Information processing method and device in game, electronic equipment and storage medium
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-12-15
- Publication Date
- 2026-07-21
Smart Images

Figure CN117861200B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, specifically to a method for processing information in a game, a device for processing information in a game, an electronic device, and a computer-readable storage medium. Background Technology
[0002] Currently, AR (Augmented Reality) game modes in games are usually only used for observing and taking pictures of virtual characters, and are not integrated into the core gameplay.
[0003] In addition, AR game mode needs to be combined with real-world physical scenes. However, in games with AR game mode, although multiple players can see each other and observe the same physical scene, the interaction between the AR devices of each player is generally that each device handles its own game content independently, without any connection between them. This results in a low level of interaction when multiple players use AR game mode to play games. Summary of the Invention
[0004] This disclosure provides a method for processing information in a game, an apparatus for processing information in a game, an electronic device, and a computer-readable storage medium to solve or at least partially solve the above-mentioned problems, as detailed below.
[0005] Firstly, this disclosure provides an information processing method for games, the method comprising:
[0006] In response to the preparation phase of multiple players entering a game, if the terminal devices of the multiple players are in shooting mode, a virtual field is displayed on the terminal device of the first player among the multiple players.
[0007] In response to the pose placement confirmation operation of the virtual arena performed through the first player's terminal device, the target physical object currently carrying the virtual arena in the physical space captured by the first player's terminal device is determined, and the relative position of the virtual arena and the target physical object is determined to be fixed. The pose placement confirmation operation causes the virtual arena to be displayed as carrying the target physical object on the terminal devices of the multiple players when the terminal devices of the multiple players capture the target physical object, based on the relative position.
[0008] In response to at least one of the players' terminal devices changing the shooting pose of the target physical object from a first shooting pose to a second shooting pose, the virtual field corresponding to the second shooting pose is displayed through its terminal device.
[0009] Secondly, this disclosure also provides an information processing device for games, the device comprising:
[0010] The venue display module is used to respond to the preparation phase when multiple players enter a game match, and when the terminal devices of the multiple players are in shooting mode, to display a virtual venue on the terminal device of the first player among the multiple players.
[0011] The pose placement confirmation module is used to respond to the pose placement confirmation operation of the virtual field performed by the first player's terminal device, determine the target physical object currently carrying the virtual field in the physical space captured by the first player's terminal device, and determine that the relative position of the virtual field and the target physical object is fixed. The pose placement confirmation operation causes the virtual field to be displayed as carrying the target physical object on the terminal devices of the multiple players when the terminal devices of the multiple players capture the target physical object, based on the relative position.
[0012] The shooting pose adjustment module is used to respond to at least one of the players' terminal devices changing the shooting pose of the target physical object from a first shooting pose to a second shooting pose, and to display the virtual field corresponding to the second shooting pose through its terminal device.
[0013] Thirdly, this disclosure also provides an electronic device, including: a processor, a memory, and computer program instructions stored in the memory and executable on the processor;
[0014] When the processor executes the computer program instructions, it implements the information processing method in the game as described in the first aspect above.
[0015] Fourthly, this disclosure also provides a computer-readable storage medium storing computer program instructions, which, when executed by a processor, are used to implement the information processing method in the game as described in the first aspect above.
[0016] The information processing method in the game disclosed herein responds to the preparation phase when multiple players enter a game match. When the terminal devices of multiple players are in shooting mode, a virtual field is displayed on the terminal device of the first player among the multiple players. Then, the first player can perform a pose confirmation operation for the virtual field to determine the target physical object currently carrying the virtual field in the physical space being shot by the first player, and to determine that the relative position between the virtual field and the target physical object remains fixed. This pose confirmation operation enables the virtual field to be displayed as carrying the target physical object on the terminal devices of multiple players when they are shooting the target physical object, based on the relative position. At least one of the multiple players can adjust the shooting pose of their respective terminal devices towards the target physical object to obtain a suitable shooting field of view that allows them to observe the virtual field. In this way, after the pose confirmation operation is performed, when multiple players participating in the same game take pictures of the target physical object in AR game mode, they can see the same virtual field in their respective interfaces. The appearance of the virtual field in different players' interfaces depends only on the shooting pose of each player's device in the physical space. Each player's device processes different real-world content, but can process the same virtual content. This improves the sense of interaction when multiple players use AR game mode to play games. Attached Figure Description
[0017] Figure 1 This is a flowchart of an information processing method in a game provided in one embodiment of this disclosure;
[0018] Figure 2 This is a schematic diagram of multiple players located in the same physical scene, provided in one embodiment of this disclosure;
[0019] Figure 3 This is a schematic diagram from a player's perspective provided in one embodiment of the present disclosure;
[0020] Figure 4 This is a schematic diagram from a player's perspective provided in one embodiment of the present disclosure;
[0021] Figure 5 This is a schematic diagram from a player's perspective provided in one embodiment of the present disclosure;
[0022] Figure 6 This is a schematic diagram from a player's perspective provided in one embodiment of the present disclosure;
[0023] Figure 7 This is a schematic diagram from a player's perspective provided in one embodiment of the present disclosure;
[0024] Figure 8This is a schematic diagram of a device architecture for implementing information processing in a game, provided in one embodiment of this disclosure;
[0025] Figure 9 This is a schematic diagram from a player's perspective provided in one embodiment of the present disclosure;
[0026] Figure 10 This is a block diagram of an information processing device for a game provided in one embodiment of the present disclosure;
[0027] Figure 11 This is a schematic diagram of the logical structure of an electronic device for implementing information processing in a game, provided in one embodiment of this disclosure. Detailed Implementation
[0028] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.
[0029] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0030] It should be understood that in the embodiments of this disclosure, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. "Containing A, B, and / or C" means containing any one, two, or three of A, B, and C.
[0031] It should be understood that in the embodiments of this disclosure, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0032] In one embodiment of this disclosure, the information processing method in the game can run on a local terminal device or a server. When the information processing method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0033] 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 information processing methods in the game 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, information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0034] 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.
[0035] In one possible implementation, this disclosure provides an information processing method for games, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0036] Figure 1This is a flowchart of an information processing method in a game provided in one embodiment of this disclosure, such as... Figure 1 As shown, the method includes the following steps S101 to S103.
[0037] Step S101: In response to the preparation phase of multiple players entering the game, if the terminal devices of multiple players are in shooting mode, a virtual field is displayed on the terminal device of the first player among the multiple players.
[0038] Figure 2 A schematic diagram showing multiple players located in the same physical scene is provided, for reference. Figure 2 In this disclosure, multiple players are located in the same physical scene, such as a room, a hall, a terrace, etc., so that the multiple players can see each other and observe the same physical objects, such as tables, the ground, etc.
[0039] Multiple players can enter the same game match through team formation, invitations, or other means. For example, entering the same game match can specifically include entering the same game room. After entering the game match, players can control the preparation phase, which is divided into a preparation phase and a match phase. The preparation phase can be used for preparatory work, such as adjusting and confirming the virtual field positions as described below, and in ball games, selecting home or away games, choosing teams, and selecting player roles. All of these preparatory work can be done during the preparation phase.
[0040] The game in this disclosure can specifically be a game with an AR game mode, or simply an AR game. Since the AR game mode requires combining virtual and real-world elements, it is necessary to control each player's terminal device to activate its camera and enter shooting mode. Optionally, shooting mode can be activated before or after multiple players enter the preparation phase of a game match; this disclosure does not limit this.
