Method for displaying role movement in 3D scene, electronic equipment and readable storage medium

By generating a unique track for each character in 3D games, the problem of overlapping characters and skills in multiplayer online games is solved, improving the clarity of the scene and the intuitiveness of the player's operation.

CN119971478APending Publication Date: 2025-05-13SHENZHEN THUNDER DIGITAL ENTERTAINMENT CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510100390.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2024-12-18
Filing Date
2025-01-22
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

In 3D games, when multiple players control multiple characters at the same time online, the character model is prone to overlapping through the model, skill releases overlap, and it is difficult for players to intuitively understand the attack distance and orientation, resulting in chaos in the scene.

Method used

By generating preset tracks based on the target's reference plane and coordinates in a 3D scene, and adjusting them according to the track parameters, the characters assigned to each player are moved along the track, avoiding overlap of characters and skills.

Benefits of technology

It effectively avoids the overlap of characters and skills, improves the clarity of the scene, enables players to clearly distinguish between attack targets and other players, and enhances the playability and visual effects of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119971478A_ABST
    Figure CN119971478A_ABST
Patent Text Reader

Abstract

The invention discloses a method for displaying role movement in a 3D scene, electronic equipment and a readable storage medium, and the method comprises the steps: in a set game scene, determining a reference plane based on the coordinates of a target in a three-dimensional space, and generating at least one preset track based on a plurality of first coordinate points on the reference plane and a plurality of second coordinate points in the three-dimensional space; performing random assignment on the parameters of the preset track to generate a plurality of different tracks; the roles of the players are distributed to any track when the targets are selected, and the roles of the different players selecting the targets move according to the distributed tracks respectively. According to the invention, the situation that figures pass through a model, skill release is overlapped and the like can be avoided, and information in a scene can be known and received conveniently and clearly.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a method, electronic device and readable storage medium for displaying character movement in a 3D scene. Background Art

[0002] In most current 3D games, characters usually fight in a 2.5D / 2D fixed perspective, using a horizontal screen and controlled by the player using a virtual joystick. The movement of the characters follows the conventional laws of physical motion, that is, the game characters move on the same plane (on the ground).

[0003] In common air combat games on the market, characters can move freely in 3D space, and multiple people can control multiple characters online at the same time. However, for certain specific battle game scenarios, such as dungeons, when the number of people in the game is greater than 20, the game scene is prone to confusion and unclear goals. Therefore, battle scenarios with fewer people are usually designed, such as 4v4, 8-player melee, etc.

[0004] In the existing interaction mode, for example, in a 3D game, it is necessary to import game characters with more than 20 online players at the same time in the same 3D scene, and operate the game characters in three-dimensional space to move in three or more dimensions. Figure 3 , because different players have their own operations, they are prone to interfering with each other, resulting in overlapping character models, overlapping skill releases, and weakening of the player's own character. This makes it very difficult to accurately locate and display the [operator] and [attack target] on the scene, and players cannot intuitively know the current attack distance, location, etc. By increasing the camera angle, raising the field of view, and widening the character grid (for example, changing from 1*1 to 5*5 grids), it is also possible to achieve non-overlapping characters and non-overlapping skill releases, and support multiple people in the same scene, but the cost is that the character cannot intersect with other player characters, and the player feels a clear air wall. And the clear perception of the [player character] and [target] is reduced. Summary of the invention

[0005] The main purpose of the present invention is to overcome the above-mentioned defects in the prior art and to propose a method, an electronic device and a readable storage medium for displaying character movement in a 3D scene. In a multiplayer melee or battle, the characters move along their own tracks without being interfered with by the characters of other players, making it convenient to clearly understand and receive information in the battle scene.

[0006] The present invention adopts the following technical solution:

[0007] A method for displaying the movement of multiple game characters in a 3D scene, comprising:

[0008] In a set game scene, a reference plane is determined based on the coordinates of the target in the three-dimensional space, and at least one preset track is generated based on a plurality of first coordinate points on the reference plane and a plurality of second coordinate points in the three-dimensional space; and a plurality of different tracks are generated by adjusting the parameters of the preset track;

[0009] When a player's character selects the target, one of the tracks is assigned to it, and different characters of the player who selects the target are respectively pulled to the respectively assigned tracks and move along the tracks.

[0010] Furthermore, a basic figure is determined on the reference plane with the coordinates of the target as the center, and the diameter of the basic figure is greater than the diameter of the target and is positively correlated with the diameter of the target; a number of the first coordinate points are selected on the basic figure, and the generated preset orbit is centered on the center of the basic figure.

