Game scene management method and system

By applying a variety of technical means in game scene management, such as hierarchical loading, asynchronous loading and lighting management, the problem of poor game scene management in the existing technology is solved, and more efficient resource management and smoother Game experience.

CN119455382AActive Publication Date: 2025-02-18CHENGDU QINGCHENG NETWORK TECHNOLOGY CO LTD

Patent Information

Application Number
CN202411242829.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-05
Publication Date
2025-02-18
Estimated Expiration
2044-09-05

AI Technical Summary

Technical Problem

The existing game scene management methods and systems have poor management effects and cannot meet users' usage needs, which affects the usage effect of game scene management.

Method used

Using multiple technical means such as layered loading, on-demand activation, data flow optimization, scene dependency management, resource optimization, asynchronous loading, lighting and shadow management, particle system and special effects management, network optimization, testing and monitoring, dynamic resolution adjustment, etc. , comprehensively optimize game scene management.

Benefits of technology

Through the comprehensive application of these technical means, the performance and smoothness of the game are significantly improved, ensuring that the game can maintain smooth performance at different scales, improving the game loading speed and performance, and providing players with a better gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game scene management method and system, and the method comprises the steps: 1, carrying out layered loading, and dividing a map into a plurality of small regions; dynamically loading and unloading the area according to the position of the player; 2, activating as required, wherein objects in the scene are kept in a non-activated state when not needed; 3, optimizing the data flow: optimizing the data flow, and ensuring that the loading and unloading sequence of the scene data is reasonable; 4, scene dependency management: managing the dependency relationship between scenes to ensure that the dependent resources are loaded or are loaded when one scene is loaded; 5, resource optimization: optimizing the model, the texture and the animation; step 6, asynchronous loading: loading resources by using an asynchronous or background thread; and 7, illumination and shadow management: using a combination of pre-calculated illumination and real-time illumination to limit the number of dynamic light sources, and arranging the positions of the light sources. According to the invention, the game scene can be better integrally managed.
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Description

Technical Field

[0001] The present invention relates to the field of database security, and in particular to a game scene management method and system. Background Art

[0002] Game scene management is a crucial part of game development. It involves the management of the organization, loading, unloading, rendering, and interaction of various scenes in the game (such as levels, maps, environments, etc.);

[0003] In the process of managing game scenes, the game scene management method and system will be used.

[0004] The existing game scene management method and system have poor management effect and cannot meet the needs of users, which has a certain impact on the use of game scene management. Therefore, a game scene management method and system are proposed. Summary of the invention

[0005] The technical problem to be solved by the present invention is: how to solve the problem that the existing game scene management method and system have poor management effect, cannot meet the user's use needs, and have a certain impact on the use of game scene management, and provide a game scene management method and system.

[0006] The present invention solves the above technical problems through the following technical solutions, and the present invention comprises the following steps:

[0007] Step 1: Layered loading, split the map into multiple small areas; dynamically load and unload areas based on the player's position;

[0008] Step 2: Activate on demand, objects in the scene remain inactive when not needed;

[0009] Step 3: Data flow optimization: Optimize the data flow to ensure that the loading and unloading order of scene data is reasonable;

[0010] Step 4: Scene dependency management: Manage the dependencies between scenes to ensure that when a scene is loaded, its dependent resources have been loaded or are being loaded;

[0011] Step 5: Resource optimization: optimize models, textures and animations;

[0012] Step 6: Asynchronous loading: Use asynchronous or background threads to load resources;

[0013] Step 7: Lighting and shadow management: Use a combination of pre-calculated lighting and real-time lighting, limit the number of dynamic light sources, and arrange the positions of light sources;

[0014] Step 8: Particle system and special effects management: optimize particle effects and limit the number of particles and emission rate;

[0015] Step 9: Network optimization: Optimize network synchronization strategy for multiplayer games;

[0016] Step 10: Testing and monitoring: Perform performance testing and monitor FPS and resource usage;

[0017] Step 11: Dynamic resolution adjustment: Implement the dynamic resolution adjustment function to dynamically adjust the game's rendering resolution based on current performance indicators.

[0018] Furthermore, the specific contents of the layered loading are as follows: Map segmentation

[0019] Divide large maps into multiple small areas. These blocks are divided into terrain, functions or game design requirements.

[0020] Loading and unloading strategies determine the boundary range of loading and unloading. When the player approaches a block, the block starts to be loaded; when the player moves away, the block is unloaded.

[0021] Data management and resource pooling, creating a centralized data management system that tracks which blocks have been loaded into memory and which blocks need to be loaded or unloaded;

[0022] Scene Transitions: Use transition effects to hide any lag or delay during loading and unloading when the player moves from one chunk to another.

[0023] Boundary processing, handling the movement and interaction of NPCs, players, and other game elements at the block boundaries;

[0024] Performance optimization: Monitor and analyze performance bottlenecks during loading and unloading, and optimize accordingly.

[0025] Furthermore, the specific content of the data flow optimization is as follows:

[0026] Optimize the order of scene data loading and unloading: Analyze loading requirements, and prioritize and delay loading scene data based on game design and player behavior;

[0027] Use priority queues: Sort scene data by loading priority, and prioritize loading data that has the greatest impact on the player's current experience;

[0028] Asynchronous loading: Load non-critical scene data in the background thread;

[0029] Reduce disk seek time: interleaved numbering and staggered naming;

[0030] Preloading and caching: Preload and cache scene data that players are likely to access soon to reduce latency in real-time loading.

[0031] Furthermore, the specific process of the scene dependency management is as follows:

[0032] Analyze scenario requirements: Analyze all resources required for each scenario, including direct and indirect dependencies;

[0033] Use tool assistance: Use tools or plugins to automatically identify and visualize dependencies between scenes;

[0034] Loading order optimization: Priority sorting, assign priorities to resources according to their importance and loading time, asynchronous loading: For non-critical resources, use asynchronous loading technology to avoid blocking the main thread.

