Game live streaming method, medium, electronic device, and program product

CN119946316BActive Publication Date: 2026-09-25BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Application Number
CN202510157637.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-02-12
Publication Date
2026-09-25
Estimated Expiration
2045-02-12

AI Technical Summary

Benefits of technology

[0009]基于上述技术方案,通过接收直播视频流,其中,直播视频流包括第一游戏画面,第一游戏画面包含第二客户端的视角下的第二游戏画面,且第一游戏画面的画面范围大于第二游戏画面的画面范围,然后,基于第一客户端的直播显示窗口,在第一游戏画面中确定包括第一游戏画面的部分画面的第三游戏画面,并在直播显示窗口显示第三游戏画面,可以使得第一客户端能够调整第一客户端显示的游戏画面的视角,从而使得第一客户端能够在游戏直播互动中也能够对直播的游戏画面的视角进行控制,极大提高了观众的直播观看体验。

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Abstract

The present disclosure provides a game live broadcast method, medium, electronic equipment and program product, and relates to the technical field of live broadcast. The method receives a live broadcast video stream, wherein the live broadcast video stream comprises a first game picture, the first game picture comprises a second game picture in the perspective of a second client, and the picture range of the first game picture is larger than that of the second game picture. Then, based on a live broadcast display window of the first client, a third game picture comprising part of the first game picture is determined in the first game picture, and the third game picture is displayed in the live broadcast display window. The first client can adjust the perspective of the game picture displayed by the first client, so that the first client can control the perspective of the live broadcast game picture in the game live broadcast interaction, greatly improving the live broadcast viewing experience of the audience.
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Description

Technical Field

[0001] This disclosure relates to the field of live streaming technology, specifically to a game live streaming method, medium, electronic device, and program product. Background Technology

[0002] In game live streaming, the game view seen by the first client in the live stream is controlled by a second client, which controls the position and angle of the camera. The first client can only passively watch the second client's game view and cannot perform any subtle adjustments to the viewpoint. Because the first client cannot control the game's perspective, it significantly reduces viewer engagement and fails to provide a good live streaming experience. Summary of the Invention

[0003] This summary section is provided to briefly introduce the concepts, which will be described in detail in the detailed description section below. This summary section is not intended to identify key or essential features of the claimed technical solution, nor is it intended to limit the scope of the claimed technical solution.

[0004] In a first aspect, this disclosure provides a game live streaming method, executed by a first client, the method comprising: Receive a live video stream, the live video stream including a first game screen, the first game screen including a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen; Based on the live broadcast display window of the first client, a third game screen is determined in the first game screen, and the third game screen includes a portion of the first game screen; The third game screen is displayed in the live broadcast display window.

[0005] Secondly, this disclosure provides a game live streaming method, executed by a game server, the method comprising: A live video stream is sent to a first client, wherein the first game screen includes a second game screen from the perspective of a second client, and the screen area of ​​the first game screen is larger than that of the second game screen; wherein the first game screen is used to enable the first client to display a third game screen, and the third game screen includes a portion of the first game screen.

[0006] Thirdly, this disclosure provides a computer-readable medium having a computer program stored thereon, which, when executed by a processing device, implements the steps of the method described in the first aspect, or implements the steps of the method described in the second aspect.

[0007] Fourthly, this disclosure provides an electronic device, comprising: A storage device on which computer programs are stored; A processing device for executing the computer program in the storage device to implement the steps of the method described in the first aspect, or to implement the steps of the method described in the second aspect.

[0008] Fifthly, this disclosure provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the method described in the first aspect, or implements the steps of the method described in the second aspect.

[0009] Based on the above technical solution, by receiving a live video stream, wherein the live video stream includes a first game screen, the first game screen includes a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than that of the second game screen, and then, based on the live display window of the first client, a third game screen including a portion of the first game screen is determined in the first game screen, and the third game screen is displayed in the live display window, the first client can adjust the perspective of the game screen displayed on the first client, thereby enabling the first client to control the perspective of the live game screen during game live interaction, greatly improving the live viewing experience for viewers.

[0010] Other features and advantages of this disclosure will be described in detail in the following detailed description section. Attached Figure Description

[0011] The above and other features, advantages, and aspects of the embodiments of this disclosure will become more apparent from the accompanying drawings and the following detailed description. Throughout the drawings, the same or similar reference numerals denote the same or similar elements. It should be understood that the drawings are schematic, and the originals and elements are not necessarily drawn to scale. In the drawings: Figure 1 This is a schematic diagram illustrating a game live streaming method according to an exemplary embodiment.

[0012] Figure 2 This is a flowchart illustrating a game live streaming method according to an exemplary embodiment.

[0013] Figure 3 This is a schematic diagram illustrating a first game screen and a second game screen according to an exemplary embodiment.

[0014] Figure 4 This is a schematic diagram of a first game screen and a second game screen according to yet another exemplary embodiment.

[0015] Figure 5 yes Figure 2 The detailed flowchart of step 220 is shown.

[0016] Figure 6 This is a schematic diagram of a screen sampling window according to an exemplary embodiment.

[0017] Figure 7 This is a schematic diagram illustrating the sliding display of different third game screens according to an exemplary embodiment.

[0018] Figure 8 This is a flowchart illustrating a game live streaming method according to another exemplary embodiment.

[0019] Figure 9 This is a schematic diagram illustrating the first shooting range of a perspective camera according to an exemplary embodiment.

[0020] Figure 10 This is a schematic diagram illustrating the first shooting range of an orthogonal camera according to an exemplary embodiment.

[0021] Figure 11 This is a schematic diagram of module connections for a game live streaming device according to an exemplary embodiment.

[0022] Figure 12 This is a schematic diagram of module connections for a game live streaming device according to another exemplary embodiment.

[0023] Figure 13 This is a schematic diagram of the structure of an electronic device according to an exemplary embodiment. Detailed Implementation

[0024] Embodiments of this disclosure will now be described in more detail with reference to the accompanying drawings. While some embodiments of this disclosure are shown in the drawings, it should be understood that this disclosure can be implemented in various forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided to provide a more thorough and complete understanding of this disclosure. It should be understood that the accompanying drawings and embodiments of this disclosure are for illustrative purposes only and are not intended to limit the scope of protection of this disclosure.

[0025] It should be understood that the steps described in the method embodiments of this disclosure may be performed in different orders and / or in parallel. Furthermore, the method embodiments may include additional steps and / or omit the steps shown. The scope of this disclosure is not limited in this respect.

[0026] The term "comprising" and its variations as used herein are open-ended inclusions, meaning "including but not limited to". The term "based on" means "at least partially based on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". Definitions of other terms will be given in the description below.

