Game editing method, device and electronic equipment

By displaying the interactive performance of scene components in real time during game editing, the problem of game design and testing interruptions is solved, enabling real-time testing and problem discovery during the editing process, and reducing user burden and modification costs.

CN117839218BActive Publication Date: 2026-08-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311572251.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-22
Publication Date
2026-08-25
Estimated Expiration
2043-11-22

AI Technical Summary

Technical Problem

In existing technologies, editors for user-generated content can only be tested after the game scene has been edited, which leads to interruptions in design and testing, increases the user's operational burden and the cost of later modifications.

Method used

During game editing, the scene is displayed in real time from a first-person perspective, and virtual objects are controlled to interact with scene components. The test screen is also displayed in real time from a second-person perspective, enabling a real-time preview of the game test scene.

Benefits of technology

It reduces the user's workload, enables timely detection of problems during the editing process, and reduces the cost of later modifications.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a game editing method and device and electronic equipment, a first scene picture formed by a first view angle shooting a game editing scene is captured in real time, in response to a first editing operation for a target scene component being completed, a virtual object is controlled to interact with the target scene component, and a picture formed by shooting the virtual object and the target scene component through a second view angle is superimposed and displayed on the first scene picture in the process of the virtual object interacting with the target scene component. In this way, after editing of a scene component in a game editing scene is completed, the virtual object is controlled to interact with the scene component, a test picture of a game test scene corresponding to the game editing scene is displayed on the first scene picture, the game editing scene is tested in real time during the editing process, the editing and design process of the game editing scene is not interrupted, the operation burden of the user is reduced, problems can be found as early as possible, and the modification cost in the later stage is reduced.
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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 related technologies, user-generated content editors typically require users to edit game scenes before they can view and test the feasibility of their edits. This interaction method can disrupt the design and testing of game scenes, increasing the user's operational burden. Furthermore, the fact that users can only test after the entire game scene has been edited may prevent them from identifying design flaws in the early stages, thus increasing the cost of later modifications. 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. After the scene components in the game editing scene are edited, not only will the editing screen of the game editing scene be displayed, but also the virtual objects will be controlled to interact with the scene components. At the same time, the test screen of the game editing scene corresponding to the game test scene will be displayed. During the editing process, the game editing scene can be tested in real time without interrupting the editing and design process of the game editing scene, thereby reducing the user's operational burden and enabling problems to be discovered as early as possible, reducing the cost of later modifications.

[0004] In a first aspect, embodiments of this disclosure provide a game editing method, which provides a graphical user interface via a terminal device. The method includes: displaying a first scene image formed by real-time capture of a game editing scene from a first perspective in the graphical user interface, wherein the game editing scene includes scene components and virtual objects controlled by the terminal device; in response to a first editing operation on a target scene component, presenting the target scene component in the game editing scene according to component parameters determined by the first editing operation, wherein the target scene component is at least a portion of the scene components; in response to the completion of the first editing operation, controlling the virtual object to interact with the target scene component, and superimposing a screen formed by the virtual object and the target scene component captured from a second perspective on the first scene image during the interaction between the virtual object and the target scene component, so as to prompt the interactive performance of the target scene component when used in a game test scene and / or game running scene during the editing of the target scene component, wherein the second perspective is determined based on the virtual object.

[0005] Secondly, embodiments of this disclosure provide a game editing device that provides a graphical user interface via a terminal device. The device includes: a first display module for displaying a first scene image formed by real-time capture of a game editing scene from a first perspective in the graphical user interface, wherein the game editing scene includes scene components and virtual objects controlled by the terminal device; a component editing module for presenting the target scene component in the game editing scene in response to a first editing operation on a target scene component, according to component parameters determined by the first editing operation, wherein the target scene component is at least a portion of the scene components; and a second display module for controlling the virtual object to interact with the target scene component in response to the completion of the first editing operation, and overlaying an image formed by the virtual object and the target scene component captured from a second perspective onto the first scene image during the interaction between the virtual object and the target scene component, thereby prompting the interactive performance of the target scene component when used in a game test scene and / or game running scene during the editing of the target scene component, wherein the second perspective is determined based on the virtual object.

[0006] Thirdly, embodiments of this disclosure provide an electronic device, including 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 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. It captures a first scene image of the game editing scene in real-time from a first-person perspective. In response to the completion of a first editing operation on a target scene component, it controls a virtual object to interact with the target scene component. During this interaction, a second-person perspective image of the interaction between the virtual object and the target scene component is overlaid on the first scene image. In this method, after editing the scene components in the game editing scene, it controls the virtual object to interact with the scene components, displaying a test image of the corresponding game test scene on the first scene image. This allows for real-time testing of the game editing scene without interrupting the editing and design process, reducing the user's operational burden and enabling early detection of problems, thus reducing later modification costs.