[0035] Prediction and preloading: Based on the player's behavior and game logic, predict the scenes and resources that need to be loaded, and load them in advance;

[0036] Cache strategy: Use cache mechanism to store loaded resources

[0037] Resource locking: When a resource is loaded or used, a locking mechanism is used to prevent other scenes or systems from accessing or modifying it at the same time;

[0038] Resource unloading: Unload resources when the scene switches or when they are no longer needed;

[0039] Reference counting: Use reference counting technology to track resource references.

[0040] Furthermore, the specific process of resource optimization is as follows:

[0041] Reduce polygon count: Reduce the number of polygons used in the model;

[0042] Compress model data: Use model compression technology to reduce the size of model files;

[0043] Texture optimization: choose texture size based on the needs of the game and the capabilities of the target platform;

[0044] Use texture compression: Use texture compression algorithms to reduce texture memory usage and loading time;

[0045] Optimize texture format: Choose a texture format suitable for the target platform;

[0046] Reduce the number of textures: Reduce the overhead of texture switching by merging multiple small textures into a large texture set;

[0047] Animation optimization, compressed animation data: using animation compression technology, providing built-in animation compression options;

[0048] Optimize animation playback: reduce unnecessary calculation and rendering overhead by setting the animation playback speed and loop mode;

[0049] Use skeletal animation to drive the model's animation by adjusting the position and rotation of the bones;

[0050] Asynchronous loading and preloading: For large resource files, use asynchronous loading and preloading technology to reduce game loading time and lag.

[0051] Resource management: manage the loading and unloading of resources in the game and release resources that are no longer in use;

[0052] Continuous testing and tuning: Test your game’s performance on different devices and configurations, and adjust your optimization strategy based on the test results.

[0053] Furthermore, the specific process of the lighting and shadow management is as follows:

[0054] Creating lightmaps: In a game development environment, lightmaps are created through a baking process;

[0055] Select the scene or object to be baked and set the baking parameters;

[0056] Start the baking process and generate lightmaps;

[0057] Apply the generated lightmap to static scene objects;

[0058] Real-time lighting, set dynamic light source, adjust dynamic light source parameters, and adjust the intensity, color, and shadow quality of dynamic light source as needed;

[0059] Limit the number of dynamic light sources, analyze scene requirements, use static light sources instead, arrange light source positions, and balance visual effects and performance.

[0060] Furthermore, the specific process of the particle system and special effects management is as follows:

[0061] Evaluate the current particle system: View the number of particles, check the number of particles in the current particle system, and evaluate whether the number of particles needs to be reduced.

[0062] Analyze emission rate: Analyze the emission rate of particles, that is, the number of particles emitted per unit time;

[0063] Limit the number of particles and set an upper limit: Set an upper limit on the number of particles based on the performance requirements and visual effects of the game;

[0064] Optimization algorithm: Use algorithms to optimize the distribution and update of particles;

[0065] Merge particles: merge multiple similar particles into one if possible;

[0066] Control the emission rate: adjust the emission rate parameters, directly adjust the emission rate parameters of the particle system, and reduce the number of particles emitted per unit time;

[0067] Use triggers: control the emission of particles through triggers; Dynamic adjustment: dynamically adjust the emission rate of particles according to the game scene and performance requirements;

[0068] Performance testing: After optimization, perform performance testing on the particle system and obtain test results;

[0069] Adjustment and optimization: Adjust and optimize the particle system based on the test results.

[0070] Furthermore, the specific process of the network optimization is as follows: analyzing the current network synchronization strategy, identifying and optimizing synchronization data: synchronizing only necessary data;

[0071] Compressed data: Use data compression algorithms to reduce the size of synchronized data;

[0072] Incremental update: When data changes, only the changed part is transmitted;

[0073] Reduce data packet size: optimize data structure and encoding method to reduce the size of each data packet;

[0074] Optimize synchronization frequency: Dynamically adjust the synchronization frequency according to the game scene, player activity and network conditions. Increase the synchronization frequency when player activity is frequent or network conditions are poor, and decrease it when the frequency is low.

[0075] Predictive synchronization: Use predictive synchronization strategies to reduce communication delays between players, by predicting the future status or behavior of other players, and updating and rendering the game status in advance;

[0076] Testing and tuning: Conduct a large number of tests in different network environments, including low latency, high latency, and packet loss rate;

[0077] Adjust and optimize network synchronization strategies based on test results;

[0078] Continuous monitoring and maintenance: Continuously monitor network performance after the game is launched, and regularly collect and analyze player feedback.

[0079] A game scene management system, the management system comprising:

[0080] Hierarchical loading module, used to divide the map into multiple small areas and load them in layers;

[0081] On-demand activation module: The on-demand activation module is used to keep objects in the scene inactive when not needed;

[0082] Data flow optimization module: The data flow optimization module is used to optimize data flow;

[0083] Scene dependency management module: The scene dependency management module is used to manage the dependencies between scenes;

[0084] Resource Optimization Module: The resource optimization module is used to optimize models, textures and animations;

[0085] Asynchronous loading module: The asynchronous loading module is used to load resources using asynchronous or background threads;

[0086] Lighting and shadow management module: The lighting and shadow management module is used to limit the number of dynamic light sources and arrange the positions of light sources;

[0087] Particle system and special effects management module: Particle system and special effects management module is used to optimize particle effects;

[0088] Network optimization module: The network optimization module optimizes the network synchronization strategy for multiplayer games;

[0089] Testing and monitoring module: The testing and monitoring module is used to perform performance testing;

[0090] Dynamic resolution adjustment module: The dynamic resolution adjustment module is used to run the dynamic resolution adjustment function.

