Map streaming loading method and device, equipment and readable storage medium

By converting game scene coordinates into latitude and longitude information in a geographic coordinate system and utilizing the regional division of the geographic coordinate system, the problem of low streaming loading efficiency in large game scenes is solved, achieving efficient resource loading and reducing hardware load.

CN117654036BActive Publication Date: 2026-07-28NETEASE (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
2023-11-29
Publication Date
2026-07-28

AI Technical Summary

Technical Problem

In existing technologies, when the game scene map is large, the efficiency of the streaming loading method is low, making it difficult to load resource information efficiently.

Method used

By converting game scene coordinates into latitude and longitude information in a geographic coordinate system, and utilizing the natural regional divisions in the geographic coordinate system, resource information can be quickly determined and loaded into the game scene.

Benefits of technology

It improves the efficiency of map streaming, reduces the performance requirements of hardware devices, and avoids the feeling of pause caused by resource loading.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a map streaming loading method and device, equipment and a readable storage medium, the method comprises the following steps: obtaining the scene coordinate of a target object in an initial game scene; determining the latitude and longitude information corresponding to the scene coordinate according to the scene coordinate and a preset coordinate mapping relationship; determining the resource information corresponding to the attribution area in the geographical coordinate system based on the latitude and longitude information corresponding to the attribution area, and determining the target resource information corresponding to the attribution area; loading the target resource information in the initial game scene. The application only needs to record the coordinate mapping relationship between the scene coordinate and the latitude and longitude information in the geographical coordinate system, and uses the natural attribution area of the latitude and longitude information in the geographical coordinate system to determine the block to obtain the corresponding resource information, thereby effectively improving the efficiency of the map streaming loading.
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Description

Technical Field

[0001] This application relates to the field of map loading technology, specifically to a map streaming loading method, apparatus, device, and readable storage medium. Background Technology

[0002] As games evolve, large-map games offer users a richer gaming experience. However, the increase in game map size usually comes with higher demands on hardware. For example, the larger the game map, the more model resources are deployed within it, typically requiring higher performance from the CPU (Central Processing Unit) and GPU (Graphics Processing Unit). To reduce these hardware performance requirements, a map streaming loading scheme has been proposed. This scheme loads only the map resources that are likely to be used in the current scene, while unloading those that are not currently needed.

[0003] Specifically, the aforementioned streaming loading scheme relies on the segmentation of scene map resources. This requires pre-dividing the scene map into different blocks, using a resource file to record the resource information contained within each block, and recording the location information of these blocks within the game scene. This allows for subsequent retrieval and loading of the corresponding block and its associated resource information based on the current scene location. However, when the game scene map is large, the number of blocks and their location information that need to be recorded typically increases, making it difficult to locate the corresponding block and its associated resource information based on the current scene location, thus affecting the efficiency of map streaming loading. Summary of the Invention

[0004] Therefore, it is necessary to provide a map streaming loading method, apparatus, device, and readable storage medium to address the aforementioned technical problems and solve the low efficiency of existing streaming loading methods when the game scene map is large.

[0005] Firstly, this application provides a map streaming loading method, including:

[0006] Obtain the scene coordinates of the target object in the initial game scene;

[0007] Based on the scene coordinates and the preset coordinate mapping relationship, determine the latitude and longitude information corresponding to the scene coordinates;

[0008] Based on the latitude and longitude information corresponding to the geographic coordinate system, the resource information corresponding to the geographic coordinate system is determined as the target resource information corresponding to the scene coordinates;

[0009] The target resource information is loaded into the initial game scene.

[0010] Secondly, this application provides a map streaming loading device, comprising:

[0011] The acquisition module is used to obtain the scene coordinates of the target object in the initial game scene;

[0012] The mapping module is used to determine the latitude and longitude information corresponding to the scene coordinates based on the scene coordinates and a preset coordinate mapping relationship;

[0013] The determination module is used to determine the resource information corresponding to the geographical coordinates as the target resource information corresponding to the scene coordinates, based on the latitude and longitude information and the corresponding geographical coordinate system.

[0014] A loading module is used to load the target resource information in the initial game scene.

[0015] Thirdly, this application also provides a computer device, the computer device comprising:

[0016] One or more processors;

[0017] Memory; and

[0018] One or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the processor to implement the map streaming loading method provided above.

[0019] Fourthly, this application also provides a computer-readable storage medium having a computer program stored thereon, the computer program being loaded by a processor to execute the map streaming loading method provided above.

[0020] Fifthly, embodiments of this application provide a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the map streaming loading method described above.

[0021] The map streaming loading method provided in this application obtains the scene coordinates of the target object in the initial game scene and converts the scene coordinates into latitude and longitude information in the geographic coordinate system through a preset coordinate mapping relationship. Since the latitude and longitude information in the geographic coordinate system has a natural belonging area, such as country, region, province, etc., the target resource information corresponding to the scene coordinates can be quickly determined based on the belonging area corresponding to the latitude and longitude information in the geographic coordinate system and loaded in the initial game scene. Compared with recording the association relationship between different blocks and the coordinate positions in the scene, this application only needs to record the coordinate mapping relationship between the scene coordinates and the latitude and longitude information in the geographic coordinate system, and uses the natural belonging area of ​​the latitude and longitude information in the geographic coordinate system to complete the determination of the blocks and obtain the corresponding resource information, thereby effectively improving the efficiency of map streaming loading. Attached Figure Description

[0022] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0023] Figure 1 This application provides a schematic flowchart of a map streaming loading method according to an embodiment of the present application.

[0024] Figure 2 This application provides a flowchart illustrating the steps for determining a target's neighboring region to determine target resource information.

[0025] Figure 3 This application provides a schematic flowchart illustrating the steps for implementing resource loading based on level-of-detail distance in an embodiment of the present application.

[0026] Figure 4 This application provides a schematic flowchart illustrating the steps of loading and unloading resource information in an embodiment.