[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 graphical user interface provided in an embodiment of this disclosure;

[0015] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0016] Figure 4 This is a schematic diagram of the structure of a game editing device provided in an embodiment of the present disclosure;

[0017] Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0018] 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.

[0019] In related technologies, user-generated content editors typically require users to edit game scenes before they can view and test the rationality of their edited game scenes. This interaction method may interrupt the design and testing of game scenes, thereby increasing the user's operational burden. Furthermore, the fact that users can only test after the entire game scene has been edited may prevent them from identifying design problems in the early stages, thus increasing the cost of later modifications. Based on this, the present disclosure provides a game editing method, apparatus, and electronic device, which can be applied to devices such as mobile phones, computers, laptops, computers, and tablets.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] In one possible implementation, this invention provides a game editing method that provides a graphical user interface through a terminal device, wherein the terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0024] like Figure 1 As shown, the method includes the following steps:

[0025] Step S102: Display the first scene image formed by real-time shooting of the game editing scene from a first-person perspective in the graphical user interface, wherein the game editing scene includes scene components and virtual objects controlled by the terminal device;

[0026] Typically, during game editing scene runtime, this virtual object is a movable object controlled by the player, such as a virtual character or virtual vehicle. The aforementioned scene components can be road components, land tile components, equipment components, building components, etc., within the game editing scene. The aforementioned first-person perspective can be the first scene view (also called the editing screen) obtained by capturing the game editing scene with a pre-set first virtual camera according to the first camera parameters.

[0027] Optionally, the first-person perspective can be either a free perspective or a God's-eye view. In the free perspective, the shooting target can be changed in real time according to the player's editing object. For example, when the player is editing the first scene component, the first-person perspective is the perspective bound to the first scene component. If the player is editing the second scene component, the first-person perspective is the perspective bound to the second scene component.

[0028] Players can edit various scene components within the game's editing scene. This includes deleting or adding individual components, combining multiple components, and creating virtual roads or mazes. Typically, the edited scene components have interactive capabilities with virtual objects; for example, virtual vehicles can drive on virtual roads, and virtual characters can navigate mazes.

[0029] Step S104: In response to the first editing operation on the target scene component, the target scene component is presented in the game editing scene according to the component parameters determined by the first editing operation, wherein the target scene component is at least a portion of the scene components;

[0030] The first editing operation mentioned above can be a click, a swipe, or a confirmation operation. Optionally, the player can select a target scene component from the component list, drag it into the game editing scene, and adjust its position and posture through swiping or other operations. The player can also adjust component parameters using the provided parameter editing controls, such as the target scene component's size, shape, color, and whether it has interactive functions. Finally, based on the component parameters determined by the last editing operation, the target scene component corresponding to those parameters is displayed in the game editing scene. Optionally, the player's first editing operation on the target scene component will also be displayed in the first scene screen.

[0031] Step S106: In response to the completion of the first editing operation, control the virtual object to interact with the target scene component, and during the interaction between the virtual object and the target scene component, overlay the image formed by the virtual object and the target scene component captured by the second perspective on the first scene screen, so as to prompt the interactive performance of the target scene component when used in the game test scene and / or game running scene during the editing of the target scene component, wherein the second perspective is determined based on the virtual object.

[0032] The completion of the first editing operation can be a confirmation operation for editing the target scene component. For example, after completing the first editing operation on the target scene component, you can click the provided confirmation control. At this time, the system will automatically control the virtual object to interact with the target scene component, such as controlling the virtual vehicle to drive on the target scene component, or controlling the virtual object to move on the target scene component. While the system automatically controls the interaction between the virtual object and the target scene component, a test screen will be overlaid on the first scene screen, showing the interaction process between the virtual object and the target scene component.

[0033] Optionally, the first scene screen and the test screen can be displayed in different areas of the graphical user interface. For example, the first scene screen is displayed in a first display area, and the test screen is displayed in a second display area, and the first and second display areas do not overlap. An example is... Figure 2 The graphical user interface shown.

[0034] Optionally, the test screen can also be displayed on top of the first scene screen, and the size of the test screen is smaller than the size of the first scene screen.

[0035] The aforementioned second perspective can be a perspective bound to a virtual object. Optionally, a second virtual camera pre-set in the game editing scene can be used to capture test footage of the interaction between the virtual object and the target game component, using the second camera parameters. Optionally, the interaction between the virtual object and the target scene component can be controlled within the game editing scene. Alternatively, a second virtual camera pre-set in a game test scene corresponding to the game editing scene can be used to capture test footage of the interaction between the virtual object and the target game component, using the second camera parameters. The game test scene can be created by copying from the game editing scene. Optionally, the interaction between the virtual object and the target scene component can be controlled within the game test scene.

