A game scene management method and system

Through comprehensive application of technical means such as layered loading and on-demand activation, game scene management is optimized, and the problem of poor management results in the existing technology is solved, the game performance and fluency are improved, and the game experience is improved.

CN119455382BActive Publication Date: 2025-07-18CHENGDU QINGCHENG NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202411242829.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-09-05
Publication Date
2025-07-18
Estimated Expiration
2044-09-05

AI Technical Summary

Technical Problem

The existing game scene management methods and system management are poor, and cannot meet user needs, affecting the use of game scene management.

Method used

Optimize the game scene management process through technical means such as hierarchical 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, and dynamic resolution adjustment.

Benefits of technology

Improve game performance and smoothness, ensure that the game maintains smooth performance at different scales, reduce loading time and network latency, and improve players' gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a game scene management method and system, including Step 1: hierarchical loading, splitting the map into multiple small regions; dynamically loading and unloading regions according to the player's position; Step 2: activation on demand, objects in the scene remain inactive when not needed; Step 3: data stream optimization: optimizing the data stream to ensure a reasonable loading and unloading order of scene data; Step 4: scene dependency management: managing the dependency relationships between scenes to ensure that when a scene is loaded, the resources it depends on have been loaded or are being loaded; Step 5: resource optimization: optimizing models, textures, and animations; Step 6: asynchronous loading: using asynchronous or background threads to load resources; Step 7: lighting and shadow management: using a combination of pre-computed lighting and real-time lighting, limiting the number of dynamic light sources, and arranging the positions of light sources. The present invention can better perform the overall management of game scenes.
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Description

Technical Field

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

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

[0003] In the process of game scene management, game scene management methods and systems will be used.

[0004] The existing game scene management methods and systems have poor management effects and cannot meet the user's usage requirements, 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 methods and systems have poor management effects and cannot meet the user's usage requirements, which has a certain impact on the use of game scene management, and provides a game scene management method and system.

[0006] The present invention solves the above technical problems through the following technical solutions. The present invention includes the following steps:

[0007] Step 1: Hierarchical loading, dividing the map into multiple small areas; dynamically loading and unloading areas according to the player's position;

[0008] Step 2: Activation on demand, keeping the objects in the scene in an inactive state when not needed;

[0009] Step 3: Data stream optimization: optimizing the data stream to ensure a reasonable order of loading and unloading of scene data;

[0010] Step 4: Scene dependency management: managing the dependency relationships between scenes to ensure that when a scene is loaded, the resources it depends on have been loaded or are being loaded;

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

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

[0013] Step 7: Lighting and shadow management: using a combination of pre-computed lighting and real-time lighting, restricting the number of dynamic light sources, and arranging the positions of light sources;

[0014] Step 8: Particle System and Special Effect Management: Optimize the particle effects, limit the number of particles and emission rate;

[0015] Step 9: Network Optimization: For multiplayer games, optimize the network synchronization strategy;

[0016] Step 10: Testing and Monitoring: Conduct performance tests, monitor the FPS and resource usage;

[0017] Step 11: Dynamic Resolution Adjustment: Implement the dynamic resolution adjustment function, dynamically adjust the game's rendering resolution according to the current performance metrics.

[0018] Furthermore, the specific content of the hierarchical loading is as follows: Map segmentation

[0019] Divide the large map into multiple small regions. The content of these block divisions includes: terrain, functions, or game design requirements;

[0020] Loading and unloading strategy, determine a boundary range for loading and unloading. When the player approaches a block, start loading the block; when the player moves away, unload the block;

[0021] Data management and resource pool, create a centralized data management system to track which blocks have been loaded into memory and which blocks need to be loaded or unloaded;

[0022] Scene transition: When the player moves from one block to another, use transition effects to hide any lags or delays during the loading and unloading process;

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

[0024] Performance optimization: Monitor and analyze the performance bottlenecks during the loading and unloading process and perform corresponding optimizations.