[0091] Compared with the prior art, the present invention has the following advantages: the game scene management method and system, by comprehensively applying these scene management methods, developers can effectively manage game scenes, improve game performance and fluency, maintain efficient performance and smooth game experience, ensure that the game can maintain smooth performance at different scales, can significantly improve the loading speed and performance of the game, and bring better game experience to players, can effectively manage the dependencies between scenes, ensure the correct loading and unloading of resources, thereby improving the stability and performance of the game, can reasonably use pre-calculated lighting and real-time lighting, limit the number of dynamic light sources and reasonably arrange the position of light sources, thereby balancing the visual effects and performance of the game, can effectively optimize the particle system and special effects, limit the number of particles and the emission rate, thereby maintaining good visual effects while improving game performance, reducing network delays and freezes, and improving the player's game experience, making the system more worthy of promotion and use. BRIEF DESCRIPTION OF THE DRAWINGS

[0092] Figure 1 It is a flow chart of the present invention. DETAILED DESCRIPTION

[0093] The following is a detailed description of an embodiment of the present invention. This embodiment is implemented on the premise of the technical solution of the present invention, and a detailed implementation method and a specific operation process are given, but the protection scope of the present invention is not limited to the following embodiment.

[0094] like Figure 1 As shown, this embodiment provides a technical solution: a game scene management method, including the following processes:

[0095] Level Streaming: Splitting large maps into smaller areas (often called "chunks" or "sub-levels").

[0096] These areas are dynamically loaded and unloaded based on the player's position to reduce memory usage and improve rendering efficiency.

[0097] Activate on demand: Objects in the scene remain inactive until they are not needed.

[0098] It only activates when the player approaches or interacts with it, saving system resources.

[0099] Data flow optimization: Optimize data flow to ensure that the loading and unloading order of scene data is reasonable.

[0100] Avoid long disk seek times to increase loading speed.

[0101] Scene dependency management: Manage the dependencies between scenes to ensure that when a scene is loaded, its dependent resources have been loaded or are being loaded.

[0102] This helps avoid resource loading conflicts and errors.

[0103] Resource Optimization: Optimize models, textures, and animations to reduce their file size and memory usage.

[0104] Use reasonable texture sizes and compression techniques while maintaining visual quality.

[0105] Asynchronous loading: Use asynchronous or background threads to load resources, avoiding time-consuming I / O operations on the main thread.

[0106] This helps reduce the impact on game performance.

[0107] Lighting and shadow management: Use a sensible combination of precomputed lighting (such as lightmaps) and real-time lighting (such as dynamic shadows).

[0108] Limit the number of dynamic lights and arrange the positions of lights appropriately to balance visual effects and performance.

[0109] Particle system and special effects management: optimize particle effects and limit the number of particles and emission rate.

[0110] Reduce the complexity of distant special effects without affecting the gaming experience.

[0111] Network optimization (for multiplayer games): Optimize network synchronization strategy to synchronize only necessary data and reduce network delays and freezes.

[0112] Testing and Monitoring: Run performance tests, monitor FPS (frames per second) and resource usage.

[0113] Use performance analysis tools to identify and resolve performance issues.

[0114] Gather feedback from players to understand which areas they encounter performance issues and optimize accordingly.

[0115] Dynamic resolution adjustment: Implement dynamic resolution adjustment function to dynamically adjust the game's rendering resolution based on current performance indicators (such as frame rate).

[0116] This helps reduce the strain on the hardware while maintaining a smooth gaming experience.

[0117] By comprehensively applying these scene management methods, developers can effectively manage game scenes, improve game performance and smoothness, and provide players with a better gaming experience.

[0118] On-demand activation is a method of optimizing game performance and resource management that involves keeping objects in the scene inactive when not needed, activating them only when the player approaches or interacts with them. Here is a detailed explanation and benefits of on-demand activation:

[0119] Definition and Concept

[0120] On-demand activation: refers to the objects in the scene (such as game characters, props, environmental elements, etc.) being inactive by default to save system resources such as CPU, GPU, and memory.

[0121] Activation Conditions: When the player approaches an object or interacts with it in some way (such as clicking, touching, or triggering a specific event), the object is activated and loaded into memory.

[0122] Implementation

[0123] Object Pooling: A commonly used technique for implementing on-demand activation. Game developers create an object pool containing multiple objects when the game starts or when needed, and these objects are set to an inactive state. When an object is needed, an object is activated from the object pool and placed in the scene. When the object is no longer needed, it is set to an inactive state and returned to the object pool.

[0124] Dynamic loading and unloading: Dynamically load and unload objects in the scene based on the player's position and interaction with the objects. When the player moves away from an area, the objects in that area can be unloaded to free up resources. When the player approaches the area, these objects are loaded again.

[0125] Advantages

[0126] Save system resources: By activating objects on demand, games can manage their resource usage more efficiently, reducing unnecessary calculation and rendering loads, thereby improving game performance.

[0127] Optimize user experience: On-demand activation can reduce game loading time and latency, allowing players to enter the game faster and interact with objects in the scene.

[0128] Scalability: The on-demand activation architecture enables the game to easily handle more objects and more complex scenes, because the game can dynamically load and unload objects as needed.

[0129] Example

[0130] In a large open world game, mountains and buildings in the distance are inactive by default. When the player approaches these areas, they are activated and loaded into memory so that the player can see and interact with them. Once the player leaves these areas, these objects are unloaded to free up resources.

[0131] In a strategy game, players may need to place multiple units on the map. By using object pooling and on-demand activation techniques, the game can efficiently manage the loading and unloading of these units, ensuring smooth performance at all scales.

[0132] By activating technology on demand, game developers can create a more efficient, smooth and scalable gaming experience.

[0133] Data flow optimization is a crucial technology in game development, which ensures that the loading and unloading order of scene data is reasonable to reduce loading time and improve the game experience. The following are the key aspects and strategies of data flow optimization:

[0134] Optimize the order of scene data loading and unloading: Analyze loading requirements: Based on game design and player behavior, analyze which scene data should be loaded first and which can be loaded later.

[0135] Use priority queue: Sort scene data by loading priority, and prioritize loading those data that have the greatest impact on the player's current experience.

[0136] Asynchronous loading: Load non-critical scene data in a background thread to avoid blocking the main thread and improve the responsiveness of the game.

[0137] Reduce disk seek time: interleaved numbering and staggered naming: Although these strategies are mainly used to reduce disk latency, they can also indirectly affect the optimization of data flow. Interleaved numbering and staggered naming techniques can reduce the latency required to read consecutive logical sectors, making it more efficient when reading large amounts of scene data.