[0036] Optionally, the first scene image mentioned above is obtained by capturing the game editing scene using a first virtual camera set in the game editing scene, and the test image mentioned above is obtained by capturing the game running scene using a second virtual camera set in the game test scene.

[0037] By displaying a test screen in real time during the editing process, players can be prompted about the interactive performance of the target scene component when used in the game test scene and / or the game running scene. By viewing the test screen, players can understand whether the currently edited target scene component meets the player's preset interactive effects. For example, if a virtual object cannot move forward due to a slope that is too high when moving in the target scene component, players can see in real time through the test screen that the target scene component is not edited properly and can directly adjust the slope of the target scene component after exiting the test screen.

[0038] This disclosure provides a game editing method, which displays a first scene image formed by real-time shooting of a game editing scene from a first perspective in a graphical user interface. The game editing scene includes scene components and virtual objects controlled by a terminal device. In response to a first editing operation on a target scene component, the target scene component is presented in the game editing scene according to component parameters determined by the first editing operation. The target scene component is at least a portion of the scene components. In response to the completion of the first editing operation, the virtual object is controlled to interact with the target scene component. During the interaction between the virtual object and the target scene component, an image formed by shooting the virtual object and the target scene component from a second perspective is superimposed on the first scene image to indicate the interactive performance of the target scene component when used in a game test scene and / or game running scene during the editing process. The second perspective is determined based on the virtual object. In this method, after the scene components in the game editing scene are edited, the virtual object is controlled to interact with the scene components. The test screen of the game test scene corresponding to the game editing scene is displayed on the first scene screen. The game editing scene is tested in real time during the editing process without interrupting the editing and design process of the game editing scene. This reduces the user's operational burden and allows problems to be discovered as early as possible, reducing the cost of later modifications.

[0039] One possible implementation of the above steps, which involve overlaying a view of the virtual object and the target scene component onto the first scene screen during the interaction between the virtual object and the target scene component, is as follows:

[0040] During the interaction between the virtual object and the target scene components, a floating window is displayed on the first scene screen. This floating window displays a view of the interaction between the virtual object and the target scene components taken from a second-person perspective. The size of the floating window is smaller than the size of the first scene screen. The view of the virtual object and the target scene components taken from the second-person perspective can serve as a test screen. For example, such as... Figure 3 As shown.

[0041] One possible implementation of the above steps for displaying the first scene image formed by real-time shooting of the game editing scene from a first-person perspective in the graphical user interface is as follows: using a first virtual camera pre-configured in the game editing scene, shooting the game editing scene based on the parameters of the first camera to obtain the first scene image, and displaying the first scene image in the graphical user interface.

[0042] The aforementioned first camera parameters are pre-configured. The first virtual camera, through these parameters, can transform the 3D game editing scene onto a 2D plane, thereby calculating the position of the scene content on the screen. This embodiment employs perspective projection, which ensures the editing screen conforms to the perspective relationship of near objects appearing larger and far objects smaller, and finally displays the editing screen in the graphical user interface.

[0043] The above-mentioned response, upon completion of the first editing operation, controls the virtual object to interact with the target scene component, and during the interaction between the virtual object and the target scene component, overlays the image formed by the virtual object and the target scene component captured from a second perspective onto the first scene screen. One possible implementation is as follows:

[0044] In response to the completion of the first editing operation, a game test scene identical to the game editing scene is created; the virtual object is controlled to interact with the target scene components in the game test scene; the game test scene is captured by a second virtual camera pre-configured in the game test scene based on the parameters of the second camera, and the test scene is superimposed and displayed on the first scene screen.

[0045] Optionally, the game editing scene can be copied to obtain the game test scene. Optionally, the scene parameters of the game editing scene can be obtained, and the game test scene can be created based on the scene parameters.

[0046] Similarly, the second camera parameters are pre-configured. The second virtual camera, through these parameters, can transform the 3D game test scene onto a 2D plane, thereby calculating the position of the scene content on the screen. This embodiment uses perspective projection, which ensures the running image conforms to the perspective relationship of near objects appearing larger and far objects smaller. Finally, the running image is displayed in the graphical user interface, specifically in a floating window. Since the floating window typically occupies only a small space on the screen and does not require high image precision, the scene model in the game test scene created based on the scene parameters of the game editing scene has one or more of the following attributes: the model precision of the scene model in the game test scene is lower than that of the scene model in the game editing scene; the precision of shadow calculation in the game test scene is lower than that of shadow calculation in the game editing scene; and the anti-aliasing function in the game test scene is disabled.

[0047] Optionally, in obtaining the scene parameters of the game editing scene and creating a game test scene based on the scene parameters, the above method may further include one or more of the following steps: reducing the model accuracy of the scene model in the game test scene; reducing the accuracy of shadow calculation in the game test scene; and disabling the anti-aliasing function of the game test scene.