[0027] Figure 5 This is a flowchart illustrating the steps of another map streaming method provided in an embodiment of this application;

[0028] Figure 6a A schematic diagram illustrating the outline information of a city provided in the application embodiment;

[0029] Figure 6b A schematic diagram illustrating the effect of the LOD level corresponding to a certain object provided in the application embodiment;

[0030] Figure 7This is a schematic diagram of the structure of a map streaming loading device provided in an embodiment of this application;

[0031] Figure 8 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0032] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0033] In the description of this application, the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of indicated technical features. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of the stated features. In the description of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0034] In the description of this application, the word "for example" is used to mean "used as an example, illustration, or description." Any embodiment described as "for example" in this application is not necessarily to be construed as being more preferred or advantageous than other embodiments. The following description is provided to enable any person skilled in the art to make and use the invention. Details are set forth in the following description for purposes of explanation. It should be understood that those skilled in the art will recognize that the invention can be made without using these specific details. In other instances, well-known structures and processes will not be described in detail to avoid obscuring the description of the invention with unnecessary detail. Therefore, the invention is not intended to be limited to the embodiments shown, but is consistent with the broadest scope of the principles and features disclosed in this application.

[0035] To facilitate understanding of the map streaming loading method provided in this application, the application scenarios of the map streaming loading method will first be described. Specifically, the map streaming loading method provided in this application is mainly applicable to the loading process of game scene maps, especially to the loading of scene maps in large map games. In order to reduce the hardware requirements for loading large map resources, related technologies have proposed a map streaming loading service, which loads scene resources on nearby plots in real time based on the character's location in the game scene, while unloading scene resources on other unnecessary plots to reduce the load on hardware devices.

[0036] In the above process, in order to achieve streaming loading of the game scene map, it is usually necessary to divide the game scene map into several blocks, and then use a resource file to record the resource information contained in the block and the position information of these blocks in the game scene. For example, taking the division of the game scene map into several square blocks as an example, the position information of each block in the game scene can be described by the coordinates of the four vertices of the block or the function of the four sides. In this way, the position of the character object in the game scene map and the recorded position information of the block in the game scene can be used to determine the block where the character game object is located, and further read the resource file corresponding to the block to realize the loading of resources in the game scene.

[0037] However, as the size of the game scene map increases, the number of blocks also usually increases. Furthermore, based on gameplay considerations, the blocks are not just regular squares, but more likely to be irregular shapes. This leads to an increase in the amount of location information of each block in the game scene that needs to be recorded. For example, for irregular blocks, it is often necessary to record the coordinates of each point in the block, which reduces efficiency when retrieving the block where the character object is located, affecting the efficiency of subsequent streaming loading.

[0038] To address the aforementioned technical problems, this application provides a map streaming loading method, apparatus, device, and readable storage medium. It fully utilizes the inherent regional divisions within the geographic coordinate system. After establishing a mapping relationship between the game scene coordinate system and the geographic coordinate system, only this mapping relationship needs to be recorded. Subsequently, the position of a character object on the game scene map can be directly processed based on this mapping relationship to convert it to the geographic coordinate system, thereby determining its corresponding region and reading the corresponding resource files to complete the loading of resources in the game scene. The map streaming loading method is typically installed as a computer program in the map streaming loading device, which is typically set up as a computer program in a computer device, such as a game server or cloud server provided by a game developer. The map streaming loading device in the computer device executes the map streaming loading method provided in this application by running the computer program corresponding to the map streaming loading method. Specifically, as shown... Figure 1 As shown, Figure 1 This application provides a schematic flowchart of a map streaming loading method, specifically including steps S110 to S140:

[0039] S110, obtain the scene coordinates of the target object in the initial game scene.

[0040] In this embodiment of the application, as can be seen from the aforementioned application scenario, the initial game scene is the game scene that needs to execute the map streaming loading method provided in this application. Specifically, the initial game scene here can typically be any virtual scene space created by the game engine. Of course, considering that in specific applications, it is necessary to establish a coordinate mapping relationship between the virtual scene space and the real space later, in order to ensure the consistency of the mapping relationship between the initial game scene and the real space, and at the same time achieve the goal of quickly generating the initial game scene, the initial game scene here can also be a virtual scene space created in the game engine based on real-world space using LBS (Location-based service) technology. That is, the approximate shape of the created initial game scene is similar to the approximate shape of a certain area in the real world.

[0041] Furthermore, in general, to facilitate character movement within a game scene, the game scene needs to establish its own coordinate system, namely the scene coordinate system. For example, a certain location in the game scene can be used as the origin, and corresponding horizontal and vertical axes can be set, so that each location in the scene can be described by a two-dimensional coordinate system. The target object refers to a virtual object that moves within the game scene to determine which scene resources need to be loaded. Specifically, the target object can be different in different types of games. For example, in a first-person shooter game, the target object can be a virtual character controlled by the user in the game scene (or a virtual camera whose coordinates coincide with the virtual character's). In a third-person shooter game, the target object usually refers to a virtual camera in the game scene. Of course, the above examples are merely to illustrate the optional content of the target object and are not intended to limit the target object. Any object set by the game that can be used to determine the content to be loaded into the scene can be considered the target object in this embodiment.

[0042] S120, Based on the scene coordinates and the preset coordinate mapping relationship, determine the latitude and longitude information corresponding to the scene coordinates.

[0043] In this embodiment, after determining the scene coordinates of the target object in the initial game scene, the map streaming loading device transforms the scene coordinates according to a preset coordinate mapping relationship to obtain the latitude and longitude information corresponding to the scene coordinates. Specifically, the above process can be understood as a transformation of the spatial coordinate system, that is, transforming the scene coordinates in the game scene coordinate system to the latitude and longitude coordinates in the geographic coordinate system. In this process, it is often necessary to establish a mapping relationship between the two coordinate systems in advance. Specifically, in practical applications, the coordinate mapping relationship is usually determined in advance. For example, as a common and feasible embodiment, the scene coordinates of several locations on the game scene map can be pre-corresponded one-to-one with the latitude and longitude coordinates of several positioning points in the geographic coordinate system, and based on the correspondence (calibration) result, the coordinate mapping relationship between the scene spatial coordinate system and the geographic spatial coordinate system can be calculated and recorded.

[0044] S130, based on the latitude and longitude information corresponding to the geographical coordinate system, the resource information corresponding to the geographical coordinate system is determined as the target resource information.

[0045] In this embodiment, considering that different latitude and longitude coordinates naturally belong to different geographical regions within a geographic coordinate system, for example, as a common and feasible implementation, latitude and longitude coordinates can be classified according to administrative affiliation, such as by country, state / province, or city / district. In this case, pre-established resource information corresponding to the designated region can be used as the target resource information. Specifically, the implementation of the above steps, i.e., determining the affiliation of different latitude and longitude information, can usually rely on a map navigation service engine. That is, by calling the application programming interface of the map navigation service engine, after inputting the latitude and longitude information, the corresponding region can be automatically obtained.