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

[0026] Optimization of the loading and unloading order of scene data: Analyze the loading requirements, and according to the game design and player behavior, analyze the scene data to be loaded first and the data to be loaded later;

[0027] Use a priority queue: Sort the scene data according to the loading priority, and give priority to loading the data that has the greatest impact on the player's current experience;

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

[0029] Reduce disk seek time: Interleave numbering and misaligned naming;

[0030] Preloading and Caching: Preload and cache the scene data that players may be about to access to reduce the latency of real-time loading.

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

[0032] Analyze Scene Requirements: Analyze all the resources required for each scene, including direct and indirect dependencies;

[0033] Use Tools for Assistance: Utilize tools or plugins to automatically identify and visualize the dependency relationships between scenes;

[0034] Optimize Loading Order: Sort by priority, assign priorities to resources according to their importance and loading time, Asynchronous Loading: For non-critical resources, use asynchronous loading techniques 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 preload them in advance;

[0036] Caching Strategy: Utilize the caching mechanism to store the loaded resources

[0037] Resource Locking: When a resource is being loaded or used, prevent other scenes or systems from accessing or modifying it simultaneously through a locking mechanism;

[0038] Resource Unloading: Unload it when the scene is switched or the resource is no longer needed;

[0039] Reference Counting: Use reference counting techniques to track the reference situation of resources.

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

[0041] Reduce the Number of Polygons: Reduce the number of polygons used in the model;

[0042] Compress Model Data: Utilize model compression techniques to reduce the size of the model file;

[0043] Texture Optimization: Select the texture size according to the requirements of the game and the capabilities of the target platform;

[0044] Use Texture Compression: Use texture compression algorithms to reduce the memory footprint and loading time of textures;

[0045] Optimize Texture Format: Select a texture format suitable for the target platform;

[0046] Reduce the Number of Textures: By merging multiple small textures into a large texture set, reduce the overhead of texture switching;

[0047] Animation Optimization, Compress Animation Data: Use animation compression techniques, which provide built-in animation compression options;

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

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

[0050] Asynchronous loading and preloading: For large resource files, use asynchronous loading and preloading technologies to reduce the loading time and stuttering of the game.

[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 adjustment: Test the performance of the game on different devices and configurations and adjust the optimization strategy according to the test results.

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

[0054] Create a light map: In the game development environment, create a light map through the baking process;

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

[0056] Start the baking process to generate a light map;

[0057] Apply the generated light map to static scene objects;

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

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

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

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

[0062] Analyze the 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 for the number of particles according to the performance requirements and visual effects of the game;

[0064] Optimize the algorithm: Use an algorithm to optimize the distribution and update of particles;

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

[0066] Control emission rate: Adjust the emission rate parameter, directly adjust the emission rate parameter 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 to obtain test results;

[0069] Adjustment and optimization: Adjust and optimize the particle system according to the test results.

[0070] Furthermore, the specific process of the network optimization is as follows: Analyze the current network synchronization strategy, identify and optimize synchronization data: Only synchronize necessary data;

[0071] Compress data: Use data compression algorithms to reduce the size of synchronization data;

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

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

[0074] Optimize synchronization frequency: Dynamically adjust the synchronization frequency, dynamically adjust the synchronization frequency according to the game scene, player activities, and network conditions, increase the synchronization frequency when player activities are frequent or the network conditions are poor, and vice versa;

[0075] Predictive synchronization: Use predictive synchronization strategies to reduce communication latency between players, and update and render the game state in advance by predicting the future states or behaviors of other players;

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

[0077] Adjust and optimize the network synchronization strategy according to the test results;

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

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

[0080] A hierarchical loading module, used to divide the map into multiple small areas and perform hierarchical loading;

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

[0082] Data Flow Optimization Module: The data flow optimization module is used to optimize the 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: The 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 tests;

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

[0091] The present invention has the following advantages compared with the prior art: For this game scene management method and system, by comprehensively applying these scene management methods, developers can effectively manage game scenes, improve the performance and smoothness of the game, maintain high efficiency and a smooth gaming experience, ensure that the game can maintain smooth performance at different scales, can significantly improve the loading speed and performance of the game, bring a better gaming 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-computed lighting and real-time lighting, limit the number of dynamic light sources and reasonably arrange the positions 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 emission rate, thereby maintaining good visual effects while improving game performance, reduce network latency and lag phenomena, enhance the gaming experience of players, and make this system more worthy of promotion and use. BRIEF DESCRIPTION OF THE DRAWINGS

[0092] Figure 1 is a flowchart of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0093] The following is a detailed description of the embodiments of the present invention. These embodiments are implemented on the premise of the technical solution of the present invention, and detailed implementation manners and specific operation processes are given. However, the protection scope of the present invention is not limited to the following embodiments.

