Game data processing method, related device, equipment and storage medium

By dynamically presenting multiple operable virtual components in the virtual scene, combining perspective adjustment and determination of preset conditions, the problem of single gameplay in puzzle games is solved, and an immersive high-degree of freedom interaction and logically rigorous puzzle solving experience is achieved.

CN120346525APending Publication Date: 2025-07-22SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202510631844.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-15
Publication Date
2025-07-22

AI Technical Summary

Technical Problem

The existing puzzle gameplay is insufficiently innovative, and most technologies only stay at the level of static image stitching or simple model superposition, and lack dynamic interaction and multi-dimensional perspective linkage, which makes players prone to repetitive operations during exploration, making it difficult to form continuous attractiveness.

Method used

By displaying multiple independently operable virtual components in a virtual scene, combining the main character's lens viewing angle adjustment and dynamic judgment of preset viewing angle, the deep integration of dynamic component splicing and viewing angle control is achieved, providing a puzzle-solving mechanism for immersive visual transformation and high-degree of freedom interaction.

Benefits of technology

It improves the interactiveness and strategic depth of the game, enhances players' cognitive challenges to spatial relationships, and forms a unique immersive puzzle-solving experience, which combines intellectual challenges and aesthetic shock.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game data processing method which is applied to the technical field of computers. The method comprises the steps that firstly, a plurality of virtual parts capable of being operated independently are dynamically presented in a virtual scene, so that a player can participate in the puzzle solving process by actively adjusting the positions, angles and sizes of the parts, and by monitoring the adjustment operation of the player on the lens viewing angle of a main control role in real time and combining with comparison of a lens direction vector and a preset target direction, the visual angle of the main control role is obtained; whether the visual angle meets the preset visual dislocation condition or not is dynamically judged, the objectivity of a puzzle solving mechanism is guaranteed, the cognitive challenge of players on the spatial relation is enhanced through the dynamic process of visual angle adjustment, unique immersive puzzle solving experience is formed, the puzzle solving process has logic leakproofness, the high-quality visual cheating effect is presented, and the puzzle solving experience is improved. And double experiences of intellectual challenge and aesthetics shock are brought to players.
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Description

Technical Field

[0001] This application relates to the field of Internet technologies, and in particular, to a game data processing method, related devices, equipment, and storage media. Background Art

[0002] With the rapid development of the electronic game industry, puzzle-solving games, as an important branch of interactive entertainment, the innovation of gameplay and the optimization of user experience have always been the focus of the industry. By creating contradictions between visual deception and logical connection, a puzzle-solving experience that breaks through conventional cognition can be provided for players. However, the current similar design solutions on the market generally have the problem of insufficient gameplay innovation. Most technologies only stay at the level of static image splicing or simple model superposition, lacking in-depth exploration of the dynamic interaction and multi-dimensional perspective linkage in the puzzle-solving process, resulting in players being prone to repetitive operations during the exploration process and difficult to form continuous attraction. To address this, an effective method is urgently needed to solve such problems. Summary of the Invention

[0003] Embodiments of this application provide a game data processing method, related devices, equipment, and storage media, which solve the technical bottlenecks of the existing visual dislocation puzzle-solving games with single gameplay, mediocre visual performance, and limited application scenarios. Through the deep integration of dynamic component splicing and perspective control, an innovative puzzle-solving mechanism that can achieve immersive visual transformation and high-degree-of-freedom interaction is provided.

[0004] This application provides a game data processing method in one aspect, including:

[0005] Displaying M target virtual components in a virtual scene, where the M target virtual components are located at M target component positions, and there is at least one preset perspective in the virtual scene where the M target virtual components can be completely spliced into a virtual object, M > 1;

[0006] In response to an operation of adjusting the camera perspective of the main control character, when the camera perspective of the main control character is adjusted to at least one preset perspective, displaying a virtual object obtained by splicing the M target virtual components in the virtual scene;

[0007] After the virtual object is spliced and displayed, displaying a target object in the virtual scene, where the target object is used for interaction with the main control character.

[0008] This application provides a game data processing device in another aspect, including:

[0009] A display module, configured to display M target virtual components in a virtual scene, where the M target virtual components are located at M target component positions, and there is at least one preset perspective in the virtual scene where the M target virtual components can be completely spliced into a virtual object, M > 1;

[0010] The display module is further configured to, in response to an operation of adjusting the camera view angle of the main control character, when the camera view angle of the main control character is adjusted to at least one preset view angle, display a virtual object obtained by splicing M target virtual components in the virtual scene;

[0011] The display module is further configured to, after the virtual object is spliced and displayed, display a target object in the virtual scene, where the target object is used for interaction with the main control character.

[0012] On the other hand, this application provides a computer device, including a memory and a processor. The memory stores a computer program, and when the processor executes the computer program, the methods in the above aspects are implemented.

[0013] On the other hand, this application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the methods in the above aspects are implemented.

[0014] In another aspect of this application, a computer program product is provided, including a computer program. When the computer program is executed by a processor, the methods in the above aspects are implemented.

[0015] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:

[0016] In the embodiments of this application, a game data processing method is provided. First, a plurality of independently operable virtual components are dynamically presented in a virtual scene, enabling players to participate in the puzzle-solving process by actively adjusting the position, angle, and size of the components, breaking through the limitation of static display of components in traditional puzzle games, and giving players direct control over the puzzle-solving elements, thereby greatly enhancing the interactivity and strategic depth of the game. On this basis, the method dynamically determines whether the view angle meets the preset visual dislocation condition by real-time monitoring the operation of adjusting the camera view angle of the main control character and comparing the camera direction vector with the direction of the preset view angle, ensuring the objectivity of the puzzle-solving mechanism, and enhancing the player's cognitive challenge to the spatial relationship through the dynamic process of view angle adjustment, forming a unique immersive puzzle-solving experience, making the puzzle-solving process both logically rigorous and presenting a high-quality visual deception effect, bringing a dual experience of both intellectual challenge and aesthetic shock to players. After the splicing verification is successful, an interactive target object is displayed, giving players dynamic control ability, and combining physical properties and performance optimization to achieve seamless application of the puzzle-solving results and improvement of the immersive experience. Description of the Drawings

[0017] Figure 1 It is a schematic diagram of the application of the game data processing method provided by the embodiments of this application to an interactive scene in a game;

[0018] Figure 2Schematic diagram of the game data processing method provided by the embodiment of the present application applied to another interactive scenario in the game;

[0019] Figure 3 Schematic diagram of the game data processing method provided by the embodiment of the present application applied to the VR scenario;

[0020] Figure 4 Architecture diagram of the game data processing method provided by the embodiment of the present application applied to the interactive scenario in the game;

[0021] Figure 5 Flowchart of the game data processing method provided by the embodiment of the present application;

[0022] Figure 6 Flow schematic diagram of the game data processing method provided by the embodiment of the present application;

[0023] Figure 7 Schematic diagram of the generation process of the target virtual component provided by the embodiment of the present application;

[0024] Figure 8 Schematic diagram of the perspective direction vector provided by the embodiment of the present application;

[0025] Figure 9 Schematic diagram of the calculation of the projection matrix coincidence degree provided by the embodiment of the present application;

[0026] Figure 10 Schematic diagram of the visual misalignment provided by the embodiment of the present application;

[0027] Figure 11 Schematic diagram of the movement of the target virtual component provided by the embodiment of the present application;

[0028] Figure 12 Schematic diagram of the movement of another target virtual component provided by the embodiment of the present application;

[0029] Figure 13 Schematic diagram of the size adjustment of the target virtual component provided by the embodiment of the present application;

[0030] Figure 14 Schematic diagram of the size adjustment of another target virtual component provided by the embodiment of the present application;

[0031] Figure 15 Schematic diagram of the rotation adjustment of the target virtual component provided by the embodiment of the present application;

[0032] Figure 16 Schematic diagram of the rotation adjustment of another target virtual component provided by the embodiment of the present application;

[0033] Figure 17 Schematic diagram of the interaction of the virtual interaction object provided by the embodiment of the present application;

[0034] Figure 18 Schematic diagram of the fixed perspective of the lens provided by the embodiment of the present application;

[0035] Figure 19 Flow schematic diagram of the game data processing method provided by the embodiment of the present application;

[0036] Figure 20 Structural diagram of the game data processing device provided by the embodiment of the present application. Detailed implementation manners

[0037] The embodiment of the present application provides a game data processing method. By dynamically adjusting the position, angle and size of virtual components, combining the detection of the direction vector deviation angle of the main control character's perspective and the verification of the coincidence degree of the multi-component projection matrix, when the preset visual misalignment condition is satisfied, the generation of seamlessly spliced virtual objects is triggered, solving the problem of the disconnection between the static splicing logic and the visual performance of traditional puzzle games, realizing the deep integration of player interactive control and dynamic visual deception, and significantly improving the logical rigor and aesthetic impact of the immersive puzzle experience.

[0038] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.

[0039] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and do not have to be used to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order different from those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device including a series of steps or units does not have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0040] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the function of that module or unit.

[0041] Before introducing the specific methods of the present application, an exemplary description will be given of the application scenarios of the game data processing method in the present application. Of course, it should be understood that the following application scenarios are only for illustration, and are not limited thereto in practice.

[0042] Please refer to Figure 1 , Figure 1 which shows a schematic diagram of the game data processing method provided by the embodiments of the present application applied to an interaction scenario in a game. As shown in (A) in Figure 1 , after the player enters the game, in the first perspective, the player can see three target virtual components 101, 102, and 103 (at this time, these three target virtual components each correspond to their respective target component positions, and have the same size as their target sizes and the same angle as their target angles). The player needs to use the gameplay of visual dislocation to splice the three target virtual components into a virtual object. As shown in (B) in Figure 1 , the player controls the position movement of the virtual object 104 in the virtual scene to adjust the camera perspective of the main control character, so that the camera perspective of the main control character is adjusted to a preset perspective. At this time, it can be seen from the second perspective that the target virtual component 101 is spliced with the target virtual component 102, and the target virtual component 102 is spliced with the target virtual component 103, and the virtual object 105 obtained after splicing the three target virtual components is displayed in the virtual scene. Specifically:

[0043] As shown in Figure 1As shown in (C), during the virtual scene initialization phase, the spatial parameters of three target virtual components (101, 102, 103) are preset, including their target component position coordinates (for example, component 101 is located at coordinates X = 2.5m, Y = 1.8m, Z = 0.3m in the coordinate system), target size parameters (such as the length, width, and height of component 101 are 1.2m × 0.8m × 0.5m respectively), and target angle parameters (such as component 103 rotates 35° around the Z-axis). All components are in an inactive state, their rendering levels are set to independent rendering channels, and their surfaces are covered with a dynamic mask layer to achieve an initial invisible state. When the player controls the virtual character to move in the northeast direction, the Euler angle change data of the virtual camera (bound to the head of the main control character) of the main control character is collected in real time. The angular velocity is converted into a direction vector through quaternion operations, and the current camera direction vector V c =(0.87, -0.49, 0.05) and the target direction vector V t =(0.92, -0.38, 0.11) are calculated for the included angle deviation:

[0044]

[0045] Since this value is less than the preset deviation threshold of 15°, the perspective verification process is triggered. The world coordinate system bounding box vertex data of each component (such as the 8 vertex coordinates of component 101) is obtained by calling the graphics API, and the three-dimensional coordinates are projected onto the screen space through the projection matrix P. The following operations are performed on each component: First, the set of bounding box vertex coordinates V = {V1, V2,..., V8} is extracted; then, the view matrix M V is used for coordinate transformation: V' = M V ×V; then, the projection matrix M P is used for perspective projection: V'' = M P×V'; Finally, perform homogeneous coordinate division to obtain the normalized device coordinates NDC = (x / w, y / w, z / w). Generate respective projection bounding boxes B1, B2, and B3 for the three components, and use the Separating Axis Theorem (SAT) to detect the overlapping regions of the bounding boxes. Calculate the overlap degree of the projection intervals on each axis. If the length of the overlapping regions in all axes is ≥ a preset value (for example, the overlap degree of component 101 and 102 on the X-axis ≥ 0.75 m), it is determined that the spatial coincidence condition is met. At the same time, through comparison with the depth buffer, ensure that the rendering order of the components in the viewing frustum is correct (the near-to-far size relationship error < 0.02%). When all verifications pass, start the material transition program: apply a transparency fade animation (from 100% opaque to 0% in 1.2 seconds) to the three components, generate a virtual object mesh of LOD Level 0 at the target position (including 512 triangular patches), synchronously play particle effects (120 debris particles flying in a parabolic trajectory), and trigger ambient sound effects (5.1-channel spatialized audio, sound source localization error < 2°). To eliminate the visual discontinuity at the splicing moment, use time synchronization technology: maintain the depth writing state of the components within a 100 ms delay window after the viewing angle is fixed; the initial rendering of the virtual object uses Screen Space Reflection (SSR) technology to enhance surface details; calculate indirect lighting through ray tracing to make the lighting matching degree between the object and the scene reach more than 98%.

[0046] In the method provided in the embodiments of the present application, the dynamic verification and seamless fusion of multiple components are driven by the player's perspective control, and the visual deception effect is achieved on the premise of ensuring the physical space consistency.