[0027] It should be noted that the concepts of "first" and "second" mentioned in this disclosure are used only to distinguish different devices, modules or units, and are not used to limit the order of functions performed by these devices, modules or units or their interdependencies.

[0028] It should be noted that the terms "a" and "a plurality of" used in this disclosure are illustrative rather than restrictive, and those skilled in the art should understand that, unless otherwise expressly indicated in the context, they should be understood as "one or more".

[0029] The names of messages or information exchanged between multiple devices in the embodiments of this disclosure are for illustrative purposes only and are not intended to limit the scope of such messages or information.

[0030] Figure 1 This is a schematic diagram illustrating a game live streaming method according to an exemplary embodiment. For example... Figure 1 As shown, the game live streaming method provided in this embodiment can be applied to a game live streaming system, which includes a second client, a game server, a content distribution server, and a first client.

[0031] The second client starts a game on the game server, which then pushes the live video stream of the game to the content distribution server. When the first client joins the second client's virtual live stream, the first client pulls the corresponding live video stream from the content distribution server and displays it on its live stream interface. It's important to note that the first client can refer to the viewer's end, and the second client can refer to the streamer's end. Of course, in other scenarios, both the first and second clients can be viewer ends.

[0032] It should be understood that the audio and video streams captured by the second client through devices such as cameras and microphones can also be pushed to the content distribution server. When the first client pulls the corresponding live video stream from the content distribution server, the first client simultaneously pulls the corresponding audio and video streams and displays them on the live streaming interface. The content distribution server can merge the audio and video streams and the live video stream, and then push the merged content to the first client.

[0033] Figure 2This is a flowchart illustrating a game live streaming method according to an exemplary embodiment. Figure 2 As shown, this disclosure provides a game live streaming method, which can be executed by a first client, specifically by a game live streaming device. This device can be implemented in software and / or hardware and configured in the first client. Figure 2 As shown, the method may include the following steps.

[0034] In step 210, a live video stream is received. The live video stream includes a first game screen, which includes a second game screen from the perspective of the second client, and the screen area of ​​the first game screen is larger than that of the second game screen.

[0035] Here, the first client refers to the device on which the viewer receives and watches the live broadcast content; the first client is the final link in the dissemination of live broadcast content. It should be understood that the first client can be a mobile terminal such as a mobile phone, laptop, digital broadcast receiver, PDA (Personal Digital Assistant), PAD (Tablet PC), PMP (Portable Multimedia Player), in-vehicle terminal (such as an in-vehicle navigation terminal), etc., as well as a fixed terminal such as a digital TV, desktop computer, etc.

[0036] like Figure 1 As shown, the game server can push the live video stream to the content distribution server. When the first client joins the virtual live room of the second client, the first client can pull the corresponding live video stream from the content distribution server.

[0037] It is important to note that the live video stream is the video stream corresponding to a game match initiated by the second client on the game server. In this embodiment, the game can be a live interactive game, in which viewers can join the game by commenting, liking, and sending virtual gifts. For example, viewers can add their own game character to the live interactive game by sending virtual gifts in the live stream. Of course, in specific implementations, the game live streaming method provided in this embodiment is not limited to live interactive games and can also be other types of games.

[0038] The live video stream includes a first game screen, which can refer to the game screen of a match started by a second client. For example, the game server can capture the game screen using a virtual camera within the game. Of course, in addition to the first game screen, the live video stream may also include the audio stream of the game match.

[0039] The second game screen from the perspective of the second client refers to the game screen seen from the perspective of the second client when playing the game. In related technologies, the game screen pushed to the first client is generally the second game screen from the perspective of the second client, which prevents the first client from adjusting the perspective of the game screen displayed on the first client. However, in this embodiment of the disclosure, the game screen pushed to the first client is the first game screen.

[0040] The first game screen encompassing the second game screen from the second client's perspective means that the first game screen can cover the second game screen from the second client's perspective. The first game screen's screen area being larger than the second game screen's screen area means that the first game screen's screen area includes the second game screen's screen area, and the first game screen's screen area is larger than the second game screen's screen area.

[0041] In other words, the first game screen can be understood as a wide-screen game screen, which can display a larger range of game screens while including the second game screen from the perspective of the second client.

[0042] Figure 3 This is a schematic diagram illustrating a first game screen and a second game screen according to an exemplary embodiment. Figure 3 As shown, from the perspective of the second client, the game screen obtained in game scene 301 is the second game screen 302. In addition to rendering the second game screen 302 from the second client's perspective, the game server also renders the first game screen 303. The area of ​​the first game screen 303 within game scene 301 is larger than the area of ​​the second game screen 302 within game scene 301. In other words, compared to the second game screen 302, the first game screen 303 presents a portion of the game scene that is also present in the second game screen 302, and can also present more of the game scene.

[0043] certainly, Figure 3 The screen area shown in the first game screen 303 is just an example. In actual application, the size of the screen area can be set according to the needs. Figure 4 This is a schematic diagram illustrating a first game screen and a second game screen according to yet another exemplary embodiment. For example... Figure 4 As shown, the screen area of ​​the first game screen 303 can also be as follows: Figure 4 As shown.

[0044] It should be noted that since the first game screen includes the second game screen from the second client's perspective, when the second client's perspective changes, the corresponding second game screen will change accordingly, and the perspective of the first game screen will also change accordingly. In other words, the first game screen is essentially controlled by the second client; it's just that compared to the second game screen presented in the second client, the first game screen has a larger screen area and includes more content, allowing the first client to choose different perspectives within the first game screen's screen area.

[0045] In the game server, a second game view, rendered by the game server from the perspective of the second client, is pushed to the second client for display. The streamer can adjust the view of the second client to display different game views and control the live-streamed game. Meanwhile, the first game view, rendered by the game server, is pushed to the first client for display. Because the first game view has a larger field of view than the second game view, the first client can adjust its view by moving the position of the first game view, showcasing different game scenes.

[0046] In some embodiments, the game server is used to acquire a first game screen through a first virtual camera in the game. The first shooting range of the first virtual camera includes the second shooting range of the second virtual camera used to acquire the second game screen from the perspective of the second client, and the first shooting range is larger than the second shooting range. The perspective of the first virtual camera follows the perspective of the second virtual camera.

[0047] It should be noted that how the game server obtains the first and second game screens will be explained in detail in subsequent implementation methods.

[0048] In step 220, based on the live broadcast display window of the first client, a third game screen is determined in the first game screen, and the third game screen includes a portion of the first game screen.