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

[0095] Level Streaming: Divide a large map into multiple small regions (usually called "blocks" or "sub-levels").

[0096] Dynamically load and unload these regions according to the player's position to reduce memory usage and improve rendering efficiency.

[0097] Activation on Demand: Objects in the scene remain inactive when not needed.

[0098] Activate only when the player approaches or interacts with them to save system resources.

[0099] Data Stream Optimization: Optimize the data stream to ensure a reasonable order of loading and unloading scene data.

[0100] Avoid excessive disk seek time to improve the loading speed.

[0101] Scene Dependency Management: Manage the dependency relationships between scenes to ensure that when a scene is loaded, the resources it depends on 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 sizes and memory footprints.

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

[0105] Asynchronous Loading: Use asynchronous or background threads to load resources and avoid 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 reasonable combination of pre-computed lighting (such as light maps) and real-time lighting (such as dynamic shadows).

[0108] Limit the number of dynamic light sources and arrange the positions of light sources reasonably to balance visual effects and performance.

[0109] Particle System and Special Effect Management: Optimize particle effects and limit the number of particles and emission rates.

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

[0111] Network optimization (for multiplayer games): Optimize the network synchronization strategy, synchronize only necessary data, and reduce network latency and lag.

[0112] Testing and monitoring: Conduct performance tests and monitor FPS (frames per second) and resource usage.

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

[0114] Collect player feedback to understand which areas they encounter performance issues and optimize accordingly.

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

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

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

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

[0119] Definition and concept

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

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

[0122] Implementation method

[0123] Object Pooling: A commonly used technique for implementing on-demand activation. Game developers create an object pool containing multiple objects at game startup or when needed. These objects are set to an inactive state. When an object is needed, an object is activated from the object pool and placed into 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: Based on the player's position and interaction with objects, objects in the scene are dynamically loaded and unloaded. When the player moves away from a certain area, the objects in that area can be unloaded to free up resources. When the player approaches that area, these objects are loaded again.

[0125] Advantages

[0126] Save system resources: By activating objects on demand, the game can manage its resource usage more efficiently, reduce unnecessary computing and rendering loads, and thus improve the game's performance.

[0127] Optimize the user experience: Activating on demand can reduce the game's loading time and latency, enabling players to enter the game faster and interact with the objects in the scene.

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

[0129] Examples

[0130] In a large open-world game, distant mountains and buildings 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, the player 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 different scales.

[0132] Through on-demand activation techniques, game developers can create a more efficient, smooth, and scalable gaming experience.

[0133] Data flow optimization is a crucial technology in game development. It ensures a reasonable order of loading and unloading scene data to reduce loading time and improve the gaming 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 a priority queue: Sort the scene data by loading priority and load the data that has the greatest impact on the player's current experience first.

[0136] Asynchronous loading: Load non-critical scene data in the 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 a large amount of scene data.

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

[0139] Preloading and caching: Preload and cache scene data that players may access soon to reduce the latency of 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 during transmission.

[0141] Multithreading: Utilize multithreading technology to process tasks in scene loading in parallel, such as resource decompression, data parsing, etc.

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

[0143] Memory monitoring and management: Real-time monitoring: By monitoring the usage of game memory in real time, promptly detect and handle memory-related problems to ensure that data flow optimization does not cause memory leaks or excessive consumption.

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

[0145] In summary, data flow optimization involves various technical and management strategies. By arranging the loading and unloading order of scene data reasonably, reducing disk seek time, using more efficient storage devices and compression technology, multithreading, and memory monitoring and management, the loading speed and performance of the game can be significantly improved, bringing a better gaming experience to players.

