Game editing method, device and electronic equipment

By defining and configuring model types and attribute parameters in the game editing scene, target model data is generated, solving the problems of fixed scene models and excessively large game packages, and enabling personalized editing and performance improvement.

CN117563236BActive Publication Date: 2026-08-25NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202311453559.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-02
Publication Date
2026-08-25
Estimated Expiration
2043-11-02

AI Technical Summary

Technical Problem

The existing game editing scene uses fixed scene models, which cannot meet the personalized needs of players. In addition, the pre-generated large number of model files result in an excessively large game package size, which affects the performance of the game service.

Method used

In the game editing scene, the model type and attribute parameters are determined by the model control, the default model data is generated, the target model data is generated according to the player configuration, the default model is replaced, and the scene data is saved, avoiding the need to pre-store a large number of model files.

Benefits of technology

It enables players to personalize scene models during game runtime, reducing the size of the game package and improving game service performance.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN117563236B_ABST
    Figure CN117563236B_ABST
Patent Text Reader

Abstract

The present disclosure provides a game editing method and device and electronic equipment, display game editing scene and model control; in response to the specified operation for the first model control, determine the model type and the default model attribute parameter corresponding to the first model control, generate the default first scene model in the game editing scene; in response to the configuration operation for the default first scene model, replace the default first scene model with the target first scene model; save the scene data of the game editing scene. In this way, players can edit dynamic models during game running, configure parameters of default scene models, change shapes of scene models, and meet personalized needs of players. In addition, when generating and editing scene models in the game editing scene, model data is automatically generated according to player selection and configuration, and then corresponding scene models are generated, without the need to pre-store a large number of model files, thereby reducing the size of the game package and improving game service performance.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

[0002] In the existing game editing environment, players can create various scene models and edit their position and size. This requires developers to pre-generate corresponding model files using model generation software for players to choose from. If players want to create scene models of different shapes, they need to select from the scene models provided by the game. Because the scene models developed by developers are relatively fixed, the number of scene models provided by the game is limited, which cannot meet players' personalized needs and affects their gaming experience. Furthermore, if developers pre-generate a large number of model files using model generation software, it will result in an excessively large game package, impacting game service performance. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide a game editing method, device, and electronic device, in which players can configure parameters of the default scene model in the game editing scene and change the shape of the scene model to meet the player's personalized needs; in addition, the method of generating scene models in the game editing scene requires generating model data first based on the player's selection and configuration, and then generating the corresponding scene model, without the need to pre-store a large number of scene model files, thereby reducing the size of the game package and improving the performance of the game service.

[0004] In a first aspect, embodiments of this disclosure provide a game editing method, the method comprising: displaying a game editing scene provided by running a game program and at least one model control in a graphical user interface; responding to a specified operation on a first model control, determining a model type corresponding to the first model control and default model attribute parameters corresponding to the model type; generating default model data based on the model type and default model attribute parameters, and generating a default first scene model corresponding to the first model control in the game editing scene using the default model data; responding to a configuration operation on the default first scene model, updating the default model attribute parameters to target model attribute parameters based on first configuration information corresponding to the configuration operation; generating target model data corresponding to the target model attribute parameters, and replacing the default first scene model with the target first scene model generated based on the target model data; and responding to a save instruction on the game editing scene, saving the scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model, and target model attribute parameters.

[0005] Secondly, embodiments of this disclosure provide a game editing device, comprising: a game editing scene display module, used to display a game editing scene provided by running a game program and at least one model control on a graphical user interface; a default parameter determination module, used to respond to a specified operation for a first model control, determine the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type; a default model generation module, used to generate default model data according to the model type and the default model attribute parameters, and generate a default first scene model corresponding to the first model control in the game editing scene using the default model data; a default parameter update module, used to respond to a configuration operation for the default first scene model, and update the default model attribute parameters to target model attribute parameters according to the first configuration information corresponding to the configuration operation; a target model generation module, used to generate target model data corresponding to the target model attribute parameters, and replace the default first scene model with the target first scene model generated according to the target model data; and a game editing scene saving module, used to respond to a save command for the game editing scene, and save the scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, the model type of the target first scene model, and the target model attribute parameters.

[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the game editing method of any of the first aspects.

[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game editing method of any one of the first aspects.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides a game editing method, apparatus, and electronic device that displays a game editing scene and model controls; responds to a specified operation on a first model control, determines the model type and default model attribute parameters corresponding to the first model control, and generates a default first scene model in the game editing scene; responds to a configuration operation on the default first scene model, replaces the default first scene model with a target first scene model; and saves the scene data of the game editing scene. In this method, players can edit dynamic models during game runtime, configure parameters of the default scene model, and change the shape of the scene model to meet the player's personalized needs. Furthermore, when generating and editing scene models in the game editing scene, model data is automatically generated based on the player's selection and configuration, and then the corresponding scene model is generated, eliminating the need to pre-store a large number of model files, reducing the size of the game package, and improving game service performance.

