Dynamic updating method for map boundary of cloud game
By determining the map boundary characteristics based on the virtual character and the current map in cloud games, and determining the boundary characteristics to be approached using the virtual character movement route and the map boundary feature position, the problem of the possibility of direct switching of the next map in the existing technology is solved, and efficient map switching is achieved and game experience is improved.
Patent Information
- Application Number
- CN202510396101.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-31
- Publication Date
- 2025-06-10
- Estimated Expiration
- 2045-03-31
AI Technical Summary
Existing cloud gaming technology cannot realize direct switching of the next map, resulting in users having to wait for loading when virtual characters trigger the map boundary features, affecting the game experience.
By determining the map boundary features based on the virtual character and the current map in the virtual cloud game, determining the boundary features to be approached based on the virtual character's movement route and the map boundary feature position, and determining the next map to be loaded based on multiple interactions when the virtual character and the boundary feature to be approached reaches a preset distance threshold, the next map to be loaded is determined based on multiple interactions, so as to directly switch to the next map to be loaded.
It realizes direct switching of the next map, shortens the map switching time, and improves the autonomy and gaming experience of the map boundary characteristics of cloud games.
Smart Images

Figure CN120114846A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of cloud games, and in particular to a method for dynamically updating the map boundary of a cloud game. Background Art
[0002] With the development of technology, virtual scenes have gradually been introduced into cloud games. When wearing a head-mounted display, users enter the cloud game as virtual characters and have an immersive experience in the cloud game. In the prior art, when users play games as virtual characters, the virtual characters will trigger map boundary features during the movement process. At the same time, the next map starts to be created when the virtual characters trigger the map boundary features, and the cloud game will display the loading waiting of the next map, and the direct switching of the next map cannot be achieved. Summary of the Invention
[0003] The purpose of the present invention is to overcome the deficiencies of the prior art, and the present invention provides a method for dynamically updating the map boundary of a cloud game.
[0004] An embodiment of the present invention provides a method for dynamically updating the map boundary of a cloud game, including: In a virtual cloud game, determine each map boundary feature based on the virtual character and the current map; Determine the map boundary feature to be approached according to the movement route of the virtual character in the current map and the location of each map boundary feature; When the dynamic distance between the virtual character and the map boundary feature to be approached meets a preset distance threshold, determine the next map to be loaded based on the map mapping relationship of the map boundary feature to be approached, the current time of the cloud game, and the multiple interactions of the current task of the virtual character; If the virtual character triggers the map boundary feature to be approached, directly switch from the current map to the next map; The virtual character moves in the next map. At this time, the map boundary features of the next map are dynamically updated as the virtual character moves.
[0005] Compared with the prior art, the beneficial effects of the present invention are: In the embodiments of the present invention, through the method in the embodiments of the present invention, in virtual cloud games, various map boundary features are determined based on virtual characters and the current map; the map boundary features to be approached are determined according to the movement route of the virtual character in the current map and the locations of the various map boundary features; when the dynamic distance between the virtual character and the map boundary feature to be approached meets a preset distance threshold, the next map to be loaded is determined based on the map mapping relationship of the map boundary feature to be approached, the current time of the cloud game, and the multiple interactions of the current task of the virtual character, ensuring the early creation of the next map to be loaded, so as to facilitate the direct switching of the next map, making full use of the time when the virtual character moves to approach the map boundary feature, and shortening the switching time of the next map.
[0006] Therefore, if the virtual character triggers the map boundary feature to be approached, it directly switches from the current map to the next map; the virtual character moves within the next map. At this time, the map boundary features of the next map are dynamically updated as the virtual character moves, further realizing the direct switching of the next map, online creating the map boundary features of the next map, and ensuring the rapid creation of the next map and the online creation of the map boundary features of the next map, improving the autonomy of the map boundary features of cloud games. BRIEF DESCRIPTION OF THE DRAWINGS
[0007] Figure 1 is a schematic flowchart of the method for dynamically updating the map boundary of the cloud game in the embodiments of the present invention; Figure 2 is a schematic flowchart of step S11 in the method for dynamically updating the map boundary of the cloud game in the embodiments of the present invention; Figure 3 is a schematic flowchart of step S12 in the method for dynamically updating the map boundary of the cloud game in the embodiments of the present invention; Figure 4 is a schematic flowchart of step S13 in the method for dynamically updating the map boundary of the cloud game in the embodiments of the present invention; Figure 5 is a schematic flowchart of step S14 in the method for dynamically updating the map boundary of the cloud game in the embodiments of the present invention; Figure 6 is a schematic flowchart of step S15 in the method for dynamically updating the map boundary of the cloud game in the embodiments of the present invention. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0008] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention.
[0009] Please refer to Figures 1 to 6, a method for dynamically updating the map boundary of cloud games, which is applied to the scenario of dynamically updating the map boundary of cloud games; the method for dynamically updating the map boundary of cloud games includes: Step S11: In the virtual cloud game, determine each map boundary feature based on the virtual character and the current map; Step S12: Determine the map boundary feature to be approached according to the movement route of the virtual character in the current map and the location of each map boundary feature; Step S13: When the dynamic distance between the virtual character and the map boundary feature to be approached meets the preset distance threshold, determine the next map to be loaded based on the map mapping relationship of the map boundary feature to be approached, the current time of the cloud game, and the multiple interactions of the current task of the virtual character; Step S14: If the virtual character triggers the map boundary feature to be approached, directly switch from the current map to the next map; Step S15: The virtual character moves within the next map. At this time, the map boundary features of the next map are dynamically updated as the virtual character moves; Reference Figure 2 , in step S11, in the virtual cloud game, determine each map boundary feature based on the virtual character and the current map; In the specific implementation process of the present invention, the specific steps are: S111: The user wears a head-mounted display and enters the virtual cloud game with a virtual character. At this time, determine the dressing style of the virtual character based on the interaction between the user's preference style and the level of the virtual character; S112: Collect the current position of the virtual character, determine the area to be detected according to the current position of the virtual character, the target position of the virtual character, and the corresponding current map, and mark each map boundary feature according to the detection of the area to be detected.
[0010] In the embodiment of the present application, the user wears a head-mounted display and enters the virtual cloud game with a virtual character. At this time, determine the dressing style of the virtual character based on the interaction between the user's preference style and the level of the virtual character, realizing the interaction between the user's preference style and the level of the virtual character, and further accurately controlling the dressing style of the virtual character.