[0041] In response to the preparation phase when multiple players enter a game, and when multiple players' devices are in recording mode, refer to Figure 3A virtual arena 01 (virtual element) and the physical space (real-world element) captured by the first player (who may be one of multiple players) can be displayed on the first player's terminal device. The first player can then see the virtual arena within the captured physical space through the game interface displayed on their terminal device. At this time, the virtual arena is not fixed in relative position to the physical objects in the captured physical space. Consequently, when the first player changes the shooting posture of their terminal device, their current field of view changes. Based on AR technology, suitable physical objects within the first player's field of view are detected in real time during this process, and the virtual arena is displayed on the first player's terminal device as the location of the detected suitable physical object.
[0042] This virtual arena is the space required for placing virtual game objects during the game's match phase. During the match, the movable range of these virtual game objects is limited to this virtual arena. In one embodiment, refer to... Figure 3 In the game interface presented on the first player's terminal device 03, the virtual arena 01 can be displayed on a physical plane within the physical space captured by the first player. This physical plane can belong to a physical object 02 within that physical space, such as a desktop or the ground. In one embodiment, a physical object can be selected from the first player's current field of view based on a preset selection strategy, and the virtual arena 01 will be displayed on the first player's terminal device as if it were mounted on the selected physical object.
[0043] Optionally, virtual venues may include virtual sports fields, such as virtual football fields, virtual basketball courts, etc.
[0044] Furthermore, the method and timing for determining the first player will be explained in detail below.
[0045] Step S102: In response to the pose placement confirmation operation for the virtual field performed by the first player's terminal device, determine the target physical object currently carrying the virtual field in the physical space captured by the first player's terminal device, and determine that the relative position between the virtual field and the target physical object remains fixed. The pose placement confirmation operation enables the virtual field to be displayed as carrying the target physical object on the terminal devices of multiple players when multiple players' terminal devices capture the target physical object, based on the relative position.
[0046] In this step, the first player among multiple players can confirm the placement and orientation of the virtual arena. For example... Figure 4As shown, before performing the pose confirmation operation, the first player can move the virtual arena 01, thereby changing its position. This change in the virtual arena's position may alter the physical object supporting it. After moving the virtual arena 01, the first player can then perform the pose confirmation operation. Alternatively, the first player can perform the pose confirmation operation directly without moving the virtual arena 01. In response to the first player's pose confirmation operation, it is necessary to determine the physical object (referred to as the target physical object) currently positioned in the physical space captured by the first player, and to ensure that the relative position between the virtual arena and the target physical object remains fixed. This means locking the relative position of the virtual arena and the target physical object so that the virtual arena only moves with the movement of the target physical object during display, and not with the movement of the player's terminal device.
[0047] It should be noted that in existing AR games that utilize AR game modes for observing and photographing virtual characters, the virtual characters constructed using AR technology typically move along with the player's terminal device. For example, if the player moves the terminal device to a location where they are photographing a table, the virtual character will appear to be on the table. If the player moves the terminal device to a location where they are photographing the ground, the virtual character's display position will change from the table to the ground, thus appearing to be on the ground. However, in this disclosure, the virtual field does not move with the player's terminal device; instead, it only follows the physical object that carries the virtual field when the player performs a pose placement confirmation operation.
[0048] Optional, such as Figure 5 As shown, the pose confirmation operation can include triggering operations (such as clicking, long-pressing, etc.) of the confirmation control 04 for the virtual field pose displayed in the graphical user interface. The first player can first move the virtual field 01 to a suitable position and / or change to a suitable pose, and then click the confirmation control 04 to lock the current pose of the virtual field.
[0049] The first player's pose confirmation operation allows multiple players' devices to display a virtual arena on their respective devices, based on the relative positions of the virtual arena and the target physical object, when photographing the target physical object. In other words, after the first player confirms the pose, each player's device, when photographing the target physical object, will see not only the physical object within their own field of view but also the virtual arena, which is thus represented by the target physical object. The positional relationship between the virtual arena and the target physical object displayed on each player's screen is determined based on the relative position locked by the pose confirmation operation. How the virtual arena is presented on each player's screen also depends on the shooting position and orientation of each player's device relative to the target physical object; therefore, the virtual arena presented on each player's device will differ, for example, appearing larger when closer and smaller when farther away.
[0050] When the terminal device moves, the AR application (in this disclosure, a game application with an AR game mode) needs to continuously track the location of the landmark and update the location and orientation of the AR virtual site accordingly to maintain a stable association with the landmark.
[0051] In one alternative example, the virtual space can be fixed in one or more ways so that the relative position of the virtual space and the target physical object currently hosting the virtual space remains unchanged, so that the virtual space does not move with the movement of the terminal device.
[0052] Method 1: Using Plane Detection and Tracking: Utilize the plane detection and tracking capabilities provided by the AR platform to identify and track horizontal planes in the real world, such as the ground or a tabletop. Once a plane is detected, the AR virtual field model can be placed on that plane and fixed in place. As the device moves, the AR platform continuously tracks the plane, thus maintaining the relatively stable position of the AR virtual field model.
[0053] Method 2: Using Spatial Anchors: AR platforms typically support the creation and use of spatial anchors. A spatial anchor is a virtual anchor point with a fixed location in the real world. AR virtual site models can be attached to spatial anchors. By creating and attaching spatial anchors, the AR virtual site model will maintain a fixed position associated with that anchor point, remaining in a relatively fixed position regardless of how the device moves.
[0054] Method 3: Using Inertial Sensor Data: In addition to the visual positioning technology provided by the AR platform, inertial sensor data from devices, such as gyroscopes and accelerometers, can be used to help fix the AR virtual site model. By monitoring changes in the device's orientation and acceleration, the AR virtual site model can be adjusted based on sensor data to maintain its relatively fixed position and orientation.
[0055] Step S103: In response to at least one player's terminal device changing the shooting pose of the target physical object from the first shooting pose to the second shooting pose, the virtual field corresponding to the second shooting pose is displayed through its terminal device.
[0056] Shooting pose includes shooting position and / or shooting posture, where shooting posture affects shooting orientation.
[0057] After the first player confirms the virtual field placement, each of the multiple players can adjust the shooting position and / or shooting posture of their terminal device in the physical space according to the virtual field placement confirmed by the first player, so as to obtain a reasonable field of view and make the virtual field appear in a suitable position within their respective shooting field of view.
[0058] In one alternative example, the shooting pose of the terminal device in physical space can be calculated using the gyroscope data of the terminal device.
[0059] The information processing method in the game disclosed herein responds to the preparation phase when multiple players enter a game match. When the terminal devices of multiple players are in shooting mode, a virtual field is displayed on the terminal device of the first player among the multiple players. Then, the first player can perform a pose confirmation operation for the virtual field to determine the target physical object currently carrying the virtual field in the physical space being shot by the first player, and to determine that the relative position between the virtual field and the target physical object remains fixed. This pose confirmation operation enables the virtual field to be displayed as carrying the target physical object on the terminal devices of multiple players when they are shooting the target physical object, based on the relative position. At least one of the multiple players can adjust the shooting pose of their respective terminal devices towards the target physical object to obtain a suitable shooting field of view that allows them to observe the virtual field. In this way, after the pose confirmation operation is performed, when multiple players participating in the same game take pictures of the target physical object in AR game mode, they can see the same virtual field in their respective interfaces. The appearance of the virtual field in different players' interfaces depends only on the shooting pose of each player's device in the physical space. Each player's device processes different real-world content, but can process the same virtual content. This improves the sense of interaction when multiple players use AR game mode to play games.
[0060] In one embodiment of this disclosure, step S101 can be implemented in the following way: in response to the preparation stage of multiple players entering a game, when the terminal devices of multiple players are in shooting mode, a virtual field is displayed on the terminal device of the first player among the multiple players, and a virtual field is independently displayed on the terminal devices of each second player among the multiple players other than the first player, wherein the virtual field independently displayed on each player's terminal device is respectively carried by a physical object in the physical space corresponding to each player's shooting.