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

[0147] Definition and concepts

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

[0149] Dependency Management: It involves identifying, tracking, and managing these dependencies to ensure that resources are loaded and unloaded at the correct times.

[0150] Strategies for Scene Dependency Management

[0151] Identifying Dependencies

[0152] Analyzing Scene Requirements: Carefully analyze all the resources required for each scene, including direct and indirect dependencies.

[0153] Using Tools for Assistance: Utilize specialized tools or plugins to automatically identify and visualize the dependencies between scenes.

[0154] Optimizing Loading Order

[0155] Priority Sorting: Assign priorities to resources based on their importance and loading times. 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] Predicting and Preloading: Based on the player's behavior and game logic, predict the scenes and resources that may need to be loaded and preload them in advance.

[0159] Caching Strategy: Utilize a caching mechanism to store the loaded resources for quick access when needed.

[0160] Conflict Detection and Resolution

[0161] Resource Locking: When a resource is being loaded or used, prevent other scenes or systems from accessing or modifying it simultaneously through a locking mechanism.

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

[0163] Unloading and Resource Recycling

[0164] Resource Unloading: When a scene is switched or a resource is no longer needed, unload it in a timely manner to release memory and computing resources.

[0165] Reference Counting: Use reference counting techniques to track the reference status of resources and ensure that resources are correctly unloaded when there are no references.

[0166] Precautions for Scene Dependency Management

[0167] Keep updated: As the game is developed and updated, the scenes and resources may change. Ensure that the 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 can work effectively in different environments.

[0169] Performance monitoring: Regularly monitor and analyze the performance data of the game to discover and solve problems related to scene dependency management.

[0170] By implementing the above strategies and precautions, the dependencies between scenes can be effectively managed, ensuring the correct loading and unloading of resources, thereby improving the stability and performance of the game.

[0171] Resource optimization is a very crucial part of game development, especially in the optimization of models, textures, and animations. The following are the 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 detail to be used at different distances. Using low-detail models in places far from the player can reduce drawing operations and optimize rendering performance.

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

[0176] Texture optimization

[0177] Use reasonable texture sizes: According to the requirements of the game and the capabilities of the target platform, select appropriate texture sizes. Avoid using overly large or small textures to reduce memory usage and improve 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 reduce the file size while keeping the clarity and details of the textures.

[0179] Optimize texture format: Select a texture format suitable for the target platform. For example, on the iOS platform, the PVRTC format is a good choice as it offers high compression ratio and good visual quality. On the Android platform, choose ETC1 or other supported formats according to the device's capabilities.

[0180] Reduce the number of textures: By combining multiple small textures into a large texture atlas, the overhead of texture switching can be reduced and rendering efficiency can be improved.

[0181] Animation optimization

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

[0183] Optimize animation playback: By reasonably setting the playback speed and loop mode of animations, unnecessary calculations and rendering overhead can be reduced. For example, avoid frequently switching animation states or repeating the same animation segments.

[0184] Use skinned mesh animation: Skinned mesh animation allows the animation of models to be driven by adjusting the position and rotation of bones. Compared to frame-by-frame animation, skinned mesh 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 techniques can reduce the game's loading time and stuttering.

[0187] Resource management: Reasonably manage the loading and unloading of resources in the game, and release resources that are no longer in use in a timely manner to save memory and improve game performance.

[0188] Continuous testing and adjustment: Test the game's performance on different devices and configurations, and adjust the optimization strategy according to the test results. As the game is developed and updated, resources may need to be continuously optimized to adapt to new requirements and environments.

[0189] By implementing the above optimization strategies, the file sizes and memory footprints of models, textures, and animations can be effectively reduced, improving the game's performance and loading speed while maintaining visual quality.

[0190] Lighting and shadow management are crucial in game development for creating a realistic environment and enhancing the player experience. The following are suggestions on how to use precomputed lighting and real-time lighting, limit the number of dynamic light sources, and arrange the light source positions reasonably:

[0191] Precomputed Lighting: Lightmaps

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

[0193] Advantages: Fast rendering speed as most of the lighting information has been precomputed.

