Game machine unlocking display method and device, equipment and medium

Through the panoramic viewport and door frame viewport image technology, players can observe the target map unit behind the transparent wall of the current map unit and place virtual props to teleport unlock, solving the problems of time-consuming and system overhead in the unlocking mechanism of traditional game mechanisms, and improving the gaming experience and efficiency.

CN120459632AActive Publication Date: 2025-08-12GUANGZHOU KULUO SHUJIE TECH CO LTD

Patent Information

Application Number
CN202510870573.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-26
Publication Date
2025-08-12
Estimated Expiration
2045-06-26

AI Technical Summary

Technical Problem

The traditional game mechanism unlocking mechanism requires the player character to be close to the game mechanism, which causes the movement to take a long time, insufficient information affects decision-making, and rendering of multiple map units leads to large system overhead, affecting the smoothness of the game.

Method used

Through the panoramic viewport image and door frame viewport image display, players can observe the target map unit behind the transparent wall of the current map unit, place virtual props to teleport, and trigger unlocking events in the target map unit.

Benefits of technology

It improves players' perception and decision-making ability of remote gaming mechanisms, enhances game experience, optimizes system overhead, and ensures game fluency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to a game machine unlocking display method and device, equipment and a medium. The method comprises the steps that a panoramic viewport image is displayed according to the real-time position of a player character, the panoramic viewport image comprises scene images of a current map unit where the player character is located and an adjacent target map unit, and a transparent wall entity is arranged between the current map unit and the target map unit; in a door frame of a first transmission door of the current map unit in the panoramic viewport image, loading a door frame viewport image obtained by observing an internal scene of the target map unit from an observation position outside a second transmission door determined according to real-time position mapping; when a player character puts a virtual item to the first transmission door, the movement process that the virtual item naturally falls on the target map unit after the virtual item instantly moves to enter the second transmission door through the first transmission door is synchronously displayed through the two viewport images; and when the falling position is matched with the preset contact condition, triggering a mechanism unlocking event. The game experience of players and the operation efficiency of the system can be improved.
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Description

Technical Field

[0001] The present application relates to the field of computer image processing, and in particular to a method for unlocking and displaying a game mechanism and its device, equipment, and medium. Background Art

[0002] In gaming scenarios, the mechanism of unlocking game traps can enhance game interactivity and strategy. Traditionally, unlocking a trap requires the player character to be in close proximity to the corresponding trap, meaning the player character and the trap must be in the same map unit. This unlocking method is widely used in many games, such as role-playing games (RPGs) or adventure games, where players must personally explore the map, find and approach the trap, and then perform a series of actions to unlock it. While this mechanism can provide a certain level of exploration fun, in certain situations, particularly when the trap is located in a different map unit far away from the player character, it can expose some obvious limitations.

[0003] First, the player character must expend considerable time and effort simply to reach the location of the game mechanism. During this process, players may encounter various obstacles, such as enemy attacks and complex terrain. This not only increases the difficulty of the game but can also lead to frustration. Furthermore, players lack advance knowledge of the specific circumstances of the game mechanism during their movement, such as whether it can be remotely controlled or whether there are any non-player characters nearby who might attack. This lack of information leaves players unprepared when approaching the mechanism, reducing the overall gaming experience.

[0004] Secondly, when the player character and the mechanism are not in the same map unit, traditional unlocking mechanisms fail to provide sufficient information to help players make decisions. Players have difficulty perceiving the appearance and environment of remote mechanisms, which makes them feel less in control of those mechanisms. This lack of information not only affects the player's gaming experience but can also lead to incorrect decisions during gameplay, hampering the progress of the game.

[0005] Furthermore, to provide richer information, some games attempt to simultaneously render scene images for different map units. However, in large-scale games, multiple map units are often supported by different servers providing map model datasets. This means that the terminal device needs to render images for multiple map units simultaneously, which undoubtedly increases the system overhead of the computer device. In this case, the device needs to process a large amount of data, including map models, character models, animation effects, etc., resulting in poor device performance, lag, and other issues, which in turn affect the smoothness of the game.

[0006] As can be seen, the traditional mechanism for unlocking game mechanisms remotely has significant shortcomings. Not only does it require the player character to be physically close to the mechanism, but it also suffers from issues in providing remote mechanism information. Furthermore, rendering multiple map units results in significant system overhead and performance issues. These issues directly impact the player's gaming experience and system efficiency, and require urgent improvement. Summary of the Invention

[0007] The purpose of this application is to solve the above problems and provide a method for unlocking and displaying a game mechanism and its corresponding device, equipment, non-volatile readable storage medium, and computer program product.

[0008] According to one aspect of the present application, a method for unlocking and displaying a game mechanism is provided, comprising:

[0009] Displaying a panoramic viewport image of the game scene based on the real-time position of the player character, the panoramic viewport image including scene images of the current map unit where the player character is located and an adjacent target map unit, with a transparent wall entity being provided between the current map unit and the target map unit to block the player character from passing through;

[0010] Loading, within the door frame of the first portal of the current map unit in the panoramic viewport image, a door frame viewport image obtained by observing the internal scene of the target map unit from an observation position outside the second portal determined according to the real-time position mapping;

[0011] When the player character drops a virtual item into the first portal, the panoramic viewport image and the door frame viewport image are used to synchronously display the movement of the virtual item after it teleports through the first portal into the second portal and then naturally falls onto the target map unit;

[0012] When the drop position of the virtual item in the target map unit matches the preset contact condition, a mechanism unlocking event is triggered.

[0013] According to another aspect of the present application, a game mechanism unlocking and displaying device is provided, comprising:

[0014] A panoramic display module is configured to display a panoramic viewport image of the game scene based on the real-time position of the player character, the panoramic viewport image including scene images of the current map unit where the player character is located and an adjacent target map unit, with a transparent wall entity being provided between the current map unit and the target map unit to block the player character from passing through;

[0015] a door frame display module configured to load, within the door frame of the first portal of the current map unit in the panoramic viewport image, a door frame viewport image obtained by observing the internal scene of the target map unit from an observation position outside the second portal determined according to the real-time position mapping;

[0016] a delivery display module configured to synchronously display, through the panoramic viewport image and the door frame viewport image, the movement process of the virtual prop after it teleports through the first portal into the second portal and naturally falls on the target map unit when the player character delivers the virtual prop to the first portal;

[0017] The unlocking display module is configured to trigger a mechanism unlocking event when the drop position of the virtual prop matches a preset contact condition at the target map unit.

[0018] According to another aspect of the present application, a game mechanism unlocking and displaying device is provided, comprising a central processing unit and a memory, wherein the central processing unit is used to call and run a computer program stored in the memory to execute the steps of the method described in the present application.

[0019] According to another aspect of the present application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the game mechanism unlocking and displaying method in the form of computer-readable instructions. When the computer program is called and executed by a computer, the steps included in the method are executed.

[0020] According to another aspect of the present application, a computer program product is provided, comprising a computer program / instruction, which implements the steps of the method when executed by a processor.

[0021] This application offers innovative technical solutions and achieves multiple beneficial effects. By loading a doorframe viewport image into a panoramic viewport image, it provides players with multi-angle information about the game mechanism and its surrounding environment. Players can intuitively observe and remotely control the game mechanism without having to approach it, enhancing their decision-making and gaming experience. Furthermore, this application allows players to observe the target map unit from multiple angles through transparent wall entities and portal perspectives, increasing the fun of unlocking it. Furthermore, the panoramic viewport image and the doorframe viewport image share the same map model dataset for the target map unit, optimizing system overhead, reducing device burden, and ensuring smooth game play. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] Figure 1 This is an exemplary network architecture used by this application to run the game;

[0023] Figure 2 This is a schematic diagram of scene content of an exemplary game scene of this application;

[0024] Figure 3 A flowchart of an embodiment of the method for unlocking and displaying a game mechanism of the present application is provided;

[0025] Figure 4This is a block diagram of the principle of the game mechanism unlocking display device of this application;

[0026] Figure 5 This is a structural diagram of a game mechanism unlocking and displaying device used in this application. DETAILED DESCRIPTION

[0027] The technical solution of this application can be widely applied to a variety of network architectures to adapt to game applications of different types and sizes. Figure 1 In the typical network architecture shown, a player's terminal device accesses a game service cluster via the network. This cluster consists of multiple game servers 81, each of which is responsible for running gameplay services for one or more map units within the game map. A computer program product implementing the game mechanism unlocking and displaying method of the present application is installed and executed on the player's terminal device 80. Alternatively, the computer program product is executed within a cloud server container by connecting the terminal device to the cloud server container, enabling the player to control the player character in the game through these devices, enter different map units for exploration and interaction.

[0028] The game server 81 maintains a real-time connection with the player's terminal device 80 through the network and is responsible for processing various events and interactions in the game, such as the movement, attack, and use of props of the player's character. The server provides the necessary data support for the terminal device to ensure the smooth operation of the game. These data include but are not limited to map model data sets, which contain the scene content of each map unit, such as buildings, player character models, non-player character models, and other various biological or non-biological models, etc., which are used for the terminal device 80 to render and generate corresponding real-time images. Based on the received map model data set and in combination with the game mechanism unlocking and displaying method of the present application, the terminal device 80 can generate high-quality real-time images and display them in a graphical user interface. Players obtain visual information in the game through these real-time images, thereby implementing the gameplay.

[0029] This application is not only applicable to the gaming experience of a single player, but can also be extended to a multiplayer online gaming environment. In a multiplayer game, multiple players (users) connect their terminal devices to the game service cluster at the same time. The server needs to process interaction requests from multiple players and update the game status in real time. This application can ensure that in a multiplayer game scenario, each player can obtain a consistent and high-quality display of game mechanism unlocks, while optimizing the resource usage of the server and terminal devices, and improving the operating efficiency of the entire game system.

[0030] In an exemplary game scenario of this application, Figure 2As shown, the game map includes multiple map units 71 and 72. Each map unit is designed as a room or open space. Rooms can be connected by installing portals and establishing connections between portals 81 and 82, forming a complex game world. The player character moves in the current room (i.e., the current map unit), while adjacent rooms (target map units) are connected to the current room through portals.