[0061] In this implementation, after multiple players enter the preparation phase of the game, a virtual arena can be independently displayed on each player's individual terminal device, as can be referred to... Figure 3 Furthermore, since each player's terminal device is in shooting mode, in addition to the virtual arena, each player's terminal device also displays the physical space within their respective shooting field of view. For any given player, the virtual arena displayed on that player's terminal device is comprised of one of the physical objects within the physical space that player is shooting.
[0062] For example, four players—A, B, C, and D—are in the same real room and enter the preparation phase of a game. The first player is one of these four players, and all four players' devices are in camera mode. Player A is currently filming the desk, chair 1, and floor in the real room, and the desk occupies a larger portion of Player A's field of view than the floor. Player B is currently filming the drawers, floor, and trash can in the real room. Player C is currently filming the desk, chair 2, and floor in the real room, and the floor occupies a larger portion of Player C's field of view than the desk. Player D is currently filming the desk and green plants in the real room.
[0063] In this case, the physical space captured by player A and a virtual venue can be displayed on player A's terminal device. The physical objects displayed on player A's terminal device include a desk, chair 1, and the ground. For example, the virtual venue can be displayed as being supported by the desk and located on the left side of the desk's surface, so that player A can see from the screen that the virtual venue is located on the left side of the desk's surface.
[0064] The physical space captured by player B and a virtual venue can be displayed on player B's terminal device. The physical objects displayed on player B's terminal device include a drawer cabinet, the ground, and a trash can. For example, the virtual venue can be displayed as being supported by the drawer cabinet, so that player B can see from the screen that the virtual venue is located on the drawer cabinet.
[0065] The physical space captured by player C and a virtual venue can be displayed on player C's terminal device. The physical objects displayed on player C's terminal device include a desk, chair 2, and the ground. For example, the virtual venue can be displayed as being supported by the ground, so that player C can see from the screen that the virtual venue is located on the ground.
[0066] The physical space captured by player D and a virtual field can be displayed on player D's terminal device. The physical objects displayed on player D's terminal device include a desk and green plants. For example, the virtual field can be displayed as being supported by the desk and located on the right side of the desk's desktop, so that player D can see from the screen that the virtual field is located on the right side of the desk's desktop.
[0067] Optionally, based on this implementation method, the method may further include the following steps:
[0068] Before the player confirms the virtual field's position through their terminal device, in response to the player's terminal device's adjustment of the virtual field's position displayed to the player, the player's virtual field is changed from the first position to the second position.
[0069] In other words, before the first player confirms the position of the virtual arena, each player's terminal device independently displays a virtual arena, so each player can adjust the position of the virtual arena displayed on their own terminal device.
[0070] Optionally, the pose adjustment operation may include sliding operations, gesture operations, etc. for the virtual field, and this disclosure does not specifically limit it.
[0071] The positioning and placement adjustment operation includes one or more of the following: adjusting the placement position of the virtual arena, and adjusting the placement posture of the virtual arena. Players can adjust the placement position and / or posture of the virtual arena displayed on their terminal device through the positioning and placement adjustment operation.
[0072] For example, player A can rotate the virtual arena displayed on their terminal device on the plane of the desk, changing it from a first position where the edges of the arena are not parallel to the edges of the desk to a second position where the edges of the arena are parallel to the edges of the desk, thus changing the orientation of the virtual arena.
[0073] Player B can move the virtual arena displayed on their terminal device from the drawer cabinet to the ground, thus changing the placement of the virtual arena.
[0074] Player C can move the virtual arena displayed on their terminal device from the ground to the desk, thus changing the placement of the virtual arena.
[0075] Player D can rotate the virtual arena displayed on their terminal device on the plane of the desk, from a first position where the edge of the arena is not parallel to the edge of the desk to a second position where the edge of the arena is parallel to the edge of the desk. After or during the rotation, the virtual arena is moved to the center of the desk, thus changing the placement and orientation of the virtual arena.
[0076] In addition, each player can adjust the display parameters of the virtual arena displayed on their terminal device. The display parameters of the virtual arena include, but are not limited to, the size and color of the virtual arena.
[0077] Of course, players can also choose not to adjust the pose or display parameters of the virtual arena displayed on their own devices, and wait for the first player to confirm the pose of the virtual arena displayed on their own devices.
[0078] Based on this implementation, optionally, after the first player's terminal device performs the pose placement confirmation operation for the virtual field, the carrying object of the virtual field displayed to the second player can be changed from the currently carrying physical object to the target physical object. When the second player's terminal device takes a picture of the target physical object, the virtual field carrying the target physical object is displayed on the second player's respective terminal device based on the relative position of the virtual field and the target physical object fixed by the pose placement confirmation operation.
[0079] In other words, after the first player among multiple players confirms their position in the virtual arena displayed on their own device, the virtual arena displayed on the other players' devices will change accordingly. The virtual arena on the other players' devices will change from containing the original physical object to containing the target physical object determined based on the first player's position confirmation. If the other players fail to capture the target physical object at this time, the virtual arena displayed on their own devices will disappear. If the other players adjust their devices to capture the target physical object, they will then see the virtual arena containing the target physical object on their own devices.
[0080] For example, the pose placement confirmation operation may include clicking the confirmation control for the virtual field placement pose, pressing the confirmation shortcut key for the virtual field placement pose, etc., and this disclosure does not specifically limit it.
[0081] For example, the pose confirmation operation may include clicking a confirmation control for the virtual field pose. Assuming the first player is player A, player A can confirm the virtual field 01 displayed on their terminal device 03, where the desk 02 is located within player A's field of vision. Figure 5 As shown, the player can click the "Confirm Position" control 04 for the virtual space, so that the game can determine that the physical object currently carrying the virtual space in the physical space captured by player A's terminal device 03 is the desk 02, and determine that the relative position of the virtual space 01 and the desk 02 remains unchanged.
[0082] Suppose that before player A confirms their position, they move the virtual space displayed on their device from the left side of the desk to the center. Before player A confirms their position, players B, C, and D have not adjusted their virtual spaces. Consequently, after player A confirms their position, player B will see the virtual space disappear from the drawer in their device's view. When player B adjusts their device's camera position to capture the center of the desk, they will see a virtual space in the center of the desk in their view. In the views displayed on players A and B's devices, the virtual space is in the same relative position to the desk; only their viewing angles differ.
[0083] After player A confirms their position, player C can see the virtual arena move from the ground to the center of the desk in their terminal display. Similarly, the virtual arena and the desk are in the same relative position in the displays of player A and player C's terminals, only their viewing angles are different.
[0084] After player A confirms their position, player D can see the virtual arena move from the right side of the desk to the center of the desk in their own view. Similarly, the virtual arena is in the same relative position to the desk in the views displayed on both players' devices, only their viewing angles are different.
[0085] In this way, players A, B, C, and D can each observe the virtual space supported by the desk from their own perspective. Regardless of how they adjust their viewing angle, the virtual space remains in the center of the desk surface. This allows players A, B, C, and D to adjust the shooting position of their respective devices to obtain a reasonable field of view. Furthermore, players can adjust the distance between their devices and the physical object supporting the virtual space, bringing the device closer to the object. When the virtual space completely occupies the player's field of view, the physical object will not appear in the player's interface.
[0086] In another embodiment of this disclosure, step S101 can be implemented in the following way: in response to the preparation stage of multiple players entering the game, when the terminal devices of multiple players are in shooting mode, a virtual field is displayed on the terminal device of the first player among the multiple players, and the virtual field is not displayed on the terminal devices of each of the second players among the multiple players other than the first player.
[0087] The difference from the previous implementation is that, in this implementation, after multiple players enter the preparation phase of the game, a virtual arena may only be displayed on the first player's terminal device, while the virtual arena is not displayed on the other players' terminal devices. That is, only the first player can see the filmed physical space and a virtual arena on their own terminal device, while the other players can only see the filmed physical space on their respective terminal devices.