[0049] Here, the live stream display window refers to the area within the live stream interface of the first client used to display the live stream content. This live stream interface can be a virtual live stream room. The live stream display window of the first client captures a portion of the first game screen and uses this captured portion as the third game screen, which is then displayed through the live stream display window. The size of the live stream display window can be determined by the resolution of the first client. Since the first game screen is a widescreen display, the live stream display window cannot display the entire first game screen. Therefore, a portion of the first game screen can be captured by the live stream display window to obtain the third game screen, which is then displayed in the live stream display window.

[0050] It should be understood that the image range of the live stream display window is fixed. Even if the first client scales the live stream display window, the size of the third game screen captured by the live stream display window from the first game screen remains unchanged. Scalering the live stream display window only scales the third game screen captured by the live stream display window, not the entire image range of the live stream display window. For example, the live stream display window can be in full-screen mode or a small window mode, depending on the design of the live streaming platform and the user's choice; changes in the visual size of the live stream display window do not alter the image range of the portion of the screen captured by the live stream display window itself.

[0051] For example, the game screen within the image range of the live broadcast display window in the first game screen can be determined as the third game screen.

[0052] It's worth noting that determining the third game view within the first game screen via the live stream display window actually involves cropping the image area corresponding to the live stream display window from the first game screen to obtain the third game view from the first client's perspective. The live stream display window used to determine the third game view can change with the first client's viewpoint. As the first client's viewpoint changes, the third game view captured by the live stream display window on the first game screen will also differ, thus displaying game scenes from different perspectives on the first client.

[0053] In step 230, the third game screen is displayed in the live broadcast display window.

[0054] Here, after determining the third game screen from the first game screen, the third game screen determined through the live broadcast display window can be displayed in the live broadcast display window of the live broadcast interface.

[0055] It should be understood that, since the field of view of the first game screen is larger than that of the second game screen, the first client adjusts the field of view of the live broadcast display window to adjust the third game screen sampled in the first game screen, thereby enabling the first client to also adjust the field of view within the field of view of the first game screen.

[0056] In other words, the second client can independently control its second game screen, while the first client can also sample different third game screens in the first game screen by adjusting the live broadcast display window. This allows the first client to independently control the game screen displayed by the first client, rather than passively displaying the second game screen from the second client's perspective.

[0057] Therefore, by receiving a live video stream, which includes a first game screen and a second game screen from the perspective of a second client, and the first game screen has a larger screen area than the second game screen, and then, based on the live display window of the first client, determining a third game screen that includes a portion of the first game screen within the first game screen, and displaying the third game screen in the live display window, the first client can adjust the perspective of the game screen displayed on the first client. This allows the first client to control the perspective of the live game screen during interactive gameplay, greatly improving the live viewing experience for viewers.

[0058] Figure 5 yes Figure 2 The detailed flowchart for step 220 is shown below. Figure 5 As shown, in some possible implementations, step 220 may include the following steps.

[0059] In step 221, the target position of the screen sampling window in the first game screen is determined.

[0060] Here, the image sampling window can be a window that maps the live broadcast display window onto the first game screen. Specifically, the image sampling window is used to capture a portion of the first game screen to obtain the third game screen from the first game screen.

[0061] It's important to note that the live stream display window is the area within the live stream interface used to display the live stream content, and it is visible from the viewer's perspective. The image sampling window, on the other hand, is used to capture a third game scene from the first game scene, and it is not visible to the viewer. Essentially, the image sampling window can be understood as a window used to capture a third game scene from the first game scene for display in the live stream display window.

[0062] The image range of the sampling window is the same as that of the live broadcast display window. Furthermore, even if the first client scales the live broadcast display window, the size of the third game screen captured by the sampling window from the first game screen remains unchanged. However, as the position of the sampling window changes on the first game screen, the content of the determined third game screen will change.

[0063] The target position of the screen sampling window in the first game screen can refer to the coordinates of the center point of the screen sampling window in the first game screen.

[0064] It should be understood that when the first client enters the virtual live stream room, the center point of the first game screen can be used as the target position for the image sampling window by default. Alternatively, the coordinates of the second game screen can be used as the target position for the image sampling window. In other words, when a viewer enters the virtual live stream room, the third game screen captured by the image sampling window from the first game screen is the second game screen displayed from the second client's perspective, so that the second game screen displayed from the second client's perspective is shown first when the viewer enters the virtual live stream room. At this time, the third game screen is consistent with the second game screen displayed by the second client.

[0065] In step 222, a third game screen is determined in the first game screen based on the screen sampling window located at the target position.

[0066] Here, the portion of the image within the sampling window of the first game screen can be captured as the third game screen, and then displayed in the live broadcast window.

[0067] It is worth noting that the first client can adjust the target position of the screen sampling window in the first game screen to capture parts of the screen located in different image areas in the first game screen as the third game screen, thereby adjusting the perspective presented by the first client.

[0068] Therefore, the first client can adjust the target position of the screen sampling window in the first game screen to make the first client present different third game screens in the first game screen.

[0069] In some feasible implementations, the live video stream may also include size information of the first game screen and position information of at least one game character included in the first game screen.

[0070] The dimensions of the first game screen can refer to its width and height; that is, the size of the first game screen. The position information of at least one game character can refer to the coordinates of the game character within the first game screen. The at least one game character included in the first game screen can refer to at least one player character included in the game match corresponding to the first game screen. This player character can include the player character corresponding to the second client and / or the player character corresponding to the first client.

[0071] For example, in interactive live streaming games, the first client can create a player character corresponding to the first client in the game by commenting, liking, sending virtual gifts, and so on.

[0072] It should be noted that, since the number of clients joining the virtual live stream can be quite large, at least one game character may not include all player characters in the game. For example, at least one game character may include at least the player character corresponding to the second client and the player character corresponding to this first client.

[0073] It should be understood that, in this embodiment of the disclosure, the size information of the first game screen and the position information of at least one game character are pushed to the first client through a live video stream, which can ensure that there is no delay in the first game screen, the size information of the first game screen, and the position information of at least one game character.

[0074] Accordingly, in step 221, the target position of the screen sampling window in the first game screen can be determined based on the position information and size information of the target game character in at least one game character.

[0075] Here, the target game character can be either the game character corresponding to the second client or the game character corresponding to the first client. Of course, the target game character can also be any game character chosen by the first client from at least one game character.

[0076] The first client determines the location information corresponding to the target game character from the location information of at least one game character. Then, based on the location information of the target game character and the size information of the first game screen, it determines the target position of the screen sampling window in the first game screen. Finally, based on the screen sampling window located at the target position, it determines the third game screen in the first game screen.

[0077] For example, the specific position of the target game character in the first game screen can be determined by using size information and the position information of the target game character, and then the specific position can be used as the center point of the screen sampling window, thereby locating the target position of the screen sampling window in the first game screen.

