Game terrain generation method and device, computer program product and electronic equipment

By determining resources and configuration files according to the type of terrain, creating and adjusting the terrain templates, the problem of low game terrain generating efficiency and high cost in existing technologies, and realizing high -efficiency and low -cost game terrain generation.

CN119339016APending Publication Date: 2025-01-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411433135.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-14
Publication Date
2025-01-21

AI Technical Summary

Technical Problem

The existing game terrain generation method requires the use of external software of the game engine to execute a complete generation process, resulting in low generation efficiency and high cost.

Method used

By determining the terrain resources and configuration files according to the type of terrain, create a terrain template and configure the adjustment parameter information, and finally build the terrain according to the adjusted terrain template to generate the game terrain.

Benefits of technology

It improves the generation efficiency of game terrain, reduces the generation cost, and simplifies the production process, which can quickly meet the personalized needs of users.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to the technical field of computers, in particular to a game terrain generation method and device, a computer program product and electronic equipment. The game terrain generation method comprises the steps that terrain resources and configuration files corresponding to the terrain resources are determined according to terrain types, the configuration files comprise configuration information corresponding to the terrain resources and adjustment parameter information corresponding to the terrain types, and the terrain types are determined from candidate terrain types in a game engine; creating a terrain template according to the configuration information, and configuring the adjustment parameter information to the terrain template; and performing terrain construction according to the terrain template after configuration and adjustment of the parameter information, and generating a game terrain. The generation efficiency of the game terrain can be improved, and the generation cost of the terrain can be reduced.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and more specifically, to a game terrain generation method, a game terrain generation device, a computer program product, and an electronic device. Background Art

[0002] In current game development, it is necessary to generate game terrain, which usually refers to the three-dimensional model (or image in two-dimensional games) that is rendered as terrain in the game, such as desert terrain, karst terrain, etc., which can include terrain structures such as ridges, gullies and hillsides. Game terrain has physical properties and can interact with game characters, allowing them to walk on it, or serve as scenery to build the game world.

[0003] However, in the current terrain generation method, it is necessary to use the external software of the game engine to execute the complete terrain generation process and then import it into the game engine. This method has a long process for generating game terrain, low efficiency in generating game terrain, and high production cost.

[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0005] The purpose of the present disclosure is to provide a method and device for generating game terrain, a computer program product and an electronic device, thereby improving the generation efficiency of game terrain and reducing the generation cost of terrain at least to a certain extent.

[0006] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by the practice of the present disclosure.

[0007] According to one aspect of the present disclosure, a method for generating game terrain is provided, comprising: determining terrain resources and a configuration file corresponding to the terrain resources according to a terrain type, the configuration file including configuration information corresponding to the terrain resources and adjustment parameter information corresponding to the terrain type, the terrain type being determined from candidate terrain types within a game engine; creating a terrain template according to the configuration information, and configuring the adjustment parameter information in the terrain template; constructing the terrain according to the terrain template after configuring the adjustment parameter information, and generating the game terrain.

[0008] In an exemplary embodiment of the present disclosure, determining terrain resources and configuration files corresponding to the terrain resources according to terrain types includes: responding to a first operation on a preset candidate terrain model, obtaining a terrain type corresponding to the first operation; obtaining terrain resources corresponding to the terrain type from the candidate terrain resources, and determining a configuration file corresponding to the terrain resources.

[0009] In an exemplary embodiment of the present disclosure, the configuration information includes terrain parameters, and creating a terrain template according to the configuration information includes: determining a basic terrain according to the terrain parameters; and creating a terrain template based on the basic terrain.

[0010] In an exemplary embodiment of the present disclosure, the configuration information also includes track parameters; creating a terrain template based on the basic terrain also includes: obtaining a track model according to the track parameters, and mapping the track model on the basic terrain to determine a track mask range on the basic terrain according to the mapping result; the track model is a model corresponding to a road object in a game scene, and the track parameters are parameter information used to describe the track model; based on the track mask range, the track model and the basic terrain are superimposed and calculated to create the terrain template.

[0011] In an exemplary embodiment of the present disclosure, the adjustment parameter information includes parameter information for adjusting the range of a track model, and the track model is mapped on the basic terrain to determine the track mask range on the basic terrain according to the mapping result, including: adjusting the range of the track model according to the parameter information; mapping the adjusted track model on the basic terrain to determine the track mask range on the basic terrain.

[0012] In an exemplary embodiment of the present disclosure, terrain is constructed according to a terrain template after configuring and adjusting parameter information to generate a game terrain, including: determining a parameter calculation range corresponding to the terrain template; the parameter calculation range refers to the influence range of the adjusted parameter information on the parameters corresponding to the terrain template; in response to a second operation on the track model, the track mask range is eliminated from the parameter calculation range to obtain a target calculation range; based on the target calculation range, terrain is constructed according to the terrain template after configuring and adjusting parameter information to generate a game terrain.

[0013] In an exemplary embodiment of the present disclosure, terrain is constructed according to a terrain template after configuring adjustment parameter information to generate a game terrain, including: obtaining a first mask and a second mask corresponding to the terrain template according to the adjustment parameter information, the first mask including height information corresponding to different terrain areas, and the second mask including surface detail information corresponding to different terrain areas; masking the terrain template according to the first mask and / or the second mask to obtain the game terrain.

[0014] In an exemplary embodiment of the present disclosure, adjustment parameter information includes at least one mask information corresponding to a terrain attribute and at least one mask information corresponding to a material attribute; obtaining a first mask and a second mask corresponding to a terrain template according to the adjustment parameter information includes: obtaining an original height mask map and an original weight mask map of the terrain template; the original height mask map includes original height information corresponding to different areas of the terrain template, and the original weight mask map includes original surface detail information corresponding to different areas of the terrain template; determining a first mask according to at least one mask information corresponding to a terrain attribute and the original height mask map; determining a second mask according to at least one mask information corresponding to a material attribute and the original weight mask map.

[0015] In an exemplary embodiment of the present disclosure, before determining terrain resources and configuration files corresponding to the terrain resources according to the terrain type, the method further includes: responding to an adjustment operation on a target parameter of the game terrain, and acquiring adjustment parameter information corresponding to the adjustment operation.

[0016] According to one aspect of the present disclosure, there is provided a device for generating game terrain, including: an information determination module, used to determine terrain resources and a configuration file corresponding to the terrain resources according to a terrain type, the configuration file including configuration information corresponding to the terrain resources and adjustment parameter information corresponding to the terrain type, the terrain type being determined from candidate terrain types within a game engine; a template creation module, used to create a terrain template according to the configuration information, and configure the adjustment parameter information in the terrain template; and a terrain generation module, used to construct terrain according to the terrain template after the adjustment parameter information is configured, so as to generate a game terrain.

[0017] According to one aspect of the present disclosure, a computer program product is provided, including a computer program, and when the computer program is executed by a processor, any one of the above methods is implemented.