[0138] Use faster storage devices: Use solid-state drives (SSDs) instead of traditional hard disk drives (HDDs) because SSDs have shorter seek times and higher data transfer rates.

[0139] Preloading and caching: Preload and cache scene data that players are likely to access soon to reduce latency in real-time loading.

[0140] Other data flow optimization strategies: Compression technology: Use data compression algorithms to reduce the size of scene files and speed up loading. This includes compression of scene data and compression during transmission.

[0141] Multi-threaded processing: Use multi-threaded technology to parallelize tasks in scene loading, such as resource decompression, data parsing, etc.

[0142] Optimize the serialization process: Use a fast data serialization library to process scene data and reduce the time for scene loading and saving.

[0143] Memory Monitoring and Management: Real-time Monitoring: By monitoring the game memory usage in real time, memory-related issues can be discovered and handled promptly to ensure that data flow optimization does not cause memory leaks or excessive consumption.

[0144] Resource reuse: Reuse loaded scene resources through technologies such as object pools to reduce repeated loading and unloading of resources, thereby improving loading efficiency.

[0145] In summary, data flow optimization involves multiple aspects of technology and management strategies. Through reasonable scene data loading and unloading order, reducing disk seek time, using more efficient storage devices and compression technology, multi-threaded processing, and memory monitoring and management, the loading speed and performance of the game can be significantly improved, bringing players a better gaming experience.

[0146] Scene dependency management is a critical process in game development, which involves ensuring that when a scene is loaded, all the resources that the scene depends on have been loaded or are being loaded to avoid resource loading conflicts and errors. The following is a detailed explanation and strategy for scene dependency management:

[0147] Definition and Concept

[0148] Scene dependency: refers to the state in which a scene depends on other resources or data during operation. These resources may include textures, models, audio, scripts or other scenes.

[0149] Dependency management: involves identifying, tracking, and managing these dependencies to ensure that resources are loaded and unloaded at the right time.

[0150] Strategies for scene dependency management

[0151] Identifying Dependencies

[0152] Analyze scenario requirements: Carefully analyze all resources required for each scenario, including direct and indirect dependencies.

[0153] Use tool assistance: Leverage specialized tools or plugins to automatically identify and visualize dependencies between scenes.

[0154] Loading order optimization

[0155] Prioritization: Assign priorities to resources based on their importance and loading time. Ensure that high priority resources are loaded first.

[0156] Asynchronous loading: For non-critical resources, use asynchronous loading techniques to avoid blocking the main thread.

[0157] Dependency Preloading

[0158] Prediction and preloading: Based on the player's behavior and game logic, predict the scenes and resources that may need to be loaded, and load them in advance.

[0159] Cache strategy: Use cache mechanisms to store loaded resources for quick access when needed.

[0160] Conflict detection and resolution

[0161] Resource locking: When a resource is loaded or used, a locking mechanism is used to prevent other scenes or systems from accessing or modifying it at the same time.

[0162] Error handling: Implement appropriate error handling mechanisms to provide feedback and recovery strategies when resource loading fails or conflicts occur.

[0163] Uninstall and Recycle

[0164] Resource unloading: When the scene switches or resources are no longer needed, unload them in time to free up memory and computing resources.

[0165] Reference counting: Use reference counting technology to track resource references and ensure that resources are properly unloaded when there are no references.

[0166] Notes on scene dependency management

[0167] Keep up to date: As your game is developed and updated, scenes and assets may change. Make sure your dependency management strategy can adapt to these changes.

[0168] Cross-platform compatibility: Consider the differences between different platforms and devices and ensure that the dependency management strategy works effectively in different environments.

[0169] Performance Monitoring: Regularly monitor and analyze your game's performance data to identify and resolve issues related to scene dependency management.

[0170] By implementing the above strategies and considerations, you can effectively manage dependencies between scenes and ensure the correct loading and unloading of resources, thereby improving the stability and performance of your game.

[0171] Resource optimization is a critical part of game development, especially in the optimization of models, textures, and animations. The following are detailed strategies and steps for optimizing these resources:

[0172] Model Optimization

[0173] Reduce the number of polygons: By reducing the number of polygons used in the model, the frame rate of the game can be significantly improved. At the same time, reducing the complexity of polygons, such as merging adjacent vertices, can reduce unnecessary drawing operations.

[0174] Use LOD technology: LOD (Level of Detail) technology allows different levels of model details to be used at different distances. Using low-detail models far away from the player can reduce drawing operations and optimize rendering performance.

[0175] Compress model data: Using model compression techniques, such as quantizing vertex coordinates, normals, texture coordinates, etc., can significantly reduce the size of model files while maintaining acceptable visual quality.

[0176] Texture Optimization

[0177] Use reasonable texture sizes: Choose appropriate texture sizes based on the needs of the game and the capabilities of the target platform. Avoid using textures that are too large or too small to reduce memory usage and increase loading speed.

[0178] Use texture compression: Using texture compression algorithms (such as PVRTC, ETC1, DXT, etc.) can greatly reduce the memory usage and loading time of textures while maintaining high quality textures. These algorithms can maintain the clarity and details of textures while reducing file size.

[0179] Optimize texture format: Choose a texture format suitable for the target platform. For example, on the iOS platform, the PVRTC format is a good choice because it provides efficient compression ratio and good visual quality. On the Android platform, choose ETC1 or other supported formats according to the capabilities of the device.

[0180] Reduce the number of textures: By merging multiple small textures into a large texture set (Texture Atlas), you can reduce the overhead of texture switching and improve rendering efficiency.

[0181] Animation Optimization

[0182] Compress animation data: Using animation compression techniques, such as keyframe interpolation, curve compression, etc., can significantly reduce the size of animation files. Game engines such as Unity provide built-in animation compression options that can be adjusted as needed.

[0183] Optimize animation playback: By properly setting the animation playback speed and loop mode, you can reduce unnecessary calculation and rendering overhead. For example, avoid frequently switching animation states or repeatedly playing the same animation clip.

[0184] Use skeletal animation: Skeletal animation allows you to drive the animation of a model by adjusting the position and rotation of bones. Compared with frame-by-frame animation, skeletal animation can use memory and computing resources more efficiently.