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

[0195] Disadvantages: Not suitable for dynamic scenes or dynamic objects as lightmaps are computed based on static scenes.

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

[0197] Real-Time Lighting: Dynamic Shadows

[0198] Definition: Real-time lighting refers to the technique of calculating lighting and shadows based on the real-time light source positions and dynamic objects in a 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] Real-time calculation, can dynamically adjust shadows according to light source positions and scene changes.

[0201] Disadvantages: High computational cost, may consume more computing resources.

[0202] In some complex scenes, it may produce unsatisfactory shadow effects such as jagged shadows or shadow drifting.

[0203] 3. Limit the Number of Dynamic Light Sources and Arrange Positions Reasonably

[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: Try to reduce the number of dynamic light sources and give priority to using static light sources and precomputed lightmaps.

[0206] For dynamic light sources that must be used, reasonably set their positions and intensities to avoid creating unnecessary shadows or lighting effects.

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

[0208] Utilize the hierarchical structure of light sources (such as light source groups) to group light sources with similar lighting characteristics together for easy management and optimization.

[0209] Lighting and Shadow Management Recommendations

[0210] Combined Use: According to the specific requirements of the game, reasonably combine the use of pre-computed light maps and real-time lighting techniques. For static scenes and objects, give priority to using light maps; for dynamic scenes and objects, use real-time lighting and dynamic shadow techniques.

[0211] Performance Optimization: Optimize the performance of the game by methods such as limiting the number of dynamic light sources, reasonably arranging the positions of light sources, and using the light baking technique. Ensure that while meeting the visual effect requirements, the calculation burden is reduced as much as possible.

[0212] Testing and Adjustment: During the development process, continuously test and adjust the lighting and shadow effects to ensure that they can exhibit good performance and visual effects on different devices and configurations.

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

[0214] Determine Special Effect Requirements

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

[0216] Formulate Special Effect Design Plans

[0217] Special effect designers carry out creative conceptions according to the requirements and design special effect effects that conform to the game style and requirements.

[0218] At this stage, aspects such as the animation effects, color combinations, and lighting effects of the special effects need to be considered.

[0219] Produce Special Effect Prototypes

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

[0221] Prototyping can more intuitively display the effects of special effects, facilitating subsequent modification and adjustment.

[0222] Particle System Creation and Adjustment

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

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

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

[0226] Start Speed (initial particle speed): Set the speed when the particle is emitted.

[0227] Start Size (initial particle size): Set the size when the particle is emitted.

[0228] Gravity Modifier: Adjust the degree of gravity influence on the particle.

[0229] Color over Lifetime: Set the rule of how the particle color changes over time.

[0230] Adjustment and Optimization of Special Effects

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

[0232] Technical Implementation

[0233] The special effects designer collaborates with the 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 effect trigger conditions need to be considered.

[0235] Debugging and Optimization

[0236] After the special effects are implemented in the game, continuous debugging and optimization are required.

[0237] According to the actual running effect, adjust the performance of the special effects to ensure that both the effect and performance of the special effects 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] The special effects designers, together with the art, planning, and programming staff, review and confirm the final effect of the special effects to ensure that the special effects can be perfectly integrated into the game.

[0241] Special Effects Management

[0242] Resource Management: Reasonably manage the special effects 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, the particle system 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 terms of limiting the number of particles and emission rate, can be carried out 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 lead to performance degradation, so it is necessary to evaluate whether the number of particles needs to be reduced.

[0249] Analyze the 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 the performance burden.

[0250] Limit the number of particles

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

[0252] Optimize the algorithm: Use algorithms to optimize the distribution and update of particles to ensure 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] Control the emission rate

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

[0256] Using triggers: Control the emission of particles through triggers (such as player behavior, game events, etc.) to avoid unnecessary particle emissions.

[0257] Dynamic adjustment: Dynamically adjust the emission rate of particles according to the game scene and performance requirements. For example, reduce the emission rate of particles in the distance or performance-sensitive areas.