[0048] Optionally, reduce the polygon count of the models in the game test scene, use models with a lower polygon count to build the game running scene, but keep the shape, size, and other attributes of the models the same as those in the game editing scene; or use lower precision shadow calculations in the game test scene; or turn off anti-aliasing to reduce the rendering overhead of the game test scene and ensure that the game can still meet performance requirements when additional game test scenes are created.

[0049] The above method also includes: responding to editing operations for the game editing scene, determining scene update parameters for the game editing scene; updating the game test scene based on the scene update parameters, and switching the running screen to the running screen of the updated game test scene.

[0050] When the parameters of the model or effects in the game editing scene are updated, the updated scene parameters are copied to the game test scene, thereby updating the game test scene. This allows the game test scene to synchronize with the game editing scene, enabling real-time preview and testing.

[0051] This floating window can reflect the design changes of the game editing scene in real time. That is, when the user is editing the game editing scene, the test screen in the floating window can be updated in real time, showing the running status of the latest designed game editing scene. Through this real-time preview method, the user can observe the actual game test of the game editing scene at the same time as designing the game editing scene, so as to determine whether the design of the game editing scene is reasonable and whether it needs to be adjusted.

[0052] The graphical user interface described above also includes a first control; the first control is used to control virtual objects in the game editing scene; the method further includes: in response to a test command, switching the first control to a second control; wherein the second control is used to control virtual objects in the screen formed by the virtual objects and the target scene components captured from a second perspective.

[0053] The shape, size, and display method of the first and second controls can be the same or different. Optionally, in response to a test command, the control function of the first control is updated, and the updated first control is used to control virtual objects in the game test scene. The test command can be generated by triggering an operation on the running control, triggering an operation on the test screen, or triggering a voice output operation on the voice control.

[0054] The step of switching the first control to the second control in response to a test instruction includes: switching the first control to the second control in response to a first trigger operation on the test control. For example, such as... Figure 3 As shown, clicking "Try it out" (corresponding to the test control mentioned above) will switch the first control to the second control.

[0055] After the step of switching the first control to the second control in response to the test command, the method further includes: responding to a touch operation on the second control and controlling the movement of the virtual object in the screen formed by the virtual object and the target scene components captured from the second perspective.

[0056] At this point, control switches to the floating window. The position of the virtual object in the game editing scene remains unchanged. In the game test scene, the virtual object is controlled according to the normal game operation method, so that the user can experience the game operation of the game editing scene in the real game operation.

[0057] The above method uses a "picture-in-picture" display effect. For games, this involves using multiple cameras to render one or more scenes. One main camera displays the game scene that fills the entire application window; the other cameras display their scenes as smaller windows within the window, allowing for simultaneous display of different scene content on the same screen. The core of this technology is multi-camera rendering. In games, the concept of a "camera" is essentially a projection matrix transformation, which transforms the 3D game scene onto a 2D plane, thereby calculating the position of the scene content on the screen. Perspective projection is generally used in games to ensure that the image conforms to the perspective relationship of objects appearing larger when closer and smaller when farther away. This technology greatly simplifies the complex process of repeatedly editing and testing scenes in traditional game editing, improving user experience and the efficiency of scene editing and design.

[0058] In response to the completion of the editing operation, after controlling the virtual object to interact with the target scene component, and superimposing the image formed by the virtual object and the target scene component captured from a second perspective onto the first scene screen during the interaction between the virtual object and the target scene component, the above method further includes:

[0059] In response to the second editing operation on the target scene component, cancel the interaction between the virtual object and the target scene component, and cancel the screen overlaid on the first scene screen.

[0060] The aforementioned second editing operation can be an editing operation on the target scene component after the test cancellation operation. Of course, the second editing operation on the target scene component can also be performed directly during the testing phase. It is understandable that if the player performs another editing operation on the target scene component during the test screen display, the interaction between the virtual object and the target scene component will be canceled, thereby canceling the overlaid screen displayed in the first scene.

[0061] The above method also includes: in response to the interaction performance meeting preset conditions, displaying a first prompt message, the first prompt message being used to indicate that the editing of the target scene component is reasonable;

[0062] In response to the interaction performance not meeting preset conditions, a second prompt message is displayed. The first prompt message indicates that the editing of the target scene component is unreasonable, and provides the reason for the unreasonableness. The preset conditions include: uninterrupted interaction between the virtual object and the target scene component.