[0018] According to one aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform any one of the above methods by executing the executable instructions.

[0019] The method for generating game terrain in the exemplary embodiment of the present disclosure determines the terrain resources and the configuration file corresponding to the terrain resources according to the terrain type. The configuration file includes the configuration information corresponding to the terrain resources and the adjustment parameter information corresponding to the terrain type. A terrain template is created according to the configuration information, and the adjustment parameter information is configured in the terrain template. The terrain is constructed according to the terrain template after the adjustment parameters are configured to generate a game map. On the one hand, after determining the terrain type, the method for generating game terrain can generate a game terrain corresponding to the terrain type and satisfying the adjustment parameter information. Without the need to refer to external production software, the game terrain that meets the personalized needs of the user can be quickly implemented, thereby improving the efficiency of generating the game terrain. On the other hand, the terrain can be constructed according to the terrain template after the adjustment parameter information is configured to generate the game terrain, and the manual adjustment of the terrain type can be fed back to the game terrain in the game engine, thereby simplifying the production process and reducing the production cost of the game terrain.

[0020] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] The above and other objects, features and advantages of the exemplary embodiments of the present disclosure will become readily understood by reading the following detailed description with reference to the accompanying drawings, in which several embodiments of the present disclosure are shown in an exemplary and non-limiting manner.

[0022] Figure 1 An application environment according to an exemplary embodiment of the present disclosure is shown.

[0023] Figure 2 A flowchart of a method for generating game terrain according to an exemplary embodiment of the present disclosure is shown.

[0024] Figure 3 A schematic diagram of determining a terrain template according to an exemplary embodiment of the present disclosure is shown.

[0025] Figure 4 A schematic diagram of an interactive interface for performing a first operation according to an exemplary embodiment of the present disclosure is shown.

[0026] Figure 5 A flow chart of an implementation method for creating a terrain template according to an exemplary embodiment of the present disclosure is shown.

[0027] Figure 6 A schematic diagram of a terrain template according to an exemplary embodiment of the present disclosure is shown.

[0028] Figure 7 A flowchart is shown of another implementation manner of creating a terrain template according to an exemplary embodiment of the present disclosure.

[0029] Figure 8 A schematic diagram of a terrain template including a track model according to an exemplary embodiment of the present disclosure is shown.

[0030] Fig. 9 A schematic diagram of an interactive interface for setting and adjusting a track model range according to an exemplary embodiment of the present disclosure is shown.

[0031] Fig.10 A flow chart showing a method for implementing terrain construction according to an exemplary embodiment of the present disclosure is shown.

[0032] Fig.11 A schematic diagram of an interactive interface for performing a second operation according to an exemplary embodiment of the present disclosure is shown.

[0033] Fig.12 A flowchart of constructing terrain according to a terrain template after configuring and adjusting parameter information according to an exemplary embodiment of the present disclosure is shown.

[0034] Fig.13 An original weight mask graph according to an exemplary embodiment of the present disclosure is shown.

[0035] Fig.14 A flowchart of obtaining a first mask and a second mask corresponding to a terrain template according to an exemplary embodiment of the present disclosure is shown.

[0036] Fig.15 A comparison diagram before and after realizing the ravine function according to an exemplary embodiment of the present disclosure is shown.

[0037] Fig.16 A schematic diagram showing the composition of a game terrain generating device according to an exemplary embodiment of the present disclosure is shown.

[0038] Fig.17 A block diagram of an electronic device according to an exemplary embodiment of the present disclosure is shown.

[0039] In the drawings, the same or corresponding reference numerals represent the same or corresponding parts. DETAILED DESCRIPTION

[0040] The exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, the exemplary embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that the present disclosure will be more comprehensive and complete and the concepts of the exemplary embodiments will be fully conveyed to those skilled in the art. The same reference numerals in the figures represent the same or similar structures, and thus their detailed description will be omitted.

[0041] In addition, the described features, structures or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced without one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known structures, methods, devices, implementations or operations are not shown or described in detail to avoid blurring the various aspects of the present disclosure.

[0042] The block diagrams shown in the accompanying drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities may be implemented in software form, or these functional entities or parts of functional entities may be implemented in one or more software hardened modules, or these functional entities may be implemented in different networks and / or processor devices and / or microcontroller devices.

[0043] The game terrain generation method provided by the exemplary embodiment of the present disclosure can be applied to Figure 1 In the application environment shown, the terminal 101 communicates with the server 102 via a network. The data storage system can store data that the server 102 needs to process. The data storage system can be integrated on the server 102, or placed on the cloud or other network servers.

[0044] In an exemplary embodiment, the game terrain generation method provided by the exemplary embodiment of the present disclosure may be executed by the server 102, and the corresponding game terrain generation device is disposed in the server 102. Correspondingly, in this mode of execution by the server 102, the server 102 may start to execute the steps in the technical solution of the exemplary embodiment of the present disclosure in response to a trigger command, wherein the trigger command may be sent by a terminal used by a user, or may be triggered locally by the server in response to some automated events.

[0045] The server 102 can determine the terrain resources and the configuration file corresponding to the terrain resources according to the terrain type. The configuration file includes configuration information corresponding to the terrain resources and adjustment parameter information corresponding to the terrain type. The terrain type is determined from the candidate terrain types in the game engine; then, a terrain template is created according to the configuration information, and the adjustment parameter information is configured in the terrain template; finally, the terrain is constructed according to the terrain template after the adjustment parameter information is configured to generate the game terrain.

[0046] The server 102 may be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server 102 may perform background tasks.

[0047] Furthermore, in another exemplary embodiment, the terminal 101 may also have similar functions to the server 102, so as to execute the game terrain generating method provided by the exemplary embodiment of the present disclosure.

[0048] The terminal 101 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, an IoT device, and a portable wearable device. The IoT device may be a smart speaker, a smart TV, a smart air conditioner, and a smart vehicle-mounted device, etc. The portable wearable device may be a smart watch, a smart bracelet, a head-mounted device, etc. The terminal 101 may also be referred to as a mobile terminal, a terminal device, a mobile device, etc. The exemplary embodiments of the present disclosure do not limit the type of the terminal 101.

[0049] In addition, the technical solution of the exemplary embodiment of the present disclosure can also be executed collaboratively by the terminal 101 and the server 102. In this mode of collaborative execution by the terminal 101 and the server 102, some steps in the technical solution provided by the exemplary embodiment of the present disclosure are executed by the terminal 101, while other steps are executed by the server 102. For example, the server 102 determines the terrain resources and the configuration file corresponding to the terrain resources according to the terrain type, creates a terrain template according to the configuration information in the configuration file, configures the adjustment parameter information in the configuration file to the terrain template, and sends the terrain template after the configuration adjustment information is configured to the terminal 101, and the terminal 101 constructs the terrain according to the terrain template after the configuration adjustment parameter information is configured to generate the game terrain.