[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of this disclosure 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 technical solutions in the specific embodiments of this disclosure or 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 this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a game editing method provided in this embodiment of the disclosure;

[0014] Figure 2 A schematic diagram of a game editing scene provided in an embodiment of this disclosure;

[0015] Figure 3 A schematic diagram of another game editing scenario provided in an embodiment of this disclosure;

[0016] Figure 4 A schematic diagram of another game editing scenario provided in an embodiment of this disclosure;

[0017] Figure 5 A schematic diagram of another game editing scenario provided in an embodiment of this disclosure;

[0018] Figure 6 A schematic diagram illustrating the process of generating a scene model in a game running scenario, provided in an embodiment of this disclosure;

[0019] Figure 7 This is a schematic diagram of the structure of a game editing device provided in an embodiment of the present disclosure;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0022] In existing game editing scenarios, players can create various scene models and edit their position and size. Specifically, developers need to pre-generate corresponding model files using model generation software for players to choose from. If players want to create scene models of different shapes, they need to select from the scene models provided by the game. Since the scene models developed by developers are relatively fixed, and the number of scene models provided by the game is limited, it cannot meet the personalized needs of players, affecting their gaming experience. Furthermore, if developers pre-generate a large number of model files using model generation software, it will result in an excessively large game package, impacting game service performance. Based on this, this disclosure provides a game editing method, apparatus, and electronic device. This technology can be applied to devices such as mobile phones, computers, laptops, and tablets, and is particularly applicable to scenarios involving the editing of scene models within a game editing scene.

[0023] In one embodiment of this disclosure, the game editing method can run on a local terminal device or a server. When the game editing method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0024] 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 game editing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0025] 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.

[0026] In one possible implementation, embodiments of the present invention provide a game editing method that provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Figure 1 As shown, the method includes the following steps:

[0027] Step S102: Display the game editing scene and at least one model control provided by running the game program on the graphical user interface;

[0028] The aforementioned game editing scene refers to a game scene created by the player in the game. This game editing scene can be an empty game scene, a game scene that includes some initial scene objects, or a game scene that the player has created and saved in advance (this game scene can be a published scene or an unpublished scene).

[0029] For example, an empty game editing scene can be created where players can edit various scene content, including creating non-player characters. Alternatively, an already constructed game editing scene can be opened, and then non-player characters can be created within that scene. In other words, players can save previously edited game editing scenes and edit them again. Specifically, non-player characters can be created at a target scene location within the game editing scene; this target scene location can be a preset location or a location selected by the player.

[0030] Optionally, there are multiple ways to access the game editing scene, meaning the graphical user interface can display various methods for accessing the game editing scene provided by running the game program. For example, the game lobby may display a primary entry point for entering the game battle / competitive scene, and a secondary entry point for entering the game editing scene. Through this secondary entry point, the graphical user interface will display the game editing scene provided by running the game program. Players can then edit the game editing scene. After editing, players can choose to save or publish it, allowing the current player or other players to enter and play the edited game scene.

[0031] This embodiment is implemented in the game editing stage. Optionally, the game editing scene includes multiple model controls, corresponding to scene models of different types or shapes. For example, the model type of the first model control is a cylinder, and the model type of the second model control is a cube, etc.

[0032] For example, such as Figure 2 As shown, there are multiple model controls, each including a model thumbnail and a model type, such as "Basic Cube," "Invisible Cube," "Basic Cylinder," "Sphere," "Invisible Sphere," and "Basic Arrow." Different model types typically have different editable model attribute parameters.

[0033] Step S104: Respond to the specified operation for the first model control, and determine the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type;

[0034] The specified operations mentioned above can be clicks, swipes, double-clicks, long presses, etc.; the default model attribute parameters mentioned above indicate the shape of the default first scene model; for example, if the model type is a basic torus, the default model attribute parameters corresponding to a basic torus include at least: roughness, metallicity, outer diameter, inner diameter, height, number of inner polygons, number of outer polygons, material UV scaling, chamfer radius, etc. As another example, if the model type is a basic square, the default model attribute parameters corresponding to a basic square include at least: chamfer order, cube radius, chamfer radius, etc. As another example, if the model type is a basic cylinder, the default model attribute parameters corresponding to a basic cylinder include at least: upper base radius, lower base radius, height, number of upper base sides, number of lower base sides, chamfer radius, etc. As another example, if the model type is a basic cone, the default model attribute parameters corresponding to a basic cone include at least: number of base sides, chamfer radius, height, bottom radius.

[0035] Optionally, in response to a sliding operation on the first model control, the model thumbnail corresponding to the first model control is moved to the game editing scene. First, the model type corresponding to the first model control is determined. Optionally, each model control has a pre-stored corresponding model type, which is pre-configured.

[0036] Then, the default model attribute parameters corresponding to the model type are determined. Optionally, the default model attribute parameters corresponding to the model type can be obtained by calling a pre-configured configuration file, which includes the default model attribute parameters corresponding to different model types. Alternatively, the default model attribute parameters can be determined by calling pre-configured program code (code file). Different model types correspond to different program code, and the program code includes the default model attribute parameters corresponding to the model type. The program code corresponding to the model type of the first model control is determined from the pre-configured program code, and then the default model attribute parameters corresponding to the model type are determined from that program code.

[0037] Step S106: Generate default model data based on model type and default model attribute parameters, and generate the default first scene model corresponding to the first model control in the game editing scene using the default model data;

[0038] The default model data mentioned above typically includes model resources and physical resources. The model resources are used to generate the model structure and render the model structure, while the physical resources are used to generate the physical effects of the model structure.

[0039] It's important to note that model resources refer to the 3D model files used in a game. They define the appearance and shape of characters, scenes, and objects within the game. Model resources can contain information such as vertices, faces, materials, skeletal animations, and texture maps. Game engines can load and render model resources, making them visible in the game and interactive with the player.

[0040] Physics resources refer to the descriptions of the physical properties and behaviors of objects in a game. These properties and behaviors can be simulated and calculated using a physics engine. Physics resources can include parameters such as colliders, mass, inertia, friction, and elasticity. By assigning appropriate physics resources to objects, more realistic collision effects, object motion, and interactive behaviors can be achieved. The physics engine can perform physical simulations based on physics resources, enabling objects in the game to dynamically calculate and respond according to the physical laws of the real world.