[0011] At this time, the user first wears a specially designed head-mounted display (HMD). This device usually provides immersive 3D visual effects and stereophonic audio, enabling the user to "enter" the virtual world; The head-mounted display tracks the user's head movements and position through built-in sensors (such as gyroscopes and accelerometers), thus achieving real-time updates of the viewing angle; at the same time, after the user wears the head-mounted display, the system will prompt the user to select or create a virtual character, which will represent the user's identity in the virtual world; the user selects the basic information of the character's gender, body type, and facial features through the in-game interface or voice commands.
[0012] After creating or selecting a character, the system will ask or detect the user's preferred style, which includes color preferences, clothing styles (such as sci-fi, medieval, modern), and accessory types; the user expresses their preferences by answering in-game questionnaires, multiple-choice questions, or directly selecting favorite dressing elements in the virtual wardrobe. In addition to the user's personal preferences, the level of the virtual character also affects its dressing style; the higher the level of the character, the more advanced and unique dressing options are usually unlocked; for example, a low-level warrior can only wear ordinary armor and weapons, while a high-level warrior unlocks magnificent legendary sets and powerful magic weapons.
[0013] The system will provide one or more dressing plans for the user to choose from according to the user's preferences and the level of the virtual character; the user previews these plans in the in-game virtual fitting room and selects the most satisfactory dressing through head movements, gestures, or voice commands.
[0014] Specifically, suppose there is a virtual cloud game called "Star Trekker"; user Alice wears a VR headset and enters this sci-fi game world; at the start of the game, Alice is prompted to select or create a virtual character; she chooses a female character and customizes the character's facial features and body type; next, the game asks about Alice's preferred style; Alice says she likes the color scheme of dark blue and silver, as well as a futuristic clothing style; based on this information, the system provides a series of dressing options that suit Alice's preferences for her character, including a dark blue futuristic warrior suit and a silver energy sword.
[0015] In addition, since Alice's character is a junior explorer (low level), she can only unlock some basic dressing options; but as she continues to explore and level up in the game, she will be able to unlock more advanced and unique dressings, such as the legendary space traveler set and a powerful energy shield; finally, Alice selects a dressing that she thinks is most suitable for her character and starts her space exploration journey, and this dressing not only matches her personal preferences but also reflects her identity and level in the game.
[0016] Furthermore, collect the current position of the virtual character, determine the area to be detected based on the current position of the virtual character, the target position of the virtual character, and the corresponding current map, and mark each map boundary feature according to the detection of the area to be detected; it takes into account the overall situation of the current position of the virtual character, the target position of the virtual character, and the corresponding current map, ensuring the accuracy of the area to be detected.
[0017] At this time, collect the current position of the virtual character, and introduce the current position of the virtual character, the target position of the virtual character, and the corresponding current map. At the same time, the game engine obtains its precise coordinates in the virtual world by tracking the position and movement trajectory of the virtual character in real time, which is usually achieved through sensors on a head-mounted display (HMD) or other input devices (such as gamepads, keyboards); the position information of the virtual character is continuously updated and stored in the memory of the server for quick access and processing.
[0018] The virtual character usually has a target position, which is the location where the user hopes the character will go. This target position is specified by the user through the game interface and is also automatically generated by the game logic (such as mission objectives, enemy positions); the game engine will calculate the shortest path or the optimal path from the current position to the target position as the movement route of the virtual character.
[0019] Once the current position and target position of the virtual character are available, the game engine will determine an area to be detected based on the current map information. This area is usually the map boundary area close to the movement route of the virtual character; the size and shape of the area to be detected vary depending on the map, depending on factors such as the layout of the map, the distribution of boundary features, and the movement speed of the virtual character; at the same time, the game engine will conduct detailed boundary feature detection on the area to be detected, which usually involves parsing and rendering the map data to identify physical boundaries (such as mountains, rivers) and logical boundaries (such as portals, specific area boundaries); once the boundary features are detected, the game engine will mark them and store them in the memory of the server, and these marked information will be used to trigger map switching or loading operations when the virtual character approaches later.
[0020] Specifically, assume there is a virtual cloud game called "Magic Kingdom"; user Bob plays a wizard character and explores on a map called "Gloomy Forest"; Bob's current position is deep in the forest, and his target position is a mysterious cave at the edge of the forest; the game engine first collects the current position information of Bob's character, which is a certain coordinate point deep in the forest; then, according to the target position specified by Bob (the mysterious cave), the game engine calculates an optimal path from the current position to the target position, and this path passes through the forest and approaches the boundary between the forest and another map, "Misty Swamp".
[0021] Next, the game engine determines a detection area based on the information of the "Gloomy Forest" map. This area is the map boundary area close to the movement route of the Bob character, that is, the junction between the forest and the Misty Swamp. Finally, the game engine conducts a detailed boundary feature detection on the detection area. It identifies the physical boundary between the forest and the Misty Swamp - a wide and deep river, and multiple logical boundaries - multiple portals hidden in the woods. The game engine marks these boundary features and stores them in the memory of the server.
[0022] When the Bob character moves along the optimal path and approaches these marked boundary features, the game engine will trigger corresponding map switching or loading operations. For example, when the Bob character reaches the river, the game will load the "Misty Swamp" map and teleport the Bob character to the corresponding location on that map.
[0023] In an embodiment of the present application, the boundary feature matching table:
[0024] Assume that the virtual character played by the user is currently located at the coordinates (50, 100) on the "Gloomy Forest" map, and the target location is the mysterious cave at the coordinates (150, 200). By looking up the boundary feature matching table, the game engine determines that the detection area is the area from the northern edge of the forest to the mysterious cave, and marks the boundary features of the river, Portal A, and the densely wooded area within this area.
[0025] Reference Figure 3 , in step S12, determine the map boundary features to be approached according to the movement route of the virtual character on the current map and the locations of the respective map boundary features; In the specific implementation process of the present invention, the specific steps are as follows: S121: Determine the first route according to the current position of the virtual character and the user's movement instruction, determine the second route according to the current position of the virtual character and the current map, and determine the movement route of the virtual character on the current map according to the interaction between the first route and the second route; S122: Collect the locations of the respective map boundary features, and determine multiple map boundary nodes according to the matching of the movement route and the locations of the respective map boundary features. Determine the map boundary features to be approached according to the multiple map boundary nodes, the current position of the virtual character, and the current task of the virtual character; In an embodiment of the present application, a first route is determined based on the current position of the virtual character and the user's movement instruction, a second route is determined based on the current position of the virtual character and the current map, and the movement route of the virtual character on the current map is determined according to the interaction between the first route and the second route, realizing the interaction between the first route and the second route, and further accurately controlling the movement route of the virtual character on the current map.