[0078] It is important to note that if the target position is determined such that at least part of the image area corresponding to the screen sampling window is outside the image area of ​​the first game screen, the target position can be adjusted. For example, the screen sampling window can be moved vertically or horizontally within the first game screen so that the entire image area of ​​the screen sampling window is within the image area of ​​the first game screen.

[0079] It should be understood that when the first client enters the virtual live stream room, the target game character can be the game character corresponding to the second client. That is, when the first client first joins the virtual live stream room, the third game screen captured by the screen sampling window from the first game screen is the second game screen from the second client's perspective, and the third game screen displayed by the first client can be the second game screen displayed from the second client's perspective. When the first client watches the live stream in the virtual live stream room, the first client can select any game character as the target game character to switch and view the game screen from the perspective of that target game character. For example, after the first client joins a game match, the first client can select its own game character as the target game character, thus viewing the game screen from the perspective of its own game character.

[0080] Of course, when the first client creates a player character corresponding to the first client in a live interactive game through comments, likes, virtual gifts, etc., the player character corresponding to the first client can be used as the target game character by default, so that the first client can display the game screen of the game character corresponding to the first client immediately.

[0081] Figure 6 This is a schematic diagram of a screen sampling window according to an exemplary embodiment. Figure 6 As shown, the live broadcast display window 601 is mapped to the screen sampling window 602 in the first game screen 302, which can initially be located in area A1 of the first game screen 302. When the target game character selected by the first client is located in area A2 of the first game screen 302, the screen sampling window 602 moves to area A2. When the target game character selected by the first client is located in area A3 of the first game screen 302, the screen sampling window 602 moves to area A3.

[0082] Therefore, through the above implementation method, the first client can select the target game character to display the game screen from the perspective of different game characters, so that the first client is no longer passively displaying the second game screen pushed by the second client, but can adjust the perspective of the live game screen on the first client.

[0083] In some feasible implementations, in step 220, in response to a screen adjustment operation triggered in the live broadcast display window, a third game screen can be determined in the first game screen based on the screen adjustment operation and the live broadcast display window.

[0084] Here, the image adjustment operation refers to the operation used to adjust the third game screen captured by the live broadcast display window. The first client can adjust the content of the third game screen captured from the first game screen by triggering the image adjustment operation on the live broadcast display window, thereby adjusting the third game screen displayed in the live broadcast display window.

[0085] Following the above implementation method, the target position of the image sampling window corresponding to the live broadcast display window in the first game screen can be adjusted through the image adjustment operation, thereby determining the third game screen in the first game screen through the image sampling window.

[0086] Therefore, by adjusting the screen, users of the first client can adjust the viewing angle of the live game screen on the first client according to their needs, which greatly improves the game live streaming experience.

[0087] In some embodiments, icons corresponding to at least one game character included in the first game screen can be displayed in the live broadcast display window. Then, in response to the selection operation of the target icon among the icons corresponding to the at least one game character, the game screen where the game character corresponding to the target icon determined in the first game screen is located is determined as the third game screen.

[0088] Here, the concept of at least one game character can be consistent with the concept of at least one game character in the above embodiments. Of course, the icon corresponding to at least one game character can also be a game character that is ranked in a preset position in the game. For example, the icon corresponding to at least one game character can be the icon of a game character that is ranked in the top ten in the game.

[0089] The icon corresponding to at least one game character can refer to the character's avatar and / or nickname. Alternatively, the icon corresponding to at least one game character can also be the avatar and / or nickname of the virtual account corresponding to the first client.

[0090] For example, at least one icon corresponding to a game character can be overlaid and displayed on a third game screen. In this embodiment of the disclosure, the display position of the icon is not specifically limited and can be set according to requirements.

[0091] The selection operation triggered by the first client is used to select an icon as the target icon from at least one displayed icon corresponding to a game character. The selection operation can be a click operation on any icon. It should be noted that the selection operation can be one of the screen adjustment operations described in the above embodiments.

[0092] When watching a game livestream, if the first client needs to switch perspectives, it can select a target icon to display the game view from the perspective of the corresponding game character. For example, if the first client wants to view the game view from the perspective of its own game character, it can click the icon corresponding to that character. Similarly, if the first client wants to view the game view from the perspective of a second client's game character, it can click the icon of that second client's game character. And if the first client wants to view the game view from the perspective of the top-ranked game character, it can click the icon corresponding to that character.

[0093] Therefore, through the above implementation method, the first client can locate the target position of the screen sampling window in the first game screen by selecting the displayed icon, so that the screen sampling window can capture the game screen of the game character corresponding to the selected icon, thereby facilitating the first client to quickly switch perspectives.

[0094] In some feasible implementations, a third game screen can be determined in response to a sliding operation on the live broadcast display window, based on the sliding information corresponding to the sliding operation and the live broadcast display window in the first game screen.

[0095] Here, the swiping operation for the live broadcast display window refers to the swiping operation performed by the viewer on the live broadcast interface. As some examples, the swiping operation can be a viewer directly swiping left or right, up or down, etc., on the screen of the first client. As other examples, the swiping operation can be triggered by directional controls. For example, the live broadcast interface can display directional controls including up, down, left, and right directional buttons, and the viewer can trigger the corresponding swiping operation by clicking any directional button on the directional controls. It should be noted that the swiping operation can be one of the screen adjustment operations in the above embodiments.

[0096] The sliding information corresponding to the sliding operation includes the sliding direction and the sliding distance. Continuing with the above implementation, the sliding direction indicates the direction of movement of the screen sampling window within the first game screen, and the sliding distance indicates the distance the screen sampling window moves within the first game screen.

[0097] By adjusting the sliding direction and distance, the target position of the image sampling window in the first game screen can be located, allowing the first client to adjust the third game screen displayed on the first client by sliding, thus enabling the first client to adjust the perspective of the game screen displayed in the live stream.

[0098] After determining the target position of the screen sampling window in the first game screen by the sliding direction and sliding distance corresponding to the sliding operation, the game screen determined by the screen sampling window in the first game screen is determined as the third game screen.

[0099] It is worth noting that when the first client enters the virtual live stream room, the image sampling window can be located in the default position of the first game screen. Continuing with the above embodiment, this default position can be the position of the second game screen. When the viewer needs to adjust the perspective, the viewer can trigger a swipe operation on the first client. By controlling the swipe direction and distance corresponding to the swipe operation, the view sampling window located in the default position can be moved, thereby adjusting the target position of the image sampling window to capture a third game screen of different image areas.