[0063] For example, if the target scene component is a virtual track and the virtual object is a virtual race car, the interactive performance may not meet the preset conditions. Common situations include: the virtual track has gaps and the gaps between them are too large, so the virtual race car cannot pass; or the virtual track has no gaps but the turning angle is set unreasonably, causing the virtual race car to be unable to turn; or the obstacles on the virtual track are too dense, causing the virtual race car to be unable to pass.

[0064] Corresponding to the above method embodiments, this disclosure provides a game editing device that provides a graphical user interface through a terminal device, such as... Figure 4 As shown, the device includes:

[0065] The first display module 41 is used to display a first scene image formed by real-time shooting of a game editing scene from a first-person perspective in a graphical user interface, wherein the game editing scene includes scene components and virtual objects controlled by the terminal device.

[0066] The component editing module 42 is used to respond to a first editing operation on a target scene component and to present the target scene component in the game editing scene according to the component parameters determined by the first editing operation, wherein the target scene component is at least a portion of the scene components;

[0067] The second display module 43 is used to respond to the completion of the first editing operation, control the virtual object to interact with the target scene component, and overlay the image formed by the virtual object and the target scene component captured by the second perspective on the first scene screen during the interaction between the virtual object and the target scene component. This is used to prompt the interactive performance of the target scene component when used in the game test scene and / or game running scene during the editing of the target scene component. The second perspective is determined based on the virtual object.

[0068] This disclosure provides a game editing device that displays a first scene image formed by real-time capture of a game editing scene from a first perspective in a graphical user interface. The game editing scene includes scene components and virtual objects controlled by a terminal device. In response to a first editing operation on a target scene component, the target scene component is presented in the game editing scene according to component parameters determined by the first editing operation. The target scene component is at least a portion of the scene components. In response to the completion of the first editing operation, the virtual object is controlled to interact with the target scene component. During the interaction between the virtual object and the target scene component, an image formed by the virtual object and the target scene component captured from a second perspective is superimposed on the first scene image to indicate the interactive performance of the target scene component when used in a game test scene and / or game running scene during the editing process. The second perspective is determined based on the virtual object. In this method, after the scene components in the game editing scene are edited, the virtual object is controlled to interact with the scene components. The test screen of the game test scene corresponding to the game editing scene is displayed on the first scene screen. The game editing scene is tested in real time during the editing process without interrupting the editing and design process of the game editing scene. This reduces the user's operational burden and allows problems to be discovered as early as possible, reducing the cost of later modifications.

[0069] The second display module is also used to: display a floating window on the first scene screen during the interaction between the virtual object and the target scene component, and display the image formed by the virtual object and the target scene component captured from a second perspective in the floating window.

[0070] The first perspective mentioned above is a free perspective or God's perspective, while the second perspective is a perspective bound to virtual objects.

[0071] The aforementioned first display module is also used to: capture a first scene image of the game editing scene based on the parameters of the first camera using a first virtual camera pre-configured in the game editing scene, and display the first scene image on the graphical user interface.

[0072] The second display module is also used to: in response to the completion of the first editing operation, create a game test scene identical to the game editing scene; control the virtual object and the target scene component to interact in the game test scene; take pictures of the game test scene based on the parameters of the second camera through the second virtual camera pre-configured in the game test scene to obtain a test screen, and overlay the test screen on the first scene screen.

[0073] The second display module is further configured to: acquire scene parameters of the game editing scene, and create a game test scene based on the scene parameters; wherein the model accuracy of the scene model in the game test scene is lower than that of the scene model in the game editing scene; and / or the accuracy of shadow calculation in the game test scene is lower than that of shadow calculation in the game editing scene; and / or the anti-aliasing function in the game test scene is turned off.

[0074] The aforementioned device further includes: a screen update module, used to respond to editing operations for the game editing scene, determine the scene update parameters of the game editing scene; update the game test scene based on the scene update parameters, and switch the test screen to the updated test screen of the game test scene.

[0075] The graphical user interface described above also includes a first control; the first control is used to control virtual objects in the game editing scene; the device also includes: a control switching module, used to switch the first control to a second control in response to a test command; wherein the second control is used to control the virtual objects in the screen formed by the virtual objects and the target scene components captured from a second perspective.

[0076] The aforementioned device also includes: a motion control module, used to respond to touch operations on the second control and control the movement of virtual objects in the image formed by the virtual objects and target scene components captured from a second perspective.

[0077] The aforementioned device further includes: a screen cancellation module, used to cancel the interaction between the virtual object and the target scene component in response to a second editing operation on the target scene component, and to cancel the screen superimposed on the first scene screen.

[0078] The aforementioned device further includes an information prompting module, used to: display a first prompting message in response to the interaction performance meeting preset conditions, the first prompting message indicating that the editing of the target scene component is reasonable; and display a second prompting message in response to the interaction performance not meeting preset conditions, the first prompting message indicating that the editing of the target scene component is unreasonable, and the reason for the unreasonableness.