[0031] When the player character approaches the first portal 81 of the current room, the player's terminal device working according to the game mechanism unlocking and displaying method of the present application will dynamically adjust the rendering effects of the panoramic viewport image 91 and the door frame viewport image 92 according to the real-time position and movement direction of the player character. The panoramic viewport image shows the scene image of the current room, i.e., the current map unit 71, including the environment and other game elements around the player character. The door frame viewport image 92 is set in the door frame of the first portal 81 of the current room. Through this viewport, the player can see the scene image inside the target room with the help of the second portal 82 installed in the target room, i.e., the target map unit 72 and connected to the first portal 81. When the target room is a room adjacent to the current room, and the two rooms are blocked by a transparent wall entity 70 such as a glass wall, in the case of Figure 2 As shown in the appropriate viewing angle, the player can observe the target room not only through the glass wall but also through the door frame area of the first portal through the panoramic viewport image 91, thereby enabling multi-angle observation of the interior scene of the target room.

[0032] A teleportation channel is constructed between the first portal 81 and the second portal 82. In some embodiments, the teleportation channel allows the player character or other virtual props to traverse unconditionally. As long as the player character or virtual prop 61 enters the first portal 81, it is equivalent to entering the second portal 82 and appearing in the target room where the second portal 82 is located. In some embodiments, access to the teleportation channel can also be conditionally restricted. For example, the player character can be prohibited from using the teleportation channel to reach the target room unless the player character has unlocked the game mechanism 60 located in the target room. In this case, the player character can first pass through the first portal 81 and drop the virtual prop 61 into the target room through the teleportation channel. When the drop location of the virtual prop 61 meets a preset condition, the game mechanism 60 is unlocked, triggering a corresponding mechanism unlock event. In response to this mechanism unlock event, the player character is granted access to the teleportation channel, allowing the player character to achieve the effect of instantaneous travel within the game scene through the teleportation channel.

[0033] In the game scenes of this application, the image display of each map unit (room) relies on the real-time image acquisition process of the virtual camera. As a background concept, the virtual camera is not displayed in the game scene. Only in the rendering system of this application game is it responsible for capturing the scene in the game world corresponding to various viewports, such as the global viewport and the door frame viewport, and converting it into an image visible on the player's terminal device.

[0034] The shooting position and shooting angle of the virtual camera can be adjusted in real time according to the movement of the player character in the current map unit. Specifically, based on the real-time position and movement direction of the player character, the shooting position and shooting angle of the virtual camera can be determined as shooting parameters, thereby determining the corresponding viewport to generate the corresponding viewport image. For example, the panoramic viewport image and door frame viewport image of the present application use the first virtual camera and the second virtual camera to capture the corresponding scene image respectively, but the change in image content depends on the change in the viewport, and the change in the viewport is determined by the shooting position and shooting angle of the corresponding virtual camera, and the shooting position depends on the real-time position and movement direction of the player's angle. It should be pointed out that for the panoramic viewport image, the perspective adopted by its virtual camera can be either a first-person perspective or a third-person perspective.

[0035] When the player character approaches the first portal, not only does the first virtual camera capture the scene image of the current map unit, but the second virtual camera also uses the portal frame viewport to display the internal scene image of the target map unit. The shooting position and perspective of the second virtual camera can be mapped from the shooting parameters of the first virtual camera according to a preset mapping relationship. This mapping relationship ensures that the portal frame viewport image correctly displays the scene of the target map unit, just as the player character sees through the portal.

[0036] In the process of the virtual camera capturing real-time images, the corresponding rendering channel instance can be called to generate the required image texture according to the configuration parameters of the virtual camera and the map model data set of the corresponding map unit. In the present application, a viewport can correspond to one or more rendering channel instances to respectively capture images of different map units. For example, a door frame viewport can correspond to a single rendering channel instance to capture the scene image of the target map unit as a door frame viewport image, while a panoramic viewport can correspond to the current map unit and its adjacent map units using two corresponding rendering channel instances to capture the corresponding scene image as a panoramic viewport image. The rendering channel instance generates image textures according to the rendering cost constraint parameters corresponding to the viewport, and the image textures of each viewport are eventually synthesized into a panoramic viewport image and displayed in the graphical user interface.

[0037] The rendering cost constraint parameters of this application determine the rendering quality and performance consumption of the image, including but not limited to resolution, frame rate, texture quality, lighting effects, particle density, etc. By flexibly adjusting these parameters of one or more viewports based on the real-time distance between the player character and the portal, it is possible to optimize the system overhead of the terminal device while ensuring image quality. For example, when the player character is far away from the portal, the terminal device can lower the rendering cost constraint parameters of the door frame viewport image to save resources; when the player character is close to the portal, these parameters can be increased to provide a clearer and smoother image.

[0038] Based on the above overview of the technical solution of the present application, the technical solution of the present application will be further explained in combination with various specific embodiments below.

[0039] See also Figure 3 The game mechanism unlocking and displaying method of the present application can be implemented as a computer program product installed and run in a container of a player's terminal device or cloud server. In some embodiments, the method includes the following steps:

[0040] Step S3100: Displaying a panoramic viewport image of the game scene based on the real-time position of the player character, the panoramic viewport image including scene images of the current map unit where the player character is located and an adjacent target map unit, with a transparent wall entity being provided between the current map unit and the target map unit to block the player character from passing through;

[0041] The panoramic viewport image of this application refers to the scene image of the current map unit where the player character is located and the adjacent target map unit. This image display method provides the player with a comprehensive game scene view, allowing the player to clearly understand the environment in which he is located and the surrounding situation.

[0042] The panoramic viewport image can contain scene images of the current map unit and the adjacent target map unit. The current map unit refers to the map area where the player character is currently located, while the target map unit refers to other map areas adjacent to the current map unit. There is a transparent wall entity between these two map units. This transparent wall entity is a special obstacle that blocks the physical movement of the player character, but allows the player character to visually observe the scene of the target map unit on the other side of the transparent wall. The transparent wall entity can be any form of transparent obstacle, such as a glass wall, magic barrier, etc. Its purpose is to restrict the player character's movement without obstructing the player character's line of sight.

[0043] To achieve the display of panoramic viewport images, this application provides a first virtual camera technology. The first virtual camera determines its first shooting position and first shooting angle based on the player character's real-time position and movement direction, forming corresponding first shooting parameters. The first shooting parameters together define the panoramic viewport. By driving the corresponding rendering channel instance through the first virtual camera, the corresponding panoramic viewport image can be captured.

[0044] Specifically, the first shooting position and first shooting angle of view of the first virtual camera are dynamically adjusted based on the real-time position and direction of movement of the player character. In one embodiment, the relative position of the first virtual camera and a target point on the player character's body can be set with reference to the target point, and the width of the first shooting angle of view of the first virtual camera can be preset. Since the relative coordinate relationship between the player character's real-time position and the target point can be uniquely determined, the player character's orientation can also be determined based on the direction of movement of the player character controlled by the player. For example, the player triggers a reversal or movement operation command through a keyboard, game controller, mouse, etc. to determine the direction of movement. Therefore, the first shooting position and first shooting angle of view of the first virtual camera can ultimately be determined accordingly. For example, if the player character moves north in the current map unit, the shooting angle of the virtual camera will also face north, ensuring that the panoramic viewport image accurately reflects the scene in front of the player character. This dynamic adjustment mechanism enables the panoramic viewport image to be updated in real time, providing the player with a continuous view of the game scene.

[0045] In practical applications, the display of panoramic viewport images can be achieved through various specific embodiments. For example Figure 2 In the scene shown, the player character's current map unit 71 is an indoor room, while the adjacent target map unit 72 is another indoor room. These two map units are separated by a glass wall (a transparent wall entity). When the player character turns toward the glass wall, the panoramic viewport image not only displays the scene of the current map unit's indoor room, but also shows the scene of the target map unit's indoor room through the glass wall. This display method allows the player character to observe the situation in the adjacent indoor room from the current indoor room without actually passing through the glass wall.

[0046] Furthermore, the panoramic viewport image can be displayed in combination with different perspectives. For example, the virtual camera can use a first-person perspective, shooting from the player character's eye level. This way, the panoramic viewport image directly reflects the player character's perspective. Another embodiment uses a third-person perspective, shooting from behind and above the player character. This way, the panoramic viewport image shows the player character and their surroundings. This third-person perspective provides a wider field of view, helping players better understand the layout of the game world and the surrounding dynamics.

[0047] Step S3200: Loading a doorframe viewport image obtained by observing the internal scene of a target map unit from an observation position outside a second portal determined according to the real-time position mapping into the doorframe of the first portal of the current map unit in the panoramic viewport image;

[0048] In the panoramic viewport image, a first portal is set at the current map unit, and a second portal is set at the target map unit adjacent to the current map unit. A doorframe viewport is set at the top level within the doorframe of the first portal of the current map unit in the panoramic viewport image. This doorframe viewport loads a doorframe viewport image, which is actually the doorframe viewport image of the second portal. This doorframe viewport image can be mapped to an observation position outside the second portal based on the player character's real-time position. The doorframe viewport image is then obtained by observing the interior of the target map unit from this observation position. This ensures that the doorframe viewport image accurately reflects the interior of the target map unit from the perspective of the second portal, just as if the player character were observing directly through the first portal.

[0049] Similarly, a second virtual camera is used to capture the door frame viewport image. The second virtual camera determines the door frame viewport through a second shooting parameter consisting of a second shooting position and a second shooting angle, and then drives the corresponding rendering channel instance to capture the door frame viewport image.

[0050] Specifically, the first virtual camera is responsible for capturing the scene of the current map unit and generating a panoramic viewport image. At the same time, the second virtual camera determines the observation position outside the second portal as its corresponding second shooting position based on a direct or indirect preset mapping relationship between it and the real-time position, and also directly or indirectly determines its corresponding second shooting angle according to the movement direction of the player character, thereby determining the door frame viewport, capturing the internal scene of the target map unit through the door frame viewport, and generating a door frame viewport image.