[0046] Specifically, to facilitate understanding of the above content, the following description will be based on specific embodiments. For example, when the target object is located at position (A1, B1) in the scene coordinates, it is first transformed into a geographic coordinate system through a pre-set coordinate mapping relationship, and the obtained latitude and longitude information is (X1, Y1). Then, by calling the map navigation service engine, the administrative region corresponding to the latitude and longitude information (X1, Y1) is found to be City P. At this time, the resource file package containing resource information created with the name "City P" can be quickly found through retrieval query, and the resources in the resource file package are used as the target resource information to be loaded and displayed later. Similarly, when the target object is moved to the position (A2, B2) in the scene coordinates, it is first transformed into the geographic coordinate system through a pre-set coordinate mapping relationship, and the obtained latitude and longitude information is (X2, Y2). Then, by calling the map navigation service engine, the administrative region corresponding to the latitude and longitude information (X2, Y2) is found to be City Q. At this time, the resource file package containing resource information created with the name "City Q" can be quickly found through search query, and the resources in the resource file package are used as the target resource information to be loaded and displayed later. Of course, it should be noted that the resource file packages named "City P" and "City Q" are merely for the purpose of facilitating the retrieval of the resource file packages. That is, the name can be understood as the unique identification information of the resource file package, and it has no association or mapping relationship with the geographically existing "City P" and "City Q", nor does it have any substantial symbolic meaning. Therefore, as a further optional embodiment of this application, "City P" and "City Q" can be further hashed to complete the encoding of these characters and associate them with the resource file packages with corresponding encoded names.

[0047] As can be seen, in the above process, it is only necessary to record the coordinate mapping relationship once, and by calling the map navigation service, the resource file package corresponding to the scene coordinates of the target object in the initial game scene can be quickly found to determine the target resource information that needs to be loaded. Compared with related technologies that require recording the resource file package corresponding to each scene coordinate in the game scene to determine the target resource information that needs to be loaded, the solution provided in this application only needs to record the coordinate mapping relationship when the map volume increases, resulting in more blocks, without having to continue to record the relationship between blocks and scene coordinates.

[0048] It is understandable that the above solution requires pre-associating different ownership regions with different resource file packages, where the resource file packages contain corresponding resource information. In the specific application process, based on the different completion progress of the game project, different methods can be used to establish the association between different ownership regions and different resource file packages. For example, as a feasible implementation, when the game scene map is not fully created, resource file packages with "names" or "codes" corresponding to different regions can be created directly. Subsequently, art developers can add corresponding resource information to the resource file package directory. For example, this can include river information (including river models and their placement coordinates), road information (including road models and their placement coordinates), or other gameplay configuration information, etc. In this way, when loading is required, the corresponding resource information can be loaded into the corresponding position in the game scene. That is, before determining the resource information corresponding to the region based on the latitude and longitude information in the geographic coordinate system as the target resource information, resource file packages corresponding to each region can be created, and resource information can be added to each resource file package to obtain the target resource information corresponding to each region. The resource information includes at least one of river information, road information, and gameplay configuration information. Of course, to improve the efficiency of art production staff in creating resource information corresponding to each assigned area, for example, when it is necessary to determine where to place what style of river model, road model, or building model in the corresponding area of ​​the game scene, as a further implementation scheme of this application embodiment, it is also possible to add resource information corresponding to the real scene information in the resource file package based on the real scene information contained in the assigned area, so as to obtain the target resource information corresponding to each assigned area. For example, when there is a river or street in a certain location of "P City" in the real scene, the corresponding river resource information or street resource information can be added to the resource file package. Of course, the above steps are usually implemented by DCC (Digital Content Creation) software. That is, in the above process, it is usually allowed to adjust the created resource information using the relevant functions of the software, such as performing certain blurring or noise reduction processing. This application embodiment does not limit the created resource information.

[0049] Furthermore, as another feasible implementation, when the game project reaches its later stages, that is, after the game map has been created and the resource models have been placed in the game scene, the coordinates corresponding to each resource information in the game scene can be used to determine the belonging region of each resource based on the aforementioned coordinate mapping relationship. Then, resource information corresponding to the same belonging region can be merged and packaged into a single resource file package to obtain the resource file packages corresponding to each belonging region. The resource information contained in this resource file package is the target resource information for that belonging region. Specifically, this involves first extracting the resource coordinates corresponding to each resource information in the initial game scene, determining the belonging region corresponding to each resource information based on the resource coordinates, and then merging resource information corresponding to the same belonging region to obtain the target resource information for each belonging region. The process of determining the belonging region of each resource information based on resource coordinates is similar to the aforementioned steps. It involves first using the coordinate mapping relationship to transform the resource coordinates in the scene coordinate system to the geographic coordinate system to obtain the corresponding latitude and longitude coordinates, and then querying the belonging region corresponding to the latitude and longitude by calling the map navigation service engine. This embodiment of the application will not be elaborated further here.

[0050] Furthermore, as a feasible embodiment of this application, the resource file packages corresponding to different ownership regions obtained above can be stored on different cloud servers based on distributed storage, that is, different resource file packages can be distributed to CND (Content Delivery Network), thereby greatly reducing development and maintenance costs.

[0051] Of course, it should be noted that in the above-mentioned implementation scheme, only the resource information corresponding to the belonging area is determined as the target resource information for loading in the game scene. In fact, considering the mobility of the target object in the initial game scene, that is, the target resource information that needs to be loaded in the initial game scene will constantly change, in order to avoid a certain sense of pause in map resource loading due to changes in target resource information, thereby bringing a bad game experience to the user, therefore, as another optional embodiment of this application, in addition to determining the resource information corresponding to the belonging area as the target resource information corresponding to the scene coordinates, the resource information of the neighboring area corresponding to the belonging area can also be simultaneously determined as the target resource information corresponding to the scene coordinates for loading. That is, based on the belonging area corresponding to the latitude and longitude information in the geographic coordinate system, the resource information corresponding to the belonging area and the resource information of the neighboring area corresponding to the belonging area are determined as the target resource information corresponding to the scene coordinates, avoiding the sense of pause in map resource loading that may occur due to the movement of the target object. Wherein, the belonging area and the neighboring area have a proximity relationship in the geographic coordinate system, then in the specific initial game scene, the scene blocks corresponding to these two areas also have a proximity relationship. Of course, to further improve the loading experience, as another feasible embodiment of this application, not all map resources in the neighboring areas will be loaded. Instead, based on the movement characteristics of the target object, the target neighboring areas that the target object may move to will be selected from the neighboring areas, and the corresponding resources will be loaded. Specific implementation schemes can be found in subsequent sections. Figure 2 And the content of its explanation, specifically, such as Figure 2 As shown, Figure 2 This application provides a flowchart illustrating the steps for determining a target's neighboring region to determine target resource information, specifically including steps S210 to S230:

[0052] S210, Obtain the movement characteristics of the target object's scene coordinates in the initial game scene.