[0050] It should be noted that in this mode of collaborative execution by the terminal 101 and the server 102, the steps respectively executed by the terminal 101 and the server 102 can be dynamically adjusted according to actual conditions, and there is no special restriction on this.

[0051] The terminal 101 and the server 102 may be connected directly or indirectly via wireless communication, and the exemplary embodiments of the present disclosure do not impose any special limitation thereto.

[0052] In the production process of game scenes, game terrain is needed as the basis of the entire game. Game terrain usually refers to the three-dimensional model (or picture in two-dimensional games) rendered as terrain in the game, such as desert terrain, karst terrain, etc., which can include terrain structures such as ridges, gullies and hillsides. Game terrain has physical properties and can interact with game characters, allowing them to walk on it, or serve as scenery to build the game world.

[0053] In the current terrain generation method, it is necessary to use the external software of the game engine to execute the complete terrain generation process and then import it into the game engine. This method has a long cycle for generating game terrain and involves many software and tools. Adjustments in the terrain production process require some processes to be fed back to the game engine. The many production processes increase the cost of generating game terrain and affect the generation effect of game terrain to a certain extent.

[0054] In an exemplary embodiment of the present disclosure, in order to solve one or more of the above problems, a method for generating a game terrain is provided. Figure 2 FIG. 1 is a flow chart of a method for generating game terrain according to an exemplary embodiment of the present disclosure. Figure 2 As shown, the game terrain generation method includes steps S210 to S230, which are specifically as follows:

[0055] In step S210, terrain resources and configuration files corresponding to the terrain resources are determined according to the terrain type. The configuration file includes configuration information corresponding to the terrain resources and adjustment parameter information corresponding to the terrain type. The terrain type is determined from candidate terrain types in the game engine.

[0056] In an exemplary embodiment of the present disclosure, the game terrain generation device can be implemented, and the game terrain generation device can be integrated into a game engine, and the generation of the game terrain is realized by calling the game terrain generation device in the game engine. Among them, the game engine refers to a core component of a pre-written editable computer game system or some interactive real-time image application program, which provides game designers with various tools required for writing games, so that game designers can easily and quickly make game programs without starting from scratch. Optionally, the code of the game terrain generation device can be integrated into the game engine, and optionally, the game terrain generation device can be called in the game engine by event monitoring. The exemplary embodiments of the present disclosure do not limit the integration method of the game terrain generation device and the game engine.

[0057] The terrain type is a pre-set geographical environment in the game scene, such as mountains, rivers, forests, grasslands, etc. The terrain type can also be determined according to different landforms, such as ordinary mountains, karst mountains, deserts, etc. There is no restriction on the method of determining the terrain type. The game engine pre-provides a variety of candidate terrain types, and you can choose from the candidate terrain types.

[0058] The terrain resources corresponding to the terrain type refer to the digital assets that are relied upon to generate the terrain model corresponding to the terrain type, such as HDA digital assets. The configuration information corresponding to the terrain resources refers to the configuration information required by the terrain resources, such as the file path of the terrain resources, asset files (such as various texture files), etc. The adjustment parameter information corresponding to the terrain type refers to the relevant information obtained by adjusting the terrain model corresponding to the terrain type. The adjustment parameter information can be obtained by manually adjusting the terrain model corresponding to the terrain type, or by obtaining historical information saved by manually adjusting the terrain model corresponding to the terrain type. The adjustment parameter information can reflect the personalized needs of humans when generating game terrain, and can include adjustment information related to terrain height and terrain material.

[0059] In an exemplary embodiment, in response to an adjustment operation of a target parameter of a game terrain, adjustment parameter information corresponding to the adjustment operation may be obtained. The target parameter may be any parameter adjusted for the game terrain, and may be flexibly set according to demand. By obtaining the adjustment parameter information, the user's personalized demand for the game terrain is integrated into the generation process of the game terrain.

[0060] In step S220, a terrain template is created according to the configuration information, and the adjustment parameter information is configured in the terrain template.

[0061] In an exemplary embodiment of the present disclosure, a correspondence between different terrain types and terrain templates is pre-set, and a terrain template corresponding to the terrain type can be created according to the configuration information of the terrain type, wherein the terrain template may include at least one landform package node, and the landform package node is operable to facilitate adjustment of the corresponding terrain template. The adjustment parameter information is configured in the terrain template, and the configuration path corresponding to the adjustment parameter information can be set to the terrain template, for example, the adjustment parameter information is set to the corresponding landform package node, so that the terrain can be constructed according to the terrain template (landform package node + adjustment parameter information).

[0062] As an example, Figure 3 A schematic diagram of determining a terrain template is shown, such as Figure 3 As shown, after determining the terrain type, obtain the configuration information of the terrain resources corresponding to the terrain type and the adjustment parameter information corresponding to the terrain type, first create a landform package node according to the configuration information, and then import the adjustment parameter information into the corresponding landform package node to obtain the terrain template after configuring the adjustment parameter information.

[0063] It should be understood that the configuration information includes basic information required by the terrain template, and a terrain template is created based on the terrain template so that the terrain template has the basic information in the configuration information.

[0064] In step S230, terrain construction is performed according to the terrain template after the configuration adjustment parameter information to generate the game terrain.

[0065] In an exemplary embodiment of the present disclosure, terrain construction is performed based on a terrain template after configuring adjustment parameter information. Based on the terrain template, the terrain template can be adjusted using the adjustment parameter information to output a game terrain that meets human preferences. Terrain construction involves steps such as initializing a terrain grid and loading adjustment parameter information, and the specific process of terrain construction is not limited.

[0066] In some optional embodiments, in the generation process of the game terrain of the exemplary embodiments of the present disclosure, the generation of the game terrain can be achieved by deploying a corresponding plug-in in the relevant software and inputting corresponding instructions on the plug-in.

[0067] The method for generating game terrain in the exemplary embodiment of the present disclosure determines the terrain resources and the configuration file corresponding to the terrain resources according to the terrain type. The configuration file includes the configuration information corresponding to the terrain resources and the adjustment parameter information corresponding to the terrain type. A terrain template is created according to the configuration information, and the adjustment parameter information is configured in the terrain template. The terrain is constructed according to the terrain template after the adjustment parameters are configured to generate a game map. On the one hand, after determining the terrain type, the method for generating game terrain can generate a game terrain corresponding to the terrain type and satisfying the adjustment parameter information. Without the need to refer to external production software, the game terrain that meets the personalized needs of the user can be quickly implemented, thereby improving the efficiency of generating the game terrain. On the other hand, the terrain can be constructed according to the terrain template after the adjustment parameter information is configured to generate the game terrain, and the manual adjustment of the terrain type can be fed back to the game terrain in the game engine, thereby simplifying the production process and reducing the production cost of the game terrain.