[0041] Optionally, default model attribute parameters can be read through the program code corresponding to the model type. Default model data, such as vertex coordinates, normal orientation, texture coordinates, and vertex color, can be generated through mathematical calculations. Based on the topological characteristics of the default first scene model, a triangular mesh and a set of physical geometry can be further generated. After generation, the vertex and face information are assembled into a model and placed in the game editing scene for rendering. The physical geometry is then placed in the physical scene to participate in physics calculations.

[0042] For example, if the model type is a basic cylinder, default model data is generated using the corresponding program code and default model attribute parameters. Then, the game engine generates the basic cylinder in the game editing scene based on the default model data.

[0043] Model resources are used to define the appearance and shape in the game, while physics resources are used to simulate and calculate the physical behavior of objects. By combining the two, a more realistic and interactive gaming experience can be achieved.

[0044] Step S108: Respond to the configuration operation for the default first scene model, and update the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation;

[0045] The configuration operations described above can be click operations, input operations, selection operations, etc. Optionally, multiple configuration controls can be displayed in the graphical user interface, where different configuration controls are used to edit different attribute parameters; in response to configuration operations targeting the target configuration control, the default model attribute parameters are updated to the target model attribute parameters according to the first configuration information corresponding to the configuration operation. For example, if the model type is a basic cylinder, the configuration controls include a first configuration control for configuring the height of the basic cylinder, a second configuration control for configuring the radius of the upper base of the basic cylinder, a third configuration control for configuring the radius of the lower base of the basic cylinder, a fourth configuration control for configuring the number of upper base edges of the basic cylinder, a fifth configuration control for configuring the number of lower base edges of the basic cylinder, and a sixth configuration control for configuring the chamfer radius of the basic cylinder. Players can edit the configuration controls to change the upper base radius, lower base radius, height, number of upper base edges, number of lower base edges, chamfer radius, etc. of the basic cylinder.

[0046] The aforementioned first configuration information includes some or all of the model attribute parameters. For example, it may change the default parameter value of the first attribute parameter to a specified parameter value. Optionally, based on the first configuration information, the attribute parameters whose parameters have been changed from the default model attribute parameters may be changed to the first configuration information to obtain the target model attribute parameters.

[0047] For example, such as Figure 3 The diagram shown is a schematic of the game editing scene (provided by the computer game), which includes multiple configuration controls for the basic circular ring.

[0048] For example, such as Figure 4 The diagram shown is a schematic of the game editing scene (provided by the mobile game), which includes multiple configuration controls for the basic cube.

[0049] Step S110: Generate target model data corresponding to the target model attribute parameters, and replace the default first scene model with the target first scene model generated based on the target model data;

[0050] The target model data mentioned above includes model resources and physical resources. The model resources are used to generate the model structure and render the model structure, while the physical resources are used to generate the physical effects of the model structure.

[0051] Optionally, the target model data mentioned above includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.

[0052] Optionally, target model data can be generated based on the program code corresponding to the model type and the target model attribute parameters. Then, a target first scene model can be generated based on the target model data, and the default first scene model can be updated to the target first scene model. The default first scene model and the target first scene model have different shapes.

[0053] Optionally, in response to editing operations on the target first scene model, the target first scene model can also be scaled and rotated.

[0054] Step S112: Respond to the save command for the game editing scene and save the scene data of the game editing scene; the scene data includes: the scene resources of the game editing scene, the model type of the target first scene model, and the target model attribute parameters.

[0055] The aforementioned save command can be generated in response to a save control triggered in the game editing scene, or it can be generated in response to saving text or voice within the game editing scene. The aforementioned scene data can also be map data, including scene resources within the game editing scene and the model type and target model attribute parameters of added dynamic models. These scene resources include object resources of fixed scene objects within the game editing scene (which can be understood as scene resources in the unedited state of the game editing scene), and model identifiers of scene models added to the game editing scene during the editing phase. These model identifiers include a first identifier and a second identifier. If the model identifier of the first scene model is the first identifier, it indicates that the first scene model is a dynamic model; if the model identifier of the second scene model is the second identifier, it indicates that the second scene model is a static model. During the editing phase, the shape of the first scene model can be changed, while the shape of the second scene model cannot be changed during the editing phase; only the model material, scaling, and rotation of the second scene model can be modified.

[0056] The aforementioned scene data may also include material information of the target first scene model, which typically includes the storage path of the material data of the target first scene model.

[0057] This disclosure provides a game editing method, which displays a game editing scene and at least one model control provided by running a game program in a graphical user interface; responds to a specified operation on a first model control, determines the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type; generates default model data based on the model type and the default model attribute parameters, and generates a default first scene model corresponding to the first model control in the game editing scene using the default model data; responds to a configuration operation on the default first scene model, updates the default model attribute parameters to target model attribute parameters according to the first configuration information corresponding to the configuration operation; generates target model data corresponding to the target model attribute parameters, and replaces the default first scene model with the target first scene model generated based on the target model data; and responds to a save command on the game editing scene, saves the scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, the model type of the target first scene model, and the target model attribute parameters. In this method, players can edit dynamic models during game runtime, configure parameters for default scene models, and change the shape of scene models to meet their personalized needs. In addition, when generating and editing scene models in the game scene editing mode, model data is automatically generated based on the player's selection and configuration, and then the corresponding scene model is generated. There is no need to pre-store a large number of model files, which reduces the size of the game package and improves the performance of the game service.

[0058] The following describes the process of generating dynamic models in a game runtime scene:

[0059] The above method further includes: in response to a game running command, acquiring scene data of the game editing scene; determining, based on the scene data, the model type and target model attribute parameters of the target first scene model that is a dynamic model in the game editing scene; generating target model data of the target first scene model based on the model type and target model attribute parameters; generating the game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating the target first scene model in the game running scene based on the target model data.