[0088] For example, assuming the first player is Player A, Player A can see a desk, chair 1, the floor, and a virtual space on their device. This virtual space is contained within the desk and located on the left side of the desk's surface. Player B can see the photographed drawer unit, the floor, and the trash can on their device. Even if Player B adjusts their device to capture the desk, they will not see the virtual space on the desk. Player C can see the photographed desk, chair 2, and the floor on their device, but there is no virtual space on the desk. Player D can see the photographed desk and plants on their device, but there is no virtual space on the desk.
[0089] Optionally, based on this implementation method, the method may further include the following steps:
[0090] Before the first player's terminal device confirms the virtual field's pose, in response to the first player's terminal device's pose adjustment operation for the virtual field, the virtual field is changed from the first pose to the second pose.
[0091] In other words, before the first player confirms the placement of the virtual arena, only the first player's terminal device displays the virtual arena, so only the first player can adjust the placement of the virtual arena on their terminal device.
[0092] Based on this implementation, optionally, after the first player's terminal device confirms the pose of the virtual field, when the second player's terminal device takes a picture of the target physical object, the virtual field containing the target physical object can be displayed on each of the second players' terminal devices based on the relative position.
[0093] In other words, before the first player among multiple players confirms the pose of the virtual arena displayed on their terminal device, if the other players can capture the target physical object at this time, they will see that there is no virtual arena on the target physical object on their terminal devices. If the other players cannot capture the target physical object at this time, they will also see that there is no virtual arena on the target physical object when they adjust their terminal devices to capture the target physical object.
[0094] After the first player confirms the pose of the virtual field displayed on their terminal device, if the other players can capture the target physical object, they can see a virtual field appear on the target physical object on their terminal devices. If the other players cannot capture the target physical object, they can see a virtual field on the target physical object when they adjust their terminal devices to capture the target physical object.
[0095] In this way, each player can observe the virtual field embodied by the target physical object from their own perspective. Each player can adjust the shooting position of their terminal device to obtain a reasonable field of view for observing the virtual field.
[0096] As mentioned above, the first player or all players can adjust the placement and posture of the virtual arena displayed on their terminal devices. Accordingly, in an optional implementation, the information processing method may also include the following step S105.
[0097] Step S105: During the pose adjustment operation, the player's terminal device displays pose adjustment prompts for the virtual field. The pose adjustment prompts are used to indicate the field pose within the current field of view of the player's terminal device.
[0098] In this embodiment, for players who can adjust the virtual field's placement posture, during the player's posture adjustment operation, posture placement prompts for the virtual field can be displayed on the player's terminal device. These prompts can suggest field postures that are suitable for the player's current field of view. The player can adjust the virtual field's placement posture according to the postures indicated by the prompts, so that the virtual field's placement posture matches the postures indicated by the prompts. In this way, the player can obtain a virtual field display effect that is suitable for their current field of view.
[0099] By providing positioning prompts, players can be advised on the appropriate positioning within their current field of view of the virtual arena. This allows players to quickly adjust their positioning before configuring the virtual arena, eliminating the need for constant adjustments and reducing the amount of preparation work required for the game, thus shortening the preparation time for the match.
[0100] In an alternative implementation, refer to Figure 6 The specific pose placement prompt information can be a virtual field frame diagram 06. Correspondingly, the above step S105 can be implemented in the following way: During the pose placement adjustment operation, the player's terminal device displays the virtual field frame diagram 06 of the virtual field 01 according to the field pose display of the current shooting field of view of the player's terminal device.
[0101] Optionally, the field outline can be a semi-transparent outline (semi-transparent should be understood as having a certain degree of transparency). In this way, when players adjust the pose of the virtual field, it avoids the need to perform multiple pose adjustments to adjust the virtual field to the appropriate position, thereby reducing player operations and improving the preparation efficiency of the game.
[0102] In one embodiment of this disclosure, reference is made to Figure 6 and Figure 7 The information processing method may further include at least one of the following steps S106 and S107.
[0103] Step S106: Before the first player's terminal device performs the pose placement confirmation operation for the virtual arena, a first prompt message 07 is displayed on the terminal device displaying the virtual arena. The first prompt message 07 is used to prompt the player whose terminal device displays the virtual arena that they can confirm the pose placement of the virtual arena.
[0104] Step S107: Before the first player's terminal device performs the pose placement confirmation operation for the virtual arena, a second prompt message 08 is displayed on the terminal device that does not display the virtual arena. The second prompt message 08 is used to prompt the player whose terminal device does not display the virtual arena that the player whose terminal device displays the virtual arena is currently confirming the pose placement of the virtual arena.
[0105] For example, assuming the first player is player A, before confirming the virtual arena's pose on player A's terminal device, player A's terminal device displays the virtual arena, while players B, C, and D's terminal devices display either the virtual arena or not. Accordingly, before confirming the virtual arena's pose on player A's terminal device, a first prompt message 07 can be displayed on player A's terminal device, for example... Figure 6 The text message "Please specify the court location within the space" shown prompts player A to confirm the virtual court's position (through the position confirmation operation). A second prompt message 08 can also be displayed on the respective terminals of players B, C, and D. Figure 7 The text message "Player A is setting up the court" indicates to other players that Player A is currently confirming the virtual court's layout. This clarifies each player's role in the game preparation phase: the first player knows they need to confirm the virtual court's layout, and other players know they need to wait for the first player's confirmation, thus reducing communication costs between players.
[0106] In an optional implementation, the information processing method may further include a step of determining the first player. The following provides an illustrative description of the method and timing for determining the first player.
[0107] Optionally, the step of determining the first player can be done in one of the following ways.
[0108] Method 1: Determine the player who creates the game as the first player.
[0109] For method 1, the game can provide game room services. A game room can provide game match services for players who enter it. Players can create game rooms or join game rooms created by other players. The player who created the game room among the multiple players is the player who created the game match and can be identified as the first player.
[0110] In one alternative example, the game may include a host-invitation system, where the player who creates the game room can invite other players to join the game room after it has been created. In other words, the player who creates the game is known before multiple players have finished forming a team. Therefore, the player who creates the game can be determined as the first player after the game is created but before multiple players have finished forming a team.
[0111] In another alternative example, players can team up before creating a game match, for example, by teaming up in the game lobby. After teaming up, they can create and enter a game match through the game start action. Therefore, after multiple players have teamed up and created a game match, the player who created the game match can be determined as the first player.
[0112] The above examples are for illustrative purposes only. It is understood that the timing for determining the player who created the game match as the first player is not limited to the examples above.
[0113] Method 2: Determine the first player among multiple players to confirm their pose placement as the first player.
[0114] In method 2, each player's terminal device can independently display a virtual arena. Each player can adjust and confirm their position within their virtual arena. However, the first player to confirm their position is designated as the first player. At this point, other players can no longer adjust or confirm their positions, and the game proceeds to the next stage. Therefore, the first player can be designated after receiving a position confirmation from one of the players.
[0115] In one embodiment of this disclosure, reference is made to Figure 8 During the preparation phase of a game, multiple players' terminal devices communicate with the game's venue synchronization server. That is, when multiple players enter the game, they are taken over by the venue synchronization server, which is used to synchronize virtual venue data among these players. This allows the placement posture that one player has confirmed for the virtual venue, as well as the relative position of the fixed virtual venue and the target physical object, to be synchronized to the terminal devices of other players.
[0116] Correspondingly, the method may also include the following steps: after confirming the pose of the virtual field through the terminal device of the first player, the field data of the virtual field is sent to the field synchronization server through the terminal device of the first player, and the field data of the virtual field is synchronized to the terminal device of the second player among the multiple players other than the first player through the field synchronization server, wherein the field data of the virtual field includes indication information for indicating that the relative position of the virtual field and the target physical object is fixed.