[0011] Furthermore, the preset track is circumscribed to the basic figure, the preset track is a closed figure and the area of ​​the curved surface or plane enclosed by the preset track is larger than the area of ​​the basic figure; and the parameters of the preset track are related to the basic figure.

[0012] Furthermore, the reference plane and the basic figure are located on the XY plane of the three-dimensional space of the game scene; the parameters of the preset track include the offset of the center of the track on the Z axis, the angle between the basic figure corresponding to the preset track and the Y axis, the angle between the basic figure corresponding to the preset track and the X axis, and the diameter of the basic figure corresponding to the preset track; and a number of different tracks are generated by randomly assigning or uniformly assigning values ​​to the parameters of the preset track.

[0013] Furthermore, in the set game scene, a switching button is provided for the character of the player to which the track has been assigned. After the switching button is triggered by the player, the track is reallocated to the character of the player.

[0014] Furthermore, at least one of the preset tracks is generated according to a plurality of the first coordinate points and a plurality of the second coordinate points using a Bezier curve formula.

[0015] Furthermore, when the target moves, the track follows the target to keep a relative position with the target unchanged, and the character of the player assigned with the track follows the track.

[0016] Furthermore, in the set game scene, if the characters of multiple players form a partnership or a team, the same track is allocated, and the characters of the multiple players who form a partnership or a team move along the allocated same track at the same speed.

[0017] An electronic device, characterized in that it includes a processor and a memory, wherein the processor is used to implement the steps of a method for displaying the movement of multiple game characters in a 3D scene when executing a computer program stored in the memory.

[0018] A readable storage medium, characterized in that a computer program is stored on the readable storage medium, and when the computer program is executed by a processor, the steps of the method for displaying the movement of multiple game characters in a 3D scene are implemented.

[0019] It can be seen from the above description of the present invention that, compared with the prior art, the present invention has the following beneficial effects:

[0020] 1. In the present invention, in a set game scene, at least one preset track is generated by a first coordinate point on a reference plane where a target is located and a second coordinate point in a three-dimensional space; then the parameters of the preset track are adjusted to generate a number of different tracks; different players' characters are assigned different tracks, so that the players' characters move according to their assigned tracks respectively. When there are a large number of characters, it can avoid character penetration, overlapping of skill releases, etc., and facilitate clear understanding and reception of information in the scene.

[0021] 2. In the present invention, the preset track is a closed figure and the area of ​​the curved surface or plane enclosed by it is larger than the area of ​​the basic figure; the parameters of the preset track are related to the basic figure, the offset of the center of the track on the Z axis, the angle between the basic figure corresponding to the preset track and the Y axis, the angle between the basic figure corresponding to the preset track and the X axis, and the diameter of the basic figure corresponding to the preset track, etc., can generate a large number of different tracks by random assignment or uniform assignment, so as to support a larger number of online users.

[0022] 3. In the present invention, when the target moves, the track follows the target to keep the relative position with the target unchanged, and the character of the player assigned with the track follows the track. Since the relative position in the screen display remains unchanged, the player can clearly know which is the current attack target and distinguish the attack target from the characters of other players. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 A schematic diagram of a preset track generated for the present invention;

[0024] Figure 2 The present invention generates multiple track schematic diagrams by presetting tracks;

[0025] Figure 3 It is a schematic diagram of an existing multiplayer melee scene;

[0026] Figure 4 A schematic diagram of a multi-person melee scene of the present invention;

[0027] Figure 5 A schematic diagram of how the player's character releases skills.

[0028] The present invention is further described in detail below in conjunction with the accompanying drawings and specific embodiments. DETAILED DESCRIPTION

[0029] The present invention is further described below through specific implementation modes.

[0030] A method for displaying the movement of multiple game characters in a 3D scene, comprising the following steps:

[0031] S1 determines a reference plane based on the coordinates of the target in the three-dimensional space in a set game scene, generates at least one preset track based on a number of first coordinate points on the reference plane and a number of second coordinate points in the three-dimensional space; and adjusts the parameters of the preset track to generate a number of different tracks.

[0032] The game scene in the present invention is a game scene with a three-dimensional space. The set game scene can be a game scene in which a player's character fights against a single target, or a game scene in which multiple players' characters fight against at least one target, such as a copy scene.