[0060] This embodiment is implemented during the game execution phase. The game execution command can be a command for a pre-saved game editing scene, loading the scene data of the pre-saved game editing scene. Optionally, based on the model identifiers included in the scene resources, the target first scene model with the first identifier is determined to be a dynamic model; the model type and target model attribute parameters of the target first scene model are obtained from the scene data.

[0061] Based on the model identifiers included in the scene resources, determine whether the scene model included in the game editing scene is a dynamic model. If so, determine that the target first scene model with the first identifier is a dynamic model, and obtain the model type and target model attribute parameters of the pre-saved target first scene model from the scene data.

[0062] Optionally, target model data for the first target scene model can be generated using a specified thread, based on the model type and target model attribute parameters. The specified thread is the thread corresponding to the model type of the first target scene model. Optionally, a virtual machine can be used as one implementation method for the thread. Optionally, the program code (code file) corresponding to the model type can be called based on the model type, and the target model data for the first target scene model can be generated based on this program code and the target model attribute parameters. Then, through the game engine, the game running scene corresponding to the game editing scene is generated based on scene resources, and the first target scene model is generated in the game running scene based on the target model data.

[0063] In some optional implementations, the dynamic models identified as the first identifier include multiple models, and the following steps need to be performed in parallel for each scene model: determine the model type and target model attribute parameters of the dynamic model; generate target model data of the dynamic model based on the model type and target model attribute parameters; generate the game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generate the dynamic model in the game running scene based on the target model data.

[0064] The following describes the process of editing a static scene model in the game editing scene:

[0065] The above method also includes: responding to a specified operation for the second model control, obtaining the second model data of the second scene model corresponding to the second model control from a specified file; and generating the second scene model in the game editing scene based on the second model data.

[0066] This embodiment is implemented during the game editing stage. The specified operation for the first model control described above is the same as the specified operation for the first model control described above, and will not be repeated here. The specified file mentioned above usually refers to the game's system file, which stores model data for various static models. The model data for static models includes model resources and physical resources. Similarly, the second model data mentioned above includes model resources and physical resources for the second scene model.

[0067] Optionally, in response to a save command, the scene data of the game editing scene is saved. This scene data includes the scene resources of the game editing scene, and may also save the model type of the scene model. The scene resources include object resources of fixed scene objects in the game editing scene (which can be understood as the scene resources of the game editing scene in its unedited state), and model identifiers of the scene models added to the game editing scene during the editing stage. The model identifiers include a first identifier and a second identifier. If the model identifier of the first scene model is the first identifier, it indicates that the first scene model is a dynamic model. Also, the model attribute parameters of the static model are not saved after editing a static model in the game editing scene.

[0068] When editing static scene models in the game's editing scene, the game system can directly load model data to generate a static model. Unlike editing dynamic models, when editing dynamic models, the system doesn't directly retrieve model data. Instead, it dynamically generates model data based on the player's parameter configurations, and then dynamically updates the model.

[0069] Optionally, in response to a second configuration operation on the second scene model, second configuration information corresponding to the second configuration operation is determined, including material parameters, scaling, and rotation parameters. This second configuration information is used to adjust the material, scaling ratio, and rotation angle of the second scene model when generating the second scene model based on the second scene data of the second scene model.

[0070] Instance-like, such as Figure 5 The diagram shown illustrates the game editing scene, which includes three configuration controls: the material of the basic cube, the scaling factor, and the rotation angle.

[0071] The following describes the process of generating static scene models in a game runtime environment:

[0072] The above method also includes: in response to a game running command, acquiring scene data of a game editing scene; determining a second scene model that is a static model in the game editing scene based on the scene data; acquiring second model data of the second scene model from a specified file; generating a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating the target second scene model in the game running scene based on the second model data.

[0073] This embodiment is implemented during the game execution phase. The game execution command can be a command for a pre-saved game editing scene, loading the scene data of the pre-saved game editing scene. Optionally, based on the model identifiers included in the scene resources, a second scene model with the second identifier is determined to be a static model; the second model data of the second scene model is obtained from a specified file; the game engine generates a game execution scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and the second scene model is generated in the game execution scene based on the second model data.

[0074] For the steps described above regarding generating dynamic and static models in a game runtime scenario, an example is as follows: Figure 6 The model generation diagram shown first loads map data (corresponding to the aforementioned scene data). Then, based on the map data, it determines whether the scene model included in the game editing scene is a dynamic model. If it is a dynamic model, the model type and parameters of the dynamic model are parsed (i.e., the model type of the dynamic model and the model attribute parameters configured in the editing stage are determined from the scene data). If dynamic models are included, model data for each dynamic model is generated asynchronously through different threads, that is, model resources and physical resources suitable for the game engine are generated.

[0075] If it is a static model instead of a dynamic model, the model type and parameters of the dynamic model are parsed (i.e., the model type of the static model is determined from the scene data and the material parameters, scaling and rotation parameters configured in the editing stage). The model type can be understood as the model name of the static model. Then, the model resources and physical resources are loaded from the file system. Finally, the dynamic model and static model are generated in the game running scene.

[0076] As explained above, the operation and editing methods for dynamic and static models differ during the game editing phase. When editing dynamic models, the shape can be changed, but when editing static models, only the scaling, rotation, and material can be modified. Furthermore, the development processes for editing dynamic and static models within the game editing scene also differ. If dynamic models can be edited within the game editing scene, developers will pre-package the corresponding program code into the game package. This facilitates the subsequent generation of model data based on the player-configured model attribute parameters. This approach not only improves the flexibility of configuring scene models but also reduces the package size.