[0051] In one embodiment, since the first shooting position and the first shooting angle of view of the first virtual camera have established an actual correspondence with the real-time position and movement direction of the player character, the preset mapping relationship can also be an indirect mapping, that is, the second shooting position and the second shooting angle of view of the second virtual camera are mapped to the first shooting position and the first shooting angle of view of the first virtual camera respectively. In this way, according to the first shooting parameters of the first virtual camera, the observation position and the viewing direction of the second virtual camera can be uniquely determined, thereby determining the second shooting position and the second shooting angle of view of the second virtual camera, which constitute the second shooting parameters.

[0052] For example, suppose the first virtual camera is located at point A on the inside of the first portal, and the second virtual camera is located at point B on the outside of the second portal. When the player character's real-time position shifts from point A to point C, the coordinates of point B are corrected based on the offset of point C relative to point A. These corrected coordinates serve as the second shooting position corresponding to the second virtual camera. For the second shooting perspective, the first shooting perspective can be directly used.

[0053] It can be seen that the shooting positions and viewing angles of the two virtual cameras of the present application are dynamically adjusted according to the real-time position and movement direction of the player character, ensuring the real-time and continuity of the image.

[0054] The loading of the doorframe viewport image can also be achieved by combining different perspectives. For example, the second virtual camera can adopt a first-person perspective, that is, shooting from the player character's eye level. In this way, the doorframe viewport image will directly reflect the player character's perspective as seen through the portal. Another embodiment is to adopt a third-person perspective, that is, shooting from behind and above the player character. In this way, the doorframe viewport image will show the scene of the player character and his surroundings. This third-person perspective can provide a wider field of view, helping players better understand the layout of the target map units and the surrounding dynamics.

[0055] In one embodiment, considering that the portal is a physical door in the game world, the doorframe viewport is physically limited by the internal range of the doorframe and requires appropriate clipping or adjustment to ensure that the player character does not see the scene outside the portal. Similarly, if the target map unit has boundaries or obstacles, such as items such as boxes in the target room, the view of the doorframe viewport may also be partially blocked. This can be appropriately processed by the rendering system to provide a realistic visual effect.

[0056] It is not difficult to understand that since the panoramic viewport image can see the first portal, and the first portal is loaded with a door frame viewport image, this door frame viewport image is obtained by observing the internal scene of the target map unit from the outside of the second portal. Therefore, in the panoramic viewport image when the player character faces the first portal, the player user can not only see the panoramic viewport image itself, but also the door frame viewport image superimposed on it.

[0057] Step S3300: When the player character drops a virtual item into the first portal, the panoramic viewport image and the door frame viewport image are synchronously used to display the movement of the virtual item after it teleports through the first portal into the second portal and then naturally falls onto the target map unit.

[0058] In this application, the target map unit contains a game mechanism that allows the player character to release a virtual item through a teleportation channel established between a first portal and a second portal. When the player character decides to release the virtual item into the first portal, the player character's release action triggers the recording of the virtual item's initial position and direction of movement for subsequent image rendering and physics simulation. Based on the player character's real-time position and release action, the virtual item's trajectory is calculated according to the physical laws specified by the physics engine and mapped to the target map unit to generate an animation effect representing the corresponding movement process.

[0059] As the motion effects of the movement process play out, the player character can observe the process of the virtual prop moving from the first portal into the teleportation channel and then into the target map unit in the panoramic viewport image. This process, rendered in the panoramic viewport image, allows the player to intuitively observe the trajectory of the virtual prop's movement. In some embodiments, the rendering of the panoramic viewport image can be adjusted based on the parameters of the first virtual camera to ensure that the player character can clearly see the virtual prop's delivery process from the perspective of the current map unit.

[0060] At the same time, the animation effect of the movement from the second portal into the target map unit will also be displayed in the direction of the panoramic viewport image extending to the target map unit. In this way, players can watch the animation effect of the virtual prop delivery process from two perspectives.

[0061] More specifically, within the portal frame viewport image on the first portal, the player character can also see the virtual item passing through the second portal and entering the interior of the target map unit. This process is achieved through the rendering of the portal frame viewport image, allowing the player to observe the movement of the virtual item from the perspective of the second portal. The rendering of the portal frame viewport image is adjusted based on the parameters of the second virtual camera, ensuring that the player character can clearly see the virtual item's delivery process from the perspective of the target map unit.

[0062] To achieve this synchronized display, three render pass instances can be called simultaneously, corresponding to the panoramic viewport image and the portal viewport image. The panoramic viewport image uses two render pass instances for the current and target map units, while the portal viewport image uses one render pass instance. The render pass instance corresponding to the current map unit generates a portion of the image textures required for the panoramic viewport image based on the map model dataset of the current map unit, according to the rendering cost constraints of the first virtual camera. This portion of image textures is used to generate the scene content of the current map unit. The render pass instance corresponding to the target map unit also generates another portion of the image textures required for the panoramic viewport image based on the map model dataset of the target map unit, according to the rendering cost constraints of the first virtual camera. This portion of image textures is used to generate the scene content of the target map unit from the first shooting perspective. The render pass instance for the portal viewport image generates the image texture of the scene content as seen from the second portal's observation point, based on the map model dataset of the target map unit, according to the rendering cost constraints of the second virtual camera.

[0063] like Figure 2 As shown, assume that the player character is located in the current map unit 71, and the target map unit 72 is adjacent to the current map unit 71 through the transparent wall entity 70. The player character drops a virtual prop 61 toward the target map unit 72 through the first portal 81. The panoramic viewport image 91 shows the movement of the virtual prop 61 from the first portal 81 into the teleportation channel, while the transparent wall entity on the side also simultaneously displays this movement from another perspective. The door frame viewport image 92 also shows the virtual prop 61 passing through the second portal 82 and entering the interior of the target map unit 72.

[0064] In some embodiments, corresponding physical simulation can be performed based on the physical properties of the virtual props to dynamically modify the environmental parameters of the target map unit. For details, see the following specific embodiments:

[0065] In one embodiment, when a virtual item's speed is high, the depth-of-field blur effect of the door frame viewport image can be enhanced after the game mechanism is unlocked. This physical simulation not only enhances the visual effect but also provides players with more realistic physical feedback. Specifically, when a virtual item passes through the first portal at high speed and enters a target map unit, the rendering effect of the door frame viewport image is dynamically adjusted based on the virtual item's speed parameter. By adding the depth-of-field blur effect, players can intuitively perceive the high-speed motion of the virtual item, an effect similar to the blurring produced by a high-speed moving object in real life. This dynamic adjustment is achieved through the rendering system's post-processing technology, ensuring image consistency and real-time performance. For example, when the player character releases a high-speed virtual item toward a target map unit, the door frame viewport image will display a noticeable depth-of-field blur effect, allowing players to clearly perceive the high-speed motion of the virtual item, thereby enhancing the realism and immersion of the game. When the virtual item's speed is high, the depth-of-field blur effect of the door frame viewport image is enhanced after unlocking.

[0066] In another embodiment, when the virtual item's mass is heavy, a permanent terrain depression is generated in the trigger area of the game item's mechanism at the target map unit after the game item is unlocked. This physics simulation not only enhances the game's visuals but also provides players with rich environmental interactions. Specifically, when a heavy virtual item enters the target map unit through the first portal, the target map unit's environmental parameters are dynamically modified based on the virtual item's mass parameters. By generating a permanent terrain depression in the trigger area, players can intuitively see the impact of the virtual item on the target map unit's environment. This effect is achieved through a physics engine, ensuring that the generation of the terrain depression complies with the laws of physics. For example, when the player character drops a heavy virtual item at the target map unit, the door frame viewport image will display the depression formed in the ground after the virtual item lands. This depression not only enhances the game's visuals but also provides players with more strategic options, such as utilizing the depressed terrain for tactical deployment or to evade attacks.

[0067] In another embodiment, when a virtual item possesses elemental attributes, the refractive index and / or transmittance of the transparent wall entity are altered after the game mechanism is unlocked. This physical simulation not only enhances the visual effects of the game but also provides players with rich environmental interactions. Specifically, when a virtual item possesses specific elemental attributes (such as fire, frost, electricity, etc.), the physical properties of the transparent wall entity are dynamically modified based on the elemental attributes of the virtual item. For example, when a virtual item possesses the fire attribute, the refractive index of the transparent wall entity can be increased, resulting in a more pronounced refraction effect for light passing through the transparent wall, while the transmittance can be reduced, making the transparent wall appear more blurred. This effect is achieved through the rendering system's material system, ensuring that the visual effects of the transparent wall entity conform to the laws of physics. For example, when a player character drops a virtual item with the fire attribute toward a target map unit, the panoramic viewport image and the door frame viewport image will display the changes in the refractive index and transmittance of the transparent wall entity, allowing players to intuitively experience the impact of the virtual item on the transparent wall entity, thereby enhancing the realism and immersion of the game.

[0068] Step S3400: When the drop position of the virtual item in the target map unit matches a preset contact condition, a mechanism unlocking event is triggered.

[0069] When the drop location of the virtual item in the target map unit meets the preset contact conditions, the mechanism unlocking event can be triggered. The preset contact conditions mean that the drop location of the virtual item must be within a specific mechanism triggering area in the target map unit. This area can be a specific coordinate range or a specific object or area. For example, the mechanism triggering area can be a specific game mechanism, such as a locked treasure chest or a mechanism that requires a specific item to activate, or Figure 2 The upper opening range of the game mechanism shown is marked with number 62, etc.

[0070] In a specific embodiment, suppose a player character drops a virtual item through a first portal to a target map unit. The virtual item's drop location in the target map unit happens to be within the triggering area of a game mechanism. The computer device detects this event and triggers a corresponding mechanism unlock event. After the mechanism unlock event is triggered, a series of pre-set actions can be executed according to the actual business logic requirements. These actions may include but are not limited to:

[0071] Unrestricted Teleportation: In some embodiments, when a mechanism unlock event is triggered, the restrictions on the player character's ability to teleport between the first and second portals are removed. This means that the player character can now use the teleportation channel to directly enter the target map unit without having to use traditional movement methods. For example, the player character can use the first portal to teleport directly to a specific location in the target map unit, quickly entering the next game area, namely the target map unit.