[0047] Please refer to Figure 2 , Figure 2 which shows a schematic diagram of the game data processing method provided in the embodiments of the present application applied to another interactive scenario in the game. As shown in (A) of Figure 2 , after the player enters the game, the player controls the virtual object 211 to interact at 4 locations in the virtual space respectively, and then 4 target virtual components are displayed at the 4 locations. For example, when the player controls the virtual object 211 to move to location A, the player solves the puzzle according to the interactive object. If the puzzle is solved successfully, the target virtual component 201 is displayed at location A, and so on. The target virtual components 202, 203, and 204 are displayed at locations B, C, and D respectively. As shown in (B) of Figure 2 , the player controls the virtual object 201 to move to location E and adjusts the camera view of the main control character so that the camera view of the main control character is adjusted to the preset view. At this time, the virtual object 205 formed by splicing the target virtual components 201, 202, 203, and 204 is displayed in the virtual scene. Specifically:

[0048] When the player controls the virtual object 211 to enter Location A, the puzzle-solving logic module is activated, and a preset puzzle algorithm is called to generate a set of puzzle-solving parameters in the three-dimensional space coordinate system. The dynamic generation of components can be achieved through the following process: First, based on the world coordinate origin of Location A (X = 3.2m, Y = 1.5m, Z = 0.8m), a spherical space with a radius of 0.5m is used as the effective puzzle-solving area, and it is detected in real time whether the virtual object 211 meets the entry condition (such as the distance error between the character center coordinate and the anchor point ≤ 0.1m); then, after the player completes the interaction operation in Location A (such as lighting 3 pressure plates in a specific order), a component generation instruction is triggered, and the initial position parameters of the target virtual component 201 are set to (X = 3.2m, Y = 1.5m, Z = 0.8m)), the size parameters are adjusted to a cube with a length of 0.5, a width of 0.5, and a height of 0.9m, and the rotation angle is set to 25° around the Y-axis; finally, an independent rendering layer (LayerID = 0x0F) is assigned to component 201, the Alpha blending mode (Blend Mode = Translucent) is enabled, and the initial transparency is set to 0%. And so on, when the player completes the puzzle-solving operations in the same mode at Locations B, C, and D in turn, the target virtual components 203 (a cube with a length of 0.5, a width of 0.5, and a height of 1.2m), 204 (a cube with a length of 0.5, a width of 0.5, and a height of 1.2m), and 205 (a cube with a length of 0.5, a width of 0.5, and a height of 0.9m) are generated respectively, and their spatial coordinates are as follows:

[0049] Component 202: X = 1.8m, Y = 2.4m, Z = -0.7m (Location B)

[0050] Component 203: X = -2.5m, Y = 0.6m, Z = 1.2m (Location C)

[0051] Component 204: X = 0.0m, Y = -3.1m, Z = 0.5m (Location D)

[0052] All components are in an inactive state, and their world coordinates are associated with the corresponding location anchor coordinate system through the local coordinate system conversion matrix M_local_to_world. When the player controls the virtual object 211 to reach Location E (X = -0.3m, Y = 1.0m, Z = 2.8m), a multi-stage perspective verification is started:

[0053] 1. Direction vector matching: Obtain the current direction vector V of the virtual camera of the main control character c = (0.71, -0.69, 0.08), and perform a dot product operation with the preset target direction vector V t = (0.68, -0.73, 0.05), and calculate the included angle deviation:

[0054] Meet the threshold requirement of less than 12°.

[0055] 2. Frustum Culling Optimization: Use Bounding Sphere Hierarchy to accelerate detection and only perform subsequent calculations on components within the range from the near clipping plane (Znear = 0.1m) to the far clipping plane (Zfar = 100m) of the frustum.

[0056] 3. Dynamic LOD Adjustment: Dynamically adjust the rendering detail level according to the distance between the player and the component. Enable LOD Level 1 (triangle face count reduced by 40%) for components with a distance > 5m, and use LOD Level 0 (original mesh precision) for components with a distance ≤ 2m.

[0057] Next, perform synchronous projection transformation on the four components:

[0058] 1. Coordinate System Transformation: Convert the component world coordinates to the camera space through the view matrix M V and then project them to the clip space through the projection matrix M P and perform homogeneous coordinate division to obtain the NDC coordinates.

[0059] 2. Screen Space Mapping: Use the perspective transformation formula:

[0060]

[0061] to generate the two-dimensional pixel coordinates of each vertex (with a precision of 0.1 pixel);

[0062] 3. Separating Axis Theorem Verification: Perform SAT detection on the projection bounding boxes of the four components and calculate the overlapping rate of projections in each axis:

[0063] X-axis overlapping rate: The overlapping degree between components 201 and 202 is 82%;

[0064] Y-axis overlapping rate: The overlapping degree between components 203 and 204 is 79%;

[0065] Z-axis overlapping rate: The global overlapping degree is 91%;

[0066] When the overlapping rates of all three axes are ≥ 75%, the generation condition is triggered.

[0067] After meeting the verification conditions, start the asynchronous resource loading and status synchronization process:

[0068] First, apply the distance-based transparency fade algorithm to the four components. The transparency of the component closer to the player decreases at a faster rate (attenuation coefficient α = 0.05 / m). Then, use the GPU Instancing technology to batch render 512 triangular patches of the virtual object 206, with the number of Draw Calls controlled within 3 times. Finally, calculate the collision volume of the object through the Bullet physics engine to ensure that the contact detection error with other objects in the scene < 0.05m.

[0069] The method provided by the embodiment of the present application has technical advantages in distributed component management, cross-space perspective verification, and multi-object projection fusion. Through the combination of dynamic coordinate system transformation and the separating axis theorem, it realizes high-precision stitching determination in complex three-dimensional spaces, providing reliable technical support for the large-scale scene puzzle-solving gameplay.

[0070] Please refer to Figure 3 , Figure 3FIG. shows a schematic diagram of the game data processing method provided by the embodiments of the present application applied to a VR scene. The game data processing method provided by the embodiments of the present application can also be applied to a VR scene. Through VR, a highly immersive three-dimensional puzzle-solving is constructed. The core lies in the deep integration of the perspective control of the virtual camera of the main control character and the six-degree-of-freedom spatial interaction. When a player wears a VR headset and enters the puzzle-solving scene, the head movement trajectory of the user is captured in real time through the head-mounted device, and the angular velocity data is converted into the dynamic change of the direction vector of the virtual camera of the main control character. At the same time, the capacitive touchpad and trigger key of the handle are used to realize the grasping, rotating and scaling operations of the components. In the initial stage, three target virtual components are suspended at different spatial coordinate points in the form of holographic projections. Their surfaces are covered with a dynamic optical camouflage layer, which remains translucent and only responds to the light reflection of a specific frequency band before being correctly spliced. When the player moves the component to the preset target position through the handle operation, a multi-modal feedback mechanism is synchronously activated: the optical camouflage layer gradually changes to an opaque state with the component verification progress, the haptic feedback glove simulates the material texture of the component contact surface (such as metal scratches or fabric touch) through micro-current pulses, and the spatial audio engine generates an azimuthal sound field when the components collide based on the HRTF algorithm. When the spatial coordinates, rotation angles and size parameters of all components meet the target parameter accuracy requirements, the separating axis theorem verification is performed on the projection bounding boxes of each component in the screen space through projection matrix operations. If the overlap rates of the X / Y / Z axes all exceed 92% and the viewing angle deviation angle is less than 8°, a physical simulation-based material fusion animation is triggered - pixel-level particle dissipation effects first occur at the edges of the components, and then global illumination compensation is generated through light, enabling the spliced virtual object to complete a seamless transition from a fragmented state to a complete form within 0.8 seconds. At the same time, the environmental interaction logic (such as hidden magnetic adsorption sound effects or triggering light and shadow special effects) is synchronously activated. This solution is specifically optimized for VR motion sickness. The dynamic field of view limit technology is adopted to shrink the rendering field of view from the default 110° to 85° during the component splicing verification stage, and the head movement prediction algorithm is combined to compensate for the rendering delay, enabling the player to maintain visual stability during the high-frequency viewing angle adjustment process, and finally constructing an immersive puzzle-solving experience that combines spatial cognitive challenges and physiological comfort.

[0071] Please refer to Figure 4 , Figure 4 FIG. shows an architecture diagram of the game data processing method provided by the embodiments of the present application applied to an interactive scene in a game. In this scene, it includes the terminal 410 of user A, the network 420, the server 430 and the database 440.

[0072] The terminal 410 includes a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen is used to display the game interface; it is also used to provide a human-computer interaction interface to respond to human-computer interaction operations such as the user's position movement, rotation, zooming in and out of the target virtual component, as well as the human-computer interaction operation of the user's adjustment of the camera view of the main control character, and the human-computer interaction operation of the user's control of the virtual object. The processor is used to generate an interaction instruction in response to the above human-computer interaction operation and send the interaction instruction to the server. The terminal 410 involved in this application includes but is not limited to mobile phones, tablet computers, laptop computers, desktop computers, intelligent voice interaction devices, virtual reality devices, smart home appliances, vehicle-mounted terminals, aircraft, etc.

[0073] The client 411 runs in the terminal 410. Taking the game client as an example, the client 411 is deployed on the terminal 410. The client 411 can run on the terminal 410 in the form of a browser, or can also run on the terminal 410 in the form of an independent application (APP) or a small program, etc.

[0074] The network 420 uses standard communication technologies and / or protocols, usually the Internet, but can also be any network, including but not limited to any combination of Bluetooth, local area network (LAN), metropolitan area network (MAN), wide area network (WAN), mobile, private network or virtual private network). In some embodiments, custom or dedicated data communication technologies can be used to replace or supplement the above data communication technologies.

[0075] The server 430 includes a processor. The server 430 involved in this application can be an independent physical server, or a server cluster or distributed system composed of at least one physical server, or can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN), and big data and artificial intelligence (AI) platforms.

[0076] The database 440 is used to store game data.

[0077] In the user's terminal 410, as in step S401, M target virtual components are displayed in the virtual scene. Among them, the M target virtual components are located at M target component positions, and there is at least one preset perspective in the virtual scene where the M target virtual components can be completely pieced together into a virtual object, and M > 1. As in step S402, in response to the operation of adjusting the camera perspective of the main control character, when the camera perspective of the main control character is adjusted to at least one preset perspective, a virtual object pieced together by the M target virtual components is displayed in the virtual scene. As in step S403, after the virtual object is pieced together and displayed, a target object is displayed in the virtual scene, where the target object is used for interaction with the main control character.

[0078] The method provided in this application embodiment realizes the dynamic verification and seamless fusion of multiple components through the manipulation of the player's perspective, and achieves a visual deception effect on the premise of ensuring the consistency of the physical space.

[0079] Please refer to Figure 5 , Figure 5 which shows a flowchart of a game data processing method. It should be noted that the game data processing method provided in this application embodiment can be applied to a terminal, and this application embodiment does not make any restrictions. The method includes:

[0080] S510. Display M target virtual components in the virtual scene.

[0081] Among them, the M target virtual components are located at M target component positions, and there is at least one preset perspective in the virtual scene where the M target virtual components can be completely pieced together into a virtual object, and M > 1.

[0082] It can be understood that the virtual scene refers to a three-dimensional interactive environment constructed by computer graphics technology, including a physical space coordinate system and a rendering hierarchy relationship. The target virtual component is a pre-designed interactive geometric body, and its attributes include position (X / Y / Z axis coordinates), size (length, width, and height parameters), and angle (rotation parameters around the XYZ axes). M > 1 means that there are at least two independent components. The target component position is the absolute coordinate of the component in the scene, which is preset or dynamically calculated by the developer. The virtual object refers to a complete three-dimensional model formed by the player adjusting the virtual components to be pieced together, and its essence is an entity generated by aligning multiple independent target virtual components at a specific perspective.

[0083] By initializing multiple virtual components with independent spatial attributes, a puzzle-solving basic unit is constructed, allowing players to adjust the position, size, and angle of these components through subsequent operations. Breaking through the limitation of static display of components in traditional puzzle games, by giving players the active control right over the components, the interactivity and strategic depth of the gameplay are enhanced, while providing a quantifiable data basis for subsequent visual misalignment verification. For example, when a player moves a component, the real-time change of its spatial coordinates can be directly associated with the calculation of the projection matrix, thereby dynamically affecting the accuracy of the splicing effect.

[0084] S520. In response to an operation for adjusting the camera view angle of the main control character, when the camera view angle of the main control character is adjusted to at least one preset view angle, a virtual object formed by splicing M target virtual components is displayed in the virtual scene.

[0085] It can be understood that the camera of the main control character refers to the camera view corresponding to the virtual character manipulated by the player on the player's actual display screen. A virtual camera can be bound to the head of the virtual character to obtain the character's view angle. The operation for adjusting the camera view angle of the main control character means that the player changes the orientation of the main control character in the virtual scene through an input device (such as a joystick of a gamepad), which is essentially a dynamic correction of the camera direction vector. The preset view angle is a reference direction for successful puzzle-solving preset, characterized by Euler angle or quaternion parameters defined by the developer. The preset view angle is obtained from the camera view angle of the target camera. The target camera refers to an independent camera lens that is not manipulated by the player. Under the function of other systems, it is possible to make the camera view on the player's actual display screen break away from the character's camera and use the camera lens instead. The virtual object is a complete three-dimensional model formed by splicing M components at a specific view angle, and the surface geometric structure thereof needs to meet the coincidence degree threshold of the projection matrices of each component in the screen space.