[0077] If static models can be edited in the game's editing scene, developers will pre-package the model data of the static models into the game's package body so that players can directly load the corresponding model data when configuring static models later. However, a game editing scene usually includes a large number of scene models. If the model data of each scene model is packaged into the game's package body, it will lead to the problem of the game package body being too large.

[0078] Similarly, the methods for generating dynamic and static models during game runtime differ. The main difference is that when generating a dynamic model, there's no need to load the corresponding model data; instead, the dynamic model is generated based on the program code and the model attribute parameters configured during the editing phase. When generating a static model, the corresponding model data needs to be loaded.

[0079] One possible implementation of the steps described above for determining the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type is to call the first code file corresponding to the model type of the first model control, wherein the first code file includes the default model attribute parameters corresponding to the model type.

[0080] One possible implementation of the above steps for generating default model data based on model type and default model attribute parameters is as follows: Generate default model data based on the first code file corresponding to the model type of the first model control.

[0081] The first code file mentioned above is pre-written by the developers; different model types typically correspond to different code files. Optionally, running the first code file will generate the default model data.

[0082] Optionally, the default model attribute parameters can be read from the first code file corresponding to the model type of the first model control, and default model data can be generated through mathematical calculations. The program can then generate code files corresponding to different model types based on the art UV rules. Model attribute parameters, such as inner diameter length, number of inner diameter sides, and number of chamfered sides, can be made available to the player. After the player completes editing the model, if the model data is subsequently used in the game's running scene corresponding to the edited scene, the corresponding model data will be dynamically generated instead of being retrieved from a specified file.

[0083] Model data generated by program code can effectively control seam errors when generating scene models or assembling them, and can more accurately estimate the occupancy value based on the point, line, and surface data used in model generation. For the same expressive effect, because program-generated objects use low-level stitching, they don't generate many independent objects like player-assembled models. Therefore, runtime overhead is lower, reducing the amount of occupancy value used.

[0084] Specifically, because the model data generated by the program code can accurately calculate various parameters of the splicing points / lines / surfaces based on the mathematical properties of the geometry itself when generating or assembling the model, it ensures that the model is mathematically continuous. This is far more precise than players adjusting the position visually.

[0085] Whether it's a regular model or a procedural model, there are corresponding runtime overheads in the game. Therefore, the concept of occupancy value is pre-set for different dynamic models. At the same time, the total amount of occupancy value that can be used in a map is fixed, thereby limiting mapmakers from creating maps that far exceed the device's computing power and ensuring the player's gaming experience.

[0086] In traditional models, since the data for points, lines, and surfaces is fixed, their occupancy values ​​are also often fixed. However, in dynamic models, the point, line, and surface data change dynamically with the user's input parameters. For example, if a spline has many turns, compared to a spline without turns, more surfaces will be generated to smooth the curves at the turns, and the corresponding occupancy value will increase.

[0087] One possible implementation of the above step of updating the default model attribute parameters to the target model attribute parameters based on the first configuration information corresponding to the configuration operation is as follows: based on the first configuration information corresponding to the configuration operation, update the default model attribute parameters included in the first code file corresponding to the model type of the first model control to the target model attribute parameters.

[0088] One possible implementation of the above steps for generating target model data corresponding to the target model attribute parameters is as follows: read the target model attribute parameters according to the first code file, and generate target model data corresponding to the target model attribute parameters through mathematical calculation.

[0089] In a game scenario, one possible implementation of the steps described above for generating target model data for the first scene model based on model type and target model attribute parameters is as follows: call the first code file corresponding to the model type, read the target model attribute parameters from the first code file, and generate the target model data for the first scene model through mathematical calculations.

[0090] The target model data for generating the primary scene model can include vertex coordinates, normal orientation, texture coordinates, vertex colors, etc. Based on the topological features of the default primary scene model, it further generates a triangular mesh and a set of physical geometry. After generation, the vertex and face information is assembled into a model and placed into the game editing scene for rendering. The physical geometry is then placed into the physics scene for use in physics calculations.

[0091] The above method also includes: in response to the fact that the model type and target model attribute parameters of the third scene model are consistent with those of the target first scene model, generating the third scene model in the game running scene based on the target model data of the target first scene model.

[0092] In a game runtime scenario, if multiple dynamic models have identical model types and target model attribute parameters, only one step is needed to generate the target model data based on the model type and target model attribute parameters. The generated target model data can be reused. This approach improves game service performance.

[0093] Corresponding to the above method embodiments, this disclosure provides a game editing device, such as... Figure 7 As shown, the device includes:

[0094] The game editing scene display module 71 is used to display the game editing scene provided by running the game program and at least one model control in the graphical user interface;

[0095] The default parameter determination module 72 is used to respond to a specified operation for the first model control and determine the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type.

[0096] The default model generation module 73 is used to generate default model data based on the model type and default model attribute parameters, and to generate the default first scene model corresponding to the first model control in the game editing scene using the default model data;

[0097] The default parameter update module 74 is used to respond to configuration operations for the default first scene model and update the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation.

[0098] The target model generation module 75 is used to generate target model data corresponding to the target model attribute parameters, and replace the default first scene model with the target first scene model generated based on the target model data.

[0099] The game editing scene saving module 76 is used to respond to the save command for the game editing scene and save the scene data of the game editing scene; the scene data includes: the scene resources of the game editing scene, the model type of the target first scene model and the target model attribute parameters.