[0185] Comprehensive optimization strategy

[0186] Asynchronous loading and preloading: For large resource files, such as models and textures, using asynchronous loading and preloading technology can reduce game loading time and lag.

[0187] Resource management: Rationally manage the loading and unloading of resources in the game, and release unused resources in a timely manner to save memory and improve game performance.

[0188] Continuous testing and adjustment: Test the performance of the game on different devices and configurations, and adjust the optimization strategy based on the test results. As the game is developed and updated, it may be necessary to continuously optimize resources to adapt to new needs and environments.

[0189] By implementing the above optimization strategies, you can effectively reduce the file size and memory usage of models, textures, and animations, improve game performance and loading speed, while maintaining visual quality.

[0190] Lighting and shadow management are critical in game development to creating realistic environments and enhancing the player experience. Here are some suggestions on how to use precomputed lighting and real-time lighting, limit the number of dynamic lights, and arrange the light positions appropriately:

[0191] Precomputed Lighting: Lightmaps

[0192] Definition: A lightmap is a pre-computed texture that contains lighting information for each point or surface in the scene. This technique is often used in static scenes because it can provide high-quality static lighting effects while reducing the computational burden at runtime.

[0193] Advantages: Fast rendering because most lighting information has been pre-calculated.

[0194] It can produce realistic static lighting effects such as soft shadows and global illumination.

[0195] Disadvantages: Not suitable for dynamic scenes or dynamic objects, because the light map is calculated based on the static scene.

[0196] Updating lightmaps may require re-baking, which is a time-consuming process.

[0197] Real-time lighting: dynamic shadows

[0198] Definition: Real-time lighting refers to the technology of calculating lighting and shadows based on the real-time light source position and dynamic objects in the scene. Dynamic shadows are an important part of real-time lighting, which can provide realistic shadow effects for dynamic objects in the scene.

[0199] Advantages: Can provide realistic shadow effects for dynamic objects and dynamic scenes.

[0200] Calculated in real time, shadows can be dynamically adjusted based on light source position and scene changes.

[0201] Disadvantages: The calculation is large and may consume more computing resources.

[0202] In some complex scenes, undesirable shadow effects may occur, such as jagged shadows or shadow drift.

[0203] 3. Limit the number of dynamic light sources and arrange their positions appropriately

[0204] Reason: Too many dynamic light sources will significantly increase the computational burden and affect game performance. Therefore, it is necessary to limit the number of dynamic light sources and arrange their positions reasonably to balance visual effects and performance.

[0205] Strategy: Minimize the number of dynamic lights, and prioritize using static lights and precomputed lightmaps.

[0206] For dynamic light sources that must be used, set their position and intensity appropriately to avoid unnecessary shadows or lighting effects.

[0207] Use Light Baking technology to convert some dynamic light sources into static light sources to reduce the real-time calculation burden.

[0208] By utilizing the hierarchy of light sources (such as light source groups), light sources with similar lighting characteristics can be grouped together for easier management and optimization.

[0209] Lighting and shadow management tips

[0210] Combined use: Based on the specific needs of the game, use pre-computed lightmaps and real-time lighting technology in a reasonable combination. For static scenes and objects, give priority to using lightmaps; for dynamic scenes and objects, use real-time lighting and dynamic shadow technology.

[0211] Performance optimization: Optimize the performance of the game by limiting the number of dynamic light sources, arranging the positions of light sources reasonably, and using lighting baking technology, etc. Ensure that the computational burden is reduced as much as possible while meeting the visual effect requirements.

[0212] Testing and tweaking: During development, lighting and shadow effects are constantly tested and tweaked to ensure they perform and look good on different devices and configurations.

[0213] The specific process of particle system and special effects management can be summarized into the following key steps:

[0214] Determine special effects requirements

[0215] Discuss with game planners, artists, and programmers to clarify what special effects are needed in the game, what their functions are, and how they are integrated into the game scenes.

[0216] Special effects design plan formulation

[0217] Special effects designers come up with creative ideas based on needs and design special effects that suit the game style and requirements.

[0218] At this stage, it is necessary to consider aspects such as the animation effects, color matching, and light and shadow effects of special effects.

[0219] Prototyping special effects

[0220] Use professional special effects production software (such as Unity, Unreal Engine, etc.) or design software (such as Photoshop, After Effects, etc.) to create special effects prototypes.

[0221] Prototyping can more intuitively demonstrate the effects of special effects and facilitate subsequent modifications and adjustments.

[0222] Particle system creation and adjustment

[0223] Create a particle system in Unity: right-click in the Hierarchy panel and select "Effects" -> "Particle System".

[0224] In the Scene panel, adjust the particle emitter's position, rotation, and scale.

[0225] Adjust particle system properties: In the Inspector panel, adjust various properties of the particle system as needed, such as: Start Lifetime (particle life cycle): set the time from the appearance to the disappearance of the particle.

[0226] Start Speed ​​(particle initial speed): Set the speed at which particles are emitted.

[0227] Start Size: Sets the size of particles when they are emitted.

[0228] Gravity Modifier: Adjusts the degree to which particles are affected by gravity.

[0229] Color over Lifetime: Set the pattern of particle color changing over time.

[0230] Adjustment and optimization of special effects

[0231] Make necessary modifications and adjustments to the special effects based on the limitations of the game engine, performance, etc. to ensure the best performance of the special effects in the game.

[0232] Technical Implementation

[0233] Special effects designers work with programmers to implement the designed special effects in the game engine.

[0234] During the implementation process, aspects such as game performance, effect rendering, and special effects triggering conditions need to be considered.

[0235] Debugging and Optimization

[0236] After the special effects are implemented in the game, they need to be constantly debugged and optimized.

[0237] According to the actual running results, the performance of special effects is adjusted to ensure that the effects and performance can reach the best state.

[0238] Final effect display and confirmation

[0239] After a series of production, adjustment and optimization, the final effect of the special effects can be displayed in the game.