[0053] In this embodiment of the application, the movement characteristics of the target object in the scene coordinates of the initial game scene can be determined by the scene coordinates of the target object's movement trajectory in the initial game scene. For example, the most common feasible solution is that the movement characteristics can exist in the form of a function, that is, they can be determined by fitting a function of the target object's movement trajectory in the initial game scene. Of course, they can also be simply described based on numerical characteristics such as movement direction and movement speed.

[0054] S220, based on the movement characteristics and the corresponding region of the latitude and longitude information in the geographic coordinate system, determine the target neighboring region corresponding to the movement characteristics from the neighboring regions corresponding to the region of ...

[0055] In this embodiment of the application, after the movement characteristics of the target object are determined, the target neighboring area corresponding to the movement characteristics can be further determined from the neighboring area corresponding to the home area. Specifically, the target neighboring area can be understood as the neighboring area where the target object's location is most likely after subsequent movement based on the movement characteristics of the target object. For example, if the movement characteristic of the target object is northeastward movement, the neighboring area located northeast of the home area can be determined as the target neighboring area.

[0056] S230, the resource information corresponding to the home region and the resource information corresponding to the target's neighboring region are determined as the target resource information corresponding to the scene coordinates.

[0057] After determining the attribution area and the target's neighboring area, the resource information corresponding to the attribution area and the resource information corresponding to the target's neighboring area are determined as the target resource information corresponding to the scene coordinates. Subsequently, after loading the target resource information into the game scene in advance, it can be ensured to the greatest extent that the movement of the target object will not change the resource information that the game scene needs to load, thus avoiding the sense of pause that may occur when the map resource loading is caused by the movement of the target object.

[0058] S140, Load the target resource information in the initial game scene.

[0059] In this embodiment of the application, after determining the target resource information to be loaded in the initial game scene based on the scene coordinates, considering that the target resource information usually includes the resource model and the placement position of the resource model, the target resource information can be loaded in the initial game scene for display and processing in the game scene.

[0060] Furthermore, considering specific application scenarios, to better display resource models in game scenes, related technologies have proposed LOD (Level of Detail). This automatically adjusts the level of detail displayed based on the model's distance and size within the scene to improve rendering efficiency and reduce resource consumption. For example, when a model is closer to the viewpoint, more detail needs to be displayed; when the model is farther from the viewpoint, less detail can be displayed. Therefore, during the aforementioned process of loading target resource information, the LOD distance of the scene coordinates can also be used to adjust the target resource information. Specifically, for example... Figure 3 As shown, Figure 3 This application provides a flowchart illustrating the steps for implementing resource loading based on level-of-detail distance, specifically including steps S310 to S330:

[0061] S310, obtain the detail level distance corresponding to the scene coordinates.

[0062] In this embodiment, the level of detail distance corresponding to the scene coordinates can be understood as the distance between other coordinates in the scene and the scene coordinates, with the scene coordinates as the center. Specifically, under normal circumstances, the level of detail distance includes different distance thresholds, so that the neighboring area of ​​the scene coordinates can be divided into different LOD layers, thereby corresponding to different level of detail distances.

[0063] S320, determine the hierarchical resource information corresponding to each level of detail distance from the target resource information based on the level of detail distance.

[0064] In this embodiment of the application, based on the rendering effect required by different detail level distances, the layer resource information required to achieve the LOD effect can be determined from the target resource information. For example, the greater the LOD distance, the less detail content the corresponding target resource information needs to render and reflect. Conversely, the closer the LOD distance, the more detail content the corresponding target resource information needs to render and reflect.

[0065] S330, Load the hierarchical resource information in the initial game scene based on the level of detail distance.

[0066] In this embodiment, based on the foregoing, the corresponding layer resource information is loaded into the initial game scene according to different detail level distances, which can achieve the LOD effect in the game scene, that is, automatically adjust the detail level of model resource display, thereby improving the model rendering loading efficiency and reducing resource consumption.

[0067] Of course, considering that the embodiments of this application mainly provide a map streaming loading method, and the foregoing content only describes the steps of loading resources in a game scene without demonstrating the map streaming loading process, in order to facilitate understanding of the complete application scenario of the embodiments of this application, after loading and displaying the target resource information in the initial game scene, it will further respond to the user's movement control command on the target object, that is, respond to the updated scene coordinates of the target object in the initial game scene, and re-determine the updated resource information with the updated scene coordinates, as detailed below. Figure 4 As shown. Figure 4 As shown, Figure 4 This application provides a flowchart illustrating the steps for loading and unloading resource information, specifically including steps S410 to S420:

[0068] S410, in response to the updated scene coordinates of the target object in the initial game scene, determine the updated resource information corresponding to the updated scene coordinates.

[0069] In this embodiment, the determination of updated resource information is the same as the determination of target resource information. First, the updated scene coordinates in the scene coordinate system are mapped to the geographic coordinate system using a preset coordinate mapping relationship to obtain updated latitude and longitude information. Then, a map navigation service is used to query the updated region corresponding to the updated latitude and longitude information, thereby finding the resource information corresponding to that updated region as the updated resource information for the updated scene coordinates. Specifically, the updated scene coordinates of the target object in the initial game scene can usually be determined by the target object responding to the user's input movement control commands, which will not be elaborated further in this embodiment.

[0070] S420, Load the updated resource information in the initial game scene and unload the target resource information.

[0071] In this embodiment, after updating the scene coordinates of the target object to update the resource information that needs to be loaded, the map streaming loading device will further load the updated resource information in the initial game scene and unload the target resource information that was originally loaded, so as to reduce the performance requirements of the hardware device.