[0068] In an exemplary embodiment, a method for determining terrain resources and configuration files thereof is provided, wherein determining terrain resources and configuration files corresponding to the terrain resources according to the terrain type specifically includes:

[0069] In response to a first operation on a preset candidate terrain model, obtaining a terrain type corresponding to the first operation;

[0070] A terrain resource corresponding to the terrain type is obtained from the candidate terrain resources, and a configuration file corresponding to the terrain resource is determined.

[0071] Among them, the correspondence between the candidate terrain types and the candidate terrain resources can be preset, and the first operation can be a selection operation from the candidate terrain model. The required terrain type can be manually selected from the candidate terrain model, so as to determine the corresponding terrain type in response to the first operation, and determine the terrain resource corresponding to the terrain type from the candidate terrain resources based on the correspondence. Different terrain resources have their own corresponding configuration files. After the terrain resources are determined, the configuration files corresponding to the terrain resources can be obtained accordingly. That is, the first operation in the terrain generation process is implemented based on human operation, and different terrain types can be selected according to different scenes or objects.

[0072] As an example, Figure 4 A schematic diagram of an interactive interface for performing a first operation is shown, which can be used, for example, Figure 4 The interactive interface shown enables the selection of terrain types. It should be noted that the available terrain types can be configured in the interactive interface and can be viewed or modified by means of, for example, a slider. Figure 4 The possible configurations of the interactive interface are only illustrated for exemplary purposes, and the present disclosure does not limit this.

[0073] By responding to the first operation for the preset candidate terrain model, the user can select the desired terrain type, and then use the configuration information and adjustment parameter information of the terrain type to construct the terrain, thereby improving the efficiency of terrain construction, increasing the diversity of generated terrain models, and meeting personalized needs.

[0074] In an exemplary embodiment, a method for creating a terrain template is provided. The configuration information includes terrain parameters, such as Figure 5 As shown, creating a terrain template according to the configuration information may include:

[0075] Step S510: determining the basic terrain according to the terrain parameters.

[0076] Terrain parameters refer to parameter information used to generate basic terrain corresponding to the terrain type. The required basic terrain can be determined based on the terrain parameters, such as ordinary mountains, karst landforms, desert landforms and other basic terrains.

[0077] Step S520: creating a terrain template based on the basic terrain.

[0078] After determining the basic terrain based on the terrain parameters, a terrain template can be created based on the basic terrain. The terrain template also has physical properties and can interact with the game characters, allowing the characters to walk on it, or serve as a scene to build the game world. That is, the terrain template is also a completed game terrain, but it is a game terrain that follows the design requirements of the game designer, such as Figure 6The following is a schematic diagram of a terrain template, which is a karst mountain terrain template. Of course, it can also include ordinary mountain terrain templates, desert terrain templates, etc., which can be set according to actual needs. The terrain template does not include the game track. The game track refers to the track designed for the game in the game terrain, which can be set according to different game needs and background stories.

[0079] The exemplary embodiments of the present disclosure can determine the basic terrain according to the terrain parameters, can quickly create a terrain template that conforms to the terrain type, and realize the rapid implementation of the terrain.

[0080] In an exemplary embodiment, another implementation method for creating a terrain template is also provided. Figure 7 As shown, creating a terrain template based on the basic terrain may also include:

[0081] Step S710: obtaining a track model according to track parameters, and mapping the track model on the basic terrain, so as to determine a track mask range on the basic terrain according to the mapping result.

[0082] If the configuration information also includes track parameters, a terrain template with a track can also be generated based on the track parameters and terrain parameters. Among them, for a terrain template containing a track, the track can be a road in the game, etc., and the terrain can constitute the landforms, buildings and landscapes in the terrain template. The track can provide users with different operating experiences, and the terrain can provide users with different game scenes to enrich the scene content of the game. Track parameters refer to parameter information that describes the track in the terrain. The parameter information includes the track range, the blur degree of the track range, etc. Specifically, the parameter information can include the coordinate parameters, slope, length and width of the track in the bounding box, etc. The track parameter information can be used to construct a terrain template containing a track model, and there is no restriction on this.

[0083] The track model can be obtained according to the track parameters. The track model is the model corresponding to the road object in the game scene, so that the track model is mapped (projected) on the basic terrain to obtain a mask range to determine the track mask range on the basic terrain. The track mask range is used to limit the influence range of the track model in the basic terrain (or the final game terrain).

[0084] Step S720: Based on the track mask range, the basic terrain and the track model are superimposed and calculated to create a terrain template.

[0085] Based on the basic terrain, a track model with a corresponding influence range can be generated according to the track mask range to obtain a terrain template, wherein the track model and the basic terrain can be superimposed and calculated according to the track mask range to obtain a terrain template containing the track model. The superimposition calculation method can be simple superposition, or after superposition, highlighting the superimposed edge and other rendering operations are performed, and there is no limitation on this. As an example, if Figure 8 Shown is a schematic diagram of a terrain template that includes a track model.

[0086] It should be understood that if the configuration information does not include track parameters, a terrain template that does not include a track model is generated, and the settings can be flexibly selected according to needs, and there is no limitation on this.

[0087] By including track parameters in the configuration information corresponding to the terrain type, a terrain template containing a track model can be quickly generated, thereby improving the efficiency of generating game terrain and simplifying the generation process.

[0088] In an exemplary embodiment, adjusting parameter information may be used to adjust parameter information of a track model range, and then mapping the track model on the basic terrain to determine a track mask range on the basic terrain may include:

[0089] First, the range of the track model is adjusted according to the parameter information, and then the adjusted track model is mapped on the basic terrain to determine the track mask range on the basic terrain.

[0090] Specifically, when a track model is generated on the basic terrain based on the track parameters in the configuration information, the influence range of the track model is set by the developer. To further enrich the diversity of the generated game tracks, the range of the track model can be adjusted according to the parameter information, thereby changing the track mask range of the track model on the basic terrain. Since the adjustment parameter information is obtained based on artificial personalized needs, the adjustment of the game track parameter information in the terrain generation process can also be achieved based on human operation. Different parameter information can be selected according to different scenes or objects to obtain game tracks with different influence ranges.

[0091] As an example, Fig. 9 A schematic diagram of an interactive interface for setting and adjusting the range of a track model is shown, which can be used, for example, Fig. 9 The interactive interface shown in the figure enables adjustment of the track model range. It should be noted that the parameter range that can be adjusted can be configured in the interactive interface and can be viewed or modified by means of, for example, a slider. Fig. 9 The possible configurations of the interactive interface are only illustrated for exemplary purposes, and the present disclosure does not limit this.

[0092] By adjusting the parameter information obtained by the track model range, the track mask range corresponding to the track model on the basic terrain can be changed, thereby affecting the influence range of the track model on the terrain template and enriching the distribution method of the game track in the terrain template.

[0093] In an exemplary embodiment, a method for implementing terrain construction is provided. Fig.10 As shown, constructing the terrain according to the terrain template after configuring and adjusting the parameter information to generate the game terrain may include:

[0094] Step S1010: Determine the parameter calculation range corresponding to the terrain template.