[0117] During the preparation phase of a game, after the first player confirms their position on the virtual arena, their terminal device can send the current arena data to the arena synchronization server. The arena synchronization server can then synchronize the arena data provided by the first player to the terminal devices of other players, ensuring that the arena data on other players' terminals remains synchronized with that on the first player's terminal device, thus maintaining consistency of the virtual arena data in subsequent game phases.
[0118] Optionally, in addition to the indication information used to indicate that the relative position of the virtual field and the target physical object remains unchanged, the field data of the virtual field may also include data such as the size and color of the virtual field, but is not limited to these.
[0119] In one embodiment of this disclosure, the method may further include the following steps: in response to the end of the preparation phase of the game, controlling multiple players to enter the game phase of the game, and after entering the game phase of the game, keeping the terminal devices of the multiple players in shooting mode.
[0120] Optionally, the game system can implement a countdown for the game preparation phase. Once the countdown ends, the game preparation phase automatically ends, and the game begins. Alternatively, the game preparation phase can be ended by a player's initial action, such as clicking a start button. This initial action can be performed by one of the multiple players or by all players simultaneously.
[0121] After multiple players enter the game, the terminal devices controlling these players remain in shooting mode. This means that during the game, multiple players can see virtual elements such as virtual arenas, as well as real-world elements such as the physical objects they are shooting, thus enabling them to play the game through AR game mode.
[0122] Reference Figure 9In AR game mode, multiple players can use the cameras, distance sensors, gravity sensors, and other hardware on their terminal devices to observe the virtual arena 01 and engage in gameplay. During the game, the player's field of view will no longer follow the virtual character they control. Instead, based on the physical distance between the terminal device and the virtual arena 01, a corresponding portion of the virtual arena 01 will be displayed on the device screen. If a virtual object 05 needs to appear on the screen, multiple players must move their terminal devices within that space to find a suitable position.
[0123] For example, in AR game mode, the player's operation controls, command issuance method, and command reception method can remain consistent with those in non-AR game mode.
[0124] In this disclosure, during a game match, when multiple players' terminal devices are taking pictures of a target physical object, the virtual field containing the target physical object can be displayed on each player's terminal device based on the relative position of the virtual field and the target physical object.
[0125] Similar to the game preparation phase after the first player confirms their positioning, during the game phase, each player's terminal device still displays the virtual arena relative to the target physical object as confirmed by the first player. Unlike traditional AR game modes, in this disclosure, the virtual arena does not change position with changes in the player's field of vision during the game phase; instead, it remains always located on the target physical object, and its relative position to the target physical object remains constant.
[0126] In one embodiment of this disclosure, reference is made to Figure 8 During the preparation phase of a game match, the venue synchronization server establishes a communication connection with the game server. Accordingly, the step of "controlling multiple players to enter the match phase in response to the end of the preparation phase" can be implemented in the following ways:
[0127] In response to the end of the preparation phase of the game, the venue data of the virtual venue is sent to the game server through the venue synchronization server. The system controls the communication connection between the terminal devices of multiple players and the game server, and controls the disconnection of the communication connection between the terminal devices of multiple players and the venue synchronization server, so that multiple players can enter the game phase.
[0128] At the end of the game's preparation phase, the venue synchronization server sends the virtual venue data configured by the first player to the game server. The game server then takes over the control of these players, providing them with subsequent game services. Specifically, the game server uses the virtual venue data to determine the control logic for various game objects (such as virtual venues, virtual objects, and virtual characters).
[0129] In one embodiment of this disclosure, reference is made to Figure 9 The method may also include the following steps: during the game phase, controlling the game virtual object 05 to be located in the virtual arena 01.
[0130] In addition to virtual fields, the game also needs to provide virtual objects (such as virtual soccer balls) and virtual characters (virtual player characters). During the game, the virtual objects can be controlled to be located in the virtual field, thus limiting their activity range to the area of the virtual field.
[0131] Optionally, virtual venues can generate corresponding models using AR modeling technology, while virtual objects, virtual characters, and other virtual game objects can be generated using conventional game 3D modeling technology. This reduces the difficulty of image matching for a large number of virtual models in the game. In addition, reducing the number of AR models can improve the control sensitivity in the game. AR virtual venues can achieve realistic interaction with non-AR game virtual objects through the game server.
[0132] During the creation phase of an AR virtual venue, the following operations can be performed:
[0133] It should be noted beforehand that the following operation is only an example. In actual application, operations can be added, reduced, or replaced, etc. This example does not constitute a limitation of this disclosure.
[0134] I. Model creation for AR virtual venues:
[0135] 1. Size and scaling: It needs to be scaled to match the physical size in the real world.
[0136] 2. Coordinate System and Location: The model needs to be placed in a specific location in the real world to correspond to the user's environment. Coordinate system and location information must be considered when creating the AR virtual site model, ensuring correct alignment and positioning.
[0137] 3. Environmental interaction: It needs to interact with the real environment, such as colliding with the user, other objects, or real-world surfaces, shadows, or reflections.
[0138] 4. Performance and Optimization: Since AR applications typically run on mobile devices, the performance and resource consumption of AR virtual site models need to be considered. Polygon optimization, texture compression, and rendering optimization may be necessary to ensure performance on mobile devices.
[0139] II. Integration of AR-related SDKs (Software Development Kits)
[0140] 1. Android operating system integrates ARCore, and iOS operating system integrates ARKit.
[0141] ARCore is an augmented reality (AR) platform for Android devices. It combines the device's camera, motion sensors, and computer vision technology to deliver high-quality, highly interactive AR experiences. ARCore supports virtual object tracking, lighting estimation, environmental awareness, and user interaction, and can be used in various fields such as gaming, education, shopping, and design. ARCore also provides a developer kit (SDK) that allows developers to easily create AR applications.
[0142] ARKit is an augmented reality (AR) platform for iOS devices. It utilizes the device's camera, motion sensors, and processor to add virtual graphics and objects to the real world, providing a high-quality, smooth AR experience. ARKit supports features such as ambient awareness, lighting estimation, virtual object tracking, and user interaction, and can be applied to various fields including gaming, education, shopping, and design. ARKit also provides a developer kit (SDK) that allows developers to easily create AR applications.
[0143] 2. Taking Unreal Engine (UE) as an example, you can enable the ARCore plugin in a UE4 project.
[0144] 3. Configure project settings: In the UE4 editor, navigate to Edit -> Project Settings.
[0145] In the Android section, ensure that the SDK version and minimum SDK version match ARCore's requirements.
[0146] For the iOS part, ensure that you have set the correct Bundle Identifier (the app's unique identifier on the device) and the minimum supported iOS version.
[0147] 4. Creating AR Scenes: Using UE4's AR module and ARBlueprintLibrary class, you can create AR scenes and control the AR camera and tracking functions.
[0148] III. How to generate AR virtual venues
[0149] 1. In the game development scene (such as UE4), right-click and select "Add Actor", then select "AR", then select "AR Session". The above operation will add an AR Session Actor to the game development scene.
[0150] An AR Session Actor needs to include an AR virtual site model, as well as non-AR models such as virtual characters and virtual objects. An AR Session Actor can be understood as a functional module that can be used to implement AR technology that connects virtual elements and real-world elements.
[0151] 2. Select AR Session Actor, and you can set the properties of AR Session in the Details panel.
[0152] Configure the device's AR platform:
[0153] If your goal is to use ARKit (for iOS devices), select "ARKit" in the "AR Session Type" property in the AR Session Actor's Details panel.
[0154] If your goal is to use ARCore (for Android devices), select "ARCore" in the "AR Session Type" property of the AR Session Actor's Details panel.