[0072] Of course, the above steps can be implemented based on a rendering pipeline. This can be achieved by creating two separate threads for saving the compiled shader (shader program, a program that can compile, optimize, and calculate graphics effects). Shaders that are not yet compiled are not submitted for subsequent loading and rendering. Through the above steps, asynchronous compilation of the pipeline can be achieved, thereby avoiding the problem of the main thread being forced to wait synchronously due to the device thread taking too long when loading resources, which would cause game lag.

[0073] The map streaming loading method provided in this application obtains the scene coordinates of the target object in the initial game scene and converts the scene coordinates into latitude and longitude information in the geographic coordinate system through a preset coordinate mapping relationship. Since the latitude and longitude information in the geographic coordinate system has a natural belonging area, such as country, region, province, etc., the target resource information corresponding to the scene coordinates can be quickly determined based on the belonging area corresponding to the latitude and longitude information in the geographic coordinate system and loaded in the initial game scene. Compared with recording the association relationship between different blocks and the coordinate positions in the scene, this application only needs to record the coordinate mapping relationship between the scene coordinates and the latitude and longitude information in the geographic coordinate system, and uses the natural belonging area of ​​the latitude and longitude information in the geographic coordinate system to complete the determination of the blocks and obtain the corresponding resource information, thereby effectively improving the efficiency of map streaming loading.

[0074] Of course, it should be noted that the aforementioned map streaming method is mainly implemented using a single coordinate mapping relationship and a single affiliation region. In fact, considering that latitude and longitude information in a geographic coordinate system corresponds to different affiliation attributes, such as administrative level classification, it can belong to different affiliation regions. For example, a certain latitude and longitude information M corresponds to R province, S city, T district. Thus, based on different administrative levels, the same latitude and longitude information can be reused for different affiliation regions. Specifically, as follows... Figure 5 As shown, Figure 5 This is a flowchart illustrating another map streaming method provided in this application embodiment. Specifically, in this embodiment, the coordinate mapping relationship includes at least multiple relationships, such as a first coordinate mapping relationship and a second coordinate mapping relationship. The corresponding latitude and longitude information, in the geographic coordinate system, corresponds to at least multiple regions with different attribution attributes. For example, it may include a first region corresponding to a first attribution attribute and a second region corresponding to a second attribution attribute. Taking the aforementioned latitude and longitude information M corresponding to District T of City S in Province R as an example, the city-level attribution region corresponding to latitude and longitude information M is City S, while the district-level attribution region is District T. Based on this, the map streaming method specifically includes steps S510 to S540:

[0075] S510, determine the target coordinate mapping relationship from the coordinate mapping relationship based on the coordinate value range of the scene coordinates.

[0076] In this embodiment, to increase the map size of the game scene while continuing to utilize the naturally existing regional divisions in the geographic coordinate system to reduce the correlation between the recorded blocks and scene coordinates, considering that the same latitude and longitude information can correspond to different regional classifications under different administrative levels, such as City S and District T, different coordinate mapping relationships can be set to achieve the reuse of the same latitude and longitude information. For example, taking a game scene that includes horizontal coordinates (0-200) and vertical coordinates (0-100) as an example, then for the game scene with horizontal coordinates (0-100)... For the scene area enclosed by the vertical coordinate (0~100), corresponding to Province R, a scene coordinate in this area will be transformed into latitude and longitude information M in the geographic coordinate system through the preset first coordinate mapping relationship. At this time, the region to which the latitude and longitude information M belongs is City S. For the scene area enclosed by the horizontal coordinate (100~200) and the vertical coordinate (0~100) in the game scene, a scene coordinate in this area will also be transformed into latitude and longitude information M in the geographic coordinate system through the preset second coordinate mapping relationship. However, at this time, the region to which the latitude and longitude information belongs is District T. As can be seen, there are multiple coordinate mapping relationships, and the required coordinate mapping relationship varies for different areas in the game scene. Therefore, we can first determine the corresponding target coordinate mapping relationship based on the range of coordinate values ​​of the current scene coordinates. For example, if the current scene coordinates are within the scene area enclosed by the horizontal coordinate (0~100) and the vertical coordinate (0~100), we can choose to use the first coordinate mapping relationship as the target coordinate mapping relationship. If the current scene coordinates are within the scene area enclosed by the horizontal coordinate (100~200) and the vertical coordinate (0~100), we can consider choosing to use the second coordinate mapping relationship as the target coordinate mapping relationship.

[0077] Of course, the above-described embodiments are merely illustrative. In fact, the range of scene coordinates included in the map and the number of coordinate mapping relationships used can be set based on actual needs, and this application does not impose any limitations on these embodiments.

[0078] S520, determine the latitude and longitude information corresponding to the scene coordinates based on the scene coordinates and the target coordinate mapping relationship.

[0079] After determining the target coordinate mapping relationship, the corresponding latitude and longitude information can be obtained by processing the scene coordinates.

[0080] S530, based on the preset association between the coordinate mapping relationship and the attribution attribute, determine the target attribution attribute corresponding to the target coordinate mapping relationship.

[0081] Building upon the foregoing, to reuse the same latitude and longitude information corresponding to different attribution regions, the same latitude and longitude information can correspond to different attribution attributes, such as administrative levels. For example, if divided at the city level, latitude and longitude M corresponds to city S; if divided at the district level, latitude and longitude M corresponds to city T. In this case, to determine the actual target resource information corresponding to the scene coordinates from the possible attribution regions corresponding to latitude and longitude M, it is necessary to first determine which attribution attribute, i.e., which administrative level, is used under that scene coordinate. Specifically, different scene regions correspond to different coordinate mapping relationships and also to different attribution attributes. Therefore, a pre-established association between coordinate mapping relationships and attribution attributes can be established. For example, taking the aforementioned description as an example, from the horizontal coordinate... Within the scene area bounded by the coordinates (0-100) and (0-100), the coordinate mapping relationship used is the first coordinate mapping relationship, and the attribute used is the municipal administrative level. Therefore, a relationship can be established between the first coordinate mapping relationship and the municipal administrative level. Similarly, for the scene area bounded by the coordinates (100-200) and (0-100), a relationship can be established between the second coordinate mapping relationship and the district administrative level. Thus, after obtaining the latitude and longitude information M through the corresponding coordinate mapping relationship, the target attribute to be used for the latitude and longitude information M, such as the municipal administrative level or the district administrative level, can be determined based on the preset relationship between the corresponding coordinate mapping relationship and the attribute.