[0258] Optimizing particle properties

[0259] Turn off unnecessary properties: Such as turning off properties like shadows, lighting, and AlphaBlend to reduce the GPU burden.

[0260] Use appropriate textures: Select textures suitable for the particle system and avoid using overly large or complex textures.

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

[0262] Artistic specifications for particle effects

[0263] Formulate specifications: According to the game requirements and performance requirements, formulate artistic specifications for particle effects. The specifications should clearly define the limits of parameters such as the number of particles, size, and texture size.

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

[0265] Testing and adjustment

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

[0267] Adjust and optimize: 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 the particle system, avoid over-optimization that causes the particle effects to lose their original visual charm.

[0270] Pay attention to the user experience: Always prioritize the user experience and ensure that the optimized particle system can provide a good game experience.

[0271] Through the above steps, the particle system and special effects can be effectively optimized, limiting the number of particles and the emission rate, thereby improving game performance while maintaining good visual effects.

[0272] Network optimization is crucial for multiplayer online games. In particular, optimizing the network synchronization strategy can significantly reduce network latency and lag, enhancing the players' gaming experience. The following is the specific process for optimizing the network of multiplayer games:

[0273] Analyze the current network synchronization strategy: Thoroughly understand the network synchronization strategy currently adopted by the game, including the client-server (C / S) architecture or peer-to-peer (P2P) architecture, etc.

[0274] Analyze the characteristics of the existing strategy in terms of data transmission, synchronization frequency, and the amount of synchronized data.

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

[0276] Compress data: Adopt data compression algorithms to reduce the size of synchronized data, such as using compression techniques like gzip, LZMA, etc.

[0277] Incremental updates: When data changes, only transmit the changed part instead of the entire data block. This is called the delta update strategy.

[0278] Optimize network transmission: Use the UDP protocol: For multiplayer games with high real-time requirements, consider using the UDP protocol instead of the TCP protocol because UDP has lower latency and higher efficiency. However, note that UDP does not provide data integrity and order guarantee, and game developers need to handle it themselves.

[0279] Reduce the size of data packets: By optimizing the data structure and encoding method, reduce the size of each data packet to lower the transmission latency.

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

[0281] Optimize the synchronization frequency: Dynamically adjust the synchronization frequency: Dynamically adjust the synchronization frequency according to the game scenario, player activities, and network conditions. Increase the synchronization frequency when players are active or the network condition is poor, and vice versa.

[0282] Avoid frequent small data packets: Reduce the frequent sending of small data packets. You can try to combine multiple small data packets into a large data packet for sending.

[0283] Predictive synchronization: Use the predictive synchronization strategy to reduce the communication latency between players. By predicting the future state or behavior of other players, update and render the game state in advance.

[0284] Usage 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, bandwidth usage, etc.

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

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

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

[0288] Regularly collect and analyze player feedback, and promptly discover and solve problems such as network latency and lag.

[0289] Through the above steps, the network synchronization strategy for multiplayer online games can be optimized, reducing network latency and lag, and enhancing the player's game experience.

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

[0291] Requirement analysis

[0292] Determine the trigger conditions: First, determine under which performance metrics decline the dynamic resolution adjustment needs to be triggered. Generally, this is usually when the frame rate drops below a certain preset threshold.

[0293] Determine the adjustment range: Determine the maximum and minimum limits of the resolution adjustment to ensure that the game can maintain an acceptable visual effect on different hardware configurations.

[0294] System integration

[0295] Integrate the performance monitoring module: Integrate a performance monitoring module into the game engine, which can capture and record key performance metrics such as the game's frame rate and GPU usage in real time.

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

[0297] Resolution adjustment strategy

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

[0299] Heuristic-based Adjustment: Based on factors such as the current game scene, player activities, etc., combined with performance data, use heuristics to determine whether to adjust the resolution and the degree of adjustment.

[0300] Resolution Adjustment Implementation

[0301] Set Thresholds: Set one or more thresholds for the frame rate. When the frame rate is below a certain threshold, start reducing the rendering resolution; when the frame rate rises above another threshold, gradually restore the resolution.