[0095] The parameter calculation range refers to the parameter influence range of the terrain template when adjusting the terrain, that is, the maximum influence range of the adjustment operation (adjustment parameter information) on the terrain template, which is determined based on the configuration information corresponding to the terrain type. Within the parameter calculation range, the adjustment operation on the terrain template is effective for the terrain template area within the parameter calculation range.

[0096] Step S1020: In response to the second operation on the track model, the track mask range is eliminated from the parameter calculation range to obtain a target calculation range.

[0097] The second operation is used to trigger whether to include the track model in the process of adjusting the terrain parameters. It can be a touch operation on the function control corresponding to the track model, or it can be an input operation on the track model by the user. There is no restriction on this. The target calculation range refers to the actual impact range of the adjustment parameter information when constructing the terrain.

[0098] Step S1030: Based on the target calculation range, terrain is constructed according to the terrain template after configuring the adjusted parameter information to generate the game terrain.

[0099] The target calculation range obtained by excluding the track mask range from the parameter calculation range can avoid the impact on the track model when adjusting the terrain template according to the adjustment parameter information during terrain construction, thereby improving the accuracy of terrain construction.

[0100] As an example, Fig.11 A schematic diagram of an interactive interface for performing a second operation is shown, which can be used, for example, Fig.11 The interactive interface shown implements the second operation. Fig.11 The possible configurations of the interactive interface are only illustrated for exemplary purposes, and the present disclosure does not limit this.

[0101] In an exemplary embodiment, if Fig.12 As shown, constructing the terrain according to the terrain template after configuring and adjusting the parameter information to generate the game terrain may specifically include:

[0102] Step S1210: obtaining a first mask and a second mask corresponding to the terrain template according to the adjustment parameter information.

[0103] The mask is also called Mask. The essence of the mask is to affect the display effect of the model by calculating the value between 0 and 1, or between 0 and 1. For example, 0 means display and 1 means no display. For example, the corresponding values ​​of different terrain areas in the mask can be adjusted according to the rock exposure in the terrain area. For another example, at least one of the RGB color channels in the terrain area can be blocked based on the mask to display the corresponding colors in different terrain areas. The mask of the exemplary embodiment of the present disclosure provides a mask texture, which samples the texel information of the mask texture and uses the texel information to affect the surface properties in the terrain template (for example, multiply), thereby achieving different effects on different areas in the terrain template. In actual implementation, the mask can be a 3D or 2D mask, which can be adjusted according to actual needs and is not limited to this.

[0104] The first mask includes height information corresponding to different terrain areas, and the second mask includes surface detail information corresponding to different terrain areas. By using masks, fine control of different terrains can be achieved to obtain real and rich game terrain.

[0105] As an example, Fig.13 An original weight mask is shown, where different weight values ​​(such as q1, q2, q3) correspond to different terrain areas, which are used to indicate the richness of surface detail information corresponding to different terrain areas. Fig.13 The possible manners of drawing the original weight mask graph are merely illustrative, and the present disclosure is not limited thereto.

[0106] Step S1220: masking the terrain template according to the first mask and / or the second mask to obtain the game terrain.

[0107] Masking a terrain model refers to adjusting the terrain area in the terrain template based on the mask information corresponding to the mask, such as adjusting the height of different terrain areas, generating gullies and ridges in the terrain area, etc., so as to obtain a game terrain that conforms to the mask.

[0108] Optionally, the terrain template may be masked according to the first mask and / or the second mask, that is, the terrain height in the terrain template may be adjusted, or the surface details of the terrain area may be adjusted, or both the terrain height and the surface details of the terrain area may be adjusted. Of course, different terrain structures such as gullies, ridges, etc. may be obtained in the terrain area according to the mask.

[0109] By adjusting the parameter information to obtain the mask corresponding to the terrain template and using the mask to mask the terrain template, the terrain template can be adjusted quickly and the adjustment results can be fed back to the user, thereby improving the efficiency of generating personalized game terrain.

[0110] In an exemplary embodiment, the adjustment parameter information includes at least one mask information corresponding to a terrain attribute and at least one mask information corresponding to a material attribute, such as Fig.14 As shown, obtaining the first mask and the second mask corresponding to the terrain template according to the adjustment parameter information may include:

[0111] Step S1410: Obtain the original height mask map and the original weight mask map of the terrain template.

[0112] The original height mask includes the original height information corresponding to different areas of the terrain template, and the original weight mask includes the original surface detail information corresponding to different areas of the terrain template. After the terrain template is determined, the original height mask and the original weight mask can be obtained according to the parameter information of the terrain template, and there is no special restriction on this.

[0113] Step S1420: Determine a first mask according to at least one mask information corresponding to a terrain attribute and an original height mask map.

[0114] The terrain attributes include but are not limited to slope, height, depression, etc. Different terrain attributes have their own corresponding mask information, which is used to describe the distribution of the terrain attributes in different terrain areas. The mask information of at least one corresponding terrain attribute can be superimposed with the original height mask to obtain a first mask. The superposition refers to calculating the values ​​corresponding to each mask using a preset algorithm to obtain the first mask. The specific calculation method can be set according to the actual situation and is not limited to this.

[0115] Step S1430: Determine a second mask according to at least one mask information corresponding to a material attribute and the original weight mask map.

[0116] As in step S1410, the mask information of at least one corresponding material attribute may be superimposed on the original weight mask to obtain a second mask, and the superposition method is not limited.

[0117] The following is an example of determining mask information corresponding to different terrain attributes based on the method of generating noise points.

[0118] Among them, a preset type of noise can be used in the terrain area and corresponding processing can be performed to obtain masks corresponding to different terrain attributes, and finally each mask is applied to the original height mask image to obtain a first mask.

[0119] For example, for ordinary mountains, a mask can be generated by two noise points acting on the height layer, and the mask describes the height of different terrain areas. The types of noise points include but are not limited to Perlin noise, cell noise, etc., and there is no restriction on this, and it can be flexibly set for users to choose according to needs. For another example, for karst landforms, a mask can be determined by the noise points acting on the height mapping layer (height layer) in the horizontal direction and the height layer in the vertical direction to describe the height of different terrain areas. For another example, for dune landforms, a mask is determined by the noise points acting on the height layer to describe the height of different terrain areas in order to control the proportion of rock area in different terrain areas.

[0120] It should be understood that the operation of generating a mask by applying noise in different directions in the exemplary embodiment of the present disclosure is implemented based on human operation, and different masks can be generated according to different scenes or objects. It should be noted that the exemplary embodiment of the present disclosure does not limit the way in which a user creates a mask, for example, it can be created using the built-in mask function of Houdini.

[0121] That is, the exemplary embodiments of the present disclosure can create and generate a mask by the user, apply the mask to the original height mask of the terrain model, obtain a first mask, and then use the first mask to mask the terrain template to obtain a game terrain that meets the personalized needs of the user, for example, to obtain a slope effect, a ravine effect, a ridge effect, an erosion effect, etc.