[0100] This disclosure provides a game editing device that displays a game editing scene and at least one model control provided by running a game program in a graphical user interface; responds to a specified operation on a first model control, determines the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type; generates default model data based on the model type and the default model attribute parameters, and generates a default first scene model corresponding to the first model control in the game editing scene using the default model data; responds to a configuration operation on the default first scene model, updates the default model attribute parameters to target model attribute parameters according to the first configuration information corresponding to the configuration operation; generates target model data corresponding to the target model attribute parameters, and replaces the default first scene model with the target first scene model generated based on the target model data; and responds to a save command on the game editing scene, saves the scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, the model type of the target first scene model, and the target model attribute parameters. In this method, players can edit dynamic models during game runtime, configure parameters for default scene models, and change the shape of scene models to meet their personalized needs. In addition, when generating and editing scene models in the game scene editing mode, model data is automatically generated based on the player's selection and configuration, and then the corresponding scene model is generated. There is no need to pre-store a large number of model files, which reduces the size of the game package and improves the performance of the game service.

[0101] The aforementioned device further includes: a game operation first module, used to respond to a game operation command, acquire scene data of a game editing scene; determine, based on the scene data, the model type and target model attribute parameters of a target first scene model that is a dynamic model in the game editing scene; generate target model data of the target first scene model based on the model type and target model attribute parameters; generate a game operation scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generate the target first scene model in the game operation scene based on the target model data.

[0102] The aforementioned device further includes: a second scene model generation module, used to respond to a specified operation on the second model control, obtain second model data of the second scene model corresponding to the second model control from a specified file; and generate a second scene model in the game editing scene based on the second model data.

[0103] The aforementioned device further includes: a second game operation module, used to respond to a game operation command, acquire scene data of a game editing scene; determine a second scene model that is a static model in the game editing scene based on the scene data; acquire second model data of the second scene model from a specified file; generate a game operation scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generate the target second scene model in the game operation scene based on the second model data.

[0104] The aforementioned default parameter determination module is also used to: call the first code file corresponding to the model type of the first model control, the first code file including default model attribute parameters corresponding to the model type.

[0105] The aforementioned default model generation module is also used to: generate default model data based on the first code file corresponding to the model type of the first model control.

[0106] The aforementioned default parameter update module is also used to: update the default model attribute parameters included in the first code file corresponding to the model type of the first model control to the target model attribute parameters according to the first configuration information corresponding to the configuration operation.

[0107] The aforementioned target model generation module is also used to: read the target model attribute parameters according to the first code file, and generate target model data corresponding to the target model attribute parameters through mathematical calculations.

[0108] The model shape of the target first scene model is different from the model shape of the default first scene model.

[0109] The aforementioned scene resources include model identifiers for scene models; the model identifiers include a first identifier and a second identifier, whereby the first identifier indicates that the scene model is a dynamic model and the second identifier indicates that the scene model is a static model.

[0110] The aforementioned scene data also includes material information for the target first scene model.

[0111] The aforementioned game operation module is also used to: call the first code file corresponding to the model type, read the target model attribute parameters according to the first code file, and generate the target model data of the target first scene model through mathematical calculations.

[0112] The aforementioned target model data includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.

[0113] The aforementioned game operation first module is also used to: in response to the fact that the model type and target model attribute parameters of the third scene model are consistent with those of the target first scene model, generate the third scene model in the game operation scene based on the target model data of the target first scene model.

[0114] The aforementioned game operation first module is also used to: determine that the target first scene model with the first identifier is a dynamic model based on the model identifiers included in the scene resources; and obtain the model type and target model attribute parameters of the target first scene model from the scene data.

[0115] The second module of the game operation mentioned above is also used to: determine the second scene model with the second identifier as a static model based on the model identifiers included in the scene resources.

[0116] The game editing device provided in this embodiment has the same technical features as the game editing method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0117] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described game editing method. This electronic device can be a server or a terminal device.

[0118] See Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the game editing method described above.

[0119] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0120] The memory 101 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, metropolitan area network, etc. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 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.

[0121] The processor 100 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 the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure 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 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0122] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned game editing method:

[0123] The graphical user interface displays a game editing scene and at least one model control provided by running the game program; responds to a specified operation for a first model control, determines the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type; generates default model data based on the model type and default model attribute parameters, and generates a default first scene model corresponding to the first model control in the game editing scene using the default model data; responds to a configuration operation for the default first scene model, updates the default model attribute parameters to the target model attribute parameters based on the first configuration information corresponding to the configuration operation; generates target model data corresponding to the target model attribute parameters, and replaces the default first scene model with the target first scene model generated based on the target model data; responds to a save command for the game editing scene, and saves the scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model, and target model attribute parameters. In this method, players can edit dynamic models during game runtime, configure parameters for default scene models, and change the shape of scene models to meet their personalized needs. In addition, when generating and editing scene models in the game scene editing mode, model data is automatically generated based on the player's selection and configuration, and then the corresponding scene model is generated. There is no need to pre-store a large number of model files, which reduces the size of the game package and improves the performance of the game service.

[0124] The above method further includes: in response to a game running command, acquiring scene data of the game editing scene; determining, based on the scene data, the model type and target model attribute parameters of the target first scene model that is a dynamic model in the game editing scene; generating target model data of the target first scene model based on the model type and target model attribute parameters; generating the game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating the target first scene model in the game running scene based on the target model data.

[0125] The above method also includes: responding to a specified operation for the second model control, obtaining the second model data of the second scene model corresponding to the second model control from a specified file; and generating the second scene model in the game editing scene based on the second model data.

[0126] The above method also includes: in response to a game running command, acquiring scene data of a game editing scene; determining a second scene model that is a static model in the game editing scene based on the scene data; acquiring second model data of the second scene model from a specified file; generating a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating the target second scene model in the game running scene based on the second model data.

[0127] The steps described above for determining the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type include: calling the first code file corresponding to the model type of the first model control, wherein the first code file includes the default model attribute parameters corresponding to the model type.