[0026] At this time, the first route and the second route are introduced. For the first route, the first route is determined according to the current position of the virtual character and the user's movement instruction. At the same time, the game engine first obtains the precise position of the virtual character on the current map, which is usually a two-dimensional or three-dimensional coordinate point; the user gives movement instructions through the game interface (such as keyboard, joystick, touch screen), and these instructions include directions (up, down, left, right), speed, jump, sprint; the game engine calculates a preliminary movement route starting from the current position and pointing in the direction specified by the user according to the current position of the virtual character and the user's movement instruction, and this route is a straight line, a curve or a series of discrete points, depending on the path planning method of the game engine and the accuracy of the user input.
[0027] For the second route, the second route is determined according to the current position of the virtual character and the current map. At this time, the game engine loads and parses the data of the current map, including terrain, obstacles, and passable areas; based on the information of the current map, the game engine calculates an optimal route starting from the current position of the virtual character, avoiding obstacles and moving along the passable areas, and this route usually takes into account multiple factors such as path length, safety, and terrain complexity. The game engine performs an interactive analysis of the first route and the second route to find the common points, differences, and conflict points between the two; comprehensively considering the user's intention (the first route) and the actual layout of the map (the second route), the game engine determines the final movement route of the virtual character on the current map, and this route not only conforms to the user's movement instruction but also can avoid obstacles and move along the optimal path.
[0028] Specifically, assume there is a virtual game map called "Mysterious Ruins", and the virtual character controlled by the user is currently located at the entrance of the map (coordinate point A); the user gives an instruction to move in the northeast direction through the keyboard, hoping to explore the northeastern area of the map.
[0029] Determination of the first route: The game engine calculates a straight line starting from point A and pointing in the northeast direction as the first route according to the current position of the virtual character (coordinate point A) and the user's movement instruction (northeast direction).
[0030] Second route determination: The game engine loads the data of the "Mysterious Ruins" map and finds that there is a wide road on the map leading from the entrance to an ancient temple in the northeast, but there are several obstacles on the road (such as boulders, traps); the game engine calculates an optimal route that avoids these obstacles and moves along the road as the second route.
[0031] The game engine conducts an interactive analysis of the first route and the second route and finds that they intersect at a certain position (coordinate point B) on the map, but the second route deviates slightly from the straight direction of the first route in order to avoid obstacles; considering the user's intention and the actual layout of the map comprehensively, the game engine determines the final movement route starting from point A, moving along the second route to point B, and then continuing to explore in the northeast direction. In this way, the virtual character can move according to the user's instructions, avoid the obstacles on the map at the same time, and explore the northeast area of the "Mysterious Ruins" map along the optimal path.
[0032] Furthermore, collect the locations of the boundary features of each map, and determine multiple map boundary nodes according to the matching of this movement route and the locations of the boundary features of each map. Determine the boundary features to be approached according to the multiple map boundary nodes, the current position of the virtual character, and the current task of the virtual character; taking into account the overall consideration of multiple map boundary nodes, the current position of the virtual character, and the current task of the virtual character, ensure the accuracy of the boundary features to be approached.
[0033] At this time, collect the locations of the boundary features of each map. At the same time, the game engine first loads the data of the current map, and these data contain the location information of all boundary features on the map; the boundary features include physical boundaries (such as mountains, rivers, walls) and logical boundaries (such as portals, area boundary markers); the game engine stores the location information of these boundary features in the memory for quick access and processing.
[0034] The game engine has determined the movement route of the virtual character according to step S121; next, the game engine will traverse this movement route and check whether each point on the route intersects or is close to the boundary features on the map; if a certain point on the route intersects or the distance is less than a certain threshold (indicating closeness) with a certain boundary feature, then this point is marked as a map boundary node; the game engine will record all such boundary nodes, and these nodes represent the positions where the virtual character will approach or cross the map boundary during the movement.
[0035] The game engine analyzes all map boundary nodes and the relationships between these nodes and the current position and current task of the virtual character; taking into account the moving direction and speed of the virtual character, the game engine predicts which boundary features the virtual character will approach in the near future; at the same time, the game engine also considers the current task of the virtual character. For example, if the task is to find a specific boundary feature (such as a portal), the boundary features related to this task will be given priority; based on these analyses, the game engine determines the map boundary features to be approached, which are the objects that the virtual character needs to pay special attention to or interact with during the movement process.
[0036] Specifically, assume there is a virtual game map called "Forgotten Land", and the virtual character controlled by the user is currently exploring on the map with the task of finding a hidden portal to enter the next area; the game engine loads the data of the "Forgotten Land" map, identifies all the boundary features on the map, including mountains, rivers, walls, and several hidden portals, and the position information of these features is stored in the memory.
[0037] The game engine checks whether each point on the movement route of the virtual character (assuming it is a route starting from the current position and exploring along the edge of the mountain towards the northeast) intersects or is close to the boundary features on the map; at a certain position on the route, the game engine finds that the route intersects a river, and at another position, the route is close to a hidden portal, and these two positions are marked as map boundary nodes.
[0038] The game engine analyzes these two boundary nodes, taking into account the moving direction and speed of the virtual character, and predicts that the virtual character will approach the river and the portal in the near future; however, since the current task of the virtual character is to find the hidden portal, the portal is determined to be the map boundary feature to be approached; the game engine will trigger some visual effects or sound cues to guide the virtual character to notice and approach this portal. In this way, during the process of exploring the "Forgotten Land" map, the virtual character can, according to the guidance of the game engine, notice and approach the hidden portal related to the current task.
[0039] In the embodiments of the present application, the boundary node matching table:
[0040] Assume the current task of the virtual character is to find a hidden portal; the game engine determines four map boundary nodes according to the movement route, calculates the distance from each node to the current position of the virtual character, and the relevance of each node to the task; according to the boundary node matching table, node 3 (portal) has the highest relevance to the task and is the closest to the virtual character, so it is marked as the map boundary feature to be approached.