[0086] By real-time monitoring the player's behavior of adjusting the view angle, combining the calculation of the direction vector deviation angle and the verification of the projection matrix, the generation of the virtual object is triggered only when the view angle parameters meet the preset conditions. By establishing a strong association between view angle control and puzzle-solving logic, and quantitatively verifying the accuracy of the player's operation through a mathematical model, both the objectivity of the puzzle-solving mechanism is ensured, and the immersive exploration experience of the player is enhanced through dynamic view angle guidance. For example, when the player rotates the view angle, the system uses the vector dot product operation to compare the included angle between the current direction and the target direction in real time, and activates the splicing determination process only when the error is less than 15°, thereby avoiding resource waste caused by invalid operations.

[0087] S530. After the virtual object is spliced and displayed, a target object is displayed in the virtual scene, where the target object is used for interaction with the main control character.

[0088] It is understandable that the target object is an interactive entity after converting a virtual object, and it needs to have physical properties (such as collision volume, mass) and dynamic behavior logic to respond to the operations of the main control character (such as grasping, pushing); physical parameters such as collision volume (Collision Mesh), mass, and friction coefficient are added to the target object to make it have interactive physical behavior. For example, it is implemented through Unity's PhysX or Unreal's Chaos physics engine to ensure that collision events are triggered when the player touches. The target object is bound to the player input device (such as a gamepad button, touch screen) to support operations such as grasping, dragging, and rotating. The target object can be a scene object, such as objects like roads, bridges, stairs, cars in a virtual scene; the target object can also be a character, such as a teammate who needs to cooperate with the main control character, a monster that needs to confront the main control character; the target object can also be a virtual prop, such as a player can control the main control character to pick up the virtual prop to obtain special skills.

[0089] The main control character represents the avatar or the controlled object of the player in the virtual scene, and its behavior is mapped to in-game interaction instructions through an input device (such as a gamepad, keyboard and mouse). Through data conversion and binding to the physical system, the static visual verification result is transformed into a dynamically operable entity, enabling the player to directly interact with the puzzle-solving result. For example, when the player assembles a doll, it is converted into a staircase model with a collision volume and material properties, allowing the main control character to walk on it or trigger subsequent plots.

[0090] Exemplarily, as Figure 6 shown, Figure 6 shows a schematic diagram of the method provided by the embodiment of the present application. As Figure 6 in (A), in the virtual scene, the system presets three target virtual components (M = 3): the first component 601 is the head of the doll, the second component 602 is the upper body of the doll, and the third component 603 is the lower body of the doll. The three target virtual components all correspond to their respective positions, sizes, and angles. The initial states of the three components are all semi-transparent materials, with a dynamic optical camouflage layer covering the surface, and only when the player controls the virtual character to approach within a radius of 1.5 m, the contour line frame prompt is displayed.

[0091] As Figure 6 in (B), the player adjusts the perspective of the main control character, and the system calculates the deviation angle Δθ between the current camera direction vector V c and the preset target direction vector V t in real time. When the player adjusts the perspective to Δθ ≤ 15°, the projection matrix verification process is triggered: the system projects the bounding box vertices of the three components into the screen space, and detects the projection overlap rate through the separating axis theorem - the X-axis overlap rate reaches 93%, the Y-axis 88%, and the Z-axis 95%, all exceeding the threshold of 85%, and then starts the material fusion animation. AsFigure 6 In (C), three components are spliced together to obtain the virtual doll 604. During this process, the field of view angle of the main control character automatically shrinks to 90° to avoid visual distortion during splicing verification and enhance the operation realism. As Figure 6 In (D), after obtaining the virtual doll (virtual object), the virtual doll 604 is transformed into a staircase 605 (target object), and the player can operate the virtual player character in the virtual scene to perform corresponding interactive operations. For example, controlling the virtual player character to go up the stairs, etc.

[0092] Exemplarily, as Figure 7 shown, Figure 7 shows a schematic diagram of the target virtual component generation process. When designing a game, the determined virtual object 701 can be split to obtain corresponding multiple target virtual components 702, 703, 704. The target virtual components are usually part of the virtual object, and the target virtual components can overlap with each other. The target virtual components can be 3D model objects or 2D picture objects. The target virtual components satisfy that, from a specific perspective, they can show the appearance of the virtual object formed by complete splicing under the camera. For example, in the UE5 engine, the split design mechanism of the main body and components is realized through high-precision model dynamic splitting and real-time rendering technology. Based on the efficient polygon processing ability of Nanite technology (supporting rendering of hundreds of millions of polygons), the main body model can be decomposed into multiple independent components (including 3D or 2D components), and each component is configured with an independent collision body and blueprint logic, so as to achieve dynamic loading and precise physical interaction. During the splitting process, the world coordinates of each component are controlled by the FTransform matrix to ensure that its spatial position is strictly aligned with the geometric topology of the original main body model; at the same time, the material properties of each component (such as color gradient, light response curve) are uniformly adjusted by using the Material Parameter Collection to maintain visual consistency in the dynamic splitting scene. The component position calculation follows the formula: component position = main body origin coordinate + offset vector, and the vector sum of all offset vectors is zero to ensure the geometric stability of the overall structure after splitting.

[0093] The method provided by the embodiments of the present application constructs a new puzzle-solving framework based on the principle of visual dislocation through the synergistic effect of dynamic component deployment and perspective verification mechanism. Initializing the spatial parameters of multiple components provides a physical basis for puzzle-solving, and logical verification is achieved through real-time feedback of perspective manipulation. The combination of the two enables players to complete the challenge only by simultaneously understanding spatial relationships and perspective rules. Compared with the single operation mode of traditional puzzle games, this method introduces a three-dimensional space coordinate system, projection transformation, and vector operations, converting the intuitive operations of players into quantifiable mathematical verifications, which not only enhances the intellectual challenge of the gameplay but also enhances the aesthetic expressiveness through the visual feedback of dynamic projection coincidence. When the player adjusts the position of the component, the system calculates the projection bounding box of the component in the screen space in real time, and triggers the seamless splicing effect only when the projection error of all components is less than the threshold. This design not only solves the logical loopholes caused by component misalignment in traditional technologies but also optimizes the visual continuity through deferred rendering and transparency fade animation, ultimately achieving an immersive puzzle-solving experience with both logical rigor and artistic appeal.

[0094] In an alternative embodiment of the game data processing method provided in the above embodiment of the present application, in response to an operation of adjusting the camera perspective of the main control character, when the camera perspective of the main control character is adjusted to at least one preset perspective, a virtual object spliced by M target virtual components is displayed in the virtual scene, including:

[0095] In response to an operation of adjusting the camera perspective of the main control character, obtain the direction vector of the camera after the operation of adjusting the camera perspective;

[0096] Obtain the target direction vector of the camera corresponding to the preset perspective;

[0097] According to the direction vector of the camera after the operation of adjusting the camera perspective of the main control character and the target direction vector, calculate the perspective deviation angle data;

[0098] When the perspective deviation angle data is less than the deviation threshold, determine that the camera perspective of the main control character is adjusted to the preset perspective, and display the virtual object in the virtual scene.

[0099] It can be understood that the direction vector of the camera after the operation of adjusting the camera perspective refers to the vector data generated after changing the orientation of the virtual camera of the main control character through the player input device (such as a joystick). Its essence is a mathematical vector (X / Y / Z components) representing direction in three-dimensional space. By real-time collecting the player's perspective adjustment behavior, the physical operation is converted into quantifiable direction parameters, providing basic data for subsequent calculations. By establishing a digital bridge between the player's operation and the system feedback, for example, when the player rotates the perspective to the left, the X component of the direction vector increases, and the Y / Z components are adjusted accordingly, and the system can judge the operation intention based on this.

[0100] The target direction vector of the camera corresponding to the preset perspective is the reference direction for successful puzzle-solving, which is converted from the Euler angle or quaternion parameters defined by the developer. By comparing the difference between the current direction and the target direction, a benchmark value is provided for perspective verification. The key technology lies in the normalization of the direction vector to ensure the comparability of vectors at different scales. For example, the target direction vector Vt = (0.707, -0.707, 0) represents the direction 45° to the due left, and the current vector Vc = (0.6, -0.6, 0.5) needs to be normalized before calculating the included angle. This ensures the objectivity of the puzzle-solving conditions and avoids verification errors caused by subjective perspective deviation.

[0101] The perspective deviation angle data is calculated through the vector dot product formula:

[0102]

[0103] Its physical meaning is the minimum included angle between the two vectors in space. The accuracy of the player's operation is quantified through mathematical modeling. For example, when Δθ ≤ 8°, it is determined that the verification passes. The advantage is that it converts the geometric relationship in three-dimensional space into a scalar value, which is convenient for the system to quickly judge the effectiveness of the operation. For example, when the player adjusts the perspective closer to the target direction, the value of Δθ gradually decreases, and the system provides real-time feedback on the verification progress, enhancing the operation guidance.

[0104] The deviation threshold is a preset angle tolerance range (such as 8°), and its setting needs to balance the puzzle-solving difficulty and the user experience. When Δθ ≤ the threshold, the virtual object is displayed; otherwise, the component dispersion state is maintained. By controlling the dynamic threshold, the resource allocation is optimized, and the rendering process is only started for effective operations, reducing the ineffective calculations of the GPU. For example, when the player accidentally touches and causes Δθ = 15°, the system skips the splicing determination, avoiding unnecessary particle effects and physical calculations, and improving the frame rate stability.

[0105] In the VR scene, the slight shaking of the player's head may cause fluctuations in the direction vector. At this time, the system filters out ineffective operations through a threshold of 8°, and only triggers the splicing effect for precise adjustments. This not only maintains the rigor of the gameplay but also avoids misjudgment caused by hardware accuracy problems. This technical architecture deeply integrates three-dimensional space interaction and mathematical verification, providing a reliable technical guarantee for the immersive puzzle-solving experience.

[0106] Please refer to Figure 8 , Figure 8A schematic diagram showing the perspective direction vector is presented. The perspective of the main control character 801 is the camera view corresponding to the character controlled by the player in the game 3D scene on the player's actual display screen, and the target camera 802 is an independent camera lens in the game 3D scene. The direction vector Vc of the lens after obtaining the lens perspective adjustment operation and the target direction vector Vt of the lens corresponding to the preset perspective are acquired. Based on the direction vector Vc of the lens after the lens perspective adjustment operation of the main control character and the target direction vector Vt, the perspective deviation angle data is calculated.

[0107] The method provided by the embodiments of the present application constructs a high-precision perspective control verification system through a three-level verification mechanism of direction vector acquisition, standardization verification, and dynamic threshold judgment. The real-time calculation of the direction vector ensures instant feedback on the player's operations, avoiding the experience fragmentation caused by input delay in traditional puzzle games; the quantitative analysis of the angle deviation converts abstract spatial operations into verifiable numerical conditions, ensuring both the rigor of the puzzle logic and providing data support for the difficulty curve adjustment; the dynamic threshold setting adapts to different players' operation habits through an elastic tolerance mechanism, preventing the accumulation of frustration while maintaining the challenge.

[0108] In an optional embodiment of the game data processing method provided by the above embodiments of the present application, when the perspective deviation angle data is less than the deviation threshold, it is determined that the lens perspective of the main control character is adjusted to the preset perspective, and virtual objects are displayed in the virtual scene, including:

[0109] When the perspective deviation angle data is less than the deviation threshold, M projection matrices corresponding to M target virtual components are obtained;

[0110] According to the M projection matrices, the coincidence degree of the M target virtual components is calculated;

[0111] When the coincidence degree of the M target virtual components is greater than the coincidence degree threshold, virtual objects are displayed in the virtual scene.

[0112] It is understandable that the projection matrix is a transformation matrix used to convert three-dimensional space coordinates into two-dimensional screen coordinates, which is generated by multiplying the view matrix of the main control character by the projection matrix. By traversing the bounding box vertex data (such as the world coordinates of each vertex) of M target virtual components, the view matrix (which converts the object from the world coordinate system to the camera coordinate system) and the projection matrix (which compresses the coordinates in the camera coordinate system to the normalized device coordinate system) are applied in sequence, and finally the set of two-dimensional projection coordinates of each component in the screen space is obtained. For example, the eight vertices of component A generate eight two-dimensional projection points after matrix operations, forming its bounding box on the screen. By establishing the mathematical relationship between three-dimensional space operations and two-dimensional visual representations, the accuracy of projection calculations is ensured through coordinate transformation. For example, when the player adjusts the viewing angle, the system can update the projection matrix in real time to reflect the dynamic changes of the components on the screen, providing a reliable data basis for subsequent coincidence calculations.

[0113] The coincidence degree refers to the quantitative evaluation of the overlap rate of each axis of the projected bounding box through the Separating Axis Theorem (SAT). Its essence is to detect the proportion of the intersection area of the projections of two convex polygons in the screen space. For the projected bounding boxes of M components, calculate the minimum and maximum values of the projection intervals along the X / Y / Z axes respectively. If there is overlap in the projection intervals of all axes and the overlap length exceeds the preset threshold (for example, the projection interval of component A on the X axis is [0.2, 0.8], and that of component B is [0.5, 0.9], then the overlap rate is 0.3 / 0.7 ≈ 42.8%), it is determined that the coincidence condition is met. By modeling, the visual overlap problem is transformed into a quantifiable numerical verification, avoiding logical loopholes caused by rendering precision errors. For example, when the player's misoperation causes only partial overlap of the components, the system can reject the generation of virtual objects through coincidence calculations (such as setting an 85% threshold), thus maintaining the rigor of the puzzle-solving mechanism.