[0128] The steps described above for generating default model data based on model type and default model attribute parameters include: generating default model data based on the first code file corresponding to the model type of the first model control.

[0129] The above-mentioned step of updating the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation includes: updating the default model attribute parameters included in the first code file corresponding to the model type of the first model control to the target model attribute parameters according to the first configuration information corresponding to the configuration operation.

[0130] The steps described above for generating target model data corresponding to the target model attribute parameters include: reading the target model attribute parameters according to the first code file, and generating target model data corresponding to the target model attribute parameters through mathematical calculations.

[0131] The model shape of the target first scene model is different from the model shape of the default first scene model.

[0132] The aforementioned scene resources include model identifiers for scene models; the model identifiers include a first identifier and a second identifier, whereby the first identifier indicates that the scene model is a dynamic model and the second identifier indicates that the scene model is a static model.

[0133] The aforementioned scene data also includes material information for the target first scene model.

[0134] The steps described above for generating target model data for the first scene model based on the model type and target model attribute parameters include: calling the first code file corresponding to the model type, reading the target model attribute parameters based on the first code file, and generating target model data for the first scene model through mathematical calculations.

[0135] The aforementioned target model data includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.

[0136] The above method also includes: in response to the fact that the model type and target model attribute parameters of the third scene model are consistent with those of the target first scene model, generating the third scene model in the game running scene based on the target model data of the target first scene model.

[0137] The steps described above for determining the model type and target model attribute parameters of the target first scene model as a dynamic model in the game editing scene based on scene data include: determining that the target first scene model with the model identifier as the first identifier is a dynamic model based on the model identifier included in the scene resources; and obtaining the model type and target model attribute parameters of the target first scene model from the scene data.

[0138] The above steps for determining the second scene model as a static model in the game editing scene based on scene data include: determining the second scene model as a static model based on the model identifiers included in the scene resources.

[0139] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-described game editing method.

[0140] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the aforementioned game editing method:

[0141] The graphical user interface displays a game editing scene and at least one model control provided by running the game program; responds to a specified operation for a first model control, determines the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type; generates default model data based on the model type and default model attribute parameters, and generates a default first scene model corresponding to the first model control in the game editing scene using the default model data; responds to a configuration operation for the default first scene model, updates the default model attribute parameters to the target model attribute parameters based on the first configuration information corresponding to the configuration operation; generates target model data corresponding to the target model attribute parameters, and replaces the default first scene model with the target first scene model generated based on the target model data; responds to a save command for the game editing scene, and saves the scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model, and target model attribute parameters. In this method, players can edit dynamic models during game runtime, configure parameters for default scene models, and change the shape of scene models to meet their personalized needs. In addition, when generating and editing scene models in the game scene editing mode, model data is automatically generated based on the player's selection and configuration, and then the corresponding scene model is generated. There is no need to pre-store a large number of model files, which reduces the size of the game package and improves the performance of the game service.

[0142] The above method further includes: in response to a game running command, acquiring scene data of the game editing scene; determining, based on the scene data, the model type and target model attribute parameters of the target first scene model that is a dynamic model in the game editing scene; generating target model data of the target first scene model based on the model type and target model attribute parameters; generating the game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating the target first scene model in the game running scene based on the target model data.

[0143] The above method also includes: responding to a specified operation for the second model control, obtaining the second model data of the second scene model corresponding to the second model control from a specified file; and generating the second scene model in the game editing scene based on the second model data.

[0144] The above method also includes: in response to a game running command, acquiring scene data of a game editing scene; determining a second scene model that is a static model in the game editing scene based on the scene data; acquiring second model data of the second scene model from a specified file; generating a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating the target second scene model in the game running scene based on the second model data.

[0145] The steps described above for determining the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type include: calling the first code file corresponding to the model type of the first model control, wherein the first code file includes the default model attribute parameters corresponding to the model type.

[0146] The steps described above for generating default model data based on model type and default model attribute parameters include: generating default model data based on the first code file corresponding to the model type of the first model control.

[0147] The above-mentioned step of updating the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation includes: updating the default model attribute parameters included in the first code file corresponding to the model type of the first model control to the target model attribute parameters according to the first configuration information corresponding to the configuration operation.

[0148] The steps described above for generating target model data corresponding to the target model attribute parameters include: reading the target model attribute parameters according to the first code file, and generating target model data corresponding to the target model attribute parameters through mathematical calculations.

[0149] The model shape of the target first scene model is different from the model shape of the default first scene model.

[0150] The aforementioned scene resources include model identifiers for scene models; the model identifiers include a first identifier and a second identifier, whereby the first identifier indicates that the scene model is a dynamic model and the second identifier indicates that the scene model is a static model.

[0151] The aforementioned scene data also includes material information for the target first scene model.

[0152] The steps described above for generating target model data for the first scene model based on the model type and target model attribute parameters include: calling the first code file corresponding to the model type, reading the target model attribute parameters based on the first code file, and generating target model data for the first scene model through mathematical calculations.

[0153] The aforementioned target model data includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.

[0154] The above method also includes: in response to the fact that the model type and target model attribute parameters of the third scene model are consistent with those of the target first scene model, generating the third scene model in the game running scene based on the target model data of the target first scene model.

[0155] The steps described above for determining the model type and target model attribute parameters of the target first scene model as a dynamic model in the game editing scene based on scene data include: determining that the target first scene model with the model identifier as the first identifier is a dynamic model based on the model identifier included in the scene resources; and obtaining the model type and target model attribute parameters of the target first scene model from the scene data.

[0156] The above steps for determining the second scene model as a static model in the game editing scene based on scene data include: determining the second scene model as a static model based on the model identifiers included in the scene resources.