[0041] ReferenceFigure 4 , in step S13, when the dynamic distance between the virtual character and the map boundary feature to be approached meets the preset distance threshold, the next map to be loaded is determined based on the map mapping relationship of the map boundary feature to be approached, the current time of the cloud game, and the multiple interactions of the current task of the virtual character; In the specific implementation process of the present invention, the specific steps are as follows: S131: Determine the dynamic distance between the virtual character and the map boundary feature to be approached based on the current position of the virtual character and the location of the map boundary feature to be approached; if the dynamic distance is less than the preset distance threshold, the dynamic distance between the virtual character and the map boundary feature to be approached meets the preset distance threshold, and the corresponding map mapping relationship is matched based on the trace of the map boundary feature to be approached; S132: In the evaluation of the next map to be loaded, collect the current time of the cloud game, determine the first map parameter based on the map mapping relationship of the map boundary feature to be approached and the current time of the cloud game, determine the second map parameter based on the map mapping relationship of the map boundary feature to be approached and the current task of the virtual character, and determine the next map to be loaded according to the first map parameter, the second map parameter, and the map database. The next map is in a completed state before the virtual character touches the map boundary feature to be approached.
[0042] In the embodiment of the present application, the dynamic distance between the virtual character and the map boundary feature to be approached is determined based on the current position of the virtual character and the location of the map boundary feature to be approached; if the dynamic distance is less than the preset distance threshold, the dynamic distance between the virtual character and the map boundary feature to be approached meets the preset distance threshold, and the corresponding map mapping relationship is matched based on the trace of the map boundary feature to be approached; taking into account the overall consideration of the current position of the virtual character and the location of the map boundary feature to be approached, it ensures the accuracy of the dynamic distance between the virtual character and the map boundary feature to be approached.
[0043] At this time, the current position of the virtual character and the location of the map boundary feature to be approached are introduced. The game engine first obtains the precise position of the virtual character on the current map, which is usually a two-dimensional or three-dimensional coordinate point; the game engine loads the boundary feature data of the current map, and these features include physical boundaries (such as mountains, rivers) and logical boundaries (such as portals, area boundaries); for each map boundary feature to be approached, the game engine stores its location information.
[0044] The game engine uses an appropriate distance calculation method (such as Euclidean distance) to calculate the dynamic distance between the virtual character's current position and the location of the map boundary feature to be approached. This dynamic distance changes in real time as the virtual character moves; further, the game engine presets a distance threshold, which defines when the virtual character is considered to be "close" to the map boundary feature; the game engine compares the calculated dynamic distance with the preset distance threshold; if the dynamic distance is less than the preset distance threshold, it is considered that the dynamic distance between the virtual character and the map boundary feature to be approached meets the preset distance threshold.
[0045] When the dynamic distance meets the preset distance threshold, the game engine will search for the map mapping relationship associated with the map boundary feature to be approached; the map mapping relationship defines the transition method from the current map to the next map, including the target position of the portal and the adjacent map information of the regional boundary; the game engine will prepare to load the next map based on this information.
[0046] Specifically, assume there is a virtual game map called "Misty Forest", and the virtual character controlled by the user is currently exploring on the map. The task is to find a hidden portal to enter the next area, "Gloomy Valley"; the virtual character is currently located in the central area of the Misty Forest, with coordinates (50, 50); the game engine identifies a hidden portal in the Misty Forest, with coordinates (80, 80).
[0047] The game engine uses the Euclidean distance formula to calculate the dynamic distance between the virtual character and the portal as √((80 - 50)² + (80 - 50)²) = 30√2 ≈ 42.4 units; the preset distance threshold of the game engine is 50 units; since the dynamic distance of 42.4 units is less than the preset distance threshold of 50 units, it is considered that the dynamic distance between the virtual character and the portal meets the preset distance threshold.
[0048] The game engine searches for the map mapping relationship associated with the portal and finds that the target position of the portal is the entrance of the Gloomy Valley; therefore, the game engine prepares to load the "Gloomy Valley" map and ensures that the map is in a loadable state before the virtual character actually touches the portal. In this way, when the virtual character approaches the hidden portal, the game engine can automatically prepare and load the next map, "Gloomy Valley", thus achieving a seamless transition.
[0049] Furthermore, in the evaluation of the next map to be loaded, the current time of the cloud game is collected. The first map parameter is determined based on the map mapping relationship of the map boundary features to be approached and the current time of the cloud game. The second map parameter is determined according to the map mapping relationship of the map boundary features to be approached and the current task of the virtual character. Then, the next map to be loaded is determined based on the first map parameter, the second map parameter, and the map database. The next map is in a completed state before the virtual character touches the map boundary features to be approached; this comprehensively considers the first map parameter, the second map parameter, and the map database, ensuring the accuracy of the next map to be loaded.
[0050] At this time, in the evaluation of the next map to be loaded, the current time of the cloud game is collected. The game engine records and obtains the current time of the cloud game, which is usually based on the in-game time system and is out of sync with the real time; the current time is very important for determining the state of the next map (such as weather, time period).
[0051] The first map parameter, the second map parameter, and the map database are introduced. For the first map parameter, the first map parameter is determined based on the map mapping relationship of the map boundary features to be approached and the current time of the cloud game. Based on the map mapping relationship of the map boundary features to be approached, the game engine will look up the first map parameter associated with this boundary feature; the first map parameter includes the weather, time (day / night), season, and environmental state (such as whether there is fog, rain, snow) of the next map; the game engine will determine the first map parameter according to the current time of the cloud game and the time mapping rule in the map mapping relationship.
[0052] For the second map parameter, the second map parameter is determined according to the map mapping relationship of the map boundary features to be approached and the current task of the virtual character. In addition to the first map parameter, the game engine will also determine the second map parameter according to the current task of the virtual character and the map mapping relationship; the second map parameter includes the enemy type, difficulty, positions and states of interactive objects (such as NPCs, treasure chests, quest items), and events or challenges on the map in the next map. These parameters are closely related to the task objectives of the virtual character and will affect the gaming experience of the virtual character in the next map.