[0114] The virtual object is a complete three-dimensional model formed by splicing M components from a specific perspective, and its geometric structure is defined by preset mesh data and texture maps. After the coincidence degree meets the standard, the material transition animation and physical fusion process are triggered: First, apply an Alpha fade to the semi-transparent material of the component (such as fading from 30% transparency to 0% in 0.5 seconds), and at the same time generate the solid mesh of the target object and optimize the surface light reflection. By providing dynamic visual feedback, the player's sense of achievement in the operation is enhanced. For example, when the components are successfully spliced, the system not only presents the complete object model but also synchronously activates the environmental interaction elements, transforming the abstract mathematical verification into a concrete immersive experience.

[0115] In a VR scenario, when a player adjusts the perspective to the target direction, the system detects that the projection overlap rate reaches 92% through the separating axis theorem, and then triggers the optical camouflage fading of the component and the generation of the solid model. Combined with the metallic joint sound effect generated by the spatial audio engine, it fully realizes the closed-loop experience from abstract operation to concrete feedback. This technical solution deeply integrates three-dimensional geometric calculation, physical engine simulation, and player interaction logic, providing a technical implementation path with both logical rigor and artistic expressiveness for immersive puzzle-solving gameplay.

[0116] Exemplarily, please refer to Figure 9 , Figure 9 , which shows a schematic diagram of the calculation of the projection matrix coincidence degree. For the first target virtual component 901, project the bounding box of the first target virtual component 901 in the Z-axis direction to obtain the first target virtual component projection matrix 911 (rectangle A1B1C1D1); similarly, for the second target virtual component 902, project the bounding box of the second target virtual component 902 in the Z-axis direction to obtain the second target virtual component projection matrix 912 (rectangle A2B2C2D2). Calculate the coincidence degree according to the first target virtual component projection matrix 911 and the second target virtual component projection matrix 912.

[0117] The method provided by the embodiments of the present application constructs a high-precision perspective-triggered puzzle-solving framework through a three-level collaborative mechanism of projection matrix calculation, coincidence degree quantization verification, and dynamic rendering. The real-time update of the projection matrix ensures the mapping between three-dimensional space operations and two-dimensional visual performances, solving the problem of component misalignment caused by perspective deviation in traditional technologies; the numerical verification of the coincidence degree converts visual overlap into quantifiable mathematical conditions, avoiding logical errors caused by rendering errors and providing data support for difficulty curve adjustment; the dynamic rendering technology enhances the immersion of the gameplay through material transition and physical special effects, enabling players to obtain multi-dimensional feedback of vision and hearing when completing the puzzle.

[0118] In an optional embodiment of the game data processing method provided in the above embodiments of the present application, obtaining M projection matrices corresponding to M target virtual components includes:

[0119] Obtaining the projection matrix and view matrix of the virtual camera corresponding to the main control character;

[0120] Sampling the vertices of the M bounding boxes corresponding to the M target virtual components to obtain M sampling coordinate sets, where each coordinate sampling set includes K coordinate data corresponding to K vertices of the bounding box, and K > 1;

[0121] Converting the M target coordinate data corresponding to the M target virtual components to the world coordinate system to obtain M first coordinate data;

[0122] Based on the view matrix, convert M first coordinate data to the camera space to obtain M second coordinate data;

[0123] Based on the projection matrix, convert M second coordinate data to the clip space to obtain M third coordinate data;

[0124] Based on perspective division, convert M third coordinate data to the screen pixel coordinate system to obtain M projection matrices.

[0125] It can be understood that the projection matrix is the core tool for converting three-dimensional space coordinates to two-dimensional screen coordinates. By defining the near and far clip planes of the viewing frustum and the perspective parameters, it projects three-dimensional objects onto a two-dimensional plane. The view matrix represents the spatial position and orientation of the virtual camera of the main control character and is generated by the rotation and translation parameters of the camera. By multiplying the projection matrix and the view matrix, the final projection transformation matrix is obtained, providing the basic data for subsequent coordinate conversion. For example, when the player adjusts the viewing angle, the view matrix changes accordingly, and the projection matrix is dynamically updated according to the camera parameters to ensure the real-time synchronization of the mapping relationship between the screen space and the three-dimensional space. By establishing the mathematical relationship between three-dimensional geometric data and two-dimensional visual representation, the logical misalignment problem caused by the separation of viewing angle adjustment and projection calculation in traditional technologies is solved. For example, when the player rotates the viewing angle, the system can update the projection matrix in real time to reflect the dynamic changes of the components on the screen, providing a reliable data basis for subsequent coincidence verification.

[0126] The bounding box is the smallest convex hull that encloses a three-dimensional object, and the set of its vertex coordinates represents the limit position of the object in space. By traversing all the vertices of each bounding box (such as the 8 vertices of a cube), a discretized coordinate data set is generated to ensure the integrity of subsequent coordinate conversion and the coverage of boundary conditions. For example, after sampling the bounding box vertices of part A, 8 groups of three-dimensional coordinates are obtained, and these coordinates will be used as the input data for subsequent coordinate system conversion. Through geometric data acquisition, projection distortion caused by missing vertices or insufficient sampling is avoided, thus ensuring the rigor of the puzzle-solving logic. For example, when the part rotates, the sampled vertices can fully reflect its rotated boundary range, preventing splicing misjudgment caused by missing local coordinates.

[0127] The world coordinate system is the global reference system of the virtual scene, and the positions of all objects are defined relative to this coordinate system. By converting the initial coordinates of the target virtual component (such as the local coordinates of component B) to the world coordinate system, unified global position data is obtained. For example, the coordinates of component B in the local coordinate system are (0, 0, 0). After translation and rotation transformations, its coordinates in the world coordinate system may be (X = 5.8m, Y = -3.0m, Z = 1.8m). By standardizing the coordinate system, it is ensured that the spatial relationships of multiple components can be uniformly calculated and verified, solving the problem of spatial disorder caused by the independence of local coordinate systems in traditional technologies. For example, when the player moves a component, the system can update its world coordinates in real time, providing accurate input data for view matrix transformation.

[0128] The camera space is a coordinate system with the virtual camera of the main control character as the origin, and the directions of its coordinate axes are consistent with the orientation of the camera. By applying the view matrix, the coordinates of components in the world coordinate system are converted to the camera space, realizing a perspective-centered spatial expression. For example, when the camera is facing north, the coordinates of component A in the world coordinate system (X = 5.2m, Y = -3.0m, Z = 1.8m) will be converted to the relative coordinates in the camera space (X’ = 0m, Y’ = 2.0m, Z’ = -1.5m). Through perspective-centered processing, subsequent projection calculations can directly reflect the player's current viewing direction, avoiding the complexity of global coordinate system transformation in traditional technologies. For example, when the player adjusts the perspective, the system only needs to calculate the inverse matrix of the view matrix to quickly complete the coordinate transformation, significantly improving the rendering efficiency.

[0129] The clip space is the normalized device coordinate system (NDC) after the action of the projection matrix, which maps three-dimensional coordinates to two-dimensional screen pixel coordinates through perspective division. The coordinates in the camera space are compressed to the NDC range (X / Y / Z ∈ [-1, 1]) by the projection matrix, and then the final screen pixel coordinates are obtained through perspective division (dividing the coordinates by the W component). For example, the coordinates of the vertex of component A in the NDC are (X = 0.5, Y = -0.3, Z = 0.8), and after perspective division, it is converted to the screen coordinates (X = 640, Y = 320). By standardizing the rendering pipeline process, the correspondence between three-dimensional geometric data and two-dimensional screen display is ensured, solving the problem of error-prone manual coordinate conversion, and at the same time providing a unified data basis for the application of the separating axis theorem. For example, the overlapping area of the projection bounding box can be directly calculated through the screen coordinates.

[0130] When the player adjusts the perspective to the target direction, the system detects that the projection overlap rate reaches 92% through the Separating Axis Theorem, and then triggers high-precision mesh rendering and material transition animations. At the same time, distant components are automatically downgraded to low-precision models, which not only ensures the visual accuracy of the core puzzle-solving area but also maintains the smoothness of the overall picture. This technical solution deeply integrates three-dimensional geometric calculations, physical engine simulations, and player interaction logic, providing a technical implementation path with both logical rigor and artistic expressiveness for immersive puzzle-solving gameplay.

[0131] Exemplarily, assume there are 3 target virtual components (Component A, B, C). Component A is initially located at coordinates (X = 3.2m, Y = -1.5m, Z = 0.8m), with dimensions of 2m × 0.5m × 0.3m, and rotates -10° around the Z-axis; Component B is located at (X = 3.5m, Y = -1.5m, Z = 0.8m), with dimensions of 0.5m × 2m × 0.3m, and rotates 25° around the Y-axis; Component C is located at (X = 3.8m, Y = -1.5m, Z = 0.8m), with dimensions of 0.3m × 0.5m × 2m, and rotates 15° around the X-axis. The bounding boxes of all components are axis-aligned bounding boxes (AABB), and in the initial state, the surface is covered with weathered crack textures, and the interaction function is only activated when the player scans with an archaeological tool.

[0132] When the player controls the character to adjust the camera view using the virtual camera of the main character, the system real-time obtains the projection matrix of the camera (perspective projection, field of view 60°, near clipping plane 0.1m, far clipping plane 100m) and the view matrix (camera position X = 0m, Y = 2.0m, Z = 5.0m, facing the positive Z-axis direction). Sample the vertices of the bounding box of each component. For example, after the 8 vertex coordinates of Component A are rotated and translated in the local coordinate system, the first coordinate data in the world coordinate system is generated (such as vertex 1: X = 3.2 + 0.5 × cos(-10°), Y = -1.5 + 0.5 × sin(-10°), Z = 0.8). After being transformed to the camera space through the view matrix, the vertex coordinates of Component A are mapped to the coordinates relative to the camera position (such as vertex 1 in the camera space X' = -3.2m, Y' = 1.5m, Z' = -5.0m), and then compressed to the clip space (NDC range X / Y / Z ∈ [-1, 1]) through the projection matrix. Finally, the screen pixel coordinates are obtained through perspective division (dividing the coordinates by the W component) (such as the position of vertex 1 on the screen is X = 320 pixels, Y = 240 pixels).

[0133] When the player adjusts the perspective so that the coincidence degree of the projection bounding boxes of the three components in the screen space reaches 90% (for example, the overlapping rate of the projections of component A and B on the X-axis is 92% and on the Y-axis is 88%), the system determines that the puzzle-solving condition is met. At this time, the screen coordinates of the three components are restored to world coordinates through inverse transformation (for example, the screen coordinates of component A are X = 320, Y = 240, and after inverse perspective division and inverse projection matrix calculation, they are restored to world coordinates X = 3.2m, Y = -1.5m, Z = 0.8m), which are used to generate a virtual object with dimensions 4m × 2m × 1m and position X = 3.5m, Y = -1.5m, Z = 0.5m). During this process, the dynamic LOD technology uses a low-precision mesh for the distant component C (the number of triangular faces is reduced by 50%), while the nearby components A and B maintain high-precision rendering (the triangular face density is 100% of the original model), ensuring a stable frame rate of 60 FPS while achieving a seamless stitching effect.

[0134] Exemplarily, please refer to Figure 10 , Figure 10 which shows a schematic diagram of visual misalignment. For a virtual object, from the perspective of the virtual object, three target virtual components 1001, 1002, and 1003 that are not stitched together are stitched into a virtual object 1004. For example, in the UE5 engine, the visual misalignment gameplay achieves a dynamic illusion effect through the deep integration of projection calculation and perspective determination. This mechanism is based on the geometric relationship between the camera perspective and the spatial position of the object, and uses the projection matrix to map discrete components to the same screen coordinate system to achieve a seamless stitching visual deception effect. The core implementation process includes: pre-computing the projection matrix of each component at the target position, verifying whether the player and the camera are in the preset target perspective area through ray detection (LineTraceByChannel), and calculating the coordinate difference of the components in the screen space based on the projection matrix (threshold ≤ 5 pixels); at the same time, introducing a quantitative determination of the perspective deviation angle Δθ, through the formula:

[0135] calculate the included angle between the camera direction vector V c and the target direction vector V t . When Δθ ≤ 5° and the coincidence degree of the component bounding box projection > 95%, the stitching determination is triggered. The dynamic mask generation renders the highlighted texture of the spliceable area in real time through the Render Target, and combines the Lumen global illumination technology to ensure the consistency of light and shadow under multiple perspectives.

[0136] The method provided by the embodiments of the present application constructs a high-precision perspective-triggered puzzle-solving framework through the synergistic effects of projection matrix generation, bounding box vertex sampling, multi-coordinate system transformation, and dynamic LOD optimization. The standardized calculation of the projection matrix ensures the mapping between three-dimensional space operations and two-dimensional visual representations, solving the problem of component misalignment caused by perspective deviation in traditional technologies; the quantification verification of the coincidence degree of the separating axis theorem converts visual overlap into verifiable mathematical conditions, avoiding logical loopholes caused by rendering errors and providing data support for difficulty curve adjustment; the dynamic LOD technology optimizes the rendering efficiency through intelligent resource allocation, ensuring the frame rate stability in complex scenarios.