[0100] Figure 7 This is a schematic diagram illustrating the sliding display of different third game screens according to an exemplary embodiment. For example... Figure 7 As shown, screen C in the first game screen 302 is the third game screen currently displayed on the first client, while screens B1 and B2 are screens that extend beyond the display area of ​​the first client's screen. When the viewer swipes left on the first client, the content of screen B1 is gradually displayed; when the viewer swipes right on the first client, the content of screen B2 is gradually displayed.

[0101] Therefore, through the above implementation method, the first client can adjust the content of the third game screen displayed in the live broadcast window by sliding, thereby enabling the first client to quickly switch perspectives.

[0102] In some feasible implementations, in response to the bullet screen information sent by the first client, the target game character indicated by the bullet screen information can be determined based on the bullet screen information, and then the game screen where the target game character is located in the first game screen is determined as the third game screen.

[0103] Here, the screen adjustment operation can also be an operation triggered by the first client to send bullet screen information. Accordingly, the target game character indicated by the bullet screen information can be determined based on the bullet screen information sent by the first client in the virtual live broadcast room, and then the game screen where the target game character is located, as determined in the first game screen, can be determined as the third game screen.

[0104] It's important to note that the target game character indicated by the bullet screen message can refer to the name of the game character contained within the bullet screen message. For example, it can be indicated by the nickname of a specific game character in the bullet screen message. Alternatively, specific characters can be used to represent a specific game character. For example, the characters "666" can represent the game character corresponding to the second client. In some embodiments, the target game character indicated by the bullet screen message can also be determined based on the semantics of the bullet screen message. For example, the target game character corresponding to the bullet screen message "Locate my game character" can be the game character corresponding to the first client. As another example, the target game character corresponding to the bullet screen message "Locate the streamer's game character" can be the game character corresponding to the second client.

[0105] Following the above implementation method, after the target game character is determined, the screen sampling window corresponding to the live broadcast display window can be moved to the location of the target game character, thereby determining the game screen where the target game character is located in the first game screen as the third game screen.

[0106] Therefore, through the above implementation method, the first client can adjust the content of the third game screen displayed in the live broadcast window by sending bullet comments, which greatly enriches the viewing experience of game live broadcast.

[0107] In some feasible implementations, in response to an operation triggered by the first client to gift virtual objects, the game screen where the game character corresponding to the first client, as determined in the first game screen, is located can be identified as the third game screen.

[0108] Here, the screen adjustment operation can be an action triggered by the first client to gift virtual objects. The virtual object can refer to a gift gifted by the first client in the virtual live stream room. When the first client gifts a gift to the second client, the game screen containing the game character corresponding to the first client, as determined in the first game screen, can be designated as the third game screen.

[0109] In other words, when the first client sends a gift to the second client, the game screen displayed on the first client is the viewpoint of the game character corresponding to the first client.

[0110] Following the above implementation method, the screen sampling window corresponding to the live broadcast display window can be moved to the location of the game character corresponding to the first client, thereby determining the game screen where the game character corresponding to the first client is located in the first game screen as the third game screen.

[0111] In some embodiments, virtual objects may also be displayed on the game character corresponding to the first client.

[0112] When the first client sends a gift to the second client, the game screen from the perspective of the game character corresponding to the first client is displayed on the first client, and a virtual object is displayed on the game character corresponding to the first client.

[0113] Therefore, through the above implementation method, the first client can adjust the content of the third game screen displayed in the live broadcast window by sending gifts, which greatly enriches the viewing experience of game live broadcast.

[0114] The above implementation methods are illustrated below with some examples.

[0115] When the first client joins the virtual live stream room of the game corresponding to the live interactive type of the second client, since the first client has not yet joined the game to interact through comments, likes, virtual gifts, etc., the third game screen displayed in the live stream display window of the first client can be the second game screen from the perspective of the second client, or the third game screen displayed can be the game screen of other default areas in the first game screen.

[0116] During the live game broadcast, viewers can adjust the third game screen displayed in the live broadcast window using at least one or more of the following four methods.

[0117] The first method: Viewers can adjust the third game screen displayed in the live stream window by swiping.

[0118] The second method: Viewers can adjust the third game screen displayed in the live stream window by selecting the target icon.

[0119] The third method: Viewers can adjust the third game screen displayed in the live stream window by sending bullet comments.

[0120] The fourth method: Viewers can adjust the third game screen displayed in the live stream display window by sending gifts.

[0121] Of course, while watching a game live stream, viewers can join in the interactive game by commenting, liking, sending virtual gifts, etc. At this time, viewers can choose the game character corresponding to the first client as the target game character so that the first client can display the third game screen where the viewer's corresponding game character is located.

[0122] In some feasible implementations, the live video stream may also include ranking information of game characters controlled by the first client and / or the second client for the game match corresponding to the live video stream.

[0123] Continuing from the above embodiments, the game match corresponding to the live video stream can be a game match corresponding to a live interactive game initiated by the second client. The ranking information of the game character controlled by the first client and / or the second client refers to the ranking information of the game character in the game match, which can be determined based on the evaluation or score obtained by the game character in the game match.

[0124] It should be understood that the ranking information of game characters controlled by the first client and / or the second client can refer to the ranking information of all game characters controlled by the first client and / or the second client in a game match. Of course, the ranking information of game characters controlled by the first client and / or the second client can also refer to the ranking information of some game characters controlled by the first client and / or the second client in a game match. For example, the ranking information could be the ranking information of the top ten game characters.

[0125] Following the above embodiments, the live video stream may include a first game screen, size information, location information, and ranking information. By pushing the ranking information to the first client through the live video stream, it can be ensured that the first game screen, size information, location information, and ranking information will not be delayed.

[0126] The ranking information can be overlaid on the third game screen in the live broadcast display window. Of course, in this embodiment, the specific display style and position of the ranking information are not specifically limited, and can be set according to needs.

[0127] Following the above embodiments, the icon corresponding to at least one game character displayed in the first game screen in the live broadcast display window can be the icon of the game character corresponding to the ranking information. Accordingly, the first client can determine the target game character by selecting the target icon in the ranking information. Thus, through the above implementation method, the ranking information of the game character can be displayed on the first client, and by pushing the ranking information to the first client through the live video stream, it can also be ensured that there is no delay between the ranking information and the first game screen, thereby ensuring that the first client can display the ranking information in real time.

[0128] Figure 8 This is a flowchart illustrating a game live streaming method according to another exemplary embodiment. For example... Figure 8 As shown, this disclosure provides a game live streaming method, which can be executed by a game server, specifically by a game live streaming device. This device can be implemented in software and / or hardware and configured within the game server. Figure 8 As shown, the method may include the following steps.