[0079] The aforementioned preset conditions include: uninterrupted interaction between the virtual object and the target scene components.

[0080] 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.

[0081] 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.

[0082] See Figure 5 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.

[0083] Furthermore, Figure 5 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.

[0084] 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 5 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.

[0085] 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.

[0086] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned game editing method:

[0087] A first scene image, captured in real-time from a first-person perspective, is displayed in the graphical user interface. This game editing scene includes scene components and virtual objects controlled by the terminal device. In response to a first editing operation on a target scene component, the target scene component is presented in the game editing scene based on the component parameters determined by the first editing operation. The target scene component is at least a portion of the scene components. Upon completion of the first editing operation, the virtual object is controlled to interact with the target scene component. During this interaction, a second-person perspective image of the virtual object and the target scene component is overlaid on the first scene image. This serves to indicate the interactive behavior of the target scene component when used in a game test scenario and / or a running game scenario during the editing process. The second perspective is determined based on the virtual object. In this method, after editing the scene components in the game editing scene, the virtual object is controlled to interact with the scene components. A test image of the corresponding game test scenario is displayed on the first scene image. The game editing scene is tested in real-time during the editing process without interrupting the editing and design process, reducing the user's operational burden and allowing for early detection of problems, thus reducing later modification costs.

[0088] The step of overlaying and displaying the image formed by the virtual object and the target scene component taken from a second perspective on the first scene screen during the interaction between the virtual object and the target scene component includes: displaying a floating window on the first scene screen during the interaction between the virtual object and the target scene component, and displaying the image formed by the virtual object and the target scene component taken from a second perspective in the floating window.

[0089] The first-person perspective is a free perspective or a God's-eye view, while the second-person perspective is a perspective bound to virtual objects.

[0090] The steps described above for displaying the first scene image formed by real-time shooting of the game editing scene from a first-person perspective in the graphical user interface include: taking pictures of the game editing scene based on the parameters of the first camera using a first virtual camera pre-configured in the game editing scene to obtain the first scene image, and displaying the first scene image in the graphical user interface.

[0091] The steps described above, in response to the completion of the first editing operation, involve controlling the virtual object to interact with the target scene component, and overlaying the image formed by the virtual object and the target scene component captured from a second perspective onto the first scene screen during the interaction between the virtual object and the target scene component, include: in response to the completion of the first editing operation, creating a game test scene identical to the game editing scene; controlling the virtual object to interact with the target scene component in the game test scene; capturing the game test scene using a pre-configured second virtual camera in the game test scene based on the parameters of the second camera to obtain a test image, and overlaying the test image onto the first scene screen.

[0092] The steps described above for creating a game test scene identical to the game editing scene include: obtaining scene parameters of the game editing scene and creating a game test scene based on the scene parameters; wherein the model accuracy of the scene model in the game test scene is lower than that of the scene model in the game editing scene; and / or the accuracy of shadow calculation in the game test scene is lower than that of shadow calculation in the game editing scene; and / or the anti-aliasing function in the game test scene is turned off.

[0093] The above method also includes: responding to editing operations for the game editing scene, determining scene update parameters for the game editing scene; updating the game test scene based on the scene update parameters, and switching the test screen to the test screen of the updated game test scene.

[0094] The graphical user interface described above also includes a first control; the first control is used to control virtual objects in the game editing scene; the method further includes: in response to a test command, switching the first control to a second control; wherein the second control is used to control virtual objects in the screen formed by the virtual objects and the target scene components captured from a second perspective.

[0095] After switching the first control to the second control in response to a test instruction, the method further includes: responding to a touch operation on the second control and controlling the movement of the virtual object in the frame formed by the virtual object and the target scene components captured from a second perspective.

[0096] After responding to the completion of the editing operation, controlling the virtual object to interact with the target scene component, and superimposing the image formed by the virtual object and the target scene component captured from a second perspective onto the first scene screen during the interaction between the virtual object and the target scene component, the method further includes: responding to the second editing operation on the target scene component, canceling the interaction between the virtual object and the target scene component, and canceling the image superimposed on the first scene screen.

[0097] The above method further includes: displaying a first prompt message in response to the interaction performance meeting preset conditions, the first prompt message being used to indicate that the editing of the target scene component is reasonable; and displaying a second prompt message in response to the interaction performance not meeting preset conditions, the first prompt message being used to indicate that the editing of the target scene component is unreasonable, and the reason for the unreasonableness.

[0098] The aforementioned preset conditions include: uninterrupted interaction between the virtual object and the target scene components.

[0099] 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.

