole component in the game editing scene.

10. The method of claim 1, wherein, The step of responding to an editing operation on the target virtual vehicle and determining the vehicle parameters corresponding to the target virtual vehicle based on the editing operation includes: In response to a configuration operation for the target virtual vehicle, a parameter setting panel is displayed in the graphical user interface; wherein, the parameter setting panel includes multiple editable controls, which are used to configure the vehicle parameters of the target virtual vehicle; In response to a setting operation on the parameter setting panel, the vehicle parameters of the target virtual vehicle are determined.

11. The method of claim 1, wherein, The vehicle parameters include one or more of the following: maximum vehicle speed, vehicle acceleration, distance between the virtual camera and the target virtual vehicle when the virtual object is riding in the virtual vehicle, wheel steering speed of the target virtual vehicle, maximum wheel steering angle, and control method of the target virtual vehicle.

12. The method of claim 10, wherein, The parameter setting panel also includes a switch control; the switch control is used to control whether the target virtual vehicle can respawn after being destroyed.

13. The method of claim 1, wherein, The target scene component includes at least one second component, and the vehicle parameters include a first parameter. The first parameter is used to configure corresponding operation permissions for different second components, so that virtual objects using the second component can control the target virtual vehicle according to the operation permissions corresponding to the second component.

14. The method of claim 13, wherein, The second component is a seat assembly, and the method further includes: In response to a target virtual object sitting on a target vehicle seat component, the system obtains pre-configured target operation permissions corresponding to the target vehicle seat component and configures the target operation permissions for the target virtual object. In response to the target virtual object leaving the target seat component, the target operation permission configured for the target virtual object is cancelled.

15. The method of claim 14, wherein, The method further includes: In response to the target virtual object being configured with the target operation permission, operation controls corresponding to the target operation permission are displayed on the terminal device corresponding to the target virtual object; The operation control is configured to respond to a trigger operation and control the target virtual vehicle to perform corresponding vehicle behaviors in the game editing scene and / or the game running scene corresponding to the game editing scene.

16. The method of claim 15, wherein, The display format of the operation controls is matched with the vehicle behavior, which includes vehicle direction control behavior and / or vehicle speed control behavior.

17. The method of claim 15, wherein, The method further includes: When multiple virtual objects ride on different second components of the target virtual vehicle, the system receives vehicle behavior triggering instructions sent by the terminal devices corresponding to the multiple virtual objects, and controls the operating state of the target virtual vehicle based on the vehicle behavior triggering instructions. The vehicle behavior triggering command is triggered by a triggering operation on the operation control in the terminal device corresponding to the plurality of virtual objects.

18. The method of claim 1, wherein, The target scene component also includes a wheel component, and the vehicle parameters also include a second parameter. The second parameter is used to configure corresponding motion attributes for the wheel component so that the wheel component drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene.

19. The method of claim 18, wherein, The step of the wheel assembly moving the target virtual vehicle in the game editing scene and / or the game running scene corresponding to the game editing scene includes: In response to the wheel assembly being configured with the motion attribute, the wheel assembly is controlled to rotate in the game editing scene and / or the game running scene corresponding to the game editing scene with the motion attribute, so as to drive the target virtual vehicle to move.

20. The method of claim 18, wherein, When there are multiple wheel assemblies, the step of responding to an editing operation on the target virtual vehicle and determining the vehicle parameters corresponding to the target virtual vehicle based on the editing operation includes: In response to a configuration operation for the plurality of wheel assemblies, a corresponding second parameter is configured for each wheel assembly so that each wheel assembly is configured with its own motion attributes.

21. The method of claim 20, wherein, The method further includes: In response to the fact that each of the wheel components is configured with its own motion attributes, the target virtual vehicle is controlled to move based on the sum of the motion attributes.

22. The method of claim 18, wherein, The second parameter includes one or more of the following: whether the wheel assembly is a steering wheel, whether the wheel assembly is a drive wheel, the steering coefficient of the wheel assembly, the mass of the wheel assembly, the rolling friction coefficient of the wheel assembly, and the static friction coefficient of the wheel assembly.

23. The method of claim 1, wherein, The method further includes: In response to the selected state of the target virtual vehicle, a selection operation on the first target scene component in the target virtual vehicle is performed, and the first target scene component is selected; In response to an editing operation on the first target scene component, decoration parameters of the first target scene component are determined based on the editing operation. The decoration parameters include one or more of the following: component color and whether it is displayed in the game running scene.

24. The method of claim 1, wherein, The graphical user interface includes a first interactive control; the method further includes: In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein, the game scene information includes component information of scene components in the game editing scene; The system controls the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

25. The method of claim 24, wherein, The method further includes: In response to a game execution command, the game execution scene of the game execution phase is displayed through the graphical user interface. The game execution scene includes virtual objects and target virtual vehicles generated based on component information in the game scene information. In response to a movement control operation on the virtual object, control the virtual object to move within the game's running scene; In response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, a boarding control is displayed in the graphical user interface; In response to a trigger operation on the boarding control, the virtual object is controlled to ride on the target virtual vehicle.

26. The method of claim 25, wherein, The method further includes: In response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, a vehicle reset control is displayed in the graphical user interface; In response to a trigger operation on the vehicle reset control, the target virtual vehicle that is in a tilted state is righted.

27. A virtual vehicle generation apparatus characterized by comprising: The device includes: An interface providing module is used to provide a graphical user interface for the game editing stage through a terminal device. The graphical user interface displays at least a portion of the game editing scene, and the game editing scene includes multiple scene components, each of which is configured with independent physical simulation. The vehicle generation module is used to respond to the vehicle generation command, generate a target virtual vehicle based on the target scene components determined by the vehicle generation command, and configure an overall physical simulation for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; The vehicle editing module is used to respond to editing operations on the target virtual vehicle and determine vehicle parameters corresponding to the target virtual vehicle based on the editing operations. The vehicle parameters are used to determine the performance and control method of the target virtual vehicle during operation.

28. An electronic device, comprising: The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the method for generating a virtual vehicle according to any one of claims 1 to 26.

29. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the method for generating a virtual vehicle according to any one of claims 1 to 26.