[0129] S810, a live video stream is sent to the first client. The first game screen includes the second game screen from the perspective of the second client, and the screen area of ​​the first game screen is larger than that of the second game screen. The first game screen is used to enable the first client to display a third game screen, and the third game screen includes a portion of the first game screen.

[0130] Here, the detailed description of how the game server pushes the live video stream to the first client, as well as the first and second game screens, can be found in the relevant descriptions of the above embodiments, and will not be repeated here.

[0131] The game server pushes a live video stream to the first client, enabling the first client to determine the third game screen based on the first client's live display window, and then display the third game screen in the live display window.

[0132] Therefore, by pushing the first game screen to the first client through the above implementation method, the first client can adjust the viewing angle of the game screen displayed on the first client, thereby enabling the first client to control the viewing angle of the live game screen during game live streaming interaction, which greatly improves the live streaming viewing experience for viewers.

[0133] In some feasible implementations, a first game screen can be acquired through a first virtual camera in the game. The first shooting range of the first virtual camera includes the second shooting range of the second virtual camera used to acquire the second game screen from the perspective of the second client. The first shooting range is larger than the second shooting range, and the perspective of the first virtual camera follows the perspective of the second virtual camera.

[0134] Here, the virtual camera is not a real physical camera, but a component or system in the game engine used to simulate camera behavior. In the game, the virtual camera captures images of the game scene, and users can adjust the virtual camera's perspective to present different game scenes.

[0135] In the game where the second client starts live streaming, a first virtual camera and a second virtual camera are created. The second virtual camera captures a second game scene from the second client's perspective, and this second game scene is pushed to the second client for display. Furthermore, the perspective of the second virtual camera is controlled by the second client. The first virtual camera captures a first game scene corresponding to a first shooting range, and this first game scene is pushed to the first client for displaying a portion of the first game scene (a third game scene) on the first client.

[0136] In this embodiment of the disclosure, the first shooting range of the first virtual camera includes the second shooting range of the second virtual camera, so that the obtained first game screen can include the content of the second game screen. For example, in the game scene, the position of the first virtual camera can be consistent with the position of the second virtual camera, and the viewpoint of the first virtual camera follows the viewpoint change of the second virtual camera.

[0137] In other words, the viewpoints of both the first and second virtual cameras are controlled by the second client. The difference between the first and second virtual cameras is that the first virtual camera's first shooting range is larger than the second virtual camera's second shooting range, provided that the first shooting range covers the second virtual camera's second shooting range.

[0138] In some embodiments, the first virtual camera may be a perspective camera, and accordingly, in the case where the first virtual camera is a perspective camera, the first shooting range of the perspective camera is obtained based on a proportionally enlarged second shooting range.

[0139] Perspective cameras simulate how the human eye perceives the world, where distant objects appear smaller than nearby ones. They use perspective projection, where the size of objects decreases as their distance from the camera increases, creating a sense of depth and three-dimensionality.

[0140] Because the resolution of the first game screen captured by the perspective camera needs to be consistent with the resolution of the first client, otherwise the image will be distorted, the first shooting range of the perspective camera is proportionally enlarged to the second shooting range. It should be noted that the aspect ratio of the proportionally enlarged first shooting range is the same as that of the second shooting range.

[0141] It should be understood that the magnification ratio used for proportional enlargement can be set according to actual needs, and is not specifically limited in this embodiment.

[0142] Figure 9 This is a schematic diagram illustrating the first shooting range of a perspective camera according to an exemplary embodiment. Figure 9 As shown, the first shooting range 901 of the perspective camera is obtained based on a proportionally enlarged second shooting range 902. It should be understood that the center point of the first shooting range 901 and the center point of the second shooting range 902 can coincide.

[0143] In some embodiments, the first virtual camera includes an orthogonal camera, and accordingly, when the first virtual camera is an orthogonal camera, the first shooting range of the orthogonal camera is obtained based on a second shooting range magnified by a preset ratio.

[0144] Among them, the image effect of an orthographic camera is that the object maintains the same size regardless of its distance, without perspective effect. Orthographic cameras use orthographic projection, so the size of the object does not change with distance.

[0145] Since the resolution of the first game screen captured by the orthogonal camera is inconsistent with the resolution of the first client, it will not cause the image to be distorted. Therefore, the first shooting range of the orthogonal camera can be obtained by scaling up the second shooting range by a preset ratio.

[0146] It should be understood that the preset ratio can be set according to actual needs, and is not specifically limited in this embodiment. It should be noted that the aspect ratio of the first shooting range obtained by magnification using the preset ratio may differ from the aspect ratio of the second shooting range. Therefore, when using an orthographic camera, the aspect ratio of the first shooting range can be arbitrarily set according to requirements.

[0147] Figure 10 This is a schematic diagram illustrating the first shooting range of an orthogonal camera according to an exemplary embodiment. Figure 10 As shown, the first shooting range 1001 of the orthogonal camera is obtained based on the second shooting range 1002, which is magnified by a preset ratio. It should be understood that the center point of the first shooting range 901 and the center point of the second shooting range 902 can coincide.

[0148] It should be noted that in this embodiment, the first virtual camera and the second virtual camera can be the same type of virtual camera. Furthermore, whether a perspective camera or an orthographic camera is used can be determined based on the game genre. For example, an orthographic camera or a perspective camera can be used in a 2D game, while a perspective camera can be used in a 3D game.

[0149] Therefore, through the above implementation method, the game server can push the first game screen to the first client, so that the first client can adjust the viewing angle based on the first game screen, and the first client can adjust the viewing angle of the game screen displayed on the first client within the image range of the first game screen, which greatly improves the live broadcast viewing experience of the audience.

[0150] Figure 11 This is a schematic diagram illustrating the module connections of a game live streaming device according to an exemplary embodiment. Figure 11 As shown, this embodiment of the disclosure provides a game live streaming device 1100, which is configured on a first client and includes: The receiving module 1101 is configured to receive a live video stream, the live video stream including a first game screen, the first game screen including a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen. The determining module 1102 is configured to determine a third game screen in the first game screen based on the live display window of the first client, wherein the third game screen includes a portion of the first game screen; Display module 1103 is configured to display the third game screen in the live broadcast display window.

[0151] Optionally, the determining module 1102 includes: The first determining unit is configured to determine the target position of the screen sampling window in the first game screen, wherein the screen sampling window is the window of the live broadcast display window mapped onto the first game screen; The second determining unit is configured to determine the third game screen in the first game screen based on the screen sampling window located at the target position.

[0152] Optionally, the live video stream may also include the size information of the first game screen and the position information of at least one game character included in the first game screen; The first determining unit is specifically configured as follows: Based on the position information of the target game character among the at least one game character and the size information, the target position of the screen sampling window in the first game screen is determined.