[0082] S540, obtain the target attribution area corresponding to the target attribution attribute in the geographic coordinate system based on the latitude and longitude information, and determine the resource information corresponding to the target attribution area as the target resource information corresponding to the scene coordinates.

[0083] After determining the target attribution attribute used for the latitude and longitude information M, the map navigation service engine can be used to obtain the target attribution area corresponding to this attribute in the geographic coordinate system, such as City S or District T. This allows for the further acquisition of the corresponding resource information as the target resource information for that scene coordinate. For example, if the target attribution area is determined to be City S, the corresponding target resource information can be obtained by reading the resource file package corresponding to City S. Conversely, if the target attribution area is determined to be District T, the corresponding target resource information can be obtained by reading the resource file package corresponding to District T.

[0084] To facilitate understanding of the map streaming loading method provided in the embodiments of this application, the following will be combined with the foregoing. Figures 1-5 The provided content offers a complete implementation process for a map streaming method, from creation to application, specifically including the following steps:

[0085] 1) By calling the map navigation engine, the outline information of a city can be obtained, for example, such as... Figure 6a As shown, Figure 6a The diagram illustrates the effect of the outline information of a city provided in the application embodiment. It can be seen that the outline information naturally serves as the basis for dividing the game scene map into blocks.

[0086] 2) Establish and record the coordinate mapping relationship between the game scene map coordinate system and the latitude and longitude information of a certain province in the geographic coordinate system;

[0087] 3) Divide the game scene map using the city-level administrative division results of the province, and create a resource file package corresponding to each city name (or code), and then add the corresponding resource information to the resource file package;

[0088] 4) After the above is completed, based on the scene coordinates of the target object (such as a camera) in the game scene, different LOD levels (LOD0, LOD1, LOD2) are obtained according to the set LOD distance parameters, as follows: Figure 6b As shown;

[0089] 5) Determine the city-level information involved in each LOD level. For example, use coordinate mapping to convert the coordinates corresponding to each LOD level to obtain the corresponding latitude and longitude information. Then, query the map navigation service engine to determine the city-level affiliation involved in the latitude and longitude information. For example, LOD0 includes cities A and B, LOD1 includes city C, and LOD2 includes cities D and E. After reading the resource file packages with codes corresponding to cities A, B, C, D, and E, or the above names, respectively, extract the resource information of the corresponding LOD level in each resource file package, and then load, render, and display the aforementioned resource information in the game scene.

[0090] To better implement the map streaming loading method provided in this application, this application also provides a map streaming loading device, based on the map streaming loading method provided in this application. Figure 7 As shown, the map streaming loading device 700 includes:

[0091] The acquisition module 710 is used to acquire the scene coordinates of the target object in the initial game scene;

[0092] The mapping module 720 is used to determine the latitude and longitude information corresponding to the scene coordinates based on the scene coordinates and a preset coordinate mapping relationship;

[0093] The determination module 730 is used to determine the resource information corresponding to the geographical coordinates as the target resource information corresponding to the scene coordinates based on the latitude and longitude information corresponding to the geographical coordinates of the corresponding region.

[0094] Loading module 740 is used to load the target resource information in the initial game scene.

[0095] In some embodiments of this application, the loading module 740 is used to obtain the detail level distance corresponding to the scene coordinates; determine the level resource information corresponding to each detail level distance from the target resource information based on the detail level distance; and load the level resource information in the initial game scene based on the detail level distance.

[0096] In some embodiments of this application, the determining module 730 is used to determine the resource information corresponding to the home region and the resource information of the neighboring region corresponding to the home region as the target resource information corresponding to the scene coordinates based on the home region corresponding to the latitude and longitude information in the geographic coordinate system. The home region and the neighboring region have a proximity relationship in the geographic coordinate system.

[0097] In some embodiments of this application, the determining module 730 is used to obtain the movement characteristics of the scene coordinates of the target object in the initial game scene; based on the movement characteristics and the corresponding home region of the latitude and longitude information in the geographic coordinate system, determine the target neighboring region corresponding to the movement characteristics from the neighboring regions corresponding to the home region; and determine the resource information corresponding to the home region and the resource information corresponding to the target neighboring region as the target resource information corresponding to the scene coordinates.

[0098] In some embodiments of this application, the mapping module 720 is used to determine a target coordinate mapping relationship from the coordinate mapping relationship based on the coordinate value range of the scene coordinates; and to determine the latitude and longitude information corresponding to the scene coordinates based on the scene coordinates and the target coordinate mapping relationship. The determining module 730 is used to determine the target attribution attribute corresponding to the target coordinate mapping relationship based on a preset association relationship between the coordinate mapping relationship and the attribution attribute; to obtain the target attribution area corresponding to the target attribution attribute in the geographic coordinate system based on the latitude and longitude information; and to determine the resource information corresponding to the target attribution area as the target resource information corresponding to the scene coordinates.

[0099] In some embodiments of this application, the determining module 730 is used to create resource file packages corresponding to each belonging region, and add resource information to each resource file package to obtain target resource information corresponding to each belonging region; the resource information includes at least one of river information, road information, and gameplay configuration information; and / or extract resource coordinates corresponding to each resource information in the initial game scene, and determine the belonging region corresponding to each resource information according to the resource coordinates; according to the belonging region corresponding to each resource information, merge the resource information corresponding to the same belonging region to obtain the target resource information corresponding to each belonging region.

[0100] In some embodiments of this application, the determining module 730 is used to add resource information corresponding to the real scene information in the resource file package based on the real scene information contained in the home region, so as to obtain target resource information corresponding to each home region.

[0101] In some embodiments of this application, the loading module 740 is used to determine updated resource information corresponding to the updated scene coordinates in response to the updated scene coordinates of the target object in the initial game scene; the updated resource information is determined based on the updated latitude and longitude information corresponding to the updated scene coordinates and the updated belonging area; the updated resource information is loaded in the initial game scene, and the target resource information is unloaded.

[0102] Specific limitations regarding the map streaming loading device can be found in the limitations of the map streaming loading method above, and will not be repeated here. Each module in the aforementioned map streaming loading device can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in or independent of the processor in a computer device in hardware form, or stored in the memory of a computer device in software form, so that the processor can call and execute the operations corresponding to each module.

[0103] In some embodiments of this application, the map streaming loading device 700 can be implemented as a computer program, which can be implemented in, for example... Figure 8 It runs on the computer device shown. The memory of the computer device can store the various program modules that make up the map streaming loading device 700, for example, Figure 7 The diagram shows an acquisition module 710, a mapping module 720, a determination module 730, and a loading module 740. The computer program comprised of these modules causes the processor to execute the steps of the map streaming loading methods described in the various embodiments of this application.