[0240] Special effects designers work with artists, planners, and programmers to review and confirm the final effects to ensure that they can be perfectly integrated into the game.

[0241] Special effects management

[0242] Resource management: Reasonable management of special effect resources, including resource loading, unloading and memory management.

[0243] Performance Monitoring: Continuously monitor the impact of special effects on game performance and make adjustments as needed.

[0244] Version control: Control the versions of special effects to ensure compatibility and consistency between different versions.

[0245] Through the above steps, particle systems and special effects can be effectively managed to achieve high-quality game special effects.

[0246] The optimization process of particle system and special effects management, especially in limiting the number of particles and emission rate, can be carried out by following these steps:

[0247] Evaluate the current particle system

[0248] Check the number of particles: First, check the number of particles in the current particle system. Too many particles will cause performance degradation, so you need to evaluate whether you need to reduce the number of particles.

[0249] Analyze emission rate: Analyze the emission rate of particles, that is, the number of particles emitted per unit time. Too high an emission rate will also increase performance burden.

[0250] Limit the number of particles

[0251] Set an upper limit: Set an upper limit on the number of particles based on the performance requirements and visual effects of the game. For example, the number of particles for a special effect can be limited to 50 (particle art specifications).

[0252] Optimization Algorithm: Use an algorithm to optimize the distribution and update of particles, ensuring that the visual effect is maintained while reducing the number of particles.

[0253] Merge Particles: If possible, try to merge multiple similar particles into one to reduce the total number of particles.

[0254] Controlling emissivity

[0255] Adjust the emission rate parameters: Directly adjust the emission rate parameters of the particle system to reduce the number of particles emitted per unit time.

[0256] Use triggers: Use triggers (such as player behavior, game events, etc.) to control the emission of particles and avoid unnecessary particle emission.

[0257] Dynamic Adjustment: Dynamically adjust the emission rate of particles based on the game scene and performance requirements. For example, reduce the emission rate of particles in distant or performance-sensitive areas.

[0258] Optimizing particle properties

[0259] Turn off unnecessary attributes: For example, turn off shadows, lighting, and AlphaBlend to reduce the burden on the GPU.

[0260] Use appropriate textures: Choose textures that are appropriate for the particle system and avoid using textures that are too large or complex.

[0261] Optimize materials: Use built-in materials as much as possible, reduce the number of unnecessary materials, and use the same material instances as much as possible.

[0262] Particle Effects Art Specifications

[0263] Develop specifications: Develop art specifications for particle effects based on game needs and performance requirements. The specifications should clearly define the number, size, texture size and other parameters of the particles.

[0264] Follow specifications: When designing and implementing particle effects, follow established art specifications to ensure that the particle effects meet the requirements in terms of both visuals and performance.

[0265] Testing and Adjustment

[0266] Performance testing: After optimization, perform performance testing on the particle system to observe its impact on game performance.

[0267] Adjustment and optimization: According to the test results, adjust and optimize the particle system until satisfactory performance and visual effects are achieved.

[0268] Precautions

[0269] Avoid over-optimization: When optimizing a particle system, avoid over-optimization that causes the particle effect to lose its original visual charm.

[0270] Focus on user experience: Always put user experience first and ensure that the optimized particle system can provide a good gaming experience.

[0271] Through the above steps, the particle system and special effects can be effectively optimized, the number of particles and the emission rate can be limited, so as to maintain good visual effects while improving game performance.

[0272] Network optimization is crucial for multiplayer online games, especially the optimization of network synchronization strategy, which can significantly reduce network delay and lag and improve the player's gaming experience. The following is the specific process of multiplayer game network optimization:

[0273] Analyze the current network synchronization strategy: Gain in-depth understanding of the network synchronization strategy currently used by the game, including client-server (C / S) architecture or peer-to-peer (P2P) architecture.

[0274] Analyze the characteristics of existing strategies in terms of data transmission, synchronization frequency, and synchronization data volume.

[0275] Identify and optimize synchronization data: Synchronize only necessary data: Determine which data must be synchronized between players, such as player positions, state changes, important events, etc. Avoid synchronizing non-critical or predictable data.

[0276] Compress data: Use data compression algorithms to reduce the size of synchronized data, such as using gzip, LZMA and other compression technologies.

[0277] Incremental update: When data changes, only the changed part is transmitted instead of the entire data block. This is called a differential update strategy.

[0278] Optimize network transmission: Use UDP protocol: For multiplayer games with high real-time requirements, you can consider using UDP protocol instead of TCP protocol, because UDP has lower latency and higher efficiency. However, it should be noted that UDP does not provide data integrity and sequence guarantees, which need to be handled by game developers themselves.

[0279] Reduce data packet size: By optimizing data structure and encoding method, the size of each data packet is reduced to reduce transmission delay.

[0280] Intelligent routing and load balancing: Select the best server and network path to transmit data, ensuring fast data transmission and response.

[0281] Optimize synchronization frequency: Dynamically adjust the synchronization frequency: Dynamically adjust the synchronization frequency according to the game scene, player activity and network conditions. Increase the synchronization frequency when player activity is frequent or network conditions are poor, and decrease it otherwise.

[0282] Avoid frequent small data packets: To reduce the frequent sending of small data packets, you can try to merge multiple small data packets into a large data packet for sending.

[0283] Predictive synchronization: Use predictive synchronization strategies to reduce communication delays between players. By predicting the future state or behavior of other players, the game state is updated and rendered in advance.

[0284] Use of network optimization tools: Use professional network optimization tools to analyze and improve the network performance of the game. These tools can help developers identify network bottlenecks, measure latency and bandwidth usage, etc.

[0285] Testing and tuning: Conduct a large number of tests in different network environments, including low latency, high latency, and different packet loss rates.

[0286] Adjust and optimize the network synchronization strategy based on the test results until the best game performance and player experience are achieved.

[0287] Continuous monitoring and maintenance: Continuously monitor network performance after the game goes online to ensure the stability and smoothness of the game under different network conditions.

[0288] Regularly collect and analyze player feedback to promptly identify and resolve issues such as network delays and lags.