[0153] Optionally, the determining module 1102 includes: The third determining unit is configured to determine a third game screen in the first game screen in response to a screen adjustment operation triggered in the live broadcast display window, based on the screen adjustment operation and the live broadcast display window.

[0154] Optionally, the third determining unit is specifically configured as follows: The live stream display window displays an icon corresponding to at least one game character included in the first game screen; In response to the selection operation of the target icon among the icons corresponding to the at least one game character, the game screen where the game character corresponding to the target icon is located, as determined by the live broadcast display window in the first game screen, is determined as the third game screen.

[0155] Optionally, the third determining unit is specifically configured as follows: In response to a sliding operation on the live stream display window, the third game screen is determined based on the sliding information corresponding to the sliding operation and the live stream display window in the first game screen.

[0156] Optionally, the third determining unit is specifically configured as follows: In response to the bullet screen information sent by the first client, the target game character indicated by the bullet screen information is determined based on the bullet screen information; The game screen in which the target game character is located, as determined by the live broadcast display window in the first game screen, is defined as the third game screen.

[0157] Optionally, the third determining unit is specifically configured as follows: In response to the operation triggered by the first client to gift virtual objects, the game screen where the game character corresponding to the first client is located, as determined by the live broadcast display window in the first game screen, is determined as the third game screen.

[0158] Optionally, the display module 1103 is further configured to: The virtual object is displayed on the game character corresponding to the first client.

[0159] Optionally, the live video stream may also include ranking information of game characters controlled by the first client and / or the second client who are included in the game match corresponding to the live video stream; The display module 1103 is further configured to: The ranking information is displayed in the live stream display window.

[0160] Regarding the game live streaming device 1100 in the above embodiments, the method logic executed by each functional module has been described in detail in the section on methods, and will not be repeated here.

[0161] Figure 12 This is a schematic diagram of module connections for a game live streaming device according to another exemplary embodiment. Figure 12 As shown, this embodiment of the disclosure provides a game live streaming device 1200, which is configured on a game server and includes: The sending module 1201 is configured to send a live video stream to a first client, wherein the first game screen includes a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen; wherein the first game screen is used to enable the first client to display a third game screen, and the third game screen includes a portion of the first game screen.

[0162] Optionally, the game live streaming device 1200 further includes: The acquisition module is configured to acquire the first game screen through a first virtual camera in the game, wherein the first shooting range of the first virtual camera includes the second shooting range of the second virtual camera used to acquire the second game screen from the perspective of the second client, and the first shooting range is larger than the second shooting range, and the perspective of the first virtual camera follows the perspective of the second virtual camera.

[0163] Optionally, the first virtual camera includes a perspective camera or an orthographic camera; When the first virtual camera is the perspective camera, the first shooting range of the perspective camera is obtained based on the proportionally enlarged second shooting range; When the first virtual camera is the orthogonal camera, the first shooting range of the orthogonal camera is obtained based on the second shooting range magnified by a preset ratio.

[0164] Regarding the game live streaming device 1200 in the above embodiments, the method logic executed by each functional module has been described in detail in the section on methods, and will not be repeated here.

[0165] The following is for reference. Figure 13 It illustrates an electronic device suitable for implementing embodiments of the present disclosure (e.g., Figure 1 The diagram below shows the structure of the first client (or game server) 1300. In this embodiment, the first client may include, but is not limited to, mobile terminals such as mobile phones, laptops, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), and in-vehicle terminals (e.g., in-vehicle navigation terminals), as well as fixed terminals such as digital TVs and desktop computers. Figure 13 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.

[0166] like Figure 13 As shown, electronic device 1300 may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 1301, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1302 or a program loaded from storage device 1308 into random access memory (RAM) 1303. The RAM 1303 also stores various programs and data required for the operation of electronic device 1300. The processing device 1301, ROM 1302, and RAM 1303 are interconnected via bus 1304. Input / output (I / O) interface 1305 is also connected to bus 1304.

[0167] Typically, the following devices can be connected to I / O interface 1305: input devices 1306 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 1307 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; storage devices 1308 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1309. Communication device 1309 allows electronic device 1300 to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 13 An electronic device 1300 with various devices is shown; however, it should be understood that it is not required to implement or possess all of the devices shown. More or fewer devices may be implemented or possessed alternatively.

[0168] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication device 1309, or installed from storage device 1308, or installed from ROM 1302. When the computer program is executed by processing device 1301, it performs the functions defined in the methods of embodiments of this disclosure.

[0169] It should be noted that the computer-readable medium described in this disclosure can be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. A computer-readable storage medium can be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this disclosure, a computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this disclosure, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable signal medium can be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wires, optical fibers, RF (radio frequency), etc., or any suitable combination thereof.

[0170] In some implementations, the first client, the second client, the game server, and the content distribution server may communicate using any currently known or future-developed network protocol such as HTTP (Hypertext Transfer Protocol), and may interconnect with digital data communication (e.g., a communication network) of any form or medium. Examples of communication networks include local area networks (“LANs”), wide area networks (“WANs”), the Internet (e.g., the Internet), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future-developed networks.

[0171] The aforementioned computer-readable medium may be included in the aforementioned electronic device; or it may exist independently and not assembled into the electronic device.

[0172] The aforementioned computer-readable medium carries one or more programs that, when executed by the electronic device, cause the electronic device to: receive a live video stream, the live video stream including a first game screen, the first game screen including a second game screen from the perspective of a second client, and the screen area of ​​the first game screen being larger than the screen area of ​​the second game screen; determine a third game screen in the first game screen based on the live display window of the first client, the third game screen including a portion of the first game screen; and display the third game screen in the live display window.

[0173] Alternatively, the aforementioned computer-readable medium carries one or more programs that, when executed by the electronic device, cause the electronic device to: send a live video stream to a first client, wherein the first game screen includes a second game screen from the perspective of a second client, and the screen area of ​​the first game screen is larger than the screen area of ​​the second game screen; wherein the first game screen is used to cause the first client to display a third game screen, the third game screen including a portion of the first game screen.

[0174] Computer program code for performing the operations of this disclosure can be written in one or more programming languages ​​or a combination thereof, including but not limited to object-oriented programming languages ​​such as Java, Smalltalk, and C++, as well as conventional procedural programming languages ​​such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0175] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0176] The modules described in the embodiments of this disclosure can be implemented in software or hardware. The names of the modules are not, in some cases, intended to limit the functionality of the module itself.

[0177] The functions described above in this document can be performed at least in part by one or more hardware logic components. For example, exemplary types of hardware logic components that can be used, without limitation, include: field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), application-specific standard products (ASSPs), system-on-a-chip (SoCs), complex programmable logic devices (CPLDs), and so on.