[0104] For example, Figure 8 The computer equipment shown can be used as follows Figure 7The acquisition module 710 in the map streaming loading device 700 executed step S110. The computer device can execute step S120 via the mapping module 720. The computer device can execute step S130 via the determination module 730. The computer device can execute step S140 via the loading module 740. The computer device includes a processor, memory, and a network interface connected via a system bus. The processor of the computer device provides computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and internal memory. The non-volatile storage medium stores an operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage medium. The network interface of the computer device is used to communicate with external computer devices via a network connection. When the computer program is executed by the processor, it implements a map streaming loading method.

[0105] Those skilled in the art will understand that Figure 8 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.

[0106] In some embodiments of this application, a computer device is provided, including one or more processors; memory; and one or more application programs, wherein the one or more application programs are stored in the memory and configured to be executed by the processor to perform the following steps:

[0107] Obtain the scene coordinates of the target object in the initial game scene;

[0108] Based on the scene coordinates and the preset coordinate mapping relationship, determine the latitude and longitude information corresponding to the scene coordinates;

[0109] Based on the latitude and longitude information and the corresponding geographical region in the geographic coordinate system, the resource information corresponding to the geographical region is determined as the target resource information;

[0110] The target resource information is loaded into the initial game scene.

[0111] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: obtaining the level of detail distance corresponding to the scene coordinates; determining the level of detail information corresponding to each level of detail distance from the target resource information based on the level of detail distance; and loading the level of detail information into the initial game scene based on the level of detail distance.

[0112] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: based on the home region corresponding to the latitude and longitude information in the geographic coordinate system, the resource information corresponding to the home region and the resource information of the neighboring region corresponding to the home region are determined as the target resource information corresponding to the scene coordinates, wherein the home region and the neighboring region have a proximity relationship in the geographic coordinate system.

[0113] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: obtaining the movement characteristics of the scene coordinates of the target object in the initial game scene; determining the target neighboring region corresponding to the movement characteristics from the neighboring regions corresponding to the home region in the geographic coordinate system based on the movement characteristics and the home region corresponding to the latitude and longitude information; and determining the resource information corresponding to the home region and the resource information corresponding to the target neighboring region as the target resource information corresponding to the scene coordinates.

[0114] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: determining a target coordinate mapping relationship from the coordinate mapping relationship based on the coordinate value range of the scene coordinates; determining the latitude and longitude information corresponding to the scene coordinates based on the scene coordinates and the target coordinate mapping relationship; determining the target attribution attribute corresponding to the target coordinate mapping relationship based on the preset association relationship between the coordinate mapping relationship and the attribution attribute; obtaining the target attribution area corresponding to the target attribution attribute in the geographic coordinate system based on the latitude and longitude information, and determining the resource information corresponding to the target attribution area as the target resource information corresponding to the scene coordinates.

[0115] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: creating resource file packages corresponding to each home region, and adding resource information to each resource file package to obtain target resource information corresponding to each home region; the resource information includes at least one of river information, road information, and gameplay configuration information; and / or extracting resource coordinates corresponding to each resource information in the initial game scene, and determining the home region corresponding to each resource information based on the resource coordinates;

[0116] Based on the region to which each resource information belongs, the resource information belonging to the same region is merged to obtain the target resource information corresponding to each region.

[0117] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: according to the real scene information contained in the home region, adding resource information corresponding to the real scene information to the resource file package to obtain target resource information corresponding to each home region.

[0118] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the updated scene coordinates of the target object in the initial game scene, determining updated resource information corresponding to the updated scene coordinates; the updated resource information is determined based on the updated latitude and longitude information corresponding to the updated scene coordinates and the updated belonging area; loading the updated resource information in the initial game scene and unloading the target resource information.

[0119] In some embodiments of this application, a computer-readable storage medium is provided, storing a computer program that is loaded by a processor, causing the processor to perform the following steps:

[0120] Obtain the scene coordinates of the target object in the initial game scene;

[0121] Based on the scene coordinates and the preset coordinate mapping relationship, determine the latitude and longitude information corresponding to the scene coordinates;

[0122] Based on the latitude and longitude information and the corresponding geographical region in the geographic coordinate system, the resource information corresponding to the geographical region is determined as the target resource information;

[0123] The target resource information is loaded into the initial game scene.

[0124] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: obtaining the level of detail distance corresponding to the scene coordinates; determining the level of detail information corresponding to each level of detail distance from the target resource information based on the level of detail distance; and loading the level of detail information into the initial game scene based on the level of detail distance.

[0125] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: based on the home region corresponding to the latitude and longitude information in the geographic coordinate system, the resource information corresponding to the home region and the resource information of the neighboring region corresponding to the home region are determined as the target resource information corresponding to the scene coordinates, wherein the home region and the neighboring region have a proximity relationship in the geographic coordinate system.

[0126] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: obtaining the movement characteristics of the scene coordinates of the target object in the initial game scene; determining the target neighboring region corresponding to the movement characteristics from the neighboring regions corresponding to the home region in the geographic coordinate system based on the movement characteristics and the home region corresponding to the latitude and longitude information; and determining the resource information corresponding to the home region and the resource information corresponding to the target neighboring region as the target resource information corresponding to the scene coordinates.

[0127] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: determining a target coordinate mapping relationship from the coordinate mapping relationship based on the coordinate value range of the scene coordinates; determining the latitude and longitude information corresponding to the scene coordinates based on the scene coordinates and the target coordinate mapping relationship; determining the target attribution attribute corresponding to the target coordinate mapping relationship based on the preset association relationship between the coordinate mapping relationship and the attribution attribute; obtaining the target attribution area corresponding to the target attribution attribute in the geographic coordinate system based on the latitude and longitude information, and determining the resource information corresponding to the target attribution area as the target resource information corresponding to the scene coordinates.

[0128] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: creating resource file packages corresponding to each home region, and adding resource information to each resource file package to obtain target resource information corresponding to each home region; the resource information includes at least one of river information, road information, and gameplay configuration information; and / or extracting resource coordinates corresponding to each resource information in the initial game scene, and determining the home region corresponding to each resource information based on the resource coordinates;

[0129] Based on the region to which each resource information belongs, the resource information belonging to the same region is merged to obtain the target resource information corresponding to each region.