[0100] 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:

[0101] A first scene image, captured in real-time from a first-person perspective, is displayed in the graphical user interface. This game editing scene includes scene components and virtual objects controlled by the terminal device. In response to a first editing operation on a target scene component, the target scene component is presented in the game editing scene based on the component parameters determined by the first editing operation. The target scene component is at least a portion of the scene components. Upon completion of the first editing operation, the virtual object is controlled to interact with the target scene component. During this interaction, a second-person perspective image of the virtual object and the target scene component is overlaid on the first scene image. This serves to indicate the interactive behavior of the target scene component when used in a game test scenario and / or a running game scenario during the editing process. The second perspective is determined based on the virtual object. In this method, after editing the scene components in the game editing scene, the virtual object is controlled to interact with the scene components. A test image of the corresponding game test scenario is displayed on the first scene image. The game editing scene is tested in real-time during the editing process without interrupting the editing and design process, reducing the user's operational burden and allowing for early detection of problems, thus reducing later modification costs.

[0102] The step of overlaying and displaying the image formed by the virtual object and the target scene component taken from a second perspective on the first scene screen during the interaction between the virtual object and the target scene component includes: displaying a floating window on the first scene screen during the interaction between the virtual object and the target scene component, and displaying the image formed by the virtual object and the target scene component taken from a second perspective in the floating window.

[0103] The first-person perspective is a free perspective or a God's-eye view, while the second-person perspective is a perspective bound to virtual objects.

[0104] The steps described above for displaying the first scene image formed by real-time shooting of the game editing scene from a first-person perspective in the graphical user interface include: taking pictures of the game editing scene based on the parameters of the first camera using a first virtual camera pre-configured in the game editing scene to obtain the first scene image, and displaying the first scene image in the graphical user interface.

[0105] The steps described above, in response to the completion of the first editing operation, involve controlling the virtual object to interact with the target scene component, and overlaying the image formed by the virtual object and the target scene component captured from a second perspective onto the first scene screen during the interaction between the virtual object and the target scene component, include: in response to the completion of the first editing operation, creating a game test scene identical to the game editing scene; controlling the virtual object to interact with the target scene component in the game test scene; capturing the game test scene using a pre-configured second virtual camera in the game test scene based on the parameters of the second camera to obtain a test image, and overlaying the test image onto the first scene screen.

[0106] The steps described above for creating a game test scene identical to the game editing scene include: obtaining scene parameters of the game editing scene and creating a game test scene based on the scene parameters; wherein the model accuracy of the scene model in the game test scene is lower than that of the scene model in the game editing scene; and / or the accuracy of shadow calculation in the game test scene is lower than that of shadow calculation in the game editing scene; and / or the anti-aliasing function in the game test scene is turned off.

[0107] The above method also includes: responding to editing operations for the game editing scene, determining scene update parameters for the game editing scene; updating the game test scene based on the scene update parameters, and switching the test screen to the test screen of the updated game test scene.

[0108] The graphical user interface described above also includes a first control; the first control is used to control virtual objects in the game editing scene; the method further includes: in response to a test command, switching the first control to a second control; wherein the second control is used to control virtual objects in the screen formed by the virtual objects and the target scene components captured from a second perspective.

[0109] After switching the first control to the second control in response to a test instruction, the method further includes: responding to a touch operation on the second control and controlling the movement of the virtual object in the frame formed by the virtual object and the target scene components captured from a second perspective.

[0110] After responding to the completion of the editing operation, controlling the virtual object to interact with the target scene component, and superimposing the image formed by the virtual object and the target scene component captured from a second perspective onto the first scene screen during the interaction between the virtual object and the target scene component, the method further includes: responding to the second editing operation on the target scene component, canceling the interaction between the virtual object and the target scene component, and canceling the image superimposed on the first scene screen.

[0111] The above method further includes: displaying a first prompt message in response to the interaction performance meeting preset conditions, the first prompt message being used to indicate that the editing of the target scene component is reasonable; and displaying a second prompt message in response to the interaction performance not meeting preset conditions, the first prompt message being used to indicate that the editing of the target scene component is unreasonable, and the reason for the unreasonableness.

[0112] The aforementioned preset conditions include: uninterrupted interaction between the virtual object and the target scene components.

[0113] The computer program products of the game editing method, apparatus and system provided in 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.

[0114] 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.

[0115] 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.

[0116] 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.

[0117] 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.

[0118] 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 of providing a graphical user interface via a terminal device includes: The graphical user interface displays a first scene image formed by real-time shooting of the game editing scene from a first-person perspective, wherein the game editing scene includes scene components and virtual objects controlled by the terminal device; In response to a first editing operation on a target scene component, the target scene component is presented in the game editing scene according to the component parameters determined by the first editing operation, wherein the target scene component is at least a portion of the scene components; In response to the completion of the first editing operation, the virtual object is controlled to interact with the target scene component. During the interaction between the virtual object and the target scene component, the screen formed by the virtual object and the target scene component, captured from a second perspective, is overlaid on the first scene screen. This is used to prompt the interactive performance of the target scene component when it is used in the game test scene and / or the game running scene during the editing process. The second perspective is determined based on the virtual object.