[0033] The player's character is a virtual character displayed on the interface during the game. In the normal game mode, the user controls the player's character to move and attack by touching the icons in the control area displayed on the interface. The target is a virtual monster character displayed on the interface during the game. The player's character can attack the virtual monster to destroy it.

[0034] The three-dimensional space of the game scene has X-axis, Y-axis and Z-axis, and the target and the player's character have coordinates in the three-dimensional space. Figure 2 , the target as a whole is regarded as a three-dimensional object. The position of the object is determined by the coordinates of the target. Each target has an initial point coordinate O, which extends upward and downward along the Z axis to form a cylinder. The diameter of the cylinder is the diameter of the target.

[0035] The reference plane determined based on the coordinates of the target in three-dimensional space can be an XY plane or a plane parallel to the XY plane. A basic figure is determined on the reference plane with the coordinates of the target as the center. The diameter of the basic figure is greater than the diameter of the target and is positively correlated with it. That is, the larger the diameter of the cylinder representing the target, the larger the diameter of the basic figure. The basic figure can be a circle, an ellipse, a polygon, etc. The circle is taken as an example in the figure.

[0036] At least one preset track is generated based on a number of first coordinate points on the reference plane and a number of second coordinate points in the three-dimensional space. Specifically, a number of first coordinate points are selected on the basic figure, and a number of second coordinate points are selected in the three-dimensional space, and at least one preset track is generated based on the number of first coordinate points and the number of second coordinate points using the Bezier curve formula. The generated preset track is centered on the center of the basic figure.

[0037] The Bezier curve formula is a smooth curve or straight line drawn according to a number of arbitrary point coordinates, including first-order Bezier, second-order Bezier, third-order Bezier or fourth-order Bezier, etc. The present invention draws multiple curves or straight lines through the Bezier curve formula, and then connects the multiple curves or straight lines into a closed curve to form a preset track.

[0038] See also Figure 1 The preset track in the game is generated based on a base plane and a basic figure on the base plane. There must be several points on the preset track located on the basic figure on the base plane (for example, 3 points, 3 points determine a surface). The preset track is circumscribed to the basic figure, that is, the preset track will not intersect with the basic figure, and the preset track will not intersect with the cylinder representing the target to avoid the character's penetration. It can also avoid skill penetration, that is, prevent the character's track from passing through the monster's skill range and action range. The preset track is a closed figure and the area of ​​the curved surface or plane enclosed by it is larger than the area of ​​the basic figure.

[0039] In the present invention, the parameters of the preset track are related to the basic graphics, and the reference plane and the basic graphics are located on the XY plane of the three-dimensional space of the game scene. The parameters for setting the preset track include the offset z of the center of the track on the Z axis, the angle b between the basic graphics corresponding to the preset track and the Y axis, the angle a between the basic graphics corresponding to the preset track and the X axis, and the diameter L of the basic graphics corresponding to the preset track, L being greater than the diameter of the cylinder. Except for the diameter L, z, a, and b may all be positive or negative.

[0040] In actual applications, a direction variable can be added, such as setting a clockwise or counterclockwise direction, to increase the changes in the battle in the game scene. That is, in the multiple preset tracks generated by a target, different movement directions must be set to prevent the player's character from circling in one direction. When the user's character is on the track, it moves in the set clockwise or counterclockwise direction, and the user does not need to control the movement direction. If you want to adjust the direction, you need to first leave the track through a button or other trigger.

[0041] Alternatively, the coordinates of the center of a basic figure or the coordinates of the center of the track are added as variables, and the coordinates of the center O of the basic figure also vary within a set range. This range is related to the coordinates of the target, for example, fluctuating within the cylinder of the target, and the basic figure generated by the center O is set not to intersect with the skill action range of the target.

[0042] In this embodiment, several different tracks are generated by randomly assigning or uniformly assigning values ​​to the parameters of the preset tracks. For random assignment, an example is given below. For generating 10 different preset tracks, for example, preset track 1, see Figure 2 , by default z, a, b are 0, L is r, then using random numbers to randomly generate z1, a1, b1, r1, you can get a unique track 1-1. Using random numbers to randomly generate z2, a2, b2, r2, you can get a unique track 1-2, and so on. Therefore, as long as any number in the array z1, a1, b1, r1 generated by random numbers is different from other arrays, it is another track. For 10 preset tracks, the corresponding array tracks can be generated based on preset tracks 1 to 10.