[0155] If the goal is to use other platforms or multiple platforms, you can select "Default" and add the corresponding AR support plugin in the subsequent settings.
[0156] 3. Make other settings as needed:
[0157] The "WorldAlignment" property is used to set how the AR scene is aligned with the real world. Common options include "Gravity" (aligns using gravity direction) and "Camera" (aligns using camera direction).
[0158] The "Tracking Type" property is used to set the tracking type, such as planar tracking ("PlaneTracking" in ARKit and "Horizontal Plane Detection" in ARCore) or 3D tracking ("WorldTracking" in ARKit and "Augmented Faces" in ARCore).
[0159] In one embodiment of this disclosure, the method may further include the following steps to implement virtual object control logic determination based on the game server, specifically including:
[0160] During the game, it responds to control operations performed on virtual objects in the game via any player's terminal device and sends the operation information of the control operation to the game server.
[0161] The game server determines the virtual game objects to be controlled and their action status information based on the virtual arena data, the virtual game object data, and the control operation information, and then synchronizes the action status information to each player's terminal device.
[0162] Based on the action status information, each player controls the virtual game object to be controlled through their own terminal device to perform the game actions and / or game states indicated by the action status information.
[0163] Taking a ball game as an example, where the virtual objects include a virtual ball and virtual player characters, during a match, players can control the virtual ball or virtual player character through the graphical user interface provided by their terminal device. This includes movement control and action control. The player's device can then send the control operation information to the game server. The game server can determine which virtual objects (virtual ball and / or virtual player character) need to be controlled, and how they should move (i.e., action state information), based on data such as the virtual field, virtual ball, and virtual player character, and this operation information. The game server then synchronizes the virtual objects to be controlled and their action state information to each player's terminal. Each player's terminal device can then control the relevant virtual objects to perform the corresponding action or achieve the corresponding state based on this action state information. For example, when controlling a virtual player character to collide with a virtual ball, the virtual player character needs to perform a collision action, causing the virtual ball's motion state to accelerate, thus putting the virtual player character into a collision state.
[0164] In this way, communication and interaction between AR virtual venues and non-AR game virtual objects can be achieved through game servers.
[0165] Based on the above, the following configurations are required for hardware devices, communication conditions, and data synchronization logic in this disclosure. It should be noted that the following configurations are merely examples and do not constitute a limitation of this disclosure.
[0166] 1. Network connectivity: Ensure all user devices are connected to the Internet to enable real-time data transmission.
[0167] 2. Establish a server: Set up a central server or cloud server (i.e., a site synchronization server) to serve as a medium for data exchange. This site synchronization server will be used to receive and distribute AR virtual site data.
[0168] 3. Data transmission: The AR virtual field data on the first player's device needs to be transmitted to the field synchronization server. The location, actions, and status data of the AR virtual field are transmitted to the field synchronization server via the network using the network protocol (TCP / IP).
[0169] 4. Real-time Synchronization: During the match preparation phase, other players' devices need to obtain AR virtual field data from the venue synchronization server and apply it to their respective devices. Real-time communication technologies (such as WebSocket) can be used to establish a connection between the client and the venue synchronization server, enabling the venue synchronization server to push AR virtual field data to other user devices in real time.
[0170] 5. Data Updates and Conflict Resolution: When changes occur in the AR virtual arena on player A's device, the server pushes the corresponding data updates to other user devices. If multiple players are simultaneously interacting with the AR virtual arena, timestamps or priority rules can be used to determine the latest operation and avoid potential conflicts caused by multiple players operating the AR virtual arena at the same time.
[0171] With the above configuration, the AR virtual field on player A's device can be synchronized in real time to other players' devices, thereby enabling sharing and interaction among multiple players.
[0172] In addition, for example, the interaction implementation of AR virtual venues and non-AR virtual objects may include the following:
[0173] 1. Visual Recognition and Tracking: Using computer vision technologies such as image recognition and object tracking, non-AR virtual object models are identified and tracked. This can be achieved by using machine learning algorithms, feature extraction, or deep learning models within the application. Once these non-AR virtual object models are identified, their position, orientation, and other information can be obtained.
[0174] 2. Collision Detection: In the AR virtual arena, collision detection algorithms are used to detect the interaction between virtual object models (such as player character models, soccer ball, basketball, and other sphere models) and the AR virtual arena model. Collision detection can be implemented by defining the collision shape and boundaries of virtual objects, or by using a physics engine. When a collision event is detected in the game, corresponding interactive behaviors can be triggered. For example, when a player character model collides with a sphere model, the player character model can perform actions or undergo state changes.
[0175] 3. Data Transfer and Communication: During model interaction, interactive information needs to be transferred from the AR virtual environment to non-AR virtual objects. This can be achieved using a game server through network communication, data transmission, or event delivery.
[0176] 4. Rendering and Animation: To make the interaction between models more realistic and vivid, rendering and animation effects can be applied to non-AR virtual object models.
[0177] Corresponding to the information processing method in games provided in this disclosure, this disclosure also provides an information processing device for games. For example... Figure 10 As shown, the device 700 includes:
[0178] The venue display module 701 is used to respond to the preparation stage when multiple players enter the game, and when the terminal devices of the multiple players are in shooting mode, to display a virtual venue on the terminal device of the first player among the multiple players.
[0179] The pose placement confirmation module 702 is used to respond to the pose placement confirmation operation of the virtual field performed by the first player's terminal device, determine the target physical object currently carrying the virtual field in the physical space captured by the first player's terminal device, and determine that the relative position of the virtual field and the target physical object is fixed. The pose placement confirmation operation causes the virtual field to be displayed as carrying the target physical object on the terminal devices of the multiple players when the terminal devices of the multiple players capture the target physical object, based on the relative position.
[0180] The shooting pose adjustment module 703 is used to respond to the change of the shooting pose of the target physical object from a first shooting pose to a second shooting pose by the terminal device of at least one of the multiple players, and to display the virtual field corresponding to the second shooting pose through its terminal device.
[0181] Optionally, the site display module includes:
[0182] The first venue display submodule is used to respond to the preparation stage when multiple players enter the game. When the terminal devices of the multiple players are in shooting mode, a virtual venue is displayed on the terminal device of the first player among the multiple players, and a virtual venue is independently displayed on the terminal device of each second player among the multiple players other than the first player. The virtual venues independently displayed on the terminal devices of each player are respectively carried by a physical object in the physical space corresponding to the shooting of each player.
[0183] The device is also used for:
[0184] After the first player confirms the pose of the virtual field through their terminal device, the object that the second player displays in the virtual field is changed from the currently displayed physical object to the target physical object. When the second player's terminal device takes a picture of the target physical object, the virtual field that is displayed on the target physical object is displayed on each of the second players' terminal devices based on the relative position.
[0185] Optionally, the device further includes:
[0186] The first pose placement adjustment submodule is used to change the virtual field displayed to the player from the first pose to the second pose in response to the pose placement adjustment operation of the virtual field displayed to the player via the player's terminal device before the pose placement confirmation operation of the virtual field is performed via the player's terminal device.
[0187] Optionally, the site display module includes:
[0188] The second venue display submodule is used to respond to the preparation stage when multiple players enter the game. When the terminal devices of the multiple players are in shooting mode, a virtual venue is displayed on the terminal device of the first player among the multiple players, and no virtual venue is displayed on the terminal devices of each of the multiple players other than the first player.
[0189] The device is also used for:
[0190] After the first player confirms the pose of the virtual field through their terminal device, when the second player takes a picture of the target physical object using their terminal device, the virtual field containing the target physical object is displayed on each of the second players' terminal devices based on the relative position.
[0191] Optionally, the device further includes:
[0192] The first pose adjustment submodule is used to change the virtual field from a first pose to a second pose in response to the pose adjustment operation of the virtual field performed by the first player's terminal device before the pose confirmation operation for the virtual field is performed by the first player's terminal device.