[0053] The game engine will comprehensively consider the first map parameter, the second map parameter, and the information in the map database to determine the next map to be loaded; the map database contains all maps and their related parameters, and the game engine will select the most suitable map according to the current situation; at the same time, after determining the next map to be loaded, the game engine will start loading the resources of this map and initialize the state of the map; to ensure a seamless transition, the game engine will complete the loading and initialization of the map before the virtual character actually touches the map boundary features to be approached.
[0054] Specifically, assume there is a virtual game map called "Forgotten Land", and the virtual character controlled by the user is currently exploring on the map. The task is to find a hidden portal to enter the next area, "Frozen Mountains". The current time in the cloud game is 8 pm, which is a time point within the game and not synchronized with the real time.
[0055] Determine the first map parameter: The game engine searches for the map mapping relationship associated with the hidden portal and finds that the weather in the "Frozen Mountains" map is a blizzard at 8 pm. Therefore, the first map parameter includes a blizzard weather and the time being night.
[0056] Determine the second map parameter: Based on the current task of the virtual character (finding the mysterious cave in the Frozen Mountains), the game engine determines the second map parameter, which includes the enemy type being ice monsters, the difficulty being medium, the location of the mysterious cave being in the north of the map, and the treasures or challenges existing in the cave.
[0057] The game engine combines the first map parameter, the second map parameter, and the information in the map database, and selects the "Frozen Mountains" map that meets these parameters for loading. Before the virtual character approaches the hidden portal, the game engine has completed the resource loading and status initialization work of the "Frozen Mountains" map. When the virtual character actually passes through the portal, the game engine can seamlessly switch to the "Frozen Mountains" map and provide a game experience related to the current time and task. Through the detailed planning and preparation in step S132, the game engine can ensure that the virtual character can seamlessly transition to the next map during the exploration process and provide a game experience closely related to the current time and task.
[0058] Reference Figure 5 , in step S14, if the virtual character triggers the map boundary feature to be approached, directly switch from the current map to the next map; In the specific implementation process of the present invention, the specific steps are as follows: S141: When the virtual character touches the map boundary feature to be approached, the map boundary feature to be approached is responded to by the virtual character, and the next map that has been completed is collected; S142: Directly switch the current map to the next map, so that the virtual character appears at the initial position of the next map, and the initial position of the next map is a preset position; S143: Determine the switching coefficient according to the data volume of the current map and the data volume of the next map, and determine the corresponding switching mode according to the switching coefficient and the working state of the head-mounted display, and present the next map according to the current map and the switching mode.
[0059] In an embodiment of the present application, when the virtual character contacts the map boundary feature to be approached, the map boundary feature to be approached is responded to by the virtual character, and the next completed map is collected, introducing the next completed map.
[0060] At this time, in the game world, the virtual character will keep moving during exploration. When it approaches the preset map boundary features (such as portals, boundary lines, specific landmarks), the system will detect this behavior; the map boundary features are preset in the game design and are triggers for triggering map switching.
[0061] When the virtual character contacts the map boundary feature, the system will immediately respond to this event; the response mechanism includes detecting the physical collision between the virtual character and the boundary feature, detecting the relative distance or angle between the virtual character and the boundary feature; after responding to the map boundary feature, the system will check whether the next map has been loaded and is ready (usually completed in step S132); if the next map has been loaded and is in an available state, the system will immediately collect or activate this map for subsequent switching operations; the collection process includes verifying the integrity of the map data, loading specific resources of the map (such as textures, models), and initializing the state of the map (such as enemy positions, mission objectives).
[0062] Specifically, assume that the virtual character controlled by the user is exploring in a map called "Gloomy Forest". There is a hidden portal at the eastern edge of this map, which is the only passage to the next map "Frozen Valley"; the user controls the virtual character to walk in the forest and gradually approaches the hidden portal in the east; when the virtual character has a physical collision with the portal (or enters the trigger range of the portal), the system will detect this behavior.
[0063] The system immediately responds to the contact event between the virtual character and the portal; in this example, the response mechanism is based on physical collision detection; after responding to the portal event, the system will check whether the "Frozen Valley" map has been loaded and is ready; assume that in the previous step S132, the "Frozen Valley" map has been loaded and is in an available state; the system will immediately collect or activate the "Frozen Valley" map, verify the integrity of the map data, load the necessary resources (such as snow textures, glacier models), and initialize the state of the map (such as setting the initial positions of the enemies, mission objectives). In this way, when the virtual character contacts the map boundary feature (in this example, the hidden portal), the system will respond to this event and collect the next completed map (in this example, "Frozen Valley") to prepare for subsequent map switching.
[0064] Furthermore, directly switch the current map to the next map, so that the virtual character appears at the initial position of the next map. The initial position of the next map is a preset position, introducing the scenario of the virtual character entering the next map.
[0065] At this time, before the map is switched, the system will pause all dynamic behaviors of the current map (such as the movement of enemies, physical simulation) to ensure the smoothness of the switching process; at the same time, the system will save the state of the current map, including the position, orientation, task progress, and enemy position of the virtual character. These information need to be restored when switching back to the current map.
[0066] After confirming that the next map is ready (usually completed in step S132 and verified in step S141), the system will start loading the resources of the next map, such as terrain, texture, model, sound effect; after the loading is completed, the system will initialize the state of the next map, including setting the initial position of the enemy, the activation state of the task objective, weather and time.
[0067] After the next map is loaded and initialized, the system will remove the virtual character from the position of the current map and place it at the preset initial position of the next map. This initial position is preset in the game design before, and usually conforms to the task objective, plot development or logic of the game world.
[0068] To ensure the continuity of the user experience, the system will adopt smooth transition technology to hide the short delay of map switching; the smooth transition includes screen fade-out, rotation transition, perspective zoom visual effects, as well as the gradual change of sound effects and music to create an illusion of seamless switching; at the same time, after the map switching is completed, the system will resume all dynamic behaviors in the next map, such as the movement of enemies, physical simulation; at the same time, the system will check and restore the previously saved task progress and enemy position information (if necessary).
[0069] Specifically, assume that the virtual character controlled by the user is exploring in a map called "Scorching Desert", and the task is to find a hidden relic; when approaching the northern border of the map, the user discovers an ancient portal; when the user decides to enter the next map through the portal, the system will pause all dynamic behaviors in the "Scorching Desert" map and save the current state, including the position, orientation, task progress (such as discovered clues) of the virtual character and the position of the enemy.