[0043] For one of the preset orbits, a set of z, a, and b are randomly assigned to obtain a unique orbit. After obtaining the unique orbit, a random positive integer can be assigned to the diameter L, and other orbits with different scaling ratios can be generated based on this orbit.

[0044] Uniform assignment refers to setting the values ​​of parameters z, a, b, and L in different tracks to be uniformly distributed, so that the generated tracks are evenly distributed, so that the player's character space position is approximately evenly distributed. For example: Generate values ​​z=10, z=20, z=30. This uniform array makes the generated tracks evenly distributed on the Z axis. The uniformly distributed array can generate a certain number of parallel track groups, and there will be no intersections between parallel tracks, that is, the number of track intersections is reduced, and a certain degree of penetration can also be reduced. The random assignment or uniform assignment method used in the present invention to generate tracks can have tens of millions of possibilities, providing support for a larger number of online people. In practical applications, due to the limited limitations of the screen field of view and the set three-dimensional space, z, a, b, and L are all finite numbers.

[0045] When the character of the S2 player selects a target, it is assigned to one of the tracks. The characters of different players who have selected targets are pulled to their respective assigned tracks and move along the tracks.

[0046] In this embodiment, the target is selected by the player's operation or the area around the target is approached. After the target is selected, a track is randomly assigned to the player's character, or it is assigned according to the current coordinates of the player's character, for example, a track that is closer to the player's character is assigned, and the player's character is pulled to the assigned track. Different players' characters are assigned different tracks. The player's character assigned a track moves at a constant speed along the corresponding track, and the moving speed v can be set. The player's character has a coordinate point in three-dimensional space, and the character's coordinate point moves along the track. When the character moves along the track, the track space coordinates remain unchanged. When the target moves, the track follows the target to keep the relative position with the target unchanged, and the player's character assigned with the track moves with the track. The character is pulled to the latest track position. Assuming that the target does not move, the track position is A, and the target moves, the track position follows the change to A1. The player character is pulled from track A to track A1. When the target continues to move, the player character is continuously pulled until it is pulled to the final track.

[0047] Since the relative position on the screen remains unchanged, players can clearly know who the current attack target is and distinguish between the attack target and other players' characters.

[0048] Furthermore, in a set game scene, in order to better meet the needs of players, a switch button is provided for the player's character that has been assigned a track. After the switch button is triggered by the player, the track is reallocated to the player's character, that is, the track is switched through the switch button. In actual applications, in a set game scene, if multiple players' characters form a companion (such as a player's pet) or a team, the same track is allocated, and the multiple players' characters that form a companion or team move along the same allocated track at the same speed.

[0049] The method of the present invention generates a corresponding number of tracks according to the number of player characters in a set game scene; or generates a set number of tracks in advance for a target, and then allocates corresponding tracks to players entering the game scene. In this way, in a multiplayer online game, the generated unique tracks are imported into the characters of different players, thereby obtaining different player character positions, see Figure 4 It can create a grand feeling of multiplayer battles and restore the feeling of multiplayer monster hunting. And keep the tracks of each character in the 3D scene without interfering with each other.

[0050] The method of the present invention can reduce the phenomenon of mutual penetration and superposition caused by collision between characters. By randomly assigning values, n tracks are generated, all around the same target, and the player's character moves on the track. Assuming that the probability of the player's character A appearing at a certain position of track f is F%, the probability of the player's character B appearing at the same position as the player's character A on another track is F1%, and the probability is obtained by dividing the circumference of the track by the diameter of the player's character. Then the probability of two player models overlapping is (number of track intersections * F% * F1%). When the diameter of the player's character increases, the circumference of the track can be lengthened to reduce the probability of overlap. Or by reducing the number of track intersections, the probability of model overlap is reduced. (For example, a large number of tracks are first generated by the random numbers above, and then the tracks with a large number of intersections are removed by program screening). In addition, since the movement of the character is in a three-dimensional space, the probability of overlap must be lower than that of a game in which the character can only move on the horizontal ground.

[0051] See also Figure 5 When a player's character releases a skill, it is divided into three areas: the release area, the trajectory flight area, and the hit area. When a character releases a skill, it is displayed in a certain area directly in front of the character facing the target. The area of ​​the release area is limited. As long as the distance between two player characters is greater than the diameter of the two skills, there will be no overlap when they release skills at the same time. By reducing the skill release diameter and reducing the probability of model overlap, the overlap of skill release can be reduced.