[0178] In the context of this disclosure, a machine-readable medium can be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, apparatus, or device. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.

[0179] The above description is merely a preferred embodiment of this disclosure and an explanation of the technical principles employed. Those skilled in the art should understand that the scope of this disclosure is not limited to technical solutions formed by specific combinations of the above-described technical features, but should also cover other technical solutions formed by arbitrary combinations of the above-described technical features or their equivalents without departing from the above-described concept. For example, technical solutions formed by substituting the above features with (but not limited to) technical features disclosed in this disclosure that have similar functions.

[0180] Furthermore, while the operations are described in a specific order, this should not be construed as requiring these operations to be performed in the specific order shown or in a sequential order. In certain environments, multitasking and parallel processing may be advantageous. Similarly, while several specific implementation details are included in the above discussion, these should not be construed as limiting the scope of this disclosure. Certain features described in the context of individual embodiments may also be implemented in combination in a single embodiment. Conversely, various features described in the context of a single embodiment may also be implemented individually or in any suitable sub-combination in multiple embodiments.

[0181] Although the subject matter has been described using language specific to structural features and / or methodological logic, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or actions described above. Rather, the specific features and actions described above are merely illustrative forms of implementing the claims. Regarding the apparatus in the above embodiments, the specific manner in which the various modules perform their operations has been described in detail in the embodiments relating to the method, and will not be elaborated upon here.

Claims

1. A method for live streaming games, characterized in that, The method, executed by the first client, includes: Receive a live video stream, the live video stream including a first game screen, the first game screen including a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen; The first game screen is obtained through the first virtual camera in the game. The first shooting range of the first virtual camera includes the second shooting range of the second virtual camera used to obtain the second game screen, and the first shooting range is larger than the second shooting range. The viewing angle of the first virtual camera follows the viewing angle of the second virtual camera. Based on the live broadcast display window of the first client, a third game screen is determined in the first game screen, and the third game screen includes a portion of the first game screen; The third game screen is displayed in the live broadcast display window.

2. The method according to claim 1, characterized in that, The process of determining a third game screen within the first game screen based on the live broadcast display window of the first client includes: Determine the target position of the screen sampling window in the first game screen, wherein the screen sampling window is the window of the live broadcast display window mapped onto the first game screen; The third game screen is determined in the first game screen based on the screen sampling window located at the target position.

3. The method according to claim 2, characterized in that, The live video stream also includes the size information of the first game screen and the position information of at least one game character included in the first game screen; Determining the target position of the image sampling window in the first game screen includes: Based on the position information of the target game character among the at least one game character and the size information, the target position of the screen sampling window in the first game screen is determined.

4. The method according to claim 1, characterized in that, The process of determining a third game screen within the first game screen based on the live broadcast display window of the first client includes: In response to a screen adjustment operation triggered in the live broadcast display window, a third game screen is determined in the first game screen based on the screen adjustment operation and the live broadcast display window.

5. The method according to claim 4, characterized in that, The step of responding to a screen adjustment operation triggered in the live broadcast display window, and determining a third game screen in the first game screen based on the screen adjustment operation and the live broadcast display window, includes: The live stream display window displays an icon corresponding to at least one game character included in the first game screen; In response to the selection operation of the target icon among the icons corresponding to the at least one game character, the game screen where the game character corresponding to the target icon is located, as determined by the live broadcast display window in the first game screen, is determined as the third game screen.

6. The method according to claim 4, characterized in that, The step of responding to a screen adjustment operation triggered in the live broadcast display window, and determining a third game screen in the first game screen based on the screen adjustment operation and the live broadcast display window, includes: In response to a sliding operation on the live stream display window, the third game screen is determined based on the sliding information corresponding to the sliding operation and the live stream display window in the first game screen.

7. The method according to claim 4, characterized in that, The step of responding to a screen adjustment operation triggered in the live broadcast display window, and determining a third game screen in the first game screen based on the screen adjustment operation and the live broadcast display window, includes: In response to the bullet screen information sent by the first client, the target game character indicated by the bullet screen information is determined based on the bullet screen information; The game screen in which the target game character is located, as determined by the live broadcast display window in the first game screen, is defined as the third game screen.

8. The method according to claim 4, characterized in that, The step of responding to a screen adjustment operation triggered in the live broadcast display window, and determining a third game screen in the first game screen based on the screen adjustment operation and the live broadcast display window, includes: In response to the operation triggered by the first client to gift virtual objects, the game screen where the game character corresponding to the first client is located, as determined by the live broadcast display window in the first game screen, is determined as the third game screen.

9. The method according to claim 8, characterized in that, The method further includes: The virtual object is displayed on the game character corresponding to the first client.

10. The method according to any one of claims 1 to 9, characterized in that, The live video stream also includes ranking information of game characters controlled by the first client and / or the second client for the game matches corresponding to the live video stream; The method further includes: The ranking information is displayed in the live stream display window.

11. A method for live streaming games, characterized in that, The method, executed by the game server, includes: A live video stream is sent to a first client, wherein the first game screen includes a second game screen from the perspective of a second client, and the screen area of ​​the first game screen is larger than that of the second game screen; wherein the first game screen is used to enable the first client to display a third game screen, the third game screen including a portion of the first game screen; the live video stream is obtained through the following steps: The first game screen is acquired through a first virtual camera in the game, wherein the first shooting range of the first virtual camera includes the second shooting range of the second virtual camera used to acquire the second game screen from the perspective of the second client, and the first shooting range is larger than the second shooting range, and the perspective of the first virtual camera follows the perspective of the second virtual camera.

12. The method according to claim 11, characterized in that, The first virtual camera includes a perspective camera or an orthographic camera; When the first virtual camera is the perspective camera, the first shooting range of the perspective camera is obtained based on the proportionally enlarged second shooting range; When the first virtual camera is the orthogonal camera, the first shooting range of the orthogonal camera is obtained based on the second shooting range magnified by a preset ratio.

13. A computer-readable medium having a computer program stored thereon, characterized in that, When executed by a processing device, the computer program implements the steps of the method according to any one of claims 1-10, or implements the steps of the method according to claim 11 or 12.

14. An electronic device, characterized in that, include: A storage device on which computer programs are stored; A processing apparatus for executing the computer program in the storage device to implement the steps of the method according to any one of claims 1-10, or to implement the steps of the method according to claim 11 or 12.

15. A computer program product, comprising a computer program, characterized in that, When executed by a processor, the computer program implements the steps of the method according to any one of claims 1-10, or implements the steps of the method according to claim 11 or 12.

Citation Information

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