[0070] The system starts to load the resources of the next map named "Gloomy Ruins", including ancient stone chambers, mysterious runes, and dim lights; after the loading is completed, the system initializes the state of the "Gloomy Ruins" map, sets the initial positions of the enemies (such as the skeleton warriors guarding the entrance), the activation status of the mission objectives (such as the treasure chests deep in the ruins), and the weather and time of the map (such as eternal darkness).
[0071] The system removes the virtual character from the position on the "Scorching Desert" map and places it at the preset initial position on the "Gloomy Ruins" map, which is the exit of the teleportation gate; to ensure the continuity of the user experience, the system uses a screen fade-out visual effect to hide the short delay during map switching; when the screen is completely black, the next map has been loaded and initialized; then the screen fades in to display the "Gloomy Ruins" map.
[0072] After the map switching is completed, the system resumes all dynamic behaviors in the "Gloomy Ruins" map, such as the patrolling of skeleton warriors and physical simulation; at the same time, the system checks and restores the previously saved mission progress (such as the discovered clues) so that the user can continue to complete the mission. In this way, through the detailed planning and execution of step S142, the virtual character controlled by the user can smoothly switch from the current map to the next map and continue to explore at the preset initial position.
[0073] Therefore, determine the switching coefficient according to the data volume of the current map and the data volume of the next map, and determine the corresponding switching mode according to this switching coefficient and the working state of the head-mounted display. Present the next map according to the current map and this switching mode; taking into account the overall consideration of the switching coefficient and the working state of the head-mounted display, ensure the accuracy of the corresponding switching mode.
[0074] At this time, the system first analyzes the data volume sizes of the current map and the next map, which usually includes the total amount of map textures, models, sound effects, and script resources; based on the data volume difference between the two maps, the system calculates a switching coefficient, which reflects the relative size of the resource loading time and processing power required to switch from the current map to the next map; a larger data volume difference results in a smaller switching coefficient to slow down the switching speed, thereby reducing the user's waiting time and discomfort.
[0075] The system detects the current working state of the HMD, including resolution, refresh rate, display mode (such as 2D / 3D), and whether it is currently rendering the current map; the working state of the HMD affects the selection of the switching mode; for example, if the HMD is rendering the current map at a high resolution and refresh rate, the system will select a smoother switching mode to reduce the visual abruptness.
[0076] Based on the switching coefficient and the working state of the HMD, the system selects the most suitable switching mode from a preset switching mode library. These switching modes include instant switching, fade in and fade out, rotation transition, and perspective scaling. The system will fine-tune the switching mode according to the specific game scenario and user preferences to ensure the best visual and gaming experience.
[0077] After selecting the switching mode, the system starts to load the resources required for the next map and performs necessary initialization work. According to the selected switching mode, the system executes corresponding visual effects and transition animations to smoothly transition the current map to the next map. After the switching is completed, the system starts to render the next map and transmits the rendering result to the HMD in real time for the user to view.
[0078] Specifically, assume that the user is exploring a map called "Misty Swamp", which has a relatively large amount of data, including rich textures and complex models. The user discovers a portal leading to the "Frozen Castle" and decides to go there to explore. The system analyzes the data volumes of the two maps, "Misty Swamp" and "Frozen Castle", and finds that the data volume of the "Frozen Castle" map is slightly larger than that of the "Misty Swamp" because it contains more building models and fine textures. Based on the data volume difference, the system calculates a smaller switching coefficient to slow down the switching speed and ensure that the user has enough time to adapt to the map change.
[0079] The system detects that the HMD is rendering the "Misty Swamp" map at high resolution and refresh rate, and the user has enabled the 3D display mode. Considering the high-performance state of the HMD, the system decides to select a smoother and more visually rich switching mode to reduce the visual abruptness during the switching process.
[0080] Based on the switching coefficient and the working state of the HMD, the system selects a fade in and fade out plus rotation transition switching mode from the switching mode library. This mode first hides the current map through a fade out effect and then smoothly switches to the next map through a rotation transition animation.
[0081] The system starts to load the resources of the "Frozen Castle" map and performs necessary initialization work. After the resource loading is completed, the system executes the fade in and fade out plus rotation transition switching mode. The user first sees the "Misty Swamp" map gradually blur and disappear, and then the screen starts to rotate and gradually shows the magnificent scenery of the "Frozen Castle". After the switching is completed, the system starts to render the "Frozen Castle" map and transmits the rendering result to the HMD in real time. The user can now see and explore the brand-new "Frozen Castle" map in the HMD.
[0082] In an embodiment of the present application, assume that the current map data volume is "large" (3 points), the next map data volume is "small" (1 point), and the HMD is in the "high performance" state (3 points); calculate the total score: total score = (0.3 * 3) + (0.3 * 1) + (0.4 * 3) = 0.9 + 0.3 + 1.2 = 2.4 points; according to the score range, 2.4 points fall between 2.0 and 3.0, so select a moderate switching coefficient (such as 0.85) and a switching mode with medium complexity (such as perspective zoom + fade in and fade out); the system performs a smooth map switching process according to this switching coefficient and switching mode; the user will see the current map gradually shrink and blur, while the next map gradually occupies the entire field of view in the way of perspective zoom and fade in and fade out.
[0083] Reference Figure 6 , in step S15, the virtual character moves within the next map. At this time, the map boundary features of the next map are dynamically updated as the virtual character moves; In the specific implementation process of the present invention, the specific steps are as follows: S151: The virtual character is within the next map, and the movement of the virtual character within the next map is triggered according to the dynamic instructions of the user; as the virtual character moves, determine the un-reached area of the next map, and present multiple object features according to the un-reached area of the next map, and there are no map boundary features; S152: For multiple object features, determine multiple map boundary relationships according to the tasks of the virtual character and the plot content of the cloud game, and determine the map boundary features by the interaction of multiple map boundary relationships and multiple object features. The map boundary features are further evolved from some of the object features.
[0084] In an embodiment of the present application, the virtual character is within the next map, and the movement of the virtual character within the next map is triggered according to the dynamic instructions of the user; as the virtual character moves, determine the un-reached area of the next map, and present multiple object features according to the un-reached area of the next map, and there are no map boundary features. The un-reached area of the next map is introduced.