[0122] As an example, if you want to implement a slope function in a terrain area, that is, to implement a slope effect in a terrain template, you can perform calculations according to a preset algorithm based on at least one of the occlusion mask, height mask, and slope mask, and superimpose the calculation result on the original height mask map to obtain a first mask. By masking the terrain template with the first mask, you can generate a slope effect in the corresponding terrain area.

[0123] As an example, if a ridge function is implemented in a terrain area, the slope mask and the height mask can be calculated and applied to the original height mask map to obtain a first mask to determine the area of ​​the peak and mask the area, i.e., raise or retract it to obtain a ridge effect.

[0124] As an example, the overall concave area of ​​the terrain is obtained through the occlusion mask, and the mask information is obtained. Then, the mask information is applied to the original height mask map to obtain the first mask, that is, the concave area Mask is obtained, so that the terrain model is masked based on the first mask, and the concave area corresponding to the first mask is concave and squeezed outward to obtain the ravine sharpening effect, such as Fig.15 A comparison diagram before and after the ravine function is realized is shown.

[0125] As an example, a first mask for erosion function is generated by the joint action of noise and decay node, and the terrain model is masked by the first mask to obtain the erosion function. Among them, the calculation of noise and decay node is a functional node of the game engine, which can be used to create a mask so that the mask obtains corresponding mask information to affect the effect of different terrain areas, and there is no specific limitation on this.

[0126] It should be noted that the above-mentioned different types of masks can be created in advance according to needs. The creation method can be obtained, for example, through the operation of noise nodes or decay nodes in the game engine. The method of creating masks in the exemplary embodiment of the present disclosure can refer to the relevant technology, and no special limitation is made to this.

[0127] An exemplary embodiment of the present disclosure obtains a first mask by acting on an original height mask map with mask information corresponding to different terrain attributes, and obtains a second mask by acting on an original weight mask map with mask information corresponding to different material attributes. The first mask and the second mask can be used to generate terrain results with different effects in different areas of a terrain template. Since each mask information can be implemented through human operation, a game terrain that meets the user's personalized needs can be obtained, and the operation efficiency is high.

[0128] In an exemplary embodiment of the present disclosure, a game terrain generating device is also provided. Fig.16 As shown, the game terrain generating device 1600 may include an information determining module 1610, a template creating module 1620 and a terrain generating module 1630. Specifically:

[0129] The information determination module 1610 is used to determine the terrain resources and the configuration file corresponding to the terrain resources according to the terrain type, wherein the configuration file includes the configuration information corresponding to the terrain resources and the adjustment parameter information corresponding to the terrain type, and the terrain type is determined from the candidate terrain types in the game engine; the template creation module 1620 is used to create a terrain template according to the configuration information and configure the adjustment parameter information in the terrain template; the terrain generation module 1630 is used to construct the terrain according to the terrain template after the adjustment parameter information is configured to generate the game terrain.

[0130] In an exemplary embodiment of the present disclosure, the information determination module 1610 is configured to perform: in response to a first operation on a preset candidate terrain model, obtaining a terrain type corresponding to the first operation; obtaining terrain resources corresponding to the terrain type from the candidate terrain resources, and determining a configuration file corresponding to the terrain resources.

[0131] In an exemplary embodiment of the present disclosure, the configuration information includes terrain parameters, and the template creation module 1620 is configured to execute: determining a basic terrain according to the terrain parameters; and creating a terrain template based on the basic terrain.

[0132] In an exemplary embodiment of the present disclosure, the configuration information also includes track parameters; the template creation module 1620 is configured to execute: obtaining a track model according to the track parameters, and mapping the track model on the basic terrain to determine a track mask range on the basic terrain according to the mapping result; the track model is a model corresponding to a road object in a game scene, and the track parameters are parameter information used to describe the track model; based on the track mask range, the track model and the basic terrain are superimposed and calculated to create the terrain template.

[0133] In an exemplary embodiment of the present disclosure, the adjustment parameter information includes parameter information for adjusting the range of the track model, and the template creation module 1620 is configured to execute: adjusting the range of the track model according to the parameter information; mapping the adjusted track model on the basic terrain to determine the track mask range on the basic terrain.

[0134] In an exemplary embodiment of the present disclosure, the terrain generation module 1630 is configured to perform: determining a parameter calculation range corresponding to the terrain template; the parameter calculation range refers to the influence range of the adjustment parameter information on the corresponding parameters of the terrain template; in response to a second operation on the track model, excluding the track mask range in the parameter calculation range to obtain a target calculation range; based on the target calculation range, constructing the terrain according to the terrain template after configuring the adjustment parameter information to generate the game terrain.

[0135] In an exemplary embodiment of the present disclosure, the terrain generation module 1630 is configured to execute: obtaining a first mask and a second mask corresponding to the terrain template according to adjustment parameter information, the first mask including height information corresponding to different terrain areas, and the second mask including surface detail information corresponding to different terrain areas; masking the terrain template according to the first mask and / or the second mask to obtain the game terrain.

[0136] In an exemplary embodiment of the present disclosure, the adjustment parameter information includes at least one mask information corresponding to a terrain attribute and at least one mask information corresponding to a material attribute; the terrain generation module 1630 is configured to execute: obtaining an original height mask map and an original weight mask map of a terrain template; the original height mask map includes original height information corresponding to different areas of the terrain template, and the original weight mask map includes original surface detail information corresponding to different areas of the terrain template; determining a first mask based on at least one mask information corresponding to a terrain attribute and the original height mask map; determining a second mask based on at least one mask information corresponding to a material attribute and the original weight mask map.

[0137] In an exemplary embodiment of the present disclosure, the information determination module 1610 is configured to execute: before determining the terrain resources and the configuration files corresponding to the terrain resources according to the terrain type, responding to the adjustment operation of the target parameters of the game terrain, obtaining the adjustment parameter information corresponding to the adjustment operation.

[0138] Since the details of the various functional modules of the game terrain generating device of the exemplary embodiment of the present disclosure have been described in the exemplary embodiment of the game terrain generating method described above, they will not be repeated here.

[0139] It should be noted that, although several modules or units of the game terrain generating device are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0140] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game terrain generation method described above is implemented.

[0141] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.

[0142] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.

[0143] The code of the computer program can be written in one or more programming languages. Programming languages ​​such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).

[0144] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals, thereby running computer programs. When a computer program runs on an electronic device, its code is used to enable the electronic device to execute (more specifically, it can enable the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned game terrain generation method, which includes the following steps: determining terrain resources and configuration files corresponding to terrain resources according to terrain types, the configuration files including configuration information corresponding to terrain resources and adjustment parameter information corresponding to terrain types, and terrain types are determined from candidate terrain types in the game engine; creating a terrain template according to the configuration information, and configuring the adjustment parameter information in the terrain template; constructing terrain according to the terrain template after configuring the adjustment parameter information, and generating game terrain.