[0130] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: according to the real scene information contained in the home region, adding resource information corresponding to the real scene information to the resource file package to obtain target resource information corresponding to each home region.

[0131] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the updated scene coordinates of the target object in the initial game scene, determining updated resource information corresponding to the updated scene coordinates; the updated resource information is determined based on the updated latitude and longitude information corresponding to the updated scene coordinates and the updated belonging area; loading the updated resource information in the initial game scene and unloading the target resource information.

[0132] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium, and when executed, it can include the processes of the embodiments of the methods described above. Any references to memory, storage, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, or optical storage, etc. Volatile memory can include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM), etc.

[0133] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0134] The above provides a detailed description of a map streaming loading method, apparatus, computer device, and storage medium provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention.

Claims

1. A map streaming loading method, characterized in that, include: Obtain the scene coordinates of the target object in the initial game scene; Based on the scene coordinates and the preset coordinate mapping relationship, determine the latitude and longitude information corresponding to the scene coordinates; Based on the latitude and longitude information corresponding to the geographic coordinate system, the resource information corresponding to the geographic coordinate system is determined as the target resource information; wherein, the resource information corresponding to the geographic coordinate system includes resource information in file resources that use the geographic coordinate system as the unique identifier. The target resource information is loaded into the initial game scene.

2. The map streaming loading method according to claim 1, characterized in that, Loading the target resource information in the initial game scene includes: Obtain the detail level distance corresponding to the scene coordinates; Based on the level-of-detail distance, determine the hierarchical resource information corresponding to each level-of-detail distance from the target resource information; Based on the level of detail distance, the hierarchical resource information is loaded in the initial game scene.

3. The map streaming loading method according to claim 1, characterized in that, The step of determining the resource information corresponding to the geographical coordinate system based on the latitude and longitude information as the target resource information corresponding to the scene coordinates, and assigning the corresponding geographical region, includes: Based on the latitude and longitude information corresponding to the region in the geographic coordinate system, the resource information corresponding to the region and the resource information of the neighboring region corresponding to the region are determined as the target resource information corresponding to the scene coordinates, wherein the region and the neighboring region have a proximity relationship in the geographic coordinate system.

4. The map streaming loading method according to claim 3, characterized in that, The step of determining the resource information corresponding to the scene coordinates based on the latitude and longitude information in the geographic coordinate system and the corresponding geographical region as the target resource information includes: Obtain the movement characteristics of the target object in the initial game scene using scene coordinates; Based on the movement characteristics and the corresponding region of the latitude and longitude information in the geographic coordinate system, determine the target neighboring region corresponding to the movement characteristics from the neighboring regions corresponding to the region of ... movement characteristics; The resource information corresponding to the home region and the resource information corresponding to the target's neighboring region are determined as the target resource information corresponding to the scene coordinates.

5. The map streaming loading method according to claim 1, characterized in that, The coordinate mapping relationships include at least multiple ones; Based on the scene coordinates and a preset coordinate mapping relationship, determine the latitude and longitude information corresponding to the scene coordinates, including: The target coordinate mapping relationship is determined from the coordinate mapping relationship based on the range of coordinate values ​​of the scene coordinates; Based on the mapping relationship between the scene coordinates and the target coordinates, determine the latitude and longitude information corresponding to the scene coordinates; The latitude and longitude information, in the geographic coordinate system, corresponds to at least multiple regions with different attribution attributes. The step of determining the resource information corresponding to the geographical coordinate system based on the latitude and longitude information as the target resource information corresponding to the scene coordinates, and assigning the corresponding geographical region, includes: Based on the preset association between coordinate mapping relationship and attribution attribute, determine the target attribution attribute corresponding to the target coordinate mapping relationship; Obtain the target attribution region corresponding to the target attribution attribute in the geographic coordinate system based on the latitude and longitude information, and determine the resource information corresponding to the target attribution region as the target resource information corresponding to the scene coordinates.

6. The map streaming loading method according to claim 1, characterized in that, Before the step of determining the resource information corresponding to the geographical region based on the latitude and longitude information as the target resource information, the method further includes: Create resource file packages corresponding to each assigned region, and add resource information to each resource file package to obtain target resource information corresponding to each assigned region; the resource information includes at least one of river information, road information, and gameplay configuration information; and / or Extract the resource coordinates corresponding to each resource information in the initial game scene, and determine the region to which each resource information belongs based on the resource coordinates; Based on the region to which each resource information belongs, the resource information belonging to the same region is merged to obtain the target resource information corresponding to each region.

7. The map streaming loading method according to claim 6, characterized in that, The step of adding resource information to each of the resource file packages to obtain target resource information corresponding to each of the home regions includes: Based on the real scene information contained in the home region, resource information corresponding to the real scene information is added to the resource file package to obtain target resource information corresponding to each home region.

8. The map streaming loading method according to claim 1, characterized in that, The latitude and longitude information, corresponding to the geographic coordinate system, is obtained by calling the application programming interface of the map navigation service engine.

9. The map streaming loading method according to any one of claims 1 to 8, characterized in that, After the step of loading the target resource information in the initial game scene, the method further includes: In response to the updated scene coordinates of the target object in the initial game scene, updated resource information related to the updated scene coordinates is determined; the updated resource information is determined based on the updated latitude and longitude information corresponding to the updated scene coordinates to which the updated region belongs. The updated resource information is loaded into the initial game scene, and the target resource information is unloaded.

10. A map streaming loading device, characterized in that, include: The acquisition module is used to obtain the scene coordinates of the target object in the initial game scene; The mapping module is used to determine the latitude and longitude information corresponding to the scene coordinates based on the scene coordinates and a preset coordinate mapping relationship; The determination module is used to determine the resource information corresponding to the geographical coordinate system based on the latitude and longitude information and the corresponding geographical coordinate system region, and to determine the resource information corresponding to the geographical coordinate system region as the target resource information corresponding to the scene coordinates; wherein, the resource information corresponding to the geographical coordinate system region includes resource information in file resources that use the geographical coordinate system region as the unique identifier. A loading module is used to load the target resource information in the initial game scene.

11. A computer device, characterized in that, The computer device includes: One or more processors; Memory; and One or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the processor to implement the map streaming loading method of any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, It stores a computer program, which is loaded by a processor to execute the map streaming loading method according to any one of claims 1 to 9.