[0085] At this time, at this step, the virtual character has switched from the previous map to the next map and is at an initial position in this map; the system has loaded and initialized all resources of the next map, including terrain, texture, model, and sound effect.
[0086] The user gives dynamic instructions through a game controller (such as a joystick, keyboard, mouse) or a touch screen device. These instructions include movement directions (such as forward, backward, left turn, right turn), speed changes (such as acceleration, deceleration), jumping, and attacking. The system receives and parses these instructions in real time, and then calculates the movement path and actions of the virtual character according to the game logic and physics engine.
[0087] As the virtual character moves, the system tracks and records the areas it has explored in real time. By comparing the data structures of the entire map (such as grid maps, quadtrees), the system determines the areas that have not been reached by the virtual character, that is, the unreached areas. The unreached areas are usually marked as "unexplored" or "hidden" to be distinguished on the game interface.
[0088] In the unreached areas, the system randomly or presetly presents multiple object features according to the map design and game logic. These object features include natural scenery (such as trees, rocks, rivers), buildings (such as houses, castles, towers), enemies or monsters (such as beasts, thieves, demons), treasure chests or resource points (such as gold coins, gems, herbs). The system will select appropriate object features according to the terrain, climate, and cultural background factors of the unreached areas and adjust their positions, sizes, and color attributes.
[0089] In this step, there are no pre-set fixed boundary features on the map to restrict the movement of the virtual character. Instead, the boundaries of the map are dynamically generated and are closely related to the exploration progress and mission goals of the virtual character. When the virtual character approaches a certain edge of the map, the system will decide whether new areas or obstacles appear according to the game logic and plot development, thereby dynamically expanding or restricting the boundaries of the map.
[0090] Specifically, assume that the virtual character controlled by the user is exploring in a map called "Mysterious Forest". This map contains dense trees, clear streams, and hidden caves. The user switches the virtual character to the initial position of the "Mysterious Forest" map, that is, the entrance of the forest, by selecting the "Enter Mysterious Forest" option in the game menu.
[0091] The user uses the arrow keys on the keyboard to control the movement of the virtual character. When the user presses the "W" key, the virtual character starts to move forward. When the user presses the "A" key, the virtual character moves to the left, and so on. As the virtual character moves, the system tracks and records the areas it has explored in real time. In the initial state, except for the entrance of the forest, the rest of the areas are marked as unreached areas.
[0092] In the unvisited area, the system randomly presented multiple object features; for example, a huge ancient tree appeared deep in the forest, and there was a hidden cave under the tree; a treasure chest appeared beside the stream, filled with gold coins and gems; a group of wild beasts appeared on the edge of the forest, and they were looking for food.
[0093] When the virtual character approached the edge of the forest, the system did not immediately present fixed boundary features to restrict its movement; instead, the system dynamically expanded the map boundary according to the plot development; for example, when the virtual character found and defeated a group of wild beasts, the woods behind them suddenly became sparse, revealing a path to a new area, which could be another forest, a mountain range, or a village, depending on the game's plot design and the user's choice. In this way, step S151 provides the user with a game world full of unknowns and surprises; as the virtual character continues to explore and the tasks progress, the user gradually discovers new areas, unlocks new tasks, encounters new challenges and enemies, thus enjoying a richer gaming experience.
[0094] Therefore, for multiple object features, multiple map boundary relationships are determined according to the tasks of the virtual character and the plot content of the cloud game, and map boundary features are determined based on the interaction of the multiple map boundary relationships and the multiple object features. The map boundary features are further evolved from some of the object features, realizing the interaction of the multiple map boundary relationships and the multiple object features, and further precisely controlling the map boundary features.
[0095] At this time, the system has presented multiple object features according to the position of the virtual character and the unvisited area. These object features include natural scenery, buildings, enemies, and treasure chests, which have different functions and meanings in the game world.
[0096] The system analyzes the current tasks of the virtual character, which include finding specific items, defeating specific enemies, and reaching specific locations; according to the requirements and goals of the tasks, the system determines the map boundary relationships related to these tasks, which indicate the areas the virtual character needs to cross, the obstacles to avoid, and the new areas to explore.
[0097] In addition to the tasks of the virtual character, the system also considers the plot content of the cloud game to determine the map boundary relationships; the plot content includes the game's background story, main events, and character relationships, which have an important impact on the setting and change of the map boundary; for example, the plot mentions that a certain area has become dangerous due to war, so the system sets this area as an inaccessible boundary.
[0098] After determining the map boundary relationship, the system further considers the interaction between the virtual character and multiple object features. These interactions include approach, touch, use, and defeat, which will trigger different game events and effects. Based on the results of the interaction, the system dynamically generates map boundary features, which are further evolved from some object features, such as the paths left by defeated enemies and the secret passages behind unlocked treasure chests.
[0099] The system presents the generated map boundary features to the user so that they can understand the currently explorable areas and inaccessible boundaries; as the virtual character moves and the task progresses, the system updates the map boundary features in real time; new boundary features continue to appear, while old boundary features disappear due to task completion or plot development.
[0100] Specifically, suppose that the virtual character controlled by the user is exploring a map called "Forgotten Land"; the map contains abandoned castles, barren fields and mysterious ancient tombs; in the "Forgotten Land" map, the system presents multiple object features, such as the gate of the abandoned castle, the abandoned windmill in the field, and the entrance to the ancient tomb; the task of the virtual character is to find a legendary sword, which is said to be hidden deep in the ancient tomb; therefore, the system determines the map boundary relationship related to the task, that is, the virtual character needs to cross the fields, enter the castle, and finally reach the ancient tomb.
[0101] The plot mentions that the castle was once the heart of a powerful kingdom, but was abandoned due to a sudden disaster; after the disaster, a powerful magic seal was placed around the castle, making it extremely difficult to enter the castle; therefore, the system sets the area around the castle as an inaccessible boundary until the user finds a way to lift the seal.
[0102] During the exploration process, the user discovered that there was a secret passage hidden under the abandoned windmill, which bypassed the front of the castle and directly entered the interior of the castle; by interacting with the windmill (such as rotating the windmill blades), the user unlocked this secret passage, thereby changing the boundary characteristics of the map; in addition, at the entrance to the ancient tomb, the user encountered a group of monsters guarding a sword; by defeating these monsters, the user cleared the obstacles to entering the ancient tomb, further changing the boundary characteristics of the map.