[0302] Adjustment Logic: Write logic code to dynamically adjust the rendering resolution according to the change of the 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 function under different hardware configurations and game scenes to ensure that it can work properly in various situations.

[0305] Parameter Adjustment: Adjust parameters such as thresholds and adjustment ranges 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 their personal preferences and hardware configurations.

[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 the discomfort and hardware burden brought to players by frequent resolution adjustments, a certain time interval or condition limit can be set to adjust the resolution.

[0311] Consider Other Performance Metrics: In addition to the frame rate, other performance metrics such as GPU usage and memory occupancy can also be considered as 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] Furthermore, the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the quantity of the indicated technical features. Thus, features defined with "first" and "second" may explicitly or implicitly include at least one such feature. In the description of the present invention, "a plurality of" means at least two, such as two, three, etc., unless otherwise specifically defined.

[0314] In the description of this specification, descriptions with reference to terms such as "one embodiment", "some embodiments", "examples", "specific examples", or "some examples" etc. mean that the specific features, structures, materials, or characteristics described in connection 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 a suitable manner in any one or more embodiments or examples. In addition, without contradiction, those skilled in the art can combine and combine the different embodiments or examples described in this specification and the features of different embodiments or examples.

[0315] Although the embodiments of the present invention have been shown and described above, it can be understood that the above embodiments are exemplary and should not be construed as limiting the present invention. Those of ordinary skill in the art can make changes, modifications, substitutions, and variations to the above embodiments within the scope of the present invention.

Claims

1. A game scene management method, characterized in that, It includes the following steps: Step 1: Hierarchical loading. The map is divided into multiple small regions, and regions are dynamically loaded and unloaded according to the player's position. Step 2: Activation on demand. Objects in the scene remain inactive when not needed. Step 3: Data stream optimization. Optimize the data stream to ensure a reasonable order of loading and unloading scene data. Step 4: Scene dependency management. Manage the dependency relationships between scenes to ensure that when a scene is loaded, the resources it depends on 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-computed 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 effect management. Optimize particle effects and limit the number of particles and emission rates. 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 the emission rate, analyze the emission rate of particles, that is, the number of particles emitted per unit time. Limit the number of particles, set an upper limit, and set the upper limit of the number of particles according to the performance requirements and visual effects of the game. Step 9: Network optimization. For multiplayer games, optimize the network synchronization strategy. Step 10: Testing and monitoring. Conduct performance tests and monitor FPS and resource usage. Step 11: Dynamic resolution adjustment. Implement the dynamic resolution adjustment function and dynamically adjust the game's rendering resolution according to the current performance metrics.

2. The method for managing a game scenario according to claim 1, wherein: The specific content of the hierarchical loading is as follows: Map segmentation. The large map is divided into multiple small regions, and the division content of these blocks includes: terrain, functions, or game design requirements. Loading and unloading strategy. Determine a boundary range for loading and unloading. When the player approaches a block, start loading the block; when the player moves away, unload the block. Data management and resource pool. Create a centralized data management system to track which blocks have been loaded into memory and which blocks need to be loaded or unloaded. Scene transition. When the player moves from one block to another, use transition effects to hide any lags or delays during the loading and unloading process. Boundary handling. At the block boundary, handle the movement and interaction of NPCs, players, and other game elements. Performance optimization. Monitor and analyze the performance bottlenecks during the loading and unloading process and perform corresponding optimizations.

3. A game scene management method according to claim 1, characterized in that: The specific content of the data stream optimization is as follows: Optimization of the loading and unloading order of scene data. Analyze the loading requirements and analyze the scene data to be loaded first and deferred loaded according to the game design and player behavior. Use a priority queue. Sort the scene data according to the loading priority and give priority to loading the data that has the greatest impact on the player's current experience. Asynchronous loading. Perform the loading of non-critical scene data in the background thread. Reduce disk seek time. Interleave numbering and misaligned naming. Preloading and caching. Preload and cache the scene data that the player may access soon to reduce the latency of real-time loading.