[0193] Optionally, the device further includes:
[0194] The pose placement prompt module is used to display pose placement prompt information for the virtual field on the terminal device of the player performing the pose placement adjustment operation during the operation. The pose placement prompt information is used to prompt the field pose adapted to the current shooting field of view of the terminal device of the player performing the pose placement adjustment operation.
[0195] Optionally, the pose placement prompt module includes:
[0196] The venue map display module is used to display the virtual venue map according to the venue pose adapted to the current shooting field of view of the player's terminal device during the operation of the pose adjustment operation.
[0197] Optionally, the device further includes:
[0198] The first prompt module is used to display a first prompt message on the terminal device displaying the virtual arena before the player performs the pose placement confirmation operation for the virtual arena through the first player's terminal device. The first prompt message is used to prompt the player whose terminal device displays the virtual arena that they can confirm the pose placement of the virtual arena.
[0199] Optionally, the device further includes:
[0200] The second prompt module is used to display a second prompt message on a terminal device that does not display a virtual field before the player performs the pose placement confirmation operation for the virtual field through the first player's terminal device. The second prompt message is used to prompt the player whose terminal device does not display a virtual field that the player whose terminal device displays a virtual field is currently confirming the pose placement for the virtual field.
[0201] Optionally, the device further includes:
[0202] The player determination module is used to determine the first player.
[0203] Optionally, the player determination module includes one of the following:
[0204] The first player determination submodule is used to determine that the player who created the game match is the first player;
[0205] The second player determination submodule is used to determine the first player among the multiple players who is the first player to perform the pose placement confirmation operation.
[0206] Optionally, during the preparation phase of the game, the terminal devices of the multiple players communicate with the game's venue synchronization server; the device further includes:
[0207] The venue synchronization module is used to send the venue data of the virtual venue to the venue synchronization server through the first player's terminal device after the first player's terminal device confirms the pose and placement of the virtual venue, and then synchronize the venue data of the virtual venue to the terminal device of the second player among the multiple players other than the first player through the venue synchronization server. The venue data of the virtual venue includes indication information indicating that the relative position of the virtual venue and the target physical object is fixed.
[0208] Optionally, the device further includes:
[0209] The game module is used to control the multiple players to enter the game phase in response to the end of the preparation phase of the game, and to keep the terminal devices of the multiple players in shooting mode after entering the game phase.
[0210] Optionally, the device further includes:
[0211] The game display module is used to display the virtual field carried on the target physical object on the terminal devices of the multiple players based on the relative position during the game phase when the terminal devices of the multiple players take pictures of the target physical object.
[0212] Optionally, during the preparation phase of the game match, the venue synchronization server communicates with the game server; the match module is specifically used for:
[0213] In response to the end of the preparation phase of the game match, the venue data of the virtual venue is sent to the game server through the venue synchronization server, and the terminal devices of the multiple players are controlled to communicate with the game server and to disconnect from the venue synchronization server, so that the multiple players can enter the match phase of the game match.
[0214] Optionally, the device further includes:
[0215] The virtual object control module is used to control the virtual objects in the virtual arena during the game phase.
[0216] Optionally, the device further includes:
[0217] The control module is configured to respond to control operations performed on the game virtual object via any of the player's terminal devices during the game phase, and to send the operation information of the control operations to the game server;
[0218] The information synchronization module is used to determine the virtual game object to be controlled in the virtual venue and the action status information of the virtual game object to be controlled in the virtual venue based on the venue data of the virtual venue, the data of the virtual game object and the operation information of the control operation, and to synchronize the action status information to the terminal device of each player.
[0219] The action state implementation module is used to control the game virtual object to be controlled through the terminal device of each player to implement the game action and / or game state indicated by the action state information, based on the action state information.
[0220] The information processing device in this game, in response to the preparation phase of multiple players entering a game, displays a virtual arena on the terminal device of the first player when the terminal devices of multiple players are in shooting mode. Then, the first player can perform a pose confirmation operation for the virtual arena to determine the target physical object currently carrying the virtual arena in the physical space being shot by the first player, and to determine that the relative position between the virtual arena and the target physical object remains fixed. This pose confirmation operation enables the virtual arena to be displayed as carrying the target physical object on the terminal devices of multiple players when they are shooting the target physical object, based on the relative position. At least one of the multiple players can adjust the shooting pose of their respective terminal devices towards the target physical object to obtain a suitable shooting field of view that allows them to observe the virtual arena. In this way, after the pose confirmation operation is performed, when multiple players participating in the same game take pictures of the target physical object in AR game mode, they can see the same virtual field in their respective interfaces. The appearance of the virtual field in different players' interfaces depends only on the shooting pose of each player's device in the physical space. Each player's device processes different real-world content, but can process the same virtual content. This improves the sense of interaction when multiple players use AR game mode to play games.
[0221] The following describes an electronic device provided by an embodiment of this disclosure. Please refer to [link / reference]. Figure 11 , Figure 11This is a schematic diagram of an electronic device provided in an embodiment of the present disclosure. The electronic device 800 may be equipped with an information processing device from a game as described in this embodiment, used to implement the functions of this embodiment. Specifically, the electronic device 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (wherein the electronic device 800 may have one or more processors 803). Figure 11 (Taking a processor as an example), the processor 803 may include an application processor 8031 and a communication processor 8032. In some embodiments of this disclosure, the receiver 801, transmitter 802, processor 803, and memory 804 may be connected via a bus or other means.
[0222] Memory 804 may include read-only memory and random access memory, and provides instructions and data to processor 803. A portion of memory 804 may also include non-volatile random access memory (NVRAM). Memory 804 stores processor and operation instructions, executable modules, or data structures, or subsets thereof, or extended sets thereof, wherein the operation instructions may include various operation instructions for implementing various operations.
[0223] The processor 803 controls the operation of the execution device. In specific applications, the various components of the execution device are coupled together through a bus system, which may include not only the data bus but also power buses, control buses, and status signal buses. However, for clarity, all buses in the diagram are referred to as the bus system.
[0224] The methods disclosed in the above embodiments of this disclosure can be applied to or implemented by processor 803. Processor 803 can be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by integrated logic circuits in the hardware of processor 803 or by instructions in software form. Processor 803 can be a general-purpose processor, a digital signal processor (DSP), a microprocessor, or a microcontroller, and may further include 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. Processor 803 can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. A general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the field, 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 804, and processor 803 reads the information from memory 804 and, in conjunction with its hardware, completes the steps of the above method.
[0225] Receiver 801 can be used to receive input digital or character information, and to generate signal inputs related to the settings and function control of the execution device. Transmitter 802 can be used to output digital or character information through the first interface; transmitter 802 can also be used to send instructions to the disk group through the first interface to modify the data in the disk group; transmitter 802 may also include a display device such as a display screen.
[0226] In this embodiment of the disclosure, the application processor 8031 in the processor 803 is used to execute the information processing method in the game according to this embodiment of the disclosure. It should be noted that the specific way in which the application processor 8031 executes each step is based on the same concept as the various method embodiments in this disclosure, and the resulting technical effects are the same as those in the various method embodiments in this disclosure. For details, please refer to the description in the method embodiments shown above in this disclosure, which will not be repeated here.
[0227] This disclosure also provides a chip for executing instructions, which is used to execute the information processing method in the game described above.
[0228] This disclosure also provides a computer-readable storage medium storing computer instructions that, when executed on a processor, cause the processor to perform the information processing method in the game described above.
[0229] This disclosure also provides a computer program product, including a computer program, which, when executed by a processor, is used to perform the information processing method in the game described above.
[0230] The aforementioned computer-readable storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The readable storage medium can be any available medium accessible to general-purpose or special-purpose servers.
[0231] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.