[0145] By executing the above method steps through a computer program, on the one hand, the method of generating game terrain can generate a game terrain corresponding to the terrain type and satisfying the adjustment parameter information after determining the terrain type, and quickly implement the game terrain that meets the personalized needs of the user without the need to refer to external production software, thereby improving the efficiency of generating game terrain. On the other hand, the terrain template after the configuration adjustment parameter information can be used to construct the game terrain, and the manual adjustment of the terrain type can be fed back to the game terrain in the game engine, thereby simplifying the production process and reducing the production cost of the game terrain.

[0146] In an exemplary embodiment of the present disclosure, determining terrain resources and configuration files corresponding to the terrain resources according to terrain types includes: responding to a first operation on a preset candidate terrain model, obtaining a terrain type corresponding to the first operation; obtaining terrain resources corresponding to the terrain type from the candidate terrain resources, and determining a configuration file corresponding to the terrain resources.

[0147] In an exemplary embodiment of the present disclosure, the configuration information includes terrain parameters, and creating a terrain template according to the configuration information includes: determining a basic terrain according to the terrain parameters; and creating a terrain template based on the basic terrain.

[0148] In an exemplary embodiment of the present disclosure, the configuration information also includes track parameters; creating a terrain template based on the basic terrain also includes: obtaining a track model according to the track parameters, and mapping the track model on the basic terrain to determine a track mask range on the basic terrain according to the mapping result; the track model is a model corresponding to a road object in a game scene, and the track parameters are parameter information used to describe the track model; based on the track mask range, the track model and the basic terrain are superimposed and calculated to create the terrain template.

[0149] In an exemplary embodiment of the present disclosure, the adjustment parameter information includes parameter information for adjusting the range of a track model, and the track model is mapped on the basic terrain to determine the track mask range on the basic terrain according to the mapping result, including: adjusting the range of the track model according to the parameter information; mapping the adjusted track model on the basic terrain to determine the track mask range on the basic terrain.

[0150] In an exemplary embodiment of the present disclosure, terrain is constructed according to a terrain template after configuring and adjusting parameter information to generate a game terrain, including: determining a parameter calculation range corresponding to the terrain template; the parameter calculation range refers to the influence range of the adjusted parameter information on the parameters corresponding to the terrain template; in response to a second operation on the track model, the track mask range is eliminated from the parameter calculation range to obtain a target calculation range; based on the target calculation range, terrain is constructed according to the terrain template after configuring and adjusting parameter information to generate a game terrain.

[0151] In an exemplary embodiment of the present disclosure, terrain is constructed according to a terrain template after configuring adjustment parameter information to generate a game terrain, including: obtaining a first mask and a second mask corresponding to the terrain template according to the adjustment parameter information, the first mask including height information corresponding to different terrain areas, and the second mask including surface detail information corresponding to different terrain areas; masking the terrain template according to the first mask and / or the second mask to obtain the game terrain.

[0152] In an exemplary embodiment of the present disclosure, adjustment parameter information includes at least one mask information corresponding to a terrain attribute and at least one mask information corresponding to a material attribute; obtaining a first mask and a second mask corresponding to a terrain template according to the adjustment parameter information includes: obtaining an original height mask map and an original weight mask map of the terrain template; the original height mask map includes original height information corresponding to different areas of the terrain template, and the original weight mask map includes original surface detail information corresponding to different areas of the terrain template; determining a first mask according to at least one mask information corresponding to a terrain attribute and the original height mask map; determining a second mask according to at least one mask information corresponding to a material attribute and the original weight mask map.

[0153] In an exemplary embodiment of the present disclosure, before determining terrain resources and configuration files corresponding to the terrain resources according to the terrain type, the method further includes: responding to an adjustment operation on a target parameter of the game terrain, and acquiring adjustment parameter information corresponding to the adjustment operation.

[0154] In addition, in an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided. It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method, or program product. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: a complete hardware embodiment, a complete software embodiment (including firmware, microcode, etc.), or an embodiment combining hardware and software aspects, which may be collectively referred to herein as a "circuit", "module", or "system".

[0155] Refer to the following Fig.17 1700 according to this embodiment of the present disclosure is described. Fig.17 The electronic device 1700 shown is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0156] like Fig.17 As shown, the electronic device 1700 is in the form of a general computing device. The components of the electronic device 1700 may include, but are not limited to: the at least one processing unit 1710, the at least one storage unit 1720, a bus 1730 connecting different system components (including the storage unit 1720 and the processing unit 1710), and a display unit 1740.

[0157] The storage unit stores a program code, and the program code can be executed by the processing unit 1710, so that the processing unit 1710 executes the steps described in the "Exemplary Method" section of the specification according to various exemplary embodiments of the present disclosure. For example, the processing unit 1710 can execute the following steps: determine the terrain resources and the configuration file corresponding to the terrain resources according to the terrain type, the configuration file includes the configuration information corresponding to the terrain resources and the adjustment parameter information corresponding to the terrain type, and the terrain type is determined from the candidate terrain types in the game engine; create a terrain template according to the configuration information, and configure the adjustment parameter information in the terrain template; construct the terrain according to the terrain template after configuring the adjustment parameter information, and generate the game terrain.

[0158] In an exemplary embodiment of the present disclosure, determining terrain resources and configuration files corresponding to the terrain resources according to terrain types includes: responding to a first operation on a preset candidate terrain model, obtaining a terrain type corresponding to the first operation; obtaining terrain resources corresponding to the terrain type from the candidate terrain resources, and determining a configuration file corresponding to the terrain resources.

[0159] In an exemplary embodiment of the present disclosure, the configuration information includes terrain parameters, and creating a terrain template according to the configuration information includes: determining a basic terrain according to the terrain parameters; and creating a terrain template based on the basic terrain.

[0160] In an exemplary embodiment of the present disclosure, the configuration information also includes track parameters; creating a terrain template based on the basic terrain also includes: obtaining a track model according to the track parameters, and mapping the track model on the basic terrain to determine a track mask range on the basic terrain according to the mapping result; the track model is a model corresponding to a road object in a game scene, and the track parameters are parameter information used to describe the track model; based on the track mask range, the track model and the basic terrain are superimposed and calculated to create the terrain template.

[0161] In an exemplary embodiment of the present disclosure, the adjustment parameter information includes parameter information for adjusting the range of a track model, and the track model is mapped on the basic terrain to determine the track mask range on the basic terrain according to the mapping result, including: adjusting the range of the track model according to the parameter information; mapping the adjusted track model on the basic terrain to determine the track mask range on the basic terrain.

[0162] In an exemplary embodiment of the present disclosure, terrain is constructed according to a terrain template after configuring and adjusting parameter information to generate a game terrain, including: determining a parameter calculation range corresponding to the terrain template; the parameter calculation range refers to the influence range of the adjusted parameter information on the parameters corresponding to the terrain template; in response to a second operation on the track model, the track mask range is eliminated from the parameter calculation range to obtain a target calculation range; based on the target calculation range, terrain is constructed according to the terrain template after configuring and adjusting parameter information to generate a game terrain.