4. A game scene management method according to claim 1, wherein: The specific process of the scene dependency management is as follows: Analyze scene requirements: Analyze all resources required for each scene, including direct and indirect dependencies; Use tools for assistance: Utilize tools or plugins to automatically identify and visualize the dependencies between scenes; Optimize loading order: Perform priority sorting. Based on the importance and loading time of resources, assign priorities to them. Asynchronous loading: For non-critical resources, use asynchronous loading techniques to avoid blocking the main thread; Predict and preload: Based on the player's behavior and game logic, predict the scenes and resources that need to be loaded and preload them in advance; Caching strategy: Utilize the caching mechanism to store the loaded resources Resource locking: When a resource is being loaded or used, prevent other scenes or systems from accessing or modifying it simultaneously through a locking mechanism; Resource unloading: Unload it when switching scenes or when the resource is no longer needed; Reference counting: Use reference counting techniques to track the reference situation of resources.

5. A game scene management method according to claim 1, characterized in that: The specific process of the above-mentioned resource optimization is as follows: Reduce the number of polygons: Reduce the number of polygons used in the model; Compress model data: Utilize model compression techniques to reduce the size of the model file; Texture optimization: Select the texture size according to the game's requirements and the capabilities of the target platform; Use texture compression: Use texture compression algorithms to reduce the memory occupancy and loading time of textures; Optimize texture format: Select a texture format suitable for the target platform; Reduce the number of textures: By merging multiple small textures into a large texture set, reduce the overhead of texture switching; Animation optimization, compress animation data: Use animation compression techniques, which provide built-in animation compression options; Optimize animation playback: By setting the playback speed and loop mode of the animation, reduce unnecessary calculation and rendering overhead; Use skeletal animation, drive the animation of the model by adjusting the position and rotation of the bones; Asynchronous loading and preloading: For large resource files, use asynchronous loading and preloading techniques to reduce the game's loading time and stuttering phenomenon; Resource management: Manage the loading and unloading of resources in the game, and release resources that are no longer in use; Continuous testing and adjustment: Test the game's performance on different devices and configurations, and adjust the optimization strategy according to the test results.

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

7. A game scene management method according to claim 1, characterized in that: The specific process of the above-mentioned particle system and special effect management is as follows: Optimize algorithms: Use algorithms to optimize the distribution and update of particles; Merge particles: If possible, merge multiple similar particles into one; Control the emission rate: Adjust the emission rate parameter, directly adjust the emission rate parameter of the particle system, and reduce the number of particles emitted per unit time; Using 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, conduct performance testing on the particle system to obtain test results; Adjustment and Optimization: Adjust and optimize the particle system according to 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 synchronized data: Only synchronize necessary data; Data Compression: Adopt data compression algorithms to reduce the size of synchronized data; Incremental Update: When the data changes, only transmit the changed part; Reduce Packet Size: Optimize the data structure and encoding method to reduce the size of each data packet; Optimize Synchronization Frequency: Dynamically adjust the synchronization frequency, dynamically adjust the synchronization frequency according to the game scene, player activities, and network conditions, increase the synchronization frequency when player activities are frequent or the network conditions are poor, and vice versa; Predictive Synchronization: Use predictive synchronization strategies to reduce communication latency between players, and update and render the game state in advance by predicting the future states or behaviors of other players; Testing and Tuning: Conduct extensive tests in different network environments, and the test contents include low latency, high latency, and packet loss rate; Adjust and optimize the network synchronization strategy according to the test results; Continuous Monitoring and Maintenance: Continuously monitor the network performance after the game is launched, and regularly collect and analyze player feedback.

9. A game scene management system, which is applied to the management method described in claims 1-8, and is characterized in that: The management system includes: Hierarchical Loading Module, which is used to divide the map into multiple small regions and perform hierarchical loading; On-Demand Activation Module: The on-demand activation module is used to keep the objects in the scene in an inactive state when not needed; Data Flow Optimization Module: The data flow optimization module is used to optimize the data flow; Scene Dependency Management Module: The scene dependency management module is used to manage the dependency relationships 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: The 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 conduct performance testing; Dynamic Resolution Adjustment Module: The dynamic resolution adjustment module is used to run the dynamic resolution adjustment function.

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