2. The method according to claim 1, characterized in that, The step of overlaying and displaying a scene formed by the virtual object and the target scene component, captured from a second perspective, onto the first scene screen during the interaction between the virtual object and the target scene component includes: During the interaction between the virtual object and the target scene component, a floating window is displayed on the first scene screen, and the floating window displays the scene formed by the virtual object and the target scene component captured from a second perspective.

3. The method according to claim 1, characterized in that, The first perspective is a free perspective or a God's-eye view, and the second perspective is a perspective bound to the virtual object.

4. The method according to claim 1, characterized in that, The steps for displaying a first scene view in the graphical user interface, formed by real-time capture of the game editing scene from a first-person perspective, include: The first scene image is obtained by taking pictures of the game editing scene using a first virtual camera pre-configured in the game editing scene based on the first camera parameters, and then displayed on the graphical user interface.

5. The method according to claim 1, characterized in that, In response to the completion of the first editing operation, the virtual object is controlled to interact with the target scene component. During the interaction between the virtual object and the target scene component, the following steps are taken to overlay and display on the first scene screen a view captured from a second perspective: In response to the completion of the first editing operation, a game test scene identical to the game editing scene is created; The virtual object is controlled to interact with the target scene component in the game test scene. The game test scene is captured by a second virtual camera pre-configured in the game test scene based on the parameters of the second camera, and the test scene is superimposed on the first scene screen.

6. The method according to claim 5, characterized in that, The steps for creating a game test scene identical to the game editing scene include: Obtain the scene parameters of the game editing scene, and create a game test scene based on the scene parameters; Specifically, the model accuracy of the scene model in the game test scene is lower than that of the scene model in the game editing scene; and / or the accuracy of shadow calculation in the game test scene is lower than that of shadow calculation in the game editing scene; and / or the anti-aliasing function in the game test scene is turned off.

7. The method according to claim 5, characterized in that, The method further includes: In response to an editing operation on the game editing scene, determine the scene update parameters for the game editing scene; The game test scene is updated based on the scene update parameters, and the test screen is switched to the updated game test scene test screen.

8. The method according to claim 1, characterized in that, The graphical user interface further includes a first control; the first control is used to control the virtual object in the game editing scene; the method further includes: In response to a test command, the first control is switched to the second control; wherein the second control is used to control the virtual object in the image formed by the virtual object and the target scene component captured from a second perspective.

9. The method according to claim 8, characterized in that, After the step of switching the first control to the second control in response to the test command, the method further includes: In response to a touch operation on the second control, the movement of the virtual object in the scene formed by the virtual object and the target scene components captured from the second perspective is controlled.

10. The method according to claim 1, characterized in that, In response to the completion of the editing operation, controlling the virtual object to interact with the target scene component, and after superimposing the image formed by the virtual object and the target scene component captured from a second perspective onto the first scene image during the interaction between the virtual object and the target scene component, the method further includes: In response to a second editing operation on the target scene component, the interaction between the virtual object and the target scene component is canceled, and the screen overlaid on the first scene screen is canceled.

11. The method according to claim 1, characterized in that, The method further includes: In response to the interaction performance meeting preset conditions, a first prompt message is displayed, which is used to indicate that the editing of the target scene component is reasonable; In response to the interaction performance not meeting the preset conditions, a second prompt message is displayed. The first prompt message is used to indicate that the editing of the target scene component is unreasonable, and the reason for the unreasonableness.

12. The method according to claim 11, characterized in that, The preset conditions include: the interaction between the virtual object and the target scene component is uninterrupted.

13. A game editing device, characterized in that, The device provides a graphical user interface via a terminal device, the apparatus comprising: The first display module is used to display a first scene image formed by real-time shooting of a game editing scene from a first perspective in the graphical user interface, wherein the game editing scene includes scene components and virtual objects controlled by the terminal device; A component editing module is configured to respond to a first editing operation on a target scene component and present the target scene component in the game editing scene according to the component parameters determined by the first editing operation, wherein the target scene component is at least a portion of the scene components; The second display module is used to respond to the completion of the first editing operation, control the virtual object to interact with the target scene component, and overlay the image formed by the virtual object and the target scene component captured from a second perspective onto the first scene screen during the interaction between the virtual object and the target scene component. This is used to prompt the interactive performance of the target scene component when used in the game test scene and / or game running scene during the editing of the target scene component, wherein the second perspective is determined based on the virtual object.

14. 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 1-12.

15. 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 1-12.

Citation Information

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