[0289] Through the above steps, the network synchronization strategy of multiplayer online games can be optimized to reduce network delays and freezes, and improve players' gaming experience.

[0290] Implementing the dynamic resolution adjustment function to dynamically adjust the rendering resolution of the game according to the current performance indicators (such as frame rate) can reduce the hardware burden while maintaining a smooth gaming experience. The following is the detailed implementation process of this function:

[0291] Demand Analysis

[0292] Determine the trigger conditions: First determine which performance indicators need to be degraded to trigger dynamic resolution adjustment. Generally speaking, this is usually when the frame rate drops below a certain preset threshold.

[0293] Determine scaling range: Determine the maximum and minimum limits for resolution scaling to ensure your game maintains acceptable visuals on a variety of hardware configurations.

[0294] System Integration

[0295] Integrated performance monitoring module: A performance monitoring module is integrated into the game engine, which can capture and record key performance indicators such as game frame rate and GPU usage in real time.

[0296] Integrated resolution adjustment module: Implement a resolution adjustment module that can dynamically adjust the rendering resolution of the game based on the data provided by the performance monitoring module.

[0297] Resolution adjustment strategy

[0298] Smooth transition: When adjusting the resolution, a smooth transition is used to avoid discomfort to players caused by sudden changes in resolution.

[0299] Heuristic-based adjustments: Based on factors such as the current game scene, player activity, and performance data, heuristics are used to determine whether and to what extent the resolution needs to be adjusted.

[0300] Resolution adjustment implementation

[0301] Set Thresholds: Set one or more thresholds for the frame rate. When the frame rate drops below a certain threshold, the rendering resolution starts to decrease; when the frame rate rises above another threshold, the resolution is gradually restored.

[0302] Adjustment logic: Write logic code to dynamically adjust the rendering resolution based on changes in frame rate. This usually involves modifying the rendering settings of the game engine, including resolution, anti-aliasing level, etc.

[0303] Debugging and Optimization

[0304] Performance testing: Test the dynamic resolution adjustment feature under different hardware configurations and game scenarios to ensure that it works properly in various situations.

[0305] Parameter adjustment: Adjust the threshold, adjustment range and other parameters according to the test results to achieve the best balance between performance and visual effects.

[0306] User Interface and Feedback

[0307] Provide options: Provide dynamic resolution adjustment options in the game settings, allowing players to adjust according to personal preferences and hardware configuration.

[0308] Display feedback: Display information such as the current rendering resolution and frame rate on the game interface so that players can understand the performance status of the game.

[0309] Precautions

[0310] Avoid frequent adjustments: To avoid discomfort and hardware burden caused by frequent resolution adjustments, you can set a certain time interval or condition limit to adjust the resolution.

[0311] Consider other performance indicators: In addition to frame rate, you can also consider incorporating other performance indicators such as GPU usage and memory usage into the trigger conditions for dynamic resolution adjustment.

[0312] By implementing the dynamic resolution adjustment function, the game can reduce the hardware burden while maintaining a smooth gaming experience, improving the playability and adaptability of the game.

[0313] In addition, the terms "first" and "second" are used for descriptive purposes only and should not be understood as indicating or implying relative importance or implicitly indicating the number of the indicated technical features. Therefore, the features defined as "first" and "second" may explicitly or implicitly include at least one of the features. In the description of the present invention, the meaning of "plurality" is at least two, such as two, three, etc., unless otherwise clearly and specifically defined.

[0314] In the description of this specification, the description with reference to the terms "one embodiment", "some embodiments", "example", "specific example", or "some examples" etc. means that the specific features, structures, materials or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present invention. In this specification, the schematic representations of the above terms do not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials or characteristics described may be combined in any one or more embodiments or examples in a suitable manner. In addition, those skilled in the art may combine and combine the different embodiments or examples described in this specification and the features of the different embodiments or examples, without contradiction.

[0315] Although the embodiments of the present invention have been shown and described above, it is to be understood that the above embodiments are exemplary and are not to be construed as limitations of the present invention. A person skilled in the art may change, modify, replace and vary the above embodiments within the scope of the present invention.

Claims

1. A game scene management method, characterized in that: The following steps are involved: Step 1: Layered loading, split the map into multiple small areas; dynamically load and unload areas based on the player's position; Step 2: Activate on demand, objects in the scene remain inactive when not needed; Step 3: Data flow optimization: Optimize the data flow to ensure that the loading and unloading order of scene data is reasonable; Step 4: Scene dependency management: Manage the dependencies between scenes to ensure that when a scene is loaded, its dependent resources have been loaded or are being loaded; Step 5: Resource optimization: optimize models, textures and animations; Step 6: Asynchronous loading: Use asynchronous or background threads to load resources; Step 7: Lighting and shadow management: Use a combination of pre-calculated lighting and real-time lighting, limit the number of dynamic light sources, and arrange the positions of light sources; Step 8: Particle system and special effects management: optimize particle effects and limit the number of particles and emission rate; Step 9: Network optimization: Optimize network synchronization strategy for multiplayer games; Step 10: Testing and monitoring: Perform performance testing and monitor FPS and resource usage; Step 11: Dynamic resolution adjustment: Implement the dynamic resolution adjustment function to dynamically adjust the game's rendering resolution based on current performance indicators.

2. A game scene management method according to claim 1, characterized in that: The specific contents of the hierarchical loading are as follows: Map segmentation Divide large maps into multiple small areas. These blocks are divided into terrain, functions or game design requirements. Loading and unloading strategies determine the boundary range of loading and unloading. When the player approaches a block, the block starts to be loaded; when the player moves away, the block is unloaded. Data management and resource pooling, creating a centralized data management system that tracks which blocks have been loaded into memory and which blocks need to be loaded or unloaded; Scene Transitions: Use transition effects to hide any lag or delay during loading and unloading when the player moves from one chunk to another. Boundary processing, handling the movement and interaction of NPCs, players, and other game elements at the block boundaries; Performance optimization: Monitor and analyze performance bottlenecks during loading and unloading, and optimize accordingly.