[0163] In an exemplary embodiment of the present disclosure, terrain is constructed according to a terrain template after configuring adjustment parameter information to generate a game terrain, including: obtaining a first mask and a second mask corresponding to the terrain template according to the adjustment parameter information, the first mask including height information corresponding to different terrain areas, and the second mask including surface detail information corresponding to different terrain areas; masking the terrain template according to the first mask and / or the second mask to obtain the game terrain.

[0164] In an exemplary embodiment of the present disclosure, adjustment parameter information includes at least one mask information corresponding to a terrain attribute and at least one mask information corresponding to a material attribute; obtaining a first mask and a second mask corresponding to a terrain template according to the adjustment parameter information includes: obtaining an original height mask map and an original weight mask map of the terrain template; the original height mask map includes original height information corresponding to different areas of the terrain template, and the original weight mask map includes original surface detail information corresponding to different areas of the terrain template; determining a first mask according to at least one mask information corresponding to a terrain attribute and the original height mask map; determining a second mask according to at least one mask information corresponding to a material attribute and the original weight mask map.

[0165] In an exemplary embodiment of the present disclosure, before determining terrain resources and configuration files corresponding to the terrain resources according to the terrain type, the method further includes: responding to an adjustment operation on a target parameter of the game terrain, and acquiring adjustment parameter information corresponding to the adjustment operation.

[0166] The storage unit 1720 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 1721 and / or a cache storage unit 1722 , and may further include a read-only storage unit (ROM) 1723 .

[0167] The storage unit 1720 may also include a program / utility 1724 having a set (at least one) of program modules 1725, such program modules 1725 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.

[0168] Bus 1730 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.

[0169] The electronic device 1700 may also communicate with one or more external devices 1800 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), may also communicate with one or more devices that enable a user to interact with the electronic device 1700, and / or communicate with any device that enables the electronic device 1700 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed via an input / output (I / O) interface 1750. Furthermore, the electronic device 1700 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) via a network adapter 1760. As shown, the network adapter 1760 communicates with other modules of the electronic device 1700 via a bus 1730. It should be understood that, although not shown in the figure, other hardware and / or software modules may be used in conjunction with the electronic device 1700, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0170] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described here can be implemented by software, or by software combined with necessary hardware. Therefore, the technical solution according to the embodiment of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiment of the present disclosure.

[0171] In addition, the above-mentioned figures are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.

[0172] Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present disclosure is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The description and examples are to be considered exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.

Claims

1. A method for generating game terrain, characterized in that: include: Determine a terrain resource and a configuration file corresponding to the terrain resource according to the terrain type, the configuration file including configuration information corresponding to the terrain resource and adjustment parameter information corresponding to the terrain type, the terrain type being determined from candidate terrain types in the game engine; Creating a terrain template according to the configuration information, and configuring the adjustment parameter information in the terrain template; The terrain is constructed according to the terrain template configured with the adjustment parameter information to generate the game terrain.

2. The method according to claim 1, characterized in that The determining of terrain resources and configuration files corresponding to the terrain resources according to the terrain type includes: In response to a first operation on a preset candidate terrain model, obtaining a terrain type corresponding to the first operation; A terrain resource corresponding to the terrain type is acquired from candidate terrain resources, and a configuration file corresponding to the terrain resource is determined.

3. The method according to claim 1, characterized in that The configuration information includes terrain parameters, and the step of creating a terrain template according to the configuration information includes: determining a basic terrain according to the terrain parameters; The terrain template is created based on the base terrain.

4. The method according to claim 3, characterized in that The configuration information also includes track parameters; and the creating the terrain template based on the basic terrain also includes: Acquire a track model according to the track parameters, and map the track model on the basic terrain, so as to determine a track mask range on the basic terrain according to the mapping result; the track model is a model corresponding to a road object in a game scene, and the track parameters are parameter information used to describe the track model; Based on the track mask range, the track model and the basic terrain are superimposed and calculated to create the terrain template.

5. The method according to claim 4, characterized in that The adjustment parameter information includes parameter information for adjusting the range of the track model, and mapping the track model on the basic terrain to determine the track mask range on the basic terrain according to the mapping result includes: adjusting the range of the track model according to the parameter information; The adjusted track model is mapped on the basic terrain to determine the track mask range on the basic terrain.

6. The method according to claim 4, characterized in that The step of constructing the terrain according to the terrain template configured with the adjustment parameter information to generate the game terrain includes: Determine a parameter calculation range corresponding to the terrain template; the parameter calculation range refers to the influence range of the adjustment parameter information on the parameters corresponding to the terrain template; In response to a second operation on the track model, the track mask range is removed from the parameter calculation range to obtain a target calculation range; Based on the target calculation range, terrain construction is performed according to the terrain template configured with the adjustment parameter information to generate the game terrain.

7. The method according to claim 3, characterized in that The step of constructing the terrain according to the terrain template configured with the adjustment parameter information to generate the game terrain includes: Acquire a first mask and a second mask corresponding to the terrain template according to the adjustment parameter information, wherein the first mask includes height information corresponding to different terrain areas, and the second mask includes surface detail information corresponding to different terrain areas; The terrain template is masked according to the first mask and / or the second mask to obtain the game terrain.

8. The method according to claim 7, characterized in that The adjustment parameter information includes at least one mask information corresponding to a terrain attribute and at least one mask information corresponding to a material attribute; The step of acquiring the first mask and the second mask corresponding to the terrain template according to the adjustment parameter information includes: Acquire an original height mask map and an original weight mask map of the terrain template; the original height mask map includes original height information corresponding to different areas of the terrain template, and the original weight mask map includes original surface detail information corresponding to different areas of the terrain template; Determining the first mask according to the mask information of the at least one corresponding terrain attribute and the original height mask map; The second mask is determined according to the mask information of the at least one corresponding material attribute and the original weight mask map.

9. The method according to any one of claims 1 to 8, characterized in that Before determining the terrain resources and the configuration files corresponding to the terrain resources according to the terrain type, the method further includes: In response to an adjustment operation on a target parameter of a game terrain, the adjustment parameter information corresponding to the adjustment operation is obtained.

10. A game terrain generating device, characterized in that: include: An information determination module, used to determine a terrain resource and a configuration file corresponding to the terrain resource according to a terrain type, wherein the configuration file includes configuration information corresponding to the terrain resource and adjustment parameter information corresponding to the terrain type, wherein the terrain type is determined from candidate terrain types in a game engine; A template creation module, used to create a terrain template according to the configuration information, and configure the adjustment parameter information in the terrain template; The terrain generation module is used to construct the terrain according to the terrain template after configuring the adjustment parameter information to generate the game terrain.

11. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 9 is implemented.

12. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 9 by executing the executable instructions.