[0052] Based on this, the present invention also proposes an electronic device, including a processor and a memory, wherein the processor is used to implement the steps of the above-mentioned method of displaying the movement of multiple game characters in a 3D scene when executing a computer program stored in the memory.

[0053] The present invention also provides a readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above-mentioned method for displaying the movement of multiple game characters in a 3D scene are implemented. The computer readable medium may be included in the electronic device described in the above embodiment; or it may exist independently without being assembled into the electronic device.

[0054] The computer-readable medium carries one or more programs. When the one or more programs are executed by an electronic device, the electronic device implements the method in the above embodiment.

[0055] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0056] Through the description of the above implementation, it is easy for those skilled in the art to understand that the example implementation described here can be implemented by software, or by software combined with necessary hardware. Therefore, the technical solution according to the implementation of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, including several instructions to enable a computing device (which can be a personal computer, a server, a touch terminal, or a network device, etc.) to execute the method according to the implementation of the present disclosure.

[0057] Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present disclosure is intended to cover any variations, uses or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure.

[0058] The above is only a specific implementation of the present invention, but the design concept of the present invention is not limited thereto. Any non-substantial changes to the present invention using this concept shall be deemed as an infringement of the protection scope of the present invention.

Claims

1. A method for displaying the movement of multiple game characters in a 3D scene, characterized in that: include In a set game scene, a reference plane is determined based on the coordinates of the target in the three-dimensional space, and at least one preset track is generated based on a plurality of first coordinate points on the reference plane and a plurality of second coordinate points in the three-dimensional space; Adjusting the parameters of the preset track to generate a plurality of different tracks; When a player's character selects the target, one of the tracks is assigned to it, and different characters of the player who selects the target are respectively pulled to the respectively assigned tracks and move along the tracks.

2. A method for displaying the movement of multiple game characters in a 3D scene as claimed in claim 1, characterized in that: A basic figure is determined on the reference plane with the coordinates of the target as the center, and the diameter of the basic figure is greater than the diameter of the target and is positively correlated with the diameter of the target; a number of the first coordinate points are selected on the basic figure, and the generated preset track is centered on the center of the basic figure.

3. A method for displaying the movement of multiple game characters in a 3D scene as claimed in claim 2, characterized in that: The preset track is circumscribed to the basic figure, the preset track is a closed figure and the area of ​​the curved surface or plane enclosed by the preset track is larger than the area of ​​the basic figure; the parameters of the preset track are related to the basic figure.

4. A method for displaying the movement of multiple game characters in a 3D scene as claimed in claim 2, characterized in that: The reference plane and the basic figure are located on the XY plane of the three-dimensional space of the game scene; the parameters of the preset track include the offset of the center of the track on the Z axis, the angle between the basic figure corresponding to the preset track and the Y axis, the angle between the basic figure corresponding to the preset track and the X axis and the diameter of the basic figure corresponding to the preset track, or the moving direction on the preset track; and a number of different tracks are generated by randomly assigning or uniformly assigning values ​​to the parameters of the preset track.

5. A method for displaying the movement of multiple game characters in a 3D scene as claimed in claim 1, characterized in that: In the set game scene, a switching button is provided for the character of the player to which the track has been assigned. After the switching button is triggered by the player, the track is reallocated to the character of the player.

6. A method for displaying the movement of multiple game characters in a 3D scene as claimed in claim 1, characterized in that: At least one of the preset tracks is generated according to a plurality of the first coordinate points and a plurality of the second coordinate points using a Bezier curve formula.

7. A method for displaying the movement of multiple game characters in a 3D scene as claimed in claim 1, characterized in that: When the target moves, the track follows the target to keep a relative position with the target unchanged, and the character of the player assigned with the track follows the track.

8. A method for displaying the movement of multiple game characters in a 3D scene as claimed in claim 1, characterized in that: In the set game scene, if the characters of multiple players form a partnership or a team, the same track is allocated, and the characters of the multiple players who form a partnership or a team move along the allocated same track at the same speed.

9. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the processor is used to implement the steps of a method for displaying the movement of multiple game characters in a 3D scene as described in any one of claims 1 to 8 when executing a computer program stored in the memory.

10. A readable storage medium, characterized in that: The readable storage medium stores a computer program, which, when executed by a processor, implements the steps of a method for displaying the movement of multiple game characters in a 3D scene as claimed in any one of claims 1 to 8.