[0137] In an optional embodiment of the game data processing method provided by the above embodiments of the present application, the method further includes:

[0138] In response to a position movement operation on M target virtual components, obtain M fourth coordinate data corresponding to the M target virtual components after the position movement operation;

[0139] In the case where the M fourth coordinate data corresponding to the M target virtual components are the same as the M target coordinate data, determine that the M target virtual components are located at the M target component positions.

[0140] It can be understood that the position movement operation refers to the interactive behavior of the player dragging, rotating, or translating the target virtual component through an input device (such as a joystick or a touch screen). Its essence is to change the world coordinate data of the component through a physics engine or a mathematical transformation. By capturing the coordinate changes after the player's operation in real time (such as the component moving from the initial position X = 2.0m to the target position X = 3.5m), the subsequent coordinate verification process is triggered. By establishing an immediate association between the player's operation and the game logic, for example, when the player drags the component near the target area, the system immediately starts the verification program, avoiding the feedback lag caused by operation delay, thereby enhancing the real-time nature of the interaction response.

[0141] The fourth coordinate data is the final set of world coordinates of the component after the position movement operation, which is calculated through a coordinate transformation matrix (such as a combination of a translation matrix and a rotation matrix). By recording the three-dimensional coordinates after the component moves (such as X = 3.5m, Y = -1.5m, Z = 0.8m), benchmark data is provided for subsequent verification. For example, when the player rotates the component, the system needs to convert the rotation angle in the local coordinate system into new coordinates in the world coordinate system to ensure data consistency. By ensuring the accuracy of the coordinate data through strict mathematical transformations, the problem of component misalignment caused by incorrect coordinate system transformation in traditional technologies is solved. For example, when the component rotates 30° around the Y axis, the system can calculate its new coordinates through the rotation matrix instead of relying on rough approximations.

[0142] The target coordinate data is the preset reference coordinate for successful puzzle-solving, with an accuracy up to the millimeter level of 0.1 (e.g., X = 3.5m ± 0.05m). By comparing the differences ΔX, ΔY, and ΔZ between the moved coordinates and the target coordinates, if all axial errors are less than the tolerance threshold (e.g., ΔX ≤ 0.1m), it is determined that the component has been successfully positioned. Through quantitative verification, the rigor of the puzzle-solving logic is ensured. For example, when the player's misoperation causes the component to deviate by 0.05m, the system still determines it as a valid operation, avoiding frustrating the player's enthusiasm due to minor errors; while when the deviation exceeds 0.2m, a prompt for readjustment is given to maintain the puzzle-solving challenge.

[0143] Exemplarily, please refer to Figure 11 , Figure 11 which shows a schematic diagram of the movement of the target virtual component. As Figure 11 shown in (A) and (B) in Figure 11 , component A1101 is initially located at the coordinates (X = 2.8m, Y = 1.2m, Z = 0.5m), component B 1102 is located at (X = 3.0m, Y = 1.2m, Z = 0.5m), and component C 1103 is located at (X = 3.2m, Y = -1.2m, Z = 0.5m). All three are designed to be spliced (the target coordinates are X = 3.0m, 3.0m, 3.0m respectively). When the player pushes the component through the joystick of the handle, the system records the world coordinate data after its movement in real time (e.g., component A is pushed to X = 3.02m, Y = -1.18m, Z = 0.5m), and ensures that the component can only slide on the horizontal plane (the Z-axis coordinate is locked) through dynamic collision detection. As

[0144] The method provided by the embodiments of the present application constructs a high-precision component positioning and verification system through the synergistic effect of position operation capture, coordinate transformation verification, and dynamic tolerance control. The real-time coordinate update mechanism ensures instant feedback on the player's operations, solving the problem of interaction interruption caused by input delay in traditional technologies; the dynamic tolerance algorithm sets an adaptive error range, taking into account the operation characteristics of different hardware platforms while maintaining the rigor of the puzzle. On mobile devices, a larger tolerance threshold (e.g., Δ_max = 0.2m) is adopted to adapt to the insufficient precision of touch operations, while on the host side, a strict threshold (Δ_max = 0.05m) is used to ensure precise interaction; the mathematical modeling of coordinate transformation eliminates coordinate system conversion errors through a standardized process, avoiding component misalignment caused by the independence of local coordinate systems.

[0145] In an alternative embodiment of the game data processing method provided in the above embodiments of the present application, in response to a position movement operation on M target virtual components, M fourth coordinate data corresponding to the M target virtual components after the position movement operation are obtained, including:

[0146] Obtaining M initial coordinate data corresponding to the M target virtual components before the position movement operation;

[0147] In response to a position movement operation on M target virtual components, obtaining M three-dimensional coordinate offsets corresponding to the M target virtual components;

[0148] Calculating M fourth coordinate data corresponding to the M target virtual components after the position movement operation based on the M initial coordinate data and the M three-dimensional coordinate offsets.

[0149] It can be understood that the initial coordinate data refers to the world coordinate system coordinates of the target virtual component before the position movement operation. For example, the coordinates of component A before movement are (X = 2.8m, Y = -1.2m, Z = 0.5m). By storing the initial position information of the component, reference data is provided for subsequent offset calculation. Ensuring the traceability of position changes through movement. For example, when a player drags an object, the system can accurately record its starting position, avoiding calculation errors caused by the loss of initial coordinates. For example, if a player attempts to move the target virtual component A from X = 2.8m to X = 3.0m, the accurate recording of the initial coordinates can ensure that subsequent offset calculations are based on the true physical position rather than visual approximations.

[0150] The three-dimensional coordinate offset is the amount of change in the coordinates of a component caused by the player's operation, which is generated by an input device (such as a joystick) or simulated by a physics engine. For example, when the player moves the virtual component A, the offsets are ΔX = 0.2m, ΔY = 0m, and ΔZ = 0m. By capturing the displacement data of the operation input in real time, it is converted into a standardized three-dimensional vector (such as the vector form (0.2, 0, 0)). The subjective operation of the player is transformed into objective mathematical parameters. For example, in a VR environment, the offset is accurately calculated through the six-degree-of-freedom sensor of the joystick, avoiding operation distortion caused by device precision differences and supporting cross-platform operation consistency (such as the unification of input from the touchpad on the PC side and the gamepad on the console).

[0151] The fourth coordinate data is the result of superimposing the initial coordinates and the offset. For example, when the initial coordinates of component A are (2.8, -1.2, 0.5) and the offset is (0.2, 0, 0), the coordinates after movement are (3.0, -1.2, 0.5) obtained by adding them. Coordinate update is achieved through vector addition or matrix transformation. Its technical essence is to map the physical meaning of the player's operation to an exact position change in three-dimensional space. Operation noise is eliminated through mathematical modeling. For example, when the input offset fluctuates due to the player's hand jitter, the system can smooth the offset through a low-pass filter algorithm to ensure the stability of the final coordinate change. In the mobile scenario, the sliding distance and direction of the touch screen can also be combined to convert two-dimensional touch input into a reasonable displacement in three-dimensional space, enhancing the operation intuitiveness.

[0152] Exemplarily, the player needs to move three virtual components (component A, B, C) to specified positions to piece together a virtual object. Component A is initially located at coordinates (X = 1.5m, Y = 2.0m, Z = 0.5m), component B is located at (X = 2.0m, Y = 2.0m, Z = 0.5m), and component C is located at (X = 2.5m, Y = 2.0m, Z = 0.5m). All three are cubes with a side length of 0.5m and are covered with a semi-transparent energy field texture. When the player pushes the module through the joystick, the system records its initial coordinates in real time (such as the initial position of component A, X = 1.5m, Y = 2.0m, Z = 0.5m), and captures the three-dimensional offset generated by the joystick input (such as when the player pushes the joystick to the right, causing a displacement of ΔX = 0.3m, ΔY = 0m, and ΔZ = 0m for component A).

[0153] During the movement, the system prevents penetration through the ray detection function of the physics engine and dynamically updates the world coordinates of the modules (e.g., the new coordinates of component A are X = 1.8 m, Y = 2.0 m, Z = 0.5 m). When the player releases the joystick, the system compares the final coordinates (the fourth coordinate data) of the three modules with the preset target coordinates (X = 2.0 m, Y = 2.0 m, Z = 0.5 m) axis by axis. Since the X-axis offset of component A is 0.3 m (less than the tolerance threshold of 0.05 m) and there is no offset in the Y / Z axes, its position is determined to be valid; while the X-axis offsets of components B and C are 0.0 m and 0.0 m respectively, which exactly match the target coordinates. At this time, the three virtual components are spliced to obtain a virtual object.

[0154] Please refer to Figure 12 , Figure 12 which shows a schematic diagram of the movement of the target virtual component. The position of the target virtual component 1202 is different from its target position, and the player needs to move the target virtual component 1202 to the target component position in order to splice the target virtual components 1201, 1202, and 1203.

[0155] The method provided by the embodiments of the present application constructs a high-precision position movement verification mechanism through the synergistic effect of initial coordinate storage, dynamic offset capture, and mathematical coordinate update. The benchmark storage of the initial coordinates solves the problem of displacement calculation errors caused by the fuzzy operation starting point in the traditional technology. For example, when the component jumps due to accidental touch by the player, the system can still correct the target position based on the difference between the initial coordinates and the current offset; the standardized processing of the three-dimensional offset realizes the operation consistency across input devices by quantifying the player's operation intention. For example, the offset conversion error between using the mouse to drag on the PC side and using the joystick to operate on the host side is less than 0.01 m; the dynamic coordinate update algorithm ensures the continuity and physical rationality of the component movement through a real-time feedback mechanism, converting the player's subjective operation into an accurate three-dimensional space transformation, which not only retains the naturalness of the interaction but also ensures the rigor of the puzzle-solving logic through mathematical verification, significantly improving the credibility and immersion of the gameplay.

[0156] In an optional embodiment of the game data processing method provided in the above embodiments of the present application, the method further includes:

[0157] In response to the size adjustment operation on the M target virtual components, obtain the M size data after the size adjustment of the M target virtual components;

[0158] When the M size data corresponding to the M target virtual components are equal to the M target sizes, determine that the M target virtual components meet the requirements for splicing into a virtual object corresponding to the M target sizes.

[0159] It is understandable that the size adjustment operation refers to the behavior of modifying the size of components triggered by players through gestures, controller inputs, or physical engines. For example, the length, width, and height parameters of a virtual module are scaled through a pinching gesture. By capturing the size change data in real time after the player's operation (such as component A being adjusted from the original size of 1m×1m×1m to 1.2m×0.8m×1.5m), the subsequent data verification process is triggered. By establishing a direct association between the player's operation and the three-dimensional space deformation, for example, in a puzzle-solving scenario, the player needs to adjust the size of the doll head component to a specific size to assemble a complete doll. The system realizes real-time feedback by dynamically updating the size parameters, avoiding interaction breaks caused by operation delays.

[0160] The size data is a set of standardized length, width, and height values after the component is adjusted. For example, after the player stretches component B, its X-axis length increases from 2.0m to 2.5m, and the Y / Z axes remain unchanged at 1.0m, forming new size data (2.5m, 1.0m, 1.0m). By accurately recording the changes in the geometric parameters of the component, it provides reference data for subsequent verification. By solving the problem of model distortion caused by inconsistent scaling ratios in traditional technologies, for example, when the player rotates the component, the system separates the scaling and rotation transformation matrices to ensure the independence of the size data and avoid size calculation errors caused by coordinate system rotation.

[0161] The target size is the preset size threshold required for successful puzzle-solving, with an accuracy up to the 0.01mm level (such as the target size of component C is 3.00m×2.00m×1.50m). By comparing the differences ΔX, ΔY, ΔZ between the adjusted size and the target size, if all axial errors are less than the tolerance threshold (such as ΔX≤0.05m), it is determined that the size match is successful. By quantifying the verification, the rigor of the puzzle-solving logic is ensured. For example, when the player's incorrect operation causes the size of component D to be scaled to 2.95m, the system still determines it as a valid operation (error 0.05m<0.1m tolerance), while exceeding the threshold prompts readjustment to maintain the puzzle-solving challenge.

[0162] For example, in a VR environment, due to the high accuracy of the six-degree-of-freedom sensors of the handle, the system automatically reduces the tolerance to ±0.02m to enhance the challenge; the dynamic projection verification algorithm ensures the consistency between the visual performance of the component after deformation and the physical space logic through screen space coincidence detection, avoiding problems such as model penetration or excessive gaps caused by inconsistent scaling ratios.

[0163] Exemplarily, as Figure 13 shown, Figure 13 shows a schematic diagram of the virtual component size adjustment. As Figure 13In (A), the player decrypts and learns that the size of the virtual component 1301 is too large and needs to be adjusted. By using a pinching gesture to scale the size of the virtual component A, during the pinching process, when the size of the virtual component 1301 is consistent with the preset target size, a signal will be received, such as the terminal vibrating. At this time, the size adjustment of the virtual component 1301 will stop, and the adjusted size is as Figure 13 in (B).

[0164] The method provided by the embodiments of the present application constructs a high-precision component deformation verification mechanism through the synergistic effect of dynamic size capture, standardized data verification, and elastic tolerance control. The real-time size update mechanism ensures instant feedback on the player's operations, solving the problem of interaction breakage caused by input delay in traditional technologies; standardized data verification quantifies the error range, taking into account the operation characteristics of different hardware platforms while maintaining the rigor of puzzle-solving (for example, the tolerance threshold is expanded by ±0.1m for mobile devices and ±0.05m for host devices). This technical solution converts the player's subjective operations into precise three-dimensional geometric transformations, not only retaining the naturalness of the interaction but also ensuring the rigor of the puzzle-solving logic through mathematical verification, significantly enhancing the credibility and immersion of the gameplay.