3. A game scene management method according to claim 1, characterized in that: The specific contents of the data flow optimization are as follows: Optimize the order of scene data loading and unloading: Analyze loading requirements, and prioritize and delay loading scene data based on game design and player behavior; Use priority queues: Sort scene data by loading priority, and prioritize loading data that has the greatest impact on the player's current experience; Asynchronous loading: Load non-critical scene data in the background thread; Reduce disk seek time: interleaved numbering and staggered naming; Preloading and caching: Preload and cache scene data that players are likely to access soon to reduce latency in real-time loading.

4. A game scene management method according to claim 1, characterized in that: The specific process of scene dependency management is as follows: Analyze scenario requirements: Analyze all resources required for each scenario, including direct and indirect dependencies; Use tool assistance: Use tools or plugins to automatically identify and visualize dependencies between scenes; Loading order optimization: Priority sorting, assigning priorities to resources based on their importance and loading time, asynchronous loading: For non-critical resources, use asynchronous loading technology to avoid blocking the main thread; Prediction and preloading: Based on the player's behavior and game logic, predict the scenes and resources that need to be loaded, and load them in advance; Cache strategy: Use cache mechanism to store loaded resources Resource locking: When a resource is loaded or used, a locking mechanism is used to prevent other scenes or systems from accessing or modifying it at the same time; Resource unloading: Unload resources when the scene switches or when they are no longer needed; Reference counting: Use reference counting technology to track resource references.

5. A game scene management method according to claim 1, characterized in that: The specific process of resource optimization is as follows: Reduce polygon count: Reduce the number of polygons used in the model; Compress model data: Use model compression technology to reduce the size of model files; Texture optimization: choose texture size based on the needs of the game and the capabilities of the target platform; Use texture compression: Use texture compression algorithms to reduce texture memory usage and loading time; Optimize texture format: Choose a texture format suitable for the target platform; Reduce the number of textures: Reduce the overhead of texture switching by merging multiple small textures into a large texture set; Animation optimization, compressed animation data: using animation compression technology, providing built-in animation compression options; Optimize animation playback: reduce unnecessary calculation and rendering overhead by setting the animation playback speed and loop mode; Use skeletal animation to drive the model's animation by adjusting the position and rotation of the bones; Asynchronous loading and preloading: For large resource files, use asynchronous loading and preloading technology to reduce game loading time and lag; Resource management: manage the loading and unloading of resources in the game and release resources that are no longer in use; Continuous testing and tuning: Test your game’s performance on different devices and configurations, and adjust your optimization strategy based on the test results.

6. A game scene management method according to claim 1, characterized in that: The specific process of lighting and shadow management is as follows: Creating lightmaps: In a game development environment, lightmaps are created through a baking process; Select the scene or object to be baked and set the baking parameters; Start the baking process and generate lightmaps; Apply the generated lightmap to static scene objects; Real-time lighting, set dynamic light source, adjust dynamic light source parameters, and adjust the intensity, color, and shadow quality of dynamic light source as needed; Limit the number of dynamic light sources, analyze scene requirements, use static light sources instead, arrange light source positions, and balance visual effects and performance.

7. A game scene management method according to claim 1, characterized in that: The specific process of particle system and special effects management is as follows: Evaluate the current particle system: view the number of particles, check the number of particles in the current particle system, and evaluate whether the number of particles needs to be reduced; Analyze emission rate: Analyze the emission rate of particles, that is, the number of particles emitted per unit time; Limit the number of particles and set an upper limit: Set an upper limit on the number of particles based on the performance requirements and visual effects of the game; Optimization algorithm: Use algorithms to optimize the distribution and update of particles; Merge particles: merge multiple similar particles into one if possible; Control the emission rate: adjust the emission rate parameters, directly adjust the emission rate parameters of the particle system, and reduce the number of particles emitted per unit time; Use triggers: control the emission of particles through triggers; Dynamic adjustment: dynamically adjust the emission rate of particles according to the game scene and performance requirements; Performance testing: After optimization, perform performance testing on the particle system and obtain test results; Adjustment and optimization: Adjust and optimize the particle system based on the test results.

8. A game scene management method according to claim 1, characterized in that: The specific process of the network optimization is as follows: Analyze the current network synchronization strategy, identify and optimize the synchronization data: synchronize only the necessary data; Compressed data: Use data compression algorithms to reduce the size of synchronized data; Incremental update: When data changes, only the changed part is transmitted; Reduce data packet size: optimize data structure and encoding method to reduce the size of each data packet; Optimize synchronization frequency: Dynamically adjust the synchronization frequency according to the game scene, player activity and network conditions. Increase the synchronization frequency when player activity is frequent or network conditions are poor, and decrease it when the frequency is low. Predictive synchronization: Use predictive synchronization strategies to reduce communication delays between players, by predicting the future status or behavior of other players, and updating and rendering the game status in advance; Testing and tuning: Conduct a large number of tests in different network environments, including low latency, high latency, and packet loss rate; Adjust and optimize network synchronization strategies based on test results; hold Continuous monitoring and maintenance: Continuously monitor network performance after the game is launched, and regularly collect and analyze player feedback.

9. A game scene management system, the system is applied to the management method according to claims 1-8, characterized in that: The management system comprises: Hierarchical loading module, used to divide the map into multiple small areas and load them in layers; On-demand activation module: The on-demand activation module is used to keep objects in the scene inactive when not needed; Data flow optimization module: The data flow optimization module is used to optimize data flow; Scene dependency management module: The scene dependency management module is used to manage the dependencies between scenes; Resource Optimization Module: The resource optimization module is used to optimize models, textures and animations; Asynchronous loading module: The asynchronous loading module is used to load resources using asynchronous or background threads; Lighting and shadow management module: The lighting and shadow management module is used to limit the number of dynamic light sources and arrange the positions of light sources; Particle system and special effects management module: Particle system and special effects management module is used to optimize particle effects; Network optimization module: The network optimization module optimizes the network synchronization strategy for multiplayer games; Testing and monitoring module: The testing and monitoring module is used to perform performance testing; Dynamic resolution adjustment module: The dynamic resolution adjustment module is used to run the dynamic resolution adjustment function.

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