[0232] While this disclosure is presented above with reference to preferred embodiments, it is not intended to limit this disclosure. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this disclosure. Therefore, the scope of protection of this disclosure should be determined by the scope defined in the claims of this disclosure.
Claims
1. An information processing method in a game, characterized in that, The method includes: In response to the preparation phase of multiple players entering a game, if the terminal devices of the multiple players are in shooting mode, a virtual field is displayed on the terminal device of the first player among the multiple players. In response to the pose placement confirmation operation of the virtual arena performed through the first player's terminal device, the target physical object currently carrying the virtual arena in the physical space captured by the first player's terminal device is determined, and the relative position of the virtual arena and the target physical object is determined to be fixed. The pose placement confirmation operation causes the virtual arena to be displayed as carrying the target physical object on the terminal devices of the multiple players when the terminal devices of the multiple players capture the target physical object, based on the relative position. In response to at least one of the players' terminal devices changing the shooting pose of the target physical object from a first shooting pose to a second shooting pose, the virtual field corresponding to the second shooting pose is displayed through its terminal device.
2. The method according to claim 1, characterized in that, The preparation phase for multiple players to enter a game, when the terminal devices of the multiple players are in shooting mode, displays a virtual arena on the terminal device of the first player among the multiple players, including: In response to the preparation phase of multiple players entering a game, when the terminal devices of the multiple players are in shooting mode, a virtual field is displayed on the terminal device of the first player among the multiple players, and a virtual field is independently displayed on the terminal device of each second player among the multiple players other than the first player. The virtual field displayed independently on each player's terminal device is respectively carried by a physical object in the physical space corresponding to each player's shooting. The method further includes: After the first player confirms the pose of the virtual field through their terminal device, the object that the second player displays in the virtual field is changed from the currently displayed physical object to the target physical object. When the second player's terminal device takes a picture of the target physical object, the virtual field that is displayed on the target physical object is displayed on each of the second players' terminal devices based on the relative position.
3. The method according to claim 2, characterized in that, The method further includes: Before the first player's terminal device performs a positional confirmation operation for the virtual arena, in response to the player's terminal device performing a positional adjustment operation for the virtual arena displayed to the player, the virtual arena displayed to the player is changed from a first positional position to a second positional position.
4. The method according to claim 1, characterized in that, The preparation phase for multiple players to enter a game, when the terminal devices of the multiple players are in shooting mode, displays a virtual arena on the terminal device of the first player among the multiple players, including: In response to the preparation phase of multiple players entering a game match, when the terminal devices of the multiple players are in shooting mode, a virtual field is displayed on the terminal device of the first player among the multiple players, and no virtual field is displayed on the terminal devices of each of the multiple players other than the first player. The method further includes: After the first player confirms the pose of the virtual field through their terminal device, when the second player takes a picture of the target physical object using their terminal device, the virtual field containing the target physical object is displayed on each of the second players' terminal devices based on the relative position.
5. The method according to claim 4, characterized in that, The method further includes: Before the first player's terminal device performs a positional confirmation operation for the virtual arena, in response to the first player's terminal device's positional adjustment operation for the virtual arena, the virtual arena is changed from a first positional position to a second positional position.
6. The method according to claim 3 or 5, characterized in that, The method further includes: During the operation of the pose adjustment, the player's terminal device displays pose adjustment prompts for the virtual arena. The pose adjustment prompts are used to indicate the field poses adapted to the current field of view of the player's terminal device.
7. The method according to claim 6, characterized in that, During the execution of the pose adjustment operation, the player's terminal device displays pose adjustment prompts for the virtual arena, including: During the operation of the pose adjustment, the player's terminal device displays the virtual field map according to the field pose adapted to the current shooting field of view of the player's terminal device.
8. The method according to claim 1, characterized in that, The method further includes: Before the player confirms the position placement of the virtual arena through the first player's terminal device, a first prompt message is displayed on the terminal device displaying the virtual arena. The first prompt message is used to prompt the player whose terminal device displays the virtual arena that they can confirm the position placement of the virtual arena.
9. The method according to claim 1, characterized in that, The method further includes: Before the player confirms the pose placement of the virtual arena through the first player's terminal device, a second prompt message is displayed on the terminal device that does not display the virtual arena. The second prompt message is used to indicate to the player whose terminal device does not display the virtual arena that the player whose terminal device displays the virtual arena is currently confirming the pose placement of the virtual arena.
10. The method according to claim 1, characterized in that, The method further includes: Determine the first player.
11. The method according to claim 10, characterized in that, The determination of the first player includes one of the following: The player who created the game match is identified as the first player. The player who is the first among the multiple players to perform the pose placement confirmation operation is identified as the first player.
12. The method according to claim 1, characterized in that, During the preparation phase of the game, the terminal devices of the multiple players communicate with the game's venue synchronization server; the method further includes: After the first player confirms the pose and placement of the virtual arena through their terminal device, the virtual arena data is sent to the arena synchronization server through the first player's terminal device, and the virtual arena data is synchronized to the terminal devices of the second player (excluding the first player) among the multiple players through the arena synchronization server. The virtual arena data includes indication information indicating that the relative position of the virtual arena and the target physical object is fixed.
13. The method according to claim 12, characterized in that, The method further includes: In response to the end of the preparation phase of the game, the system controls the multiple players to enter the game phase, and after entering the game phase, keeps the terminal devices of the multiple players in shooting mode.
14. The method according to claim 13, characterized in that, The method further includes: During a game match, when multiple players' terminal devices capture images of the target physical object, the virtual arena containing the target physical object is displayed on each player's terminal device based on the relative position.
15. The method according to claim 13, characterized in that, During the preparation phase of the game match, the venue synchronization server communicates with the game server; the step of controlling the multiple players to enter the match phase in response to the end of the preparation phase includes: In response to the end of the preparation phase of the game match, the venue data of the virtual venue is sent to the game server through the venue synchronization server, and the terminal devices of the multiple players are controlled to communicate with the game server and to disconnect from the venue synchronization server, so that the multiple players can enter the match phase of the game match.
16. The method according to claim 15, characterized in that, The method further includes: During the game phase, the virtual game object is controlled to be located in the virtual arena.
17. The method according to claim 16, characterized in that, The method further includes: During the game phase, in response to a control operation performed on the game virtual object via any of the player's terminal devices, the operation information of the control operation is sent to the game server; The game server determines the virtual game object to be controlled and its action status information based on the virtual venue data, the virtual game object data, and the control operation information, and then synchronizes the action status information to each player's terminal device. Based on the action state information, each player controls the virtual game object to be controlled through their respective terminal device to implement the game action and / or game state indicated by the action state information.
18. An information processing device for games, characterized in that, The device includes: The venue display module is used to respond to the preparation phase when multiple players enter a game match, and when the terminal devices of the multiple players are in shooting mode, to display a virtual venue on the terminal device of the first player among the multiple players. The pose placement confirmation module is used to respond to the pose placement confirmation operation of the virtual field performed by the first player's terminal device, determine the target physical object currently carrying the virtual field in the physical space captured by the first player's terminal device, and determine that the relative position of the virtual field and the target physical object is fixed. The pose placement confirmation operation causes the virtual field to be displayed as carrying the target physical object on the terminal devices of the multiple players when the terminal devices of the multiple players capture the target physical object, based on the relative position. The shooting pose adjustment module is used to respond to at least one of the players' terminal devices changing the shooting pose of the target physical object from a first shooting pose to a second shooting pose, and to display the virtual field corresponding to the second shooting pose through its terminal device.
19. An electronic device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on the processor; When the processor executes the computer program instructions, it implements the information processing method in the game as described in any one of claims 1 to 17.
20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer program instructions, which, when executed by a processor, are used to implement the information processing method in a game as described in any one of claims 1 to 17.