[0165] In an optional embodiment of the game data processing method provided by the above embodiments of the present application, in response to a size adjustment operation on M target virtual components, M size data after the size adjustment of the M target virtual components are obtained, including:

[0166] Obtain M initial size data corresponding to the M target virtual components before the size adjustment operation;

[0167] In response to the size adjustment operation on the M target virtual components, obtain M scaling ratios corresponding to the M target virtual components;

[0168] According to the M initial size data and the M scaling ratios, calculate the M size data after the size adjustment of the M target virtual components.

[0169] It can be understood that the initial size data refers to the set of standardized length, width, and height parameters of the target virtual component before the size adjustment operation. For example, the initial size of component A is 2.0m in length, 1.0m in width, and 0.5m in height. By storing the original geometric parameters of the component, it provides reference data for subsequent scaling calculations and ensures the mathematical traceability of size adjustments. For example, when the player stretches a component, the system can accurately record its starting size, avoiding distortion of the scaling ratio caused by the loss of the initial value. If the player attempts to scale a doll's head component to a specific ratio, the accurate storage of the initial size ensures that subsequent calculations are based on the true physical size rather than a visual approximation.

[0170] The scaling ratio is a factor for modifying the size of components triggered by the player through gestures, controller inputs, or the physical engine. For example, the player adjusts the X-axis scaling ratio of component A from 1.0 to 1.5 through a pinching gesture. By capturing the scaling parameters of the operation input in real time and converting them into a standardized three-dimensional ratio vector (such as in vector form (1.5, 1.0, 0.8)), the subjective operation of the player is transformed into objective mathematical parameters. In a VR environment, the scaling ratio is accurately calculated through the six-degree-of-freedom sensor of the handle, avoiding deformation distortion caused by differences in device accuracy and supporting cross-platform operation consistency (such as the unification of the input of the mouse wheel scaling on the PC side and the touchpad gesture on the host side).

[0171] The adjusted size data is the result of superimposing the initial size and the scaling ratio. For example, the initial size of component C (length 3.0m, width 2.0m, height 1.0m) is multiplied by the scaling ratio (1.2, 0.9, 1.1) to obtain the new size (3.6m, 1.8m, 1.1m). The size update is achieved through vector multiplication or matrix transformation, and its technical essence is to map the physical meaning of the player's operation into an accurate geometric deformation in three-dimensional space. Operation noise is eliminated through mathematical modeling. For example, when the player's hand tremor causes fluctuations in the scaling ratio, the system can smooth the ratio parameters through a low-pass filtering algorithm to ensure the stability of the final size change. In the mobile scenario, this step can also combine the sliding distance and direction of the touch screen to convert two-dimensional touch input into reasonable scaling in three-dimensional space, enhancing the operation intuitiveness. Preferably, the adjusted size data = initial size × scaling ratio.

[0172] Exemplarily, the player needs to splice three virtual components (components X, Y, Z) into a complete virtual object. Component X has an initial size of a cylinder with a diameter of 15 cm and a height of 20 cm, component Y is a cuboid with a length of 30 cm, a width of 10 cm, and a thickness of 5 cm, and component Z is a hemisphere with a radius of 8 cm. When the player stretches component Y through the handle trigger key, the system updates its scaling ratio in real time (such as the Y-axis increasing from 1.0 to 1.8), and prevents the component from penetrating the repair table boundary through collision detection. When the sizes of the three components are adjusted within the error range of the target value (such as the radius of component Z increasing from 8 cm to 9.6 cm, with an error of 20% < the preset tolerance of 30%), at this time, through inverse coordinate transformation, it is verified that the coincidence degree of its projection bounding box in the screen space reaches 95%, and finally the complete virtual object is activated.

[0173] Please refer to Figure 14 , Figure 14 shows a schematic diagram of the size adjustment of the target virtual component. The size of the target virtual component 1402 is different from its target size, and the player needs to enlarge the size of the target virtual component 1402 to the target size in order to splice the target virtual components 1401, 1402, and 1403.

[0174] The method provided by the embodiments of the present application constructs a high-precision component deformation verification mechanism through the synergistic effect of dynamic dimension capture, standardized ratio verification, and elastic tolerance control. The benchmark storage of the initial dimensions solves the problem of cumulative scaling errors caused by fuzzy operation starting points in traditional technologies. When the player accidentally touches the component and causes a jumpy scaling, the system can still correct the target dimensions based on the product of the initial dimensions and the current ratio. The standardized processing of the scaling ratio realizes the operation consistency across input devices (such as the input mapping error between mobile touch scaling and host controller joystick is less than 0.05 times) by quantifying the player's operation intention, and at the same time supports dynamically adjusting the ratio factor to adapt to different scenario requirements (such as using a higher-precision scaling step in the VR environment). The three-dimensional dimension calculation algorithm ensures the physical rationality of geometric deformation through mathematical modeling, avoiding problems such as model penetration or excessive gaps caused by inappropriate scaling ratios.

[0175] In an optional embodiment of the game data processing method provided by the above embodiments of the present application, the method further includes:

[0176] In response to a rotation operation on M target virtual components, obtain M angle data corresponding to the M target virtual components after the rotation operation;

[0177] When the M angle data corresponding to the M target virtual components are the same as the M target angle data, determine that the M target virtual components satisfy being spliced into a virtual object corresponding to the M target angles.

[0178] It can be understood that the angle data refers to the quantization parameters of the rotation of the target virtual component around the three-dimensional coordinate axes (X / Y / Z). For example, component A rotates -15° around the Z axis and 30° around the Y axis. The final angle value after the player's rotation operation is captured through quaternion or Euler angle conversion (such as component B rotates from the initial 0° to 25° around the X axis), providing reference data for subsequent verification, establishing a mathematical relationship between the player's rotation operation and the three-dimensional space transformation. The player needs to rotate the upper body component of the doll to a specific angle to splice, and by recording the rotation angle in real time, the operation can be traced, avoiding misjudgment caused by visual errors.

[0179] The target angle data is the preset rotation parameter required for successful puzzle-solving (such as component C needs to rotate 45° around the Y axis), and its accuracy can reach the 0.1° level. By comparing the difference Δθ between the adjusted angle and the target angle x 、Δθ y 、Δθ z If all axial errors are less than the tolerance threshold (such as Δθ ≤ ±2°), it is determined that the rotation meets the standard. Through quantitative verification, the rigor of the puzzle-solving logic is ensured. For example, when the player rotates component D to 43° due to hand jitter, the system still determines it as a valid operation (error 2° < 5° tolerance), while exceeding the threshold prompts readjustment to maintain the puzzle-solving challenge.

[0180] Exemplarily, as Figure 15 shown, Figure 15 a schematic diagram showing the rotation of a virtual component is shown. As Figure 15 in (A) of [reference], the player needs to rotate the virtual component 1502 by a certain angle before it can be spliced with the virtual components 1501 and 1503. When the player rotates the component 1502 through the joystick of the handle, the system captures its rotation angle in real time (such as increasing from 0° to 15.8°), and prevents penetration through collision detection. As Figure 15 in (B) of [reference], when the rotation angles of the three components all enter the target error range (such as the X-axis rotation of component Y reaches 29.5°, and the error 0.5° < 5°), the three components can be spliced into a virtual object.

[0181] The method provided by the embodiment of the present application constructs a high-precision rotation operation verification mechanism through the synergistic effect of dynamic angle capture, standardized parameter verification, and elastic tolerance control. The real-time angle update mechanism ensures instant feedback on the player's operation, solving the problem of interaction breakage caused by input delay in traditional technologies; the standardized parameter verification adapts to the operation characteristics of different hardware platforms (such as increasing the tolerance threshold by ±5° for mobile devices and ±2° for host devices) while maintaining the rigor of the puzzle by quantifying the error range; the three-dimensional rotation calculation algorithm ensures the physical rationality of geometric transformation through mathematical modeling, avoiding problems such as model penetration or excessive gaps caused by improper rotation angles.

[0182] In an optional embodiment of the game data processing method provided by the above embodiment of the present application, in response to a rotation operation on M target virtual components, M angle data corresponding to the M target virtual components after the rotation operation are obtained, including:

[0183] Obtaining M initial angle data corresponding to the M target virtual components before the rotation operation;

[0184] In response to a rotation operation on M target virtual components, obtaining M rotation angles corresponding to the M target virtual components;

[0185] Calculating M angle data corresponding to the selection of the M target virtual components based on the M initial angle data and the M rotation angles.

[0186] It is understandable that the initial angle data refers to the three-dimensional spatial direction parameters of the target virtual component before the rotation operation, usually stored in the form of Euler angles (rotation angles around the X / Y / Z axes) or quaternions. For example, Component A initially rotates 0° around the Z axis and -15° around the Y axis. By recording the initial orientation state of the component, it provides reference data for subsequent rotation calculations and ensures the mathematical traceability of the rotation operation. When the player attempts to rotate the virtual component to a specific angle, the system can accurately trace back its initial position, avoiding rotation misalignment caused by visual errors, and at the same time providing initial geometric parameters for collision detection.

[0187] The rotation angle is the incremental parameter of the component rotation triggered by the player through the joystick of the controller, touch screen gestures, or the physics engine. For example, when the player rotates the joystick clockwise, Component B rotates 25° around the X axis. By capturing the rotation amount of the operation input in real time and converting it into a standardized three-dimensional rotation vector (such as in the form of quaternions or Euler angle increments Δθ x = 25°, Δθ y = 0°, Δθ z = 0°). It converts the player's subjective operation into objective mathematical parameters. For example, it accurately calculates the rotation angle through the six-degree-of-freedom sensor of the controller, avoiding deformation distortion caused by device precision differences, and at the same time supporting cross-platform operation consistency (such as the unification of input from mouse dragging on the PC side and touchpad gestures on the console side).

[0188] The target angle data is the final direction parameter after the superposition of the initial angle and the rotation angle. For example, Component C initially rotates -5° around the Y axis, and after superimposing the player's operation of Δθ y = 20°, the new angle -25° is obtained. The rotation synthesis is achieved through vector addition or quaternion multiplication. Its technical essence is to map discrete operation inputs into continuous three-dimensional space transformations, thereby eliminating operation noise. For example, when the player's rotation angle fluctuates due to hand tremors, the system can smooth the incremental parameters through a low-pass filter algorithm to ensure the stability of the final rotation result. In the mobile scenario, this step can also combine the sliding trajectory and speed of the touch screen to convert two-dimensional input into a reasonable rotation in three-dimensional space, enhancing the operation intuitiveness.

[0189] Exemplarily, the player needs to rotate three target virtual components (Component X, Y, Z) to specific angles to piece together a virtual object. Component X initially rotates 0° around the Z-axis, Component Y rotates 10° around the X-axis, and Component Z rotates -5° around the Y-axis. The target angles are 15° around the Z-axis, 30° around the X-axis, and 20° around the Y-axis respectively. When the player rotates Component X through the joystick of the handle, the system captures its rotation angle in real time (such as increasing from 0° to 14.8°), and prevents the components from penetrating through collision detection. When the rotation angles of all three components enter the target error range (for example, the X-axis rotation of Component Y reaches 29.5°, with an error of 0.5° < 5° tolerance), the three rotated components can be pieced together to form a virtual object.

[0190] Please refer to Figure 16 , Figure 16 which shows a schematic diagram of the rotation adjustment of the target virtual component. The direction angle of the target virtual component 1602 is different from its target direction angle. The player needs to rotate the direction angle of the target virtual component 1602 to the target direction angle in order to piece together the target virtual components 1601, 1602, and 1603. For example, in the UE5 engine, the component gameplay design mechanism realizes complex interaction logic through the dynamic object interaction system and the hierarchical state management model. Based on the blueprint system, developers can control the states of components such as displacement, rotation, and scaling, and trigger state switching through the level process. Each component is equipped with an independent blueprint class with built-in state variables (such as position, scaling ratio, visibility), and uses the EventDispatcher to achieve cross-component communication to ensure the real-time performance and consistency of multi-component collaborative operations. In terms of physical interaction, the Chaos physics system provides underlying support, drives the movement of components through functions such as Set Physics Linear Velocity or Add Force, and combines the Timeline curve to control scaling and rotation to achieve physical effects such as pushing and deformation. The state management adopts a hierarchical state machine model, defining State = {BaseState} × {PositionState} × {ScaleState} × {RotationState}, where BaseState identifies the basic existence state (0 = hidden, 1 = displayed), PositionState records the three-dimensional coordinate offset (in centimeters), ScaleState controls the scaling ratio (0.1 - 10.0), and RotationState stores the Euler angle or quaternion rotation angle. For example, the initial state of the cabinet component is (1, (0, 0, 50), 0.8, (0, 15°, 0)), and it can be adjusted to (1, (120, 80, 0), 1.0, (0, 0°, 0)) through puzzle-solving operations to meet the piecing conditions.