[0103] The system presents the updated map boundary features to the user, including the location of secret passages, explorable areas inside the castle, and the entrance to the ancient tomb; as the user continues to explore in depth and complete tasks, the system updates the map boundary features in real time, providing users with a richer and more diverse gaming experience.
[0104] In one embodiment of the present application, the map boundary feature matching table:
[0105] Suppose the task of the virtual character is "searching for treasure", the plot content is "the treasure is hidden deep in the ancient tomb", and the user has interacted with the password lock of the ancient tomb gate and successfully unlocked it; according to the map boundary feature matching table, the corresponding map boundary relationship is found to be "the road leading to the ancient tomb", and the map boundary feature is "the ancient tomb gate is open and the road is unobstructed"; based on this matching result, the system updates the boundary feature of the map, enabling the user to enter the interior of the ancient tomb along the road leading to the ancient tomb to search for treasure.
[0106] For any combination of the technical features of the above embodiments, for the sake of brevity of description, not all combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, it should be considered as the scope recorded in this specification.
Claims
1. A method for dynamically updating the map boundary of a cloud game, characterized in that: include: In a virtual cloud game, the boundary features of each map are determined based on the virtual character and the current map; Determine the map boundary feature to be approached according to the movement route of the virtual character in the current map and the location of each map boundary feature; When the dynamic distance between the virtual character and the map boundary feature to be approached meets the preset distance threshold, the next map to be loaded is determined based on the map mapping relationship of the map boundary feature to be approached, the current time of the cloud game, and the multiple interactions of the current task of the virtual character; If the virtual character triggers the boundary feature of the map to be approached, the current map is directly switched to the next map; The virtual character moves in the next map, and at this time, the map boundary features of the next map are dynamically updated as the virtual character moves.
2. The method for dynamically updating the map boundary of a cloud game according to claim 1, characterized in that: In the virtual cloud game, the boundary features of each map are determined based on the virtual character and the current map, including: The user wears a head mounted display and enters the virtual cloud game as a virtual character. At this time, the dressing style of the virtual character is determined based on the interaction of the user's preferred style and the level of the virtual character; The current position of the virtual character is collected, the area to be detected is determined according to the current position of the virtual character, the target position of the virtual character and the corresponding current map, and each map boundary feature is marked according to the detection of the area to be detected.
3. The method for dynamically updating the map boundary of a cloud game according to claim 1, characterized in that: The step of determining the map boundary feature to be approached according to the movement route of the virtual character in the current map and the location of each map boundary feature includes: Determine a first route according to the current position of the virtual character and the movement instruction of the user, determine a second route according to the current position of the virtual character and the current map, and determine the movement route of the virtual character in the current map according to the interaction between the first route and the second route; The location of each map boundary feature is collected, and multiple map boundary nodes are determined based on the matching of the movement route and the location of each map boundary feature, and the map boundary feature to be approached is determined based on the multiple map boundary nodes, the current location of the virtual character, and the current task of the virtual character.
4. The method for dynamically updating the map boundary of a cloud game according to claim 1, characterized in that: When the dynamic distance between the virtual character and the map boundary feature to be approached meets the preset distance threshold, the next map to be loaded is determined based on the map mapping relationship of the map boundary feature to be approached, the current time of the cloud game, and the multiple interactions of the current task of the virtual character, including: The dynamic distance between the virtual character and the map boundary feature to be approached is determined based on the current position of the virtual character and the position of the map boundary feature to be approached; if the dynamic distance is less than a preset distance threshold, the dynamic distance between the virtual character and the map boundary feature to be approached meets the preset distance threshold, and the corresponding map mapping relationship is matched based on the tracing of the map boundary feature to be approached.
5. The method for dynamically updating the map boundary of a cloud game according to claim 4, characterized in that: When the dynamic distance between the virtual character and the map boundary feature to be approached meets the preset distance threshold, the next map to be loaded is determined based on the map mapping relationship of the map boundary feature to be approached, the current time of the cloud game and the multiple interactions of the current task of the virtual character, and further includes: In the evaluation of the next map to be loaded, the current time of the cloud game is collected, the first map parameter is determined based on the map mapping relationship of the map boundary feature to be approached and the current time of the cloud game, the second map parameter is determined according to the map mapping relationship of the map boundary feature to be approached and the current task of the virtual character, and the next map to be loaded is determined according to the first map parameter, the second map parameter and the map database, and the next map is in a completed state before the virtual character contacts the map boundary feature to be approached.
6. The method for dynamically updating the map boundary of a cloud game according to claim 1, characterized in that: If the virtual character triggers the map boundary feature to be approached, the current map is directly switched to the next map, including: When the virtual character contacts the map boundary feature to be approached, the map boundary feature to be approached is responded to by the virtual character, and the next completed map is collected.
7. The method for dynamically updating the map boundary of a cloud game according to claim 6, characterized in that: If the virtual character triggers the map boundary feature to be approached, the current map is directly switched to the next map, and further includes: The current map is directly switched to the next map, so that the virtual character appears at the initial position of the next map, and the initial position of the next map is a preset position.
8. The method for dynamically updating the map boundary of a cloud game according to claim 7, characterized in that: If the virtual character triggers the map boundary feature to be approached, the current map is directly switched to the next map, and further includes: A switching coefficient is determined according to the data volume of the current map and the data volume of the next map, and a corresponding switching mode is determined according to the switching coefficient and the working state of the head mounted display, and the next map is presented according to the current map and the switching mode.
9. The method for dynamically updating the map boundary of a cloud game according to claim 1, characterized in that: The virtual character moves in the next map, and at this time, the map boundary features of the next map are dynamically updated as the virtual character moves, including: The virtual character is in the next map, and the movement of the virtual character in the next map is triggered according to the dynamic instructions of the user; as the virtual character moves, the unreached area of the next map is determined, and multiple object features are presented according to the unreached area of the next map, and there is no map boundary feature.
10. The method for dynamically updating the map boundary of a cloud game according to claim 9, characterized in that: The virtual character moves in the next map, and at this time, the map boundary feature of the next map is dynamically updated as the virtual character moves, and further includes: For multiple object features, multiple map boundary relationships are determined according to the tasks of the virtual characters and the plot content of the cloud game, and the map boundary features are determined by the interaction of multiple map boundary relationships and multiple object features. The map boundary features are further evolved from some object features.
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