[0072] Playing an unlock animation: In some embodiments, when a mechanism unlock event is triggered, an unlock animation can be played in the target map unit. This animation can be a visual effect, such as a flashing light or a mechanism activating, or an audio effect, such as an unlocking sound. For example, when the player character successfully unlocks a treasure chest, an opening animation can be played, accompanied by an unlocking sound, enhancing the player's sense of immersion.

[0073] Dynamically Modifying Environmental Parameters: In some embodiments, when a trap unlock event is triggered, the environmental parameters of the target map unit can be dynamically modified based on the physical properties of the virtual prop at the time of unlocking. For example, if the virtual prop has a fire attribute, the refractive index and transmittance of a transparent wall entity in the target map unit can be altered, making the transparent wall appear more blurred while also increasing the flame effect in the environment. If the virtual prop has a heavy attribute, a permanent terrain depression can be created in the trap trigger area of the target map unit, changing the appearance of the terrain.

[0074] Generating New Game Elements: In some embodiments, when a mechanism unlock event is triggered, new game elements can be generated in the target map unit. These elements can include new items, new enemies, new quests, etc. For example, when the player character unlocks a specific game mechanism, a new treasure chest can be generated in the target map unit, or a new enemy can be summoned, increasing the challenge of the game.

[0075] Updating Game State: In some embodiments, when a mechanism unlock event is triggered, the game state may be updated, including updating the player character's progress, unlocking new game areas, updating the quest list, etc. For example, when the player character unlocks a specific game mechanism, a new game area may be unlocked, allowing the player to enter the next stage.

[0076] Through these specific embodiments, this application not only achieves the unlocking of game mechanisms, but also enhances the interactivity and immersion of the game through a variety of visual and environmental effects. The triggering of these effects and events not only provides players with a rich gaming experience, but also provides game developers with more design space, allowing them to create more complex and engaging game scenes.

[0077] Through the above embodiments, the present application addresses the shortcomings of the traditional game mechanism unlocking mechanism and achieves multiple beneficial effects and technical advantages, which are mainly reflected in the following aspects:

[0078] First, this application loads a doorframe viewport image of a second portal within the doorframe of the first portal in a panoramic viewport image. The panoramic viewport image not only contains the scene image of the current map unit but also naturally extends to the scene image of the target map unit through a transparent wall entity. The doorframe viewport image, on the other hand, provides the scene image of the target map unit from another perspective. This multi-angle visual presentation provides players with a rich amount of game information, allowing them to intuitively observe the game mechanism within the target map unit and its surroundings from the current map unit. Furthermore, players can even observe the movement of virtual props to the target map unit from different perspectives. This not only breaks the limitation of traditional unlocking mechanisms that require the player character to be in the same map unit as the game mechanism, but also greatly improves the player's perception of remote game mechanisms, enhancing their decision-making ability and gaming experience. Based on the rich information provided by the panoramic viewport image and the doorframe viewport image, players can understand key information such as whether the game mechanism can be remotely controlled and whether there are any nearby dangers, without having to physically move to the game mechanism's location, allowing them to make more informed decisions.

[0079] Secondly, the game mechanism unlocking mechanism implemented in this application allows players to observe the game mechanism from multiple angles through the perspective provided by the transparent wall entity and the perspective provided by the second portal. In order to unlock the game mechanism, the player can observe the game mechanism by approaching the two perspectives multiple times, and finally unlock the game mechanism. This method itself increases the fun of unlocking the game mechanism. For example, after the player character drops a virtual prop through the first portal, the player can observe the movement process of the virtual prop through the panoramic viewport image, so that when dropping the virtual prop again, the dropping path can be adjusted. This intuitive display method helps players more accurately judge whether the virtual prop can trigger the mechanism unlocking event, thereby increasing the fun and interactivity of the game.

[0080] Furthermore, this application uses reasonable design of panoramic viewport images and door frame viewport images to enable the two parts of the scene image to share the same map model data set of the target map unit. This means that although both the panoramic viewport image and the door frame viewport image contain scene images of the corresponding perspective of the target map unit, the computing overhead of the computer device is greatly reduced. In terms of the overall look and feel of the panoramic viewport image, the picture feels integrated and seamless. Therefore, while ensuring image quality, this application optimizes the system overhead of the device, reduces the burden on the terminal device, avoids the problems of jamming and delay caused by processing large amounts of data, and ensures the smooth operation of the game.

[0081] Based on any embodiment of the method of the present application, after loading the door frame viewport image obtained by observing the internal scene of the target map unit from the observation position outside the second portal determined according to the real-time position mapping, the method includes:

[0082] Step S3210: determining a first distance between the player character and a first teleportation portal, and a second distance between the player character and the transparent wall entity based on the real-time position, wherein the first teleportation portal is disposed outside the transparent wall entity;

[0083] Based on the coordinate system of the game map, according to the real-time position of the player character and the coordinates of the first portal and the transparent wall entity on the game map, the first distance between the player character and the first portal and the second distance between the player character and the transparent wall entity can be calculated.

[0084] In this embodiment, the first portal is set outside the transparent wall entity, that is, the first portal is not on the transparent wall entity, and can be set on other sides of the current map unit. Taking a room as an example, it can be set on the ceiling, floor, and the wall opposite or on both sides of the transparent wall entity. This means that the first distance between the player character and the first portal and the second distance between the player character and the transparent wall entity are two different measurement values.

[0085] The calculation of the first distance and the second distance can be achieved through the geometric relationship of the coordinate system. For example, if the player character is located at the coordinate point (x1-y1), the first portal is located at the coordinate point (x2-y2), and the transparent wall entity is located at the coordinate point (x3-y3), then the first distance d1 and the second distance d2 can be calculated using the following formula:

[0086]

[0087] In the above formula, the coordinate points of the transparent wall entity and the first portal in the game map can be determined according to the nearest point to the coordinate point of the player character, or by perpendicularly placing the coordinate point of the player character to the plane where the wall entity and the first portal are located, or by other methods.

[0088] For example, suppose Figure 2 The player character is located in the current map unit 71, and the target map unit 72 is adjacent to the current map unit 71 through the transparent wall entity 70. The first portal 81 is located to the north of the current map unit 71, and the transparent wall entity 70 is located to the east of the current map unit 71. When the player character moves north, the first distance between the player character and the first portal 81 and the second distance between the player character and the transparent wall entity 70 are calculated in real time. The calculated results of these two distances are used to adjust the rendering cost constraint parameters.

[0089] Step S3220: According to the relative size of the first distance and the second distance, the rendering cost constraint parameters of the scene images of the target map unit in the panoramic viewport image and the door frame viewport image are correspondingly changed, while the rendering cost constraint parameters of the scene image of the current map unit remain unchanged;

[0090] In the game scene, the player character can observe the interior of the target map unit from two different perspectives through the panoramic viewport image and the doorframe viewport image. The panoramic viewport image provides the target map unit's scene as seen from the current map unit through the transparent wall entity, while the doorframe viewport image provides the target map unit's scene as seen from the first portal. To optimize rendering performance and provide a smoother gaming experience, the rendering cost constraints of these two viewport images need to be dynamically adjusted based on the player character's position.

[0091] Considering that the player character can obtain image content of the target map unit from two different perspectives from the door frame viewport image on the first portal and the panoramic viewport image in the direction of the transparent wall entity, the player character often switches between the two perspectives in order to examine the scene content of the target map unit in detail from multiple angles, such as the game mechanism therein. Therefore, the focus of image rendering can be flexibly adjusted according to the positional relationship of the player character.

[0092] When the player character switches between these two perspectives and wanders within the current map unit, it's easy to understand that for the player character, the first distance and second distance corresponding to their real-time position form a somewhat inverse relationship. That is, the greater the player character's first distance, the smaller their second distance. In this case, the player's line of sight will be more focused on the scene image in the direction of the transparent wall entity. Conversely, the smaller the first distance and the larger the second distance, the player's line of sight will be more focused on the scene image displayed on the first portal. Leveraging this relationship to adjust the rendering cost constraint parameters for the corresponding scene images in different situations can optimize performance and image quality.

[0093] When the first distance is greater than the second distance, it means the player character is closer to the transparent wall entity, and therefore the player's line of sight is more focused on the scene image in the direction of the transparent wall entity. In this case, the rendering cost constraint parameters of the panoramic viewport image should be increased to improve the image quality in the direction of the transparent wall entity, while the rendering cost constraint parameters of the door frame viewport image should be appropriately reduced to optimize performance. For example, the resolution and texture quality of the scene image of the target map unit in the panoramic viewport image can be increased, while the resolution and texture quality of the door frame viewport image can be reduced.

[0094] When the first distance is less than the second distance, this means the player character is closer to the first portal, and therefore the player's line of sight is more focused on the scene image within the portal frame in the direction of the first portal. In this case, the rendering cost constraint parameters for the portal frame viewport image are increased to improve image quality in the direction of the first portal, while the rendering cost constraint parameters for the scene image portion of the target map unit in the panoramic viewport image are appropriately reduced to optimize performance. For example, the resolution and texture quality of the portal frame viewport image can be increased while the resolution and texture quality of the panoramic viewport image can be reduced.

[0095] In specific implementations, two parameter sets can be prepared, each containing multiple rendering cost constraint parameters. Within different parameter sets, the specific values of the same rendering cost constraint parameters are set at different levels, with one parameter set configured at a higher overall level than the other. This way, when adjustments are needed based on the first and second distances, for relatively small distances, the first parameter set with a higher overall level is used to generate the corresponding scene image; for relatively large distances, the second parameter set with a lower overall level is used to generate the corresponding scene image. This switching method is very efficient and easy to implement.

[0096] For example, the first parameter set could be set to high resolution, high frame rate, high-quality textures, detailed lighting effects, and high particle density; the second parameter set could be set to low resolution, low frame rate, low-quality textures, simplified lighting effects, and low particle density. In this way, the parameter set can be dynamically switched based on the player character's position, optimizing both performance and image quality.