[0157] The computer program products of the game editing method, apparatus, electronic device and system provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0158] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0159] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0160] 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 disclosure, in essence, 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, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. 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.

[0161] In the description of this disclosure, 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, and are only for the convenience of describing this disclosure and 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, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0162] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such 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 this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A game editing method, characterized in that, The method includes: The graphical user interface displays a game editing scene and at least one model control provided by running the game program; In response to a specified operation on the first model control, determine the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type; Generate default model data based on the model type and the default model attribute parameters, and generate a default first scene model corresponding to the first model control in the game editing scene using the default model data; In response to a configuration operation for the default first scene model, the default model attribute parameters are updated to the target model attribute parameters according to the first configuration information corresponding to the configuration operation; Generate target model data corresponding to the target model attribute parameters, and replace the default first scene model with the target first scene model generated based on the target model data; In response to a save command for the game editing scene, the scene data of the game editing scene is saved; the scene data includes: the scene resources of the game editing scene, the model type of the target first scene model, and the target model attribute parameters.

2. The method according to claim 1, characterized in that, The method further includes: In response to game execution commands, the scene data of the game editing scene is obtained; Based on the scene data, determine the model type and target model attribute parameters of the target first scene model in the game editing scene, which is a dynamic model; Generate target model data for the target first scene model based on the model type and the target model attribute parameters; Based on the scene resources of the game editing scene in the scene data, generate the game running scene corresponding to the game editing scene; Based on the target model data, the target first scene model is generated in the game running scene.

3. The method according to claim 1, characterized in that, The method further includes: In response to a specified operation on the second model control, retrieve the second model data of the second scene model corresponding to the second model control from the specified file; The second scene model is generated in the game editing scene based on the second model data.

4. The method according to claim 3, characterized in that, The method further includes: In response to game execution commands, the scene data of the game editing scene is obtained; Based on the scene data, the scene model in the game editing scene is determined to be a second scene model that is a static model; Obtain the second model data of the second scene model from the specified file; Based on the scene resources of the game editing scene in the scene data, generate the game running scene corresponding to the game editing scene; Based on the second model data, the second scene model is generated in the game running scene.

5. The method according to claim 1, characterized in that, The steps of determining the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type include: The first code file corresponding to the model type of the first model control is invoked. The first code file includes the default model attribute parameters corresponding to the model type.

6. The method according to claim 1, characterized in that, The steps for generating default model data based on the model type and the default model attribute parameters include: The default model data is generated based on the first code file corresponding to the model type of the first model control.

7. The method according to claim 1, characterized in that, The step of updating the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation includes: Based on the first configuration information corresponding to the configuration operation, the default model attribute parameters included in the first code file corresponding to the model type of the first model control are updated to the target model attribute parameters.

8. The method according to claim 7, characterized in that, The step of generating target model data corresponding to the target model attribute parameters includes: The target model attribute parameters are read from the first code file, and target model data corresponding to the target model attribute parameters is generated through mathematical calculations.

9. The method according to claim 1, characterized in that, The model shape of the target first scene model is different from the model shape of the default first scene model.

10. The method according to claim 1, characterized in that, The scene resources include model identifiers for scene models; the model identifiers include a first identifier and a second identifier, wherein the first identifier indicates that the scene model is a dynamic model and the second identifier indicates that the scene model is a static model.

11. The method according to claim 1, characterized in that, The scene data also includes the material information of the target first scene model.

12. The method according to claim 2, characterized in that, The steps of generating target model data for the target first scene model based on the model type and the target model attribute parameters include: The first code file corresponding to the model type is invoked, the target model attribute parameters are read according to the first code file, and the target model data of the target first scene model is generated through mathematical calculation.

13. The method according to claim 1 or 2, characterized in that, The target model data includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.

14. The method according to claim 2, characterized in that, The method further includes: In response to the fact that the model type and target model attribute parameters of the third scene model are consistent with those of the target first scene model, the third scene model is generated in the game running scene based on the target model data of the target first scene model.

15. The method according to claim 2, characterized in that, The steps for determining the model type and target model attribute parameters of the target first scene model in the game editing scene as a dynamic model based on the scene data include: Based on the model identifiers included in the scene resources, the target first scene model with the first identifier is determined to be a dynamic model; Obtain the model type and target model attribute parameters of the target first scene model from the scene data.

16. The method according to claim 4, characterized in that, The step of determining the second scene model, which is a static model, in the game editing scene based on the scene data includes: Based on the model identifiers included in the scene resources, the second scene model with the second identifier is determined to be a static model.

17. A game editing device, characterized in that, The device includes: A game editing scene display module is used to display the game editing scene and at least one model control provided by running the game program in a graphical user interface; The default parameter determination module is used to respond to a specified operation for the first model control and determine the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type. The default model generation module is used to generate default model data according to the model type and the default model attribute parameters, and to generate the default first scene model corresponding to the first model control in the game editing scene using the default model data; The default parameter update module is used to respond to the configuration operation for the default first scene model and update the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation. The target model generation module is used to generate target model data corresponding to the target model attribute parameters, and replace the default first scene model with the target first scene model generated based on the target model data; The game editing scene saving module is used to respond to the save command for the game editing scene and save the scene data of the game editing scene; the scene data includes: the scene resources of the game editing scene, the model type of the target first scene model, and the target model attribute parameters.

18. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game editing method according to any one of claims 1-16.

19. 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 game editing method according to any one of claims 1-16.

Citation Information

Patent Citations

  • Game virtual resource editing method and device, equipment and storage medium

    CN110262730A

  • Game display control method and device, electronic equipment and readable storage medium

    CN116407846A