[0191] The method provided by the embodiments of the present application constructs a high-precision rotation operation verification mechanism through the synergistic effect of dynamic angle capture, standardized parameter verification, and elastic tolerance control. The benchmark storage of the initial angle solves the problem of rotational cumulative error caused by the fuzzy operation starting point in the traditional technology. When the player accidentally touches and causes the component to rotate in a jump, the system can still correct the target direction based on the superposition of the initial angle and the current increment; the standardized processing of the rotation angle realizes the operation consistency across input devices (such as the input mapping error between touch rotation on the mobile side and the joystick on the host side is less than 0.05 radians) by quantifying the player's operation intention, and at the same time supports dynamically adjusting the rotation step to adapt to different scenario requirements; the three-dimensional rotation calculation algorithm ensures the physical rationality of geometric transformation through mathematical modeling, avoiding problems such as model penetration or excessive gaps caused by misaligned rotation angles.

[0192] In an optional embodiment of the game data processing method provided in the above embodiments of the present application, displaying M virtual components in the virtual scene includes:

[0193] Displaying a virtual interactive object in the virtual scene, where the virtual interactive object carries a puzzle;

[0194] In response to an interaction operation on the virtual interactive object, when the decryption is successful, M virtual components are displayed in the virtual scene.

[0195] It can be understood that the virtual interactive object is an entity object that can be operated by the player in the virtual scene, such as a stone tablet engraved with hieroglyphics, a mechanism box with a gear structure, or a floating energy core. By binding the puzzle to a three-dimensional object, an interaction entry is constructed. For example, if the target virtual component is blocked by the virtual interactive object, the target virtual component can be displayed by moving the virtual interactive object away.

[0196] The interaction operation refers to a specific action (such as clicking symbols in sequence, drawing patterns, or entering passwords) implemented by the player on the virtual interactive object through an input device (such as a joystick button, a touch screen gesture, or a voice command). When the player's operation conforms to the preset puzzle answer, the system determines that the decryption is successful and activates the generation logic of the virtual component. The strong association between the puzzle and the gameplay is realized through dynamic content generation technology, so as to ensure that the player must advance the game process through logical reasoning or knowledge application, avoid the flattened experience caused by mindless operation, and at the same time strengthen the sense of achievement through instant feedback (such as the component generation animation).

[0197] Exemplarily, as Figure 17 shown, Figure 17Shows a schematic diagram of the interaction of a virtual interaction object. When a virtual object observes a target virtual component at a certain angle, the target virtual component will be blocked by the virtual interaction object (obstacle) and cannot be seen from this perspective. The player needs to move the virtual interaction object (obstacle) away before the target virtual component can be seen from the perspective of the virtual object. For example, in the UE5 engine, the specific location trigger mechanism achieves precise interaction response through dynamic resource loading and logical condition binding. Based on the Level Streaming Volume technology, this mechanism divides the trigger area into independent level blocks and loads associated resources (such as puzzle-solving props or hidden mechanisms) as needed, effectively optimizing memory occupancy and rendering efficiency. The condition unlocking logic uses the Gameplay Tag System to mark the status of pre-tasks (such as "remove the obstacle"). When the player meets all conditions, the system activates the trigger area and loads the preset content.

[0198] The method provided by the embodiments of the present application constructs a knowledge-driven puzzle-solving framework through the synergistic effects of puzzle binding, dynamic generation, and logical verification. The scene-based design of the virtual interaction object transforms the abstract puzzle into a concrete interaction object, solving the problem of the disconnection between the puzzle and the scene in traditional technologies; the real-time response mechanism of the interaction operation controls the gameplay process through an event-driven architecture. When the player touches by mistake, a prompt animation is triggered instead of a direct failure, maintaining the coherence of exploration; the dynamic component generation technology combines the historical symbol database and the physical engine simulation to ensure that the generated virtual components not only conform to the mathematical logic of the puzzle answer (such as the error rate of the symbol combination verification algorithm < 0.01%), but also meet the consistency of the scene art style.

[0199] In an optional embodiment of the game data processing method provided in the above embodiments of the present application, when the camera view of the main control character is adjusted to a preset view, displaying a virtual object in the virtual scene includes:

[0200] When the camera view of the main control character is adjusted to a preset view, determining the target object position of the virtual object based on the M target component positions of the M target virtual components;

[0201] Fixing the view of the camera of the main control character for a preset duration, and after the preset duration ends, displaying the virtual object in the virtual scene, where the virtual object is located at the target object position in the virtual scene.

[0202] It is understandable that the target part position refers to the preset coordinate set of M virtual parts in the virtual scene (for example, part A is located at X = 3.0m, Y = -1.2m, Z = 0.5m), and the target position of the virtual object (such as the center point coordinates X = 3.2m, Y = -1.2m, Z = 0.4m) is calculated through three-dimensional space geometric relationships. By mapping the scattered part positions to a unified spatial anchor point, it is ensured that the position logic during the generation of the virtual object is strictly corresponding to the part layout.

[0203] The preset duration is the time threshold (such as 3 seconds) that the player needs to keep stable after adjusting the perspective to the target direction, and it is precisely controlled through the timer module. By forcing the perspective to be stationary, it is ensured that the screen space projection consistency during the generation of the virtual object (such as preventing the object from being misaligned due to the player moving the perspective instantaneously during generation). By establishing a delayed feedback mechanism for player operations, it not only prevents invalid generation caused by accidental touches (such as quickly shaking the perspective to trigger a wrong mechanism), but also enhances the puzzle-solving challenge through time pressure. For example, in a time-limited puzzle-solving scenario, the player needs to quickly complete subsequent operations after the camera is stable.

[0204] Please refer to Figure 18 , Figure 18 , which shows a schematic diagram of the fixed perspective of the camera. After the player finds the camera with a specific correct position and a specific correct master control character, the camera lens locking is triggered. The lens of the configured target camera is triggered, the character operation is locked, and the lens locks the spliced object for several seconds. During the lens locking period, the target virtual part disappears, and a complete virtual object appears at the corresponding position. After the preset duration, the lens locking ends, the character resumes operations, and the mechanism is completed. For example, in the UE5 engine, the camera locking and object conversion mechanism achieves smooth perspective control through a two-stage hybrid locking technology and a dynamic interpolation algorithm. This mechanism adopts a progressive switching strategy between the soft locking stage and the hard locking stage: in the soft locking stage, the target position is locked through the Lerp transition function (duration 0.5 - 1.0 seconds) and the LockToViewTarget parameter of the CameraActor component to achieve a natural gradual change of the perspective; in the hard locking stage, the SetViewTargetWithBlend is called to force the perspective to be fixed, and the CameraLag parameter is controlled in combination with the timeline to eliminate sudden jitters. The smooth transition of the lens further introduces the Cine Camera Actor and the Matinee Transition system, and based on the EaseInOut interpolation function (such as Alpha = FMath::InterpEaseInOut(0, 1, TimeRatio, 2)), the acceleration curve is optimized to ensure the visual smoothness of the perspective switch.

[0205] The method provided in the embodiment of the present application constructs a high-precision dynamic generation framework through the synergy of spatial anchor point mapping and perspective stabilization control. The calculation of the target component position integrates discrete interactive elements into a unified logical space, solving the problem of the separation of virtual object generation positions and scene elements in traditional technologies; the introduction of preset duration constrains player operations through the time dimension, which not only avoids generation errors caused by perspective jitter, but also enhances the ritual and strategic nature of puzzle solving through delayed feedback.

[0206] In an optional embodiment of the game data processing method provided in the above embodiment of the present application, when the camera angle of the main control character is adjusted to a preset angle of view, displaying a virtual object in a virtual scene includes:

[0207] Based on a preset time length, the transparency of the M target virtual components is reduced, and after the preset time length ends, the transparency of the M target virtual components is set to a completely transparent state;

[0208] And, based on a preset time length, the transparency of the virtual object is increased, and after the preset time length ends, the transparency of the virtual object is set to an opaque state.

[0209] It is understandable that transparency refers to the visibility parameter (Alpha channel value) of the virtual component in the screen space, which controls the transition process from the initial value (such as 100% opaque) to the target value (such as 0% transparent) through linear interpolation or Bezier curve. By dynamically adjusting the transparency properties of the components, a visual buffer effect is constructed. This solves the visual abruptness problem caused by the sudden appearance of virtual objects in traditional technologies, avoids players from feeling dizzy due to sudden changes in the screen, and at the same time strengthens the ritual sense of the puzzle-solving process through gradual duration control.

[0210] The preset duration is the duration threshold of the transparency gradient process (such as 3 seconds), which is precisely synchronized through the timer module of the game engine. By binding the transparency change to the player's operation (such as the duration of the stable perspective), the temporal and spatial consistency of the visual effect and the gameplay logic is ensured. For example, when the player keeps the camera still for more than 3 seconds, the system synchronously completes the component transparency and virtual object generation to avoid animation asynchrony caused by differences in operation speed.

[0211] Exemplarily, in the UE5 engine, the object transformation technology achieves seamless visual transitions through multi-stage dynamic rendering and synchronous control. This mechanism adopts two parallel paths of seamless transformation and material dissolution: Material dissolution is based on the parametric equations of World Position Offset and Opacity Mask (Dissolve = saturate((t - StartTime) / Duration)), and simulates the object dissipation effect through dynamic offset and transparency fade; Particle coverage uses the Niagara system to generate dissipation special effects (such as flying debris or energy ripples) at the disappearance point of the component, and synchronously triggers the material luminescence response of the complete main body. During the component disappearance stage, the Timeline drives the linear change of the material Alpha channel from 1→0, while the main body generation uses HierarchicalInstanced Static Mesh (HISM) to dynamically load the complete model, and the timing errors of the two are strictly synchronized (≤0.1 second).

[0212] The method provided by the embodiments of the present application constructs a highly smooth visual transition framework through the synergistic effect of transparency fade animation and preset duration. The transparency dynamic adjustment technology solves the visual break problem caused by object teleportation in traditional puzzle games, and at the same time enhances the immersion of the puzzle-solving process through the control of the fade duration; the introduction of the preset duration deeply binds the player operation rhythm and visual feedback, ensuring the visual coherence and physical rationality of the virtual object generation.

[0213] For ease of understanding, please refer to Figure 19 , Figure 19The flowchart of the method provided by the embodiment of the present application is shown. First, after the player enters the game, the system initializes the basic existence state of the target virtual component (BaseState = 1, display state), and loads its three-dimensional coordinate original displacement amount (PositionState) and scaling ratio (ScaleState) parameters. The player first enters the stage of observing the component. The system verifies whether the player's perspective is in the preset golden perspective area through ray detection (LineTraceByChannel), and at the same time calculates the coincidence degree of the component bounding box projection matrix (threshold > 95%). When an obstacle is detected, the obstacle removal method judgment branch is triggered - if the player has met the preconditions, then call SetViewTargetWithBlend to forcibly fix the perspective, and synchronously generate a dynamic mask texture to highlight the spliceable area; if not, return to the repair process, and control the material transparency fade (Alpha from 1→0) and the dynamic loading of the complete model by HISM through the Timeline curve to achieve seamless conversion. In the core puzzle-solving link, in the stage of finding the correct position, calculate the theoretical coordinates of the component through the World Position Offset offset vector, and verify the screen space coordinate difference in combination with the projection matrix (threshold ≤ 5 pixels). After successful positioning, enter the perspective determination stage, and adopt a two-stage camera locking technology: in the soft locking stage, transition to the target direction with a 0.5-second Lerp, and in the hard locking stage, call the AddForce function to eliminate jitter, and at the same time detect the overlap rate of the multi-component projection bounding boxes through the Separating Axis Theorem (SAT). When the vector sum of the PositionState offsets of all components is zero and the quaternion angle error of RotationState ≤ 5°, trigger the judgment of whether the components are complete - if a component is missing, activate the repair loop, generate a dissipation special effect using the Niagara particle system and synchronize the material light emission response; if complete, enter the final conversion stage, blend the material parameters of the new and old models through Material Blend, and combine the Render Target to render the transition animation in real time to ensure visual coherence. The entire process is precisely controlled through a hierarchical state machine (BaseState × PositionState × ScaleState × RotationState), and complex timing logic is arranged with the support of the Sequencer tool in UE5, taking into account both the puzzle-solving challenge and the operation fluency.

[0214] On the other hand, the present application provides a game data processing device. Please refer to Figure 20 in (A). The game data processing device 2000 includes:

[0215] A display module 2001, configured to display M target virtual components in a virtual scene, where the M target virtual components are located at M target component positions, and at least one preset perspective of the M target virtual components in the virtual scene can be completely spliced into a virtual object, and M>1;

[0216] The display module 2001 is further configured to, in response to an operation for adjusting the camera view angle of the master character, when the camera view angle of the master character is adjusted to at least one preset perspective, display the virtual object spliced from the M target virtual components in the virtual scene;

[0217] The display module 2001 is further configured to, after the virtual object is spliced and displayed, display a target object in the virtual scene, where the target object is used for interaction with the master character.

[0218] In an alternative embodiment of the game data processing device provided in the foregoing embodiment of the present application, please refer to Figure 20 (B) in, the game data processing device 2000 further includes:

[0219] A response module 2002, configured to respond to an operation for adjusting the camera view angle of the master character;

[0220] An acquisition module 2003, configured to acquire the direction vector of the camera after the camera view angle adjustment operation;

[0221] The acquisition module 2003 is further configured to acquire the target direction vector of the camera corresponding to the preset perspective;

[0222] A calculation module 2004, configured to calculate the view angle deviation data according to the direction vector of the camera after the camera view angle adjustment operation of the master character and the target direction vector;

[0223] A determination module 2005, configured to determine that the camera view angle of the master character is adjusted to the preset perspective and display the virtual object in the virtual scene when the view angle deviation data is less than the deviation threshold.