[0097] Step S3230: Render and refresh the corresponding scene image and door frame viewport image according to the respective rendering cost constraint parameters.

[0098] After determining the rendering cost constraints for the scene images at two different viewpoints of the target map unit, the corresponding two rendering pass instances are invoked. Based on the map model dataset of the target map unit, the corresponding scene images are rendered for the panoramic viewport image and the doorframe viewport image according to the viewpoints determined by the first and second shooting parameters, respectively. Simultaneously, the corresponding rendering pass instance is also invoked for the scene image of the current map unit within the panoramic viewport image, rendering it based on the map model dataset of the current map unit.

[0099] By implementing the above embodiments, the present application dynamically adjusts the rendering cost constraint parameters of the target map unit's scene images in the panoramic viewport image and the doorframe viewport image based on the player character's real-time position, thereby balancing the player character's focus and flexibly switching the image quality and performance cost of the scene image of interest. Specifically, when the player character is closer to a transparent wall entity, the rendering cost constraint parameters of the panoramic viewport image are increased to improve image quality in the direction of the transparent wall entity, while the rendering cost constraint parameters of the doorframe viewport image are appropriately reduced to optimize performance. Conversely, when the player character is closer to the first portal, the rendering cost constraint parameters of the doorframe viewport image are increased to improve image quality in the direction of the first portal, while the rendering cost constraint parameters of the panoramic viewport image are appropriately reduced. This dynamic adjustment mechanism not only ensures a high-quality visual experience when the player character switches between different perspectives, but also optimizes system performance by rationally allocating rendering resources. Furthermore, by preparing two sets of parameters and dynamically switching based on distance, the system's flexibility and efficiency are further improved. This technical solution effectively solves the problems of insufficient rendering flexibility and performance optimization in the existing technology, providing players with a more immersive and efficient gaming experience.

[0100] Based on any embodiment of the method of the present application, after loading the door frame viewport image obtained by observing the internal scene of the target map unit from the observation position outside the second portal determined according to the real-time position mapping, the method includes:

[0101] Step S4100: adjusting the rendering cost constraint parameters of the door frame viewport image according to the real-time distance between the real-time position and the first transmission portal, while maintaining the rendering cost constraint parameters of each scene image in the panoramic viewport image unchanged;

[0102] In a game scene, the player character's real-time position changes affect their viewing angle and distance to the target map unit. Players are typically more focused on utilizing the first portal for their current map unit. In this case, to provide a smoother gaming experience, we can focus solely on dynamically adjusting the rendering cost constraints for the door frame viewport image based on the player character's real-time position. Since the panoramic viewport image is the primary graphical content presented in the entire graphical user interface, the rendering cost constraints for this portion can remain unchanged to ensure a consistent visual experience for the user.

[0103] Specifically, when the player character approaches the first portal, the rendering cost constraint parameters of the portal viewport image can be increased to improve image quality. For example, the resolution and texture quality of the portal viewport image can be increased, while the lighting effects and particle density can be increased, thereby providing a clearer and more detailed image. Conversely, when the player character moves away from the first portal, the rendering cost constraint parameters of the portal viewport image can be reduced to optimize performance. For example, the resolution and texture quality of the portal viewport image can be reduced, while the lighting effects and particle density can be reduced, thereby reducing the rendering burden on the system.

[0104] During implementation, the rendering cost constraint parameters of the portal frame viewport image can be dynamically adjusted based on the real-time distance between the player character's real-time position and the first portal. This process can be achieved through a preset mapping relationship that defines the correspondence between the real-time distance and the rendering cost constraint parameters. The rendering cost constraint parameters can then be determined based on this correspondence.

[0105] Step S4200: Render and refresh corresponding scene images and door frame viewport images according to the respective rendering cost constraint parameters.

[0106] After determining the rendering cost constraints for the scene images at two different viewpoints of the target map unit, the corresponding two rendering pass instances are invoked. Based on the map model dataset of the target map unit, the corresponding scene images are rendered for the panoramic viewport image and the doorframe viewport image according to the viewpoints determined by the first and second shooting parameters, respectively. Simultaneously, the corresponding rendering pass instance is also invoked for the scene image of the current map unit within the panoramic viewport image, rendering it based on the map model dataset of the current map unit.

[0107] By implementing the above-described embodiments, the present application enables dynamic adjustment of the rendering cost constraint parameters of the doorframe viewport image while maintaining the rendering cost constraint parameters of the panoramic viewport image unchanged. The unique advantage of this technical solution lies in its ability to flexibly adjust the rendering quality of the doorframe viewport image based on the real-time distance between the player character and the first portal, thereby ensuring a clear view of the target map unit while optimizing system performance overhead. Specifically, when the player character approaches the first portal, the rendering quality of the doorframe viewport image is automatically increased, ensuring a high-quality visual experience for the player; whereas, when the player character moves away from the first portal, the rendering quality of the doorframe viewport image is reduced, reducing unnecessary performance consumption. This dynamic adjustment mechanism not only improves operational efficiency but also ensures a consistent visual experience for the player character regardless of their position. Furthermore, by maintaining the rendering cost constraint parameters of the panoramic viewport image unchanged, visual continuity across the entire game scene is maintained, avoiding visual discontinuities caused by frequent adjustments to rendering parameters. This technical solution effectively balances image quality and system performance, providing players with a more immersive and efficient gaming experience.

[0108] Based on any embodiment of the method of the present application, adjusting the rendering cost constraint parameter of the door frame viewport image according to the real-time distance between the real-time position and the first transmission door includes:

[0109] Step S4111: Acquire a distance range consisting of a lower limit value and an upper limit value, and a parameter range consisting of a minimum rendering cost constraint parameter and a maximum rendering cost constraint parameter corresponding to the distance range;

[0110] In this embodiment, a distance range and a parameter range are preset, and obtaining these two data can be used to assist in adjusting the rendering cost constraint parameters corresponding to the panoramic viewport image and the door frame viewport image.

[0111] The distance range is represented by a pre-set interval, defining the distance threshold between the player character and the first portal. This interval consists of a lower and upper bound, which determine the relative position of the player character and the portal. For example, the lower bound can be set to the minimum distance between the player character and the first portal, while the upper bound can be set to the maximum distance. These two values can be adjusted based on game design and performance requirements.

[0112] The parameter range is a set of rendering cost constraint parameters corresponding to the distance range, which are used to define the upper and lower limits of each rendering cost constraint parameter at different distances. The minimum rendering cost constraint parameter corresponds to the upper limit of the distance range, while the maximum rendering cost constraint parameter corresponds to the lower limit of the distance range. This means that the closer the real-time distance is, the higher the image quality requirements and performance cost are, and otherwise, the lower they are. These parameters include but are not limited to one or more of resolution, frame rate, texture quality, lighting effects, particle density, etc.

[0113] Because of the correspondence between distance ranges and parameter scales, it's easy to understand that a specific distance value within the distance range has a uniquely corresponding rendering cost constraint parameter or set of rendering cost constraints within the parameter scale. Leveraging this correspondence, we can determine the corresponding rendering cost constraint parameter based on the distance value within the distance range.

[0114] Step S4112: Compare the real-time distance between the real-time position and the first transmission gate with the distance range; when the real-time distance is within the distance range, determine a rendering cost constraint parameter for the gate frame viewport image within the parameter range based on the position of the real-time distance within the distance range and the correspondence between the distance range and the parameter range;

[0115] The real-time distance here refers to the current distance between the player character and the first portal. This distance changes dynamically and updates in real time as the player character moves. During implementation, the real-time distance is detected. When the real-time distance is within the preset distance range, the real-time distance is mapped to the parameter range based on its specific position in the distance range, and the corresponding rendering cost constraint parameters can be determined. For example, if the real-time distance is close to the lower limit, the rendering cost constraint parameters of the portal viewport will be close to the highest rendering cost constraint parameters to provide higher quality images. Conversely, if the real-time distance is close to the upper limit, the rendering cost constraint parameters of the portal viewport will be close to the lowest rendering cost constraint parameters to optimize performance.

[0116] To achieve this, various techniques can be employed. One implementation involves using a linear interpolation algorithm to calculate the corresponding rendering cost constraint parameter based on the real-time distance's proportional position within the distance range. For example, if the real-time distance is the midpoint between the lower and upper bounds, the rendering cost constraint parameter can be the average of the highest and lowest rendering cost constraint parameters. This approach ensures a smooth transition of the rendering cost constraint parameters, avoiding visual or performance issues caused by sudden parameter changes.

[0117] Another implementation uses a piecewise function to divide the distance range into multiple intervals, with each interval corresponding to a fixed set of rendering cost constraints. When the real-time distance falls within a certain interval, the rendering cost constraints corresponding to that interval are selected. This approach simplifies the calculation process and improves response speed.

[0118] Step S4113: When the real-time distance is less than the lower limit, setting the rendering cost constraint parameter of the door frame viewport image to the maximum rendering cost constraint parameter;

[0119] The lower limit of the distance range is essentially a preset minimum distance threshold, defining the minimum distance between the player character and the first portal. When the real-time distance is less than this lower limit, the player character is very close to the portal. At this time, the player's demand for visual detail of the target map unit is the highest, but the computer's system resources are limited. Therefore, fixing the rendering cost constraint parameter of the portal viewport to the highest rendering cost constraint parameter in the parameter range ensures that the image parameters such as resolution, frame rate, texture quality, and lighting effects are optimized while avoiding excessive system resource consumption, thereby providing the clearest and smoothest image.

[0120] During implementation, a variety of technical means can be used to achieve this setting. One implementation method is to use a conditional judgment statement to monitor the distance between the player character and the portal in real time in the real-time distance detection module. When it is detected that the real-time distance is less than the lower limit value, the parameter adjustment module is triggered to set the rendering cost constraint parameter of the door frame viewport to the preset maximum value. For example, the resolution can be set to the highest supported resolution of the computer device, the frame rate can be set to the highest supported frame rate, the texture quality can be set to the highest quality, the lighting effect can be set to the most detailed effect, the particle density can be set to the highest density or the particle effect can be turned on, etc.

[0121] Another implementation uses an event-driven mechanism. When the real-time distance falls below a lower limit, an event is triggered, which notifies the parameter adjustment module to adjust the parameters. This approach improves responsiveness and ensures that rendering parameters are adjusted promptly when the player character approaches the portal, providing the best visual effect.

[0122] Additionally, to ensure stability and optimize performance, you can monitor system resource usage while setting the maximum rendering cost constraint. If system resources are detected to be tight, you can adjust other non-critical rendering parameters appropriately to balance performance and image quality. For example, you can lower the rendering cost constraint for the panoramic viewport to ensure that system resources are primarily focused on high-quality rendering of the door frame viewport.

[0123] Step S4114: When the real-time distance is greater than the upper limit value, the rendering cost constraint parameter of the door frame viewport image is set to the minimum rendering cost constraint parameter.

[0124] The upper limit of the distance range is essentially a preset maximum distance threshold, defining the maximum distance between the player character and the first portal. When the real-time distance exceeds this upper limit, it indicates that the player character is far away from the portal, and the visual detail of the target map units is less demanding. Therefore, setting the rendering cost constraint parameter of the portal frame viewport to the lowest rendering cost constraint parameter in the parameter range can significantly reduce the system's rendering burden while ensuring basic image quality and avoiding performance waste caused by excessive distance.

[0125] Similarly, during the implementation process, a variety of technical means can be used to achieve this setting. One implementation method is to use a conditional judgment statement to monitor the distance between the player character and the portal in real time in the real-time distance detection module. When it is detected that the real-time distance is greater than the upper limit value, the parameter adjustment module is triggered to set the rendering cost constraint parameter of the door frame viewport to the preset minimum value. For example, the resolution can be set to the lowest supported resolution, the frame rate can be set to the lowest supported frame rate, the texture quality can be set to the lowest quality, the lighting effect can be set to the simplest effect, the particle density can be set to the lowest density or the particle effect can be turned off directly, etc.

[0126] Another implementation uses an event-driven mechanism. When the real-time distance exceeds the upper limit, an event is triggered, which notifies the parameter adjustment module to adjust the parameters. This method can improve responsiveness and ensure that rendering parameters can be adjusted in time when the player character is far away from the portal, optimizing performance.

[0127] Additionally, to ensure stability and optimize performance, you can monitor system resource usage while setting the minimum rendering cost constraint. If sufficient system resources are detected, other non-critical rendering parameters can be adjusted appropriately to balance performance and image quality. For example, you can increase the rendering cost constraint for the panoramic viewport to ensure that system resources are properly distributed across different viewports.

[0128] Through the above embodiments, the present application realizes the dynamic adjustment of the rendering cost constraint parameters of the door frame viewport according to the real-time distance between the player character and the first portal, thereby providing appropriate and smooth image quality and performance optimization at different distances. Specifically, by presetting the distance range and parameter range, the present application can adopt fixed rendering cost constraint parameters when the real-time distance is the upper and lower limits, ensuring stable visual effects and performance under extreme conditions. In the middle of the distance range, the present application can smoothly determine the rendering cost constraint parameters required for the door frame viewport within the parameter range according to the real-time distance, adapt to the changes in real-time distance, and provide smooth visual transitions and performance adjustments. This dynamic adjustment mechanism not only improves the operating efficiency of computer equipment, but also ensures that in different movement states of the player character, the player user can obtain a smooth and high-quality visual experience for the door frame viewport image, significantly improving the immersion and interactivity of the game.

[0129] Based on any embodiment of the method of the present application, adjusting the rendering cost constraint parameter of the door frame viewport image according to the real-time distance between the real-time position and the first transmission door includes:

[0130] Step S4121: When the real-time distance between the real-time position and the first transmission gate is less than a preset first threshold, setting the rendering cost constraint parameters of the gate frame viewport image according to a preset optimal performance configuration;

[0131] The first threshold is a preset distance value that defines the minimum distance between the player character and the first portal. When the real-time distance is less than this threshold, the player character is very close to the portal, and the visual detail of the target map units is the highest. However, due to the consideration of the limited system resources of the computer device, the upper limit of performance cost must be constrained. Therefore, the rendering cost constraint parameters of the portal viewport are set to the optimal performance configuration.

[0132] This optimal performance configuration can be pre-set and can include one or more rendering cost constraint parameters as needed, but these rendering cost constraint parameters are all at the preset highest level to ensure that parameters such as image resolution, frame rate, texture quality, lighting effects, etc. are relatively optimal, thereby providing the clearest and smoothest image.

[0133] Step S4122: When the real-time distance is greater than or equal to the first threshold and less than a preset second threshold, setting a rendering cost constraint parameter of the door frame viewport image according to a preset suboptimal performance configuration;

[0134] When the real-time distance is within the medium range, the rendering effect of the portal viewport can be controlled to strike a balance between image quality and performance consumption. Therefore, a second threshold is further introduced. The first and second thresholds define two different distance ranges to distinguish the relative position of the player character and the first portal. When the real-time distance is between these two thresholds, it indicates that the player character is neither very close nor very far from the first portal. In this case, the rendering cost constraint parameters of the portal viewport image are set to a preset suboptimal performance configuration. The suboptimal performance configuration corresponds to the maximum performance configuration and includes one or more corresponding rendering cost constraint parameters, but its specific parameter level is slightly lower than that of the maximum performance configuration and is set to the second highest level. This ensures that high-quality images can be provided while avoiding performance issues caused by excessive rendering cost.

[0135] Depending on the specific parameters it includes, suboptimal performance configurations can ensure that parameters such as image resolution, frame rate, texture quality, and lighting effects reach relatively high levels, but not the highest levels, thereby achieving a balance between image quality and performance consumption. For example, the resolution can be set to a high but not the highest supported resolution, the frame rate can be set to a high but not the highest supported frame rate, the texture quality can be set to a high but not the highest quality, the lighting effects can be set to a more detailed but not the most detailed effects, and the particle density can be set to a high but not the highest density.

[0136] Step S4123: When the real-time distance is greater than or equal to the second threshold, setting the rendering cost constraint parameters of the door frame viewport image according to a preset minimum performance configuration.

[0137] When the real-time distance is greater than or equal to the second threshold, it indicates that the distance between the player character and the portal is far, and the visual detail requirements for the target map unit are low. Therefore, setting the rendering cost constraint parameters of the door frame viewport image to the minimum performance configuration can significantly reduce the rendering burden of the system while ensuring the basic quality of the image and avoiding performance waste caused by excessive distance. The minimum performance configuration also corresponds to the optimal performance configuration and includes one or more rendering cost constraint parameters, but its specific parameters are preset to the lowest level, which is pre-set relative to the optimal performance configuration and the suboptimal performance configuration.

[0138] Based on the above embodiments, specific rendering cost constraint parameter configurations can be provided for different types of computer devices, such as personal computers and mobile terminals, to ensure an optimal gaming experience on all devices. The following specific embodiments provide specific values for the optimal performance configuration, suboptimal performance configuration, and minimum performance configuration.

[0139] The optimal performance configuration can be set to: resolution is the maximum resolution supported by the device, such as 1920x1080, frame rate is the maximum frame rate supported by the device, 60fps, and particle density is 100%.

[0140] The suboptimal performance configuration can be set to: resolution 1600x900, frame rate 45fps, particle density 80%.

[0141] The minimum performance configuration can be set to: resolution 1280x720, frame rate 30fps, particle density 50%.

[0142] The above configuration dynamically adjusts the rendering overhead constraints of the portal frame viewport based on the player character's real-time distance from the portal, ensuring appropriate image quality and performance optimization across different devices. This maximizes system resource utilization and saves battery life on mobile devices.

[0143] Through the above embodiments, the present application dynamically adjusts the rendering cost constraint parameters of the portal viewport based on the real-time distance between the player character and the first portal, thereby providing appropriate image quality and performance optimization across different devices. This dynamic adjustment mechanism not only improves the system's operational efficiency but also ensures a smooth and high-quality visual experience for players in different scenarios. Specifically, by presetting the rendering cost constraint parameter configurations corresponding to different distance ranges, the present application can provide the optimal performance configuration when the player character approaches the portal, ensuring high resolution, high frame rate, and high particle density, thereby providing the clearest and smoothest image. At medium distances, a suboptimal performance configuration is adopted, striking a balance between image quality and performance cost, ensuring higher resolution, higher frame rate, and higher particle density while avoiding performance issues caused by excessive rendering cost. At long distances, the minimum performance configuration is adopted, significantly reducing the system's rendering burden while ensuring basic image quality and avoiding performance waste caused by excessive distance. This hierarchical dynamic adjustment mechanism is fast and efficient at runtime, maximizing the utilization of system resources, saving mobile device battery consumption, and ensuring the best gaming experience across different devices.

[0144] Based on any embodiment of the method of the present application, when the drop position of the virtual item at the target map unit matches a preset contact condition, a mechanism unlocking event is triggered, including:

[0145] Step S3410: Determine whether the drop location of the virtual item in the target map unit has entered a specific mechanism triggering area. If so, trigger an unlocking event of the corresponding game mechanism in the target map unit.

[0146] In this embodiment, Figure 2As shown, the target map unit is provided with specific trigger zones 62, which can be areas defined by openings in the game mechanism 60. These areas are key locations for unlocking the game mechanism. When the player character drops a virtual item 61 through the first portal to the target map unit, it is necessary to determine whether the drop location of the virtual item falls within these trigger zones 62. This determination can be made based on the motion trajectory formed by the virtual item's physical simulation and the map model dataset of the target map unit.

[0147] Specifically, based on the virtual item's trajectory and the target map unit's map model dataset, the virtual item's drop location is first calculated and determined, and then a determination is made as to whether the drop location falls within a mechanism triggering area 62. When the virtual item's drop location enters a specific mechanism triggering area, a corresponding mechanism unlocking event is triggered.

[0148] During implementation, the corresponding physics simulation module can be called to calculate the virtual item's trajectory and drop location within the target map unit based on parameters such as its speed, mass, and elemental properties. Simultaneously, a collision detection module can be called to detect whether the virtual item's drop location collides with the trigger area. If a collision is detected, the trigger unlocks the item.

[0149] For example Figure 2 In the example, assume that the player character is located in the current map unit 71, and the target map unit 72 is adjacent to the current map unit 71 through a transparent wall entity 70. The player character drops a virtual item 61 toward the target map unit 72 through a first portal 81. The game system calculates the drop location of the virtual item 61 based on its trajectory and the map model dataset of the target map unit 72. When the drop location of the virtual item 61 enters the specific trigger area 62 of the game mechanism 60 in the target map unit 72, the corresponding mechanism unlocking event is triggered.

[0150] Step S3420: In response to the mechanism unlocking event, the restriction on the player character's teleportation between the first portal and the second portal is lifted, and the unlocking animation of the game mechanism is played in the target map unit and displayed through the panoramic viewport image and the door frame viewport image.

[0151] When the virtual props match the preset contact conditions at the drop position of the target map unit, a mechanism unlocking event can be triggered, and a series of preset actions will be performed accordingly.

[0152] In this embodiment, in response to the mechanism unlock event, the restriction on the player character's teleportation between the first and second portals is first removed. This can be achieved by updating the game state and the player character's permissions. This restriction is typically intended to prevent the player character from entering the target map unit without completing a specific task or meeting specific conditions. After the restriction is removed, the player character is allowed to enter the teleportation channel through the first portal, and after teleporting to the second portal, directly enter the target map unit.

[0153] Then, the unlocking animation of the game mechanism plays in the target map unit. This unlocking animation can be a visual effect, such as a flashing light or a mechanical device activating, or an audio effect, such as the unlocking sound. The unlocking animation can be implemented by calling pre-set animation and audio resources, which can be customized according to the game design. For example, when the player character successfully unlocks a treasure chest, a treasure chest opening animation plays, accompanied by an unlocking sound, enhancing the player's sense of immersion.

[0154] Since the unlocking animation plays within the target map unit, players can theoretically view the unlocking animation through both the target map unit's scene image in the panoramic viewport image and the target map unit's scene image in the doorframe viewport image. The panoramic viewport image provides the target map unit's scene as seen from the current map unit through a transparent wall entity, while the doorframe viewport image provides the target map unit's scene as seen from the first portal. Through these two viewport images, the player character can observe the unlocking process of the game mechanism from two different perspectives. This process can be displayed by calling the corresponding rendering channel instance, generating the corresponding image texture based on the target map unit's map model dataset and the unlocking animation resource, and then synthesizing these textures into a real-time image for display in the graphical user interface.

[0155] As can be seen from the above more vivid examples, this application triggers a mechanism unlock event when a virtual item meets preset contact conditions. By removing portal restrictions and playing an unlocking animation, it provides players with a wealth of game information for remotely unlocking mechanisms. Specifically, when the virtual item's drop location enters a specific mechanism trigger zone, not only does it trigger an unlock event, but it also removes the teleportation restriction between the first and second portals. This action directly updates the game state, providing the player character with new paths of action and exploration space, increasing the game's dynamics and strategic nature. Simultaneously, the unlocking animation plays in the target map unit and is displayed simultaneously via a panoramic viewport image and a door frame viewport image, allowing players to intuitively observe the mechanism unlocking process from different perspectives. This multi-perspective display significantly enriches the player's gaming experience, providing players with more comprehensive game information and enhancing the game's immersion and interactivity. Furthermore, through the simultaneous display of the panoramic viewport image and the door frame viewport image, players can gain advance knowledge of the mechanism status and environmental conditions in the target map unit without leaving the current map unit, enabling them to make more informed gaming decisions. This technical solution effectively solves the problem in existing games where players are unable to effectively unlock game mechanisms remotely due to insufficient information, resulting in a poor experience, and provides players with a richer, more dynamic and immersive gaming environment.

[0156] Based on any embodiment of the method of the present application, after loading the door frame viewport image obtained by observing the internal scene of the target map unit from the observation position outside the second portal determined according to the real-time position mapping, the method includes:

[0157] Step S5100: monitoring the visibility status of the triggering area of the game mechanism in the door frame viewport image;

[0158] refer to Figure 2 The player character can observe the interior of the target map unit through the door frame viewport image 92 on the first portal 81, and can also see the interior of the target map unit through the transparent wall entity 70, including the mechanism trigger area 62 of the game mechanism 60. These areas are key locations for unlocking the game mechanism, and the player character needs to be able to clearly see these areas in order to perform the corresponding operations. However, sometimes there may be obstacles in the target map unit, such as the door frame of the second portal, walls, boxes, or other game elements. When the player user observes the mechanism trigger area 62 through the door frame viewport image, these obstacles may block the player character's line of sight, making the mechanism trigger area 62 invisible.

[0159] In order to ensure that the player character can always obtain the information of the mechanism trigger area, the visibility status of the mechanism trigger area in the door frame viewport image can be monitored in real time. This can be achieved by calling the corresponding rendering channel instance and collision detection module. The rendering channel instance is responsible for generating the door frame viewport image, while the collision detection module is used to detect whether the obstacle blocks the mechanism trigger area. According to the map model data set of the target map unit and the second shooting parameters of the second virtual camera outside the second portal, especially the second shooting position and the second shooting angle, the shooting range of the second virtual camera can be calculated. Then, the door frame range of the second portal is used to judge whether the mechanism trigger area enters the visible range. If it enters the visible range, it means it is not blocked; if it does not enter the visible range, it means it is blocked.

[0160] Step S5200: When the mechanism triggering area is blocked by an obstacle, a semi-transparent radar image is displayed at the edge of the door frame viewport image to mark the spatial location of the mechanism. In response to an odd-numbered touch event on the radar image, the offset of the observation position outside the second portal is adjusted to display the mechanism triggering area in the door frame viewport image.

[0161] When the mechanism trigger area in the door frame viewport image is detected to be blocked by an obstacle, a semi-transparent radar map can be displayed at the edge of the door frame viewport image to further assist the player character in locating the mechanism trigger area. This radar map will mark the spatial orientation of the mechanism trigger area. Even if the area is not visible from the current perspective, the player character can still understand its approximate location through the radar map. The display of the radar map can be achieved by calling the corresponding rendering module, which will calculate the position of the mechanism trigger area relative to the player character based on the map model dataset of the target map unit and the second shooting parameters of the second virtual camera, and display it in a semi-transparent form at the edge of the door frame viewport image.

[0162] In order to allow the radar chart to more effectively perform its auxiliary function, this embodiment configures the radar chart as follows: when it is touched an odd number of times, a first touch event is triggered, which can be called an odd touch event. In response to the odd touch event, the observation position of the second virtual camera is automatically adjusted to improve the field of view of the player character; when it is touched an even number of times, a second touch event is triggered, which can be called an even touch event. In response to the even touch event, the observation position of the second virtual camera can be reset through step S5300.

[0163] Specifically, the offset of the second portal's outer observation position can be adjusted according to pre-set rules, including adjusting both the height offset and the horizontal offset independently or simultaneously. This offset adjustment affects the second virtual camera's second shooting position, i.e., by adjusting the second virtual camera's observation position, allowing the second virtual camera to observe the interior of the target map unit from different angles, thereby avoiding obstacles and bringing the trigger area back into view within the door frame viewport image.

[0164] The rules for adjusting the offset can be pre-set. In an exemplary rule, the second shooting position of the second virtual camera can be adjusted up and down first, and then adjusted left and right until the trigger area of the mechanism appears and then stops. In another exemplary rule, the initial second shooting position of the second virtual camera can be used as the starting point, and the mechanism trigger area can be searched from the inside to the outside along a spiral path until the mechanism trigger area appears. Using this rule to adjust the offset of the observation position outside the second portal, rather than positioning the second virtual camera in one step to a state where the mechanism trigger area can be observed and exposed to the field of view, can increase the immersion and fun of the game and enhance the user experience.

[0165] Step S5300: In response to an even number of touch events acting on the radar chart, restore the observation position outside the second portal to correspond to the real-time position.

[0166] When the player triggers an even-numbered touch event on the radar chart, the player needs to quickly process the game event after viewing sufficient game information. Therefore, the observation position outside the second portal can be quickly restored to correspond to the player character's real-time position. If the player character does not move during the entire process, the second virtual camera's second shooting position can be restored to the observation position before searching for the trigger area through the radar chart. If the player character moves, its real-time position is updated, and the second virtual camera's second shooting position, determined by mapping based on the updated real-time position, can be restored.

[0167] As you can see, when the player character observes the target map unit through the door frame viewport image, the radar image provides an auxiliary tool to help the player character locate the trigger area of the mechanism. When the radar image is touched an even number of times, a restore operation is triggered, adjusting the observation position of the second virtual camera back to its initial state, corresponding to the player character's real-time position.

[0168] Through the above embodiments, the present application achieves multiple technical advantages in unlocking mechanisms in games. First, by real-time monitoring of the visibility status of the mechanism trigger area of the game mechanism in the door frame viewport image, it is possible to promptly detect obstacles blocking the player character's line of sight, ensuring that the player character can always obtain key mechanism trigger area information. Secondly, when the mechanism trigger area is blocked, a semi-transparent radar map is displayed at the edge of the door frame viewport image, providing the player character with an intuitive spatial orientation guide. Even if it is not visible from the current perspective, the player character can understand the approximate location of the mechanism trigger area through the radar map. Furthermore, in response to an odd number of touch events on the radar map, the observation position of the second virtual camera is adjusted, and the offset is adjusted according to preset rules to make the mechanism trigger area re-enter the visual range, which not only improves the player's exploration flexibility, but also enhances the immersion and fun of the game. Finally, in response to even-numbered touch events on the radar chart, the observation position of the second virtual camera can be quickly restored to correspond to the real-time position of the player character. Regardless of whether the player character has not shifted or has shifted, it can ensure that the player character can quickly return to the initial perspective when processing game events. This flexible perspective adjustment mechanism greatly improves the user experience, allowing players to obtain information and make decisions more efficiently when unlocking game mechanisms, thereby achieving significant technical advantages in unlocking game mechanisms.

[0169] Based on any embodiment of the method of the present application, after loading the door frame viewport image obtained by observing the internal scene of the target map unit from the observation position outside the second portal determined according to the real-time position mapping, the method includes:

[0170] Step S6100: Displaying a highlighted outline of the interactive area of the first portal through the panoramic viewport image;

[0171] The first portal is a key interaction point between the player character and the target map unit. To help the player character quickly identify the interactive area of the first portal, a highlighted outline of the interactive area of the first portal can be displayed in the panoramic viewport image. This highlighted outline is achieved by calling the corresponding rendering module, which generates a highlighted outline effect based on the position and shape of the first portal and overlays it on the panoramic viewport image.

[0172] Specifically, the panoramic viewport image is generated by the first virtual camera, providing a view of the target map unit from the current map unit through the transparent wall entity. In this scene, the interactive area of the first portal is a key interaction point, through which the player character needs to deliver virtual props to the target map unit. To improve the efficiency of the player character's interaction, the interactive area of the first portal can be highlighted in the panoramic viewport image, allowing the player character to quickly identify and perform corresponding operations.

[0173] During implementation, a highlight outline effect can be generated based on the position and shape of the first portal. This effect can be achieved by adjusting the color and brightness of the pixels, making the interactive area of the first portal more prominent in the panoramic viewport image. For example, a bright color (such as yellow or green) can be used to highlight the interactive area of the first portal, making it easier for the player character to identify against a complex background.

[0174] Furthermore, the highlighting effect can be dynamically adjusted based on the player character's perspective and position. For example, when the player character is close to the first portal, the highlighting effect can be more pronounced; when the player character is far away from the first portal, the highlighting effect can be appropriately weakened. This dynamic adjustment mechanism not only improves the player character's interaction efficiency, but also enhances the game's visual effects.

[0175] Step S6200: Rendering a semi-transparent preview model of the triggering area of the game mechanism in the target map unit in the door frame viewport image, wherein the transparency of the preview model changes dynamically as the player's perspective moves;

[0176] In the game scene, the player character observes the interior of the target map unit through the door frame viewport image, which includes the trigger areas of the game traps. To help the player character more intuitively understand the location and status of these areas, a semi-transparent preview model can be rendered within the door frame viewport image. This preview model is a visual representation that provides the outline and location information of the trap trigger area, allowing the player character to quickly identify these key areas in a complex scene.

[0177] Specifically, the preview model is rendered by calling the corresponding rendering module. This module generates a semi-transparent preview model based on the target map unit's map model dataset and the second shooting parameters of the second virtual camera, and overlays it on the door frame viewport image. The transparency of the preview model is dynamically adjusted based on the player's perspective and position to ensure clear visual information from different viewing angles.

[0178] For example, when the player character approaches a trap trigger area, the transparency of the preview model can be reduced, allowing the player character to see the details of the area more clearly; when the player character moves away from the trap trigger area, the transparency of the preview model can be appropriately increased to maintain its visibility against the background. This dynamic adjustment mechanism not only improves the player character's interaction efficiency, but also enhances the game's visual effects.

[0179] Furthermore, the preview model's rendering can be optimized based on the player's real-time position and movement. For example, as the player's perspective changes, the transparency of the preview model can be adjusted accordingly to ensure the player always receives the best visual experience. This dynamic adjustment is achieved by updating the preview model's rendering parameters in real time, ensuring that it remains consistent with the player's perspective and position.

[0180] During implementation, the location and shape of the trap's trigger area are calculated based on the target map unit's map model dataset and the second virtual camera's second shooting parameters, generating a corresponding preview model. The preview model's rendering dynamically adjusts based on the player character's real-time position and movement direction, ensuring its display within the door frame viewport image consistently meets the player's observation needs.

[0181] Step S6300: When it is detected that the player character has not performed a release operation within a preset time period, a parabolic trajectory preview effect animation corresponding to the release of the virtual prop is automatically generated and displayed through the panoramic viewport image and the door frame viewport image.

[0182] One of the player character's tasks is to drop a virtual item through the first portal to a target location on the map to unlock a mechanism. To help the player character execute this action more accurately, a parabolic trajectory preview animation is automatically generated if the player character fails to execute the drop within a preset time. This animation is displayed simultaneously in the panoramic viewport image and the door frame viewport image, providing the player character with a visual representation of the possible paths and expected results of the virtual item drop.

[0183] Specifically, the initial velocity and direction of the virtual item's launch are calculated based on the player character's real-time position and the location of the first portal. Then, based on the rules of the physics engine, the virtual item's trajectory is simulated, generating a parabolic trajectory preview animation. This animation shows the virtual item's entire journey from the first portal, through the teleportation channel, and ultimately landing at the desired location on the target map unit.

[0184] During implementation, this functionality can be achieved by calling the corresponding animation generation module and rendering module. The animation generation module calculates the virtual prop's motion trajectory and expected drop location based on the virtual prop's physical properties (such as speed, mass, elemental attributes, etc.) and the target map unit's map model dataset. The rendering module then generates a parabolic trajectory preview animation based on this data and overlays it on the panoramic viewport image and the door frame viewport image.

[0185] This animation can be triggered if the player character doesn't perform a release within a preset duration. This duration can be adjusted based on the game's design to ensure the player has enough time to observe and understand the animation. For example, a 5-second preset duration could automatically generate a parabolic trajectory preview animation if the player character doesn't perform a release within that 5-second period.

[0186] Through the above embodiments, the present application provides a more intuitive and efficient game interaction experience for the player character, significantly enhancing the game's playability and immersion. First, by displaying a highlighted outline of the interactive area of the first portal in the panoramic viewport image, the player character is helped to quickly identify key interaction points, improving interaction efficiency and enhancing the visual effect. Second, by rendering a semi-transparent preview model of the game trap's trigger area in the doorframe viewport image and dynamically adjusting the transparency based on the player's perspective, the player character's perception of the target map unit's internal scene is further enhanced, allowing the player character to more intuitively understand the location and status of the trap trigger area. Finally, if the player character fails to perform a release operation within a preset time, a parabolic trajectory preview animation of the virtual item is automatically generated. This preview is displayed through the panoramic viewport image and the doorframe viewport image, providing the player character with intuitive operational guidance and helping them to more accurately execute the virtual item release operation. The combination of these measures not only optimizes the player character's operational process but also enhances the overall game experience through a dynamic visual feedback mechanism, allowing players to more efficiently obtain information and make decisions when unlocking game traps, thereby achieving a significant technical advantage in unlocking game traps.

[0187] See also Figure 4According to one aspect of the present application, a game mechanism unlocking display device is provided, comprising a panoramic display module 3100, a door frame display module 3200, a delivery display module 3300, and an unlocking display module 3400, wherein the panoramic display module 3100 is configured to display a panoramic viewport image of the game scene according to the real-time position of the player character, the panoramic viewport image including the scene image of the current map unit where the player character is located and the adjacent target map unit, and a transparent wall entity is provided between the current map unit and the target map unit to block the player character from passing through; the door frame display module 3200 is configured to be displayed in the panoramic viewport image when the player character is in the real-time position of the game scene. A door frame viewport image is loaded into the door frame of the first portal of the front map unit, which is obtained by observing the internal scene of the target map unit from the observation position outside the second portal determined according to the real-time position mapping; the delivery display module 3300 is configured to synchronously display the movement process of the virtual prop after teleporting through the first portal into the second portal and naturally falling into the target map unit through the panoramic viewport image and the door frame viewport image when the player character delivers the virtual prop to the first portal; the unlocking display module 3400 is configured to trigger a mechanism unlocking event when the virtual prop matches the preset contact condition at the drop position of the target map unit.

[0188] On the basis of any embodiment of the device of the present application, after the door frame display module 3200, the device further includes: a distance determination module, configured to determine a first distance between the player character and the first portal and a second distance between the player character and the transparent wall entity according to the real-time position, and the first portal is arranged outside the transparent wall entity; a parameter smoothing module, configured to transform the rendering cost constraint parameters of the scene images of the target map unit in the panoramic viewport image and the door frame viewport image according to the relative sizes of the first distance and the second distance, and keep the rendering cost constraint parameters of the scene image of the current map unit unchanged; a rendering refresh module, configured to render and refresh the corresponding scene image and door frame viewport image according to each of the rendering cost constraint parameters.

[0189] On the basis of any embodiment of the device of the present application, after the door frame display module 3200, the device also includes: a parameter adjustment module, configured to adjust the rendering cost constraint parameters of the door frame viewport image according to the real-time distance between the real-time position and the first transmission door, and maintain the rendering cost constraint parameters of each scene image in the panoramic viewport image unchanged; a rendering refresh module, configured to render and refresh the corresponding scene image and door frame viewport image according to each of the rendering cost constraint parameters.

[0190] Based on any embodiment of the device of the present application, the parameter adjustment module includes: a data acquisition module, configured to acquire a distance range consisting of a lower limit value and an upper limit value, and a parameter range consisting of a minimum rendering cost constraint parameter and a maximum rendering cost constraint parameter corresponding to the distance range; a conversion determination module, configured to compare the real-time distance between the real-time position and the first transmission gate with the distance range, and when the real-time distance is within the distance range, according to the position of the real-time distance in the distance range, and the correspondence between the distance range and the parameter range, determine the rendering cost constraint parameter of the door frame viewport image within the parameter range; a lower limit determination module, when the real-time distance is less than the lower limit value, sets the rendering cost constraint parameter of the door frame viewport image to the highest rendering cost constraint parameter; an upper limit determination module, when the real-time distance is greater than the upper limit value, sets the rendering cost constraint parameter of the door frame viewport image to the lowest rendering cost constraint parameter.

[0191] Based on any embodiment of the device of the present application, the parameter adjustment module includes: an optimal configuration module, which is configured to set the rendering cost constraint parameters of the door frame viewport image according to a preset optimal performance configuration when the real-time distance between the real-time position and the first transmission gate is less than a preset first threshold; a suboptimal configuration module, which is configured to set the rendering cost constraint parameters of the door frame viewport