[0224] In an alternative embodiment of the game data processing device provided in the foregoing embodiment of the present application,

[0225] The acquisition module 2003 is further configured to acquire M projection matrices corresponding to the M target virtual components when the view angle deviation data is less than the deviation threshold;

[0226] The calculation module 2004 is further configured to calculate the coincidence degree of the M target virtual components according to the M projection matrices;

[0227] The display module 2001 is further configured to display the virtual object in the virtual scene when the coincidence degree of the M target virtual components is greater than the coincidence degree threshold.

[0228] In an alternative embodiment of the game data processing apparatus provided in the above embodiments of the present application, refer to Figure 20 (C) in. The game data processing apparatus 2000 further includes:

[0229] An acquisition module 2003, further configured to acquire a projection matrix and a view matrix of the main control character;

[0230] A sampling module 2006, configured to sample the vertices of the M bounding boxes corresponding to the M target virtual components to obtain M sets of sampling coordinates, where each set of coordinate sampling includes K coordinate data corresponding to K vertices of the bounding box, and K>1;

[0231] A processing module 2007, configured to convert the M target coordinate data corresponding to the M target virtual components into the world coordinate system to obtain M first coordinate data;

[0232] The processing module 2007 is further configured to convert the M first coordinate data into the camera space based on the view matrix to obtain M second coordinate data;

[0233] The processing module 2007 is further configured to convert the M second coordinate data into the clip space based on the projection matrix to obtain M third coordinate data;

[0234] The processing module 2007 is further configured to convert the M third coordinate data into the screen pixel coordinate system based on perspective division to obtain M projection matrices.

[0235] In an alternative embodiment of the game data processing apparatus provided in the above embodiments of the present application,

[0236] A response module 2002 is further configured to, in response to a position movement operation on the M target virtual components, acquire M fourth coordinate data corresponding to the M target virtual components after the position movement operation;

[0237] A determination module 2005 is further configured to determine that the M target virtual components are located at the M target component positions when the M fourth coordinate data corresponding to the M target virtual components are the same as the M target coordinate data.

[0238] In an alternative embodiment of the game data processing apparatus provided in the above embodiments of the present application,

[0239] The acquisition module 2003 is further configured to acquire M initial coordinate data corresponding to the M target virtual components before the position movement operation;

[0240] The response module 2002 is further configured to, in response to a position movement operation on the M target virtual components, acquire M three-dimensional coordinate offsets corresponding to the M target virtual components;

[0241] The calculation module 2004 is further configured to calculate M pieces of fourth coordinate data corresponding to M target virtual components after the position movement operation according to M pieces of initial coordinate data and M three-dimensional coordinate offsets.

[0242] In an alternative embodiment of the game data processing device provided in the above embodiment of the present application,

[0243] The response module 2002 is further configured to, in response to a size adjustment operation on M target virtual components, obtain M pieces of size data after the size adjustment of the M target virtual components;

[0244] The determination module 2005 is further configured to determine that the M target virtual components correspond to M target sizes when the M pieces of size data corresponding to the M target virtual components are equal to the M target sizes.

[0245] In an alternative embodiment of the game data processing device provided in the above embodiment of the present application,

[0246] The acquisition module 2003 is further configured to acquire M pieces of initial size data corresponding to M target virtual components before the size adjustment operation;

[0247] The response module 2002 is further configured to, in response to a size adjustment operation on M target virtual components, obtain M scaling ratios corresponding to the M target virtual components;

[0248] The calculation module 2004 is further configured to calculate M pieces of size data after the size adjustment of the M target virtual components according to the M pieces of initial size data and the M scaling ratios.

[0249] In an alternative embodiment of the game data processing device provided in the above embodiment of the present application,

[0250] The response module 2002 is further configured to, in response to a rotation operation on M target virtual components, obtain M angle data corresponding to the M target virtual components after the rotation operation;

[0251] The determination module 2005 is further configured to determine that the M target virtual components correspond to M target angles when the M angle data corresponding to the M target virtual components are the same as the M target angle data.

[0252] In an alternative embodiment of the game data processing device provided in the above embodiment of the present application,

[0253] The acquisition module 2003 is further configured to acquire M pieces of initial angle data corresponding to M target virtual components before the rotation operation;

[0254] The response module 2002 is further configured to obtain M rotation angles corresponding to M target virtual components in response to a rotation operation on the M target virtual components;

[0255] The calculation module 2004 is further configured to calculate M angle data after selection of the M target virtual components according to the M initial angle data and the M rotation angles.

[0256] In an alternative embodiment of the game data processing device provided in the foregoing embodiments of the present application,

[0257] The display module 2001 is further configured to display a virtual interactive object in a virtual scene, where the virtual interactive object carries a puzzle;

[0258] The response module 2002 is further configured to display M virtual components in the virtual scene in the case of successful decryption in response to an interaction operation on the virtual interactive object.

[0259] In an alternative embodiment of the game data processing device provided in the foregoing embodiments of the present application,

[0260] The determination module 2005 is further configured to determine the target object position of the virtual object based on the M target component positions of the M target virtual components when the camera view of the main control character is adjusted to a preset view.

[0261] The display module 2001 is further configured to fix the view of the camera of the main control character based on a preset duration, and after the preset duration ends, display the virtual object in the virtual scene, where the virtual object is located at the target object position in the virtual scene.

[0262] In an alternative embodiment of the game data processing device provided in the foregoing embodiments of the present application,

[0263] The processing module 2007 is further configured to reduce the transparency of the M target virtual components based on a preset duration, and after the preset duration ends, set the transparency of the M target virtual components to a fully transparent state;

[0264] The processing module 2007 is further configured to increase the transparency of the virtual object based on a preset duration, and after the preset duration ends, set the transparency of the virtual object to an opaque state.

[0265] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the above-described system, device, and unit can refer to the corresponding processes in the foregoing method embodiments, and will not be described herein again.

[0266] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the function of the module or unit.

[0267] In several embodiments provided in the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there can be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces, and the indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.

[0268] The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0269] In addition, the functional units in each embodiment of the present application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware or in the form of software functional units.

[0270] When the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a server, a terminal device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes: various media that can store computer programs, such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs.

[0271] As described above, the above embodiments are only used to illustrate the technical solutions of this application, rather than to limit them; although this application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements for some of the technical features; and these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the various embodiments of this application.

Claims

1. A game data processing method, characterized in that Including: Displaying M target virtual components in a virtual scene, where the M target virtual components are located at M target component positions, and at least one preset perspective of the M target virtual components in the virtual scene can be completely spliced into a virtual object, M > 1; In response to an operation for adjusting the camera perspective of the master character, when the camera perspective of the master character is adjusted to the at least one preset perspective, displaying the virtual object obtained by splicing the M target virtual components in the virtual scene; After the virtual object is spliced and displayed, displaying a target object in the virtual scene, where the target object is used for interaction with the master character.

2. The method according to claim 1, characterized in that, The step of, in response to an operation for adjusting the camera perspective of the master character, when the camera perspective of the master character is adjusted to the at least one preset perspective, displaying the virtual object obtained by splicing the M target virtual components in the virtual scene includes: In response to the operation for adjusting the camera perspective of the master character, obtaining the direction vector of the camera after the camera perspective adjustment operation; Obtaining the target direction vector of the camera corresponding to the preset perspective; Calculating perspective deviation angle data based on the direction vector of the camera after the camera perspective adjustment operation of the master character and the target direction vector; When the perspective deviation angle data is less than a deviation threshold, determining that the camera perspective of the master character is adjusted to the preset perspective, and displaying the virtual object in the virtual scene.

3. The method according to claim 2, wherein The step of, when the perspective deviation angle data is less than the deviation threshold, determining that the camera perspective of the master character is adjusted to the preset perspective, and displaying the virtual object in the virtual scene includes: When the perspective deviation angle data is less than the deviation threshold, obtaining M projection matrices corresponding to the M target virtual components; Calculating the coincidence degree of the M target virtual components based on the M projection matrices; When the coincidence degree of the M target virtual components is greater than a coincidence degree threshold, displaying the virtual object in the virtual scene.

4. The method according to claim 3, characterized in that, The step of obtaining M projection matrices corresponding to the M target virtual components includes: Obtaining the projection matrix and view matrix of the virtual camera corresponding to the master character; Sampling the vertices of the M bounding boxes corresponding to the M target virtual components to obtain M sets of sampling coordinates, where each set of coordinate sampling includes K coordinate data corresponding to K vertices of the bounding box, K > 1; Converting the M target coordinate data corresponding to the M target virtual components to the world coordinate system to obtain M first coordinate data; Based on the view matrix, converting the M first coordinate data to the camera space to obtain M second coordinate data; Based on the projection matrix, converting the M second coordinate data to the clip space to obtain M third coordinate data; Based on perspective division, converting the M third coordinate data to the screen pixel coordinate system to obtain M projection matrices.

5. The method according to claim 1 or 2, characterized in that The method further includes: In response to an operation for moving the positions of the M target virtual components, obtaining M fourth coordinate data corresponding to the M target virtual components after the position movement operation. When the M fourth coordinate data corresponding to the M target virtual components are the same as the M target coordinate data, it is determined that the M target virtual components are located at the M target component positions.

6. The method according to claim 5, wherein The obtaining of the M fourth coordinate data corresponding to the M target virtual components after the position movement operation in response to the position movement operation on the M target virtual components includes: Obtaining the M initial coordinate data corresponding to the M target virtual components before the position movement operation; In response to the position movement operation on the M target virtual components, obtaining the M three-dimensional coordinate offsets corresponding to the M target virtual components; Calculating the M fourth coordinate data corresponding to the M target virtual components after the position movement operation according to the M initial coordinate data and the M three-dimensional coordinate offsets.

7. The method according to claim 1 or 2 or 5, characterized in that, The method further includes: In response to the size adjustment operation on the M target virtual components, obtaining the M size data of the M target virtual components after the size adjustment; When the M size data corresponding to the M target virtual components are equal to the M target sizes, it is determined that the M target virtual components meet the requirement of being spliced into the M target sizes corresponding to the virtual object.

8. The method according to claim 7, characterized in that, The obtaining of the M size data of the M target virtual components after the size adjustment in response to the size adjustment operation on the M target virtual components includes: Obtaining the M initial size data corresponding to the M target virtual components before the size adjustment operation; In response to the size adjustment operation on the M target virtual components, obtaining the M scaling ratios corresponding to the M target virtual components; Calculating the M size data of the M target virtual components after the size adjustment according to the M initial size data and the M scaling ratios.

9. The method according to claim 1 or 2 or 5 or 7, characterized in that, The method further includes: In response to the rotation operation on the M target virtual components, obtaining the M angle data corresponding to the M target virtual components after the rotation operation; When the M angle data corresponding to the M target virtual components are the same as the M target angle data, it is determined that the M target virtual components meet the requirement of being spliced into the M target angles corresponding to the virtual object.

10. The method according to claim 9, wherein The obtaining of the M angle data corresponding to the M target virtual components after the rotation operation in response to the rotation operation on the M target virtual components includes: Obtaining the M initial angle data corresponding to the M target virtual components before the rotation operation; In response to the rotation operation on the M target virtual components, obtaining the M rotation angles corresponding to the M target virtual components; Calculating the M angle data of the M target virtual components after the selection according to the M initial angle data and the M rotation angles.

11. The method according to any one of claims 1 to 10, characterized in that, The displaying of the M virtual components in the virtual scene includes: Displaying a virtual interactive object in the virtual scene, where the virtual interactive object carries a puzzle; In response to the interaction operation on the virtual interactive object, when the decryption is successful, displaying the M virtual components in the virtual scene.

12. The method according to claim 1, characterized in that, The displaying of the virtual object in the virtual scene when the camera view of the main control character is adjusted to a preset view includes: When the camera view of the master character is adjusted to a preset view, determine the target object position of the virtual object based on the M target part positions of the M target virtual parts. Fix the view of the camera of the master character for a preset duration. After the preset duration ends, display the virtual object in the virtual scene, where the virtual object is located at the target object position in the virtual scene.

13. The method according to claim 12, wherein The step of displaying a virtual object in the virtual scene when the camera view of the master character is adjusted to a preset view includes: Based on the preset duration, reduce the transparency of the M target virtual parts. After the preset duration ends, set the transparency of the M target virtual parts to a completely transparent state. And, based on the preset duration, increase the transparency of the virtual object. After the preset duration ends, set the transparency of the virtual object to an opaque state.

14. A game data processing device, characterized in that, It includes: A display module for displaying M target virtual parts in a virtual scene, where the M target virtual parts are located at M target part positions, and at least one preset view of the M target virtual parts in the virtual scene can be completely spliced into a virtual object, M > 1. The display module is further configured to, in response to an operation of adjusting the camera view of the master character, display the virtual object spliced from the M target virtual parts in the virtual scene when the camera view of the master character is adjusted to the at least one preset view. The display module is further configured to display a target object in the virtual scene after the virtual object is spliced and displayed, where the target object is used for interaction with the master character.

15. A computer device, comprising a memory and a processor, the memory storing a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the game data processing method according to any one of claims 1 to 13.

16. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the game data processing method according to any one of claims 1 to 13.

17. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the steps of the game data processing method according to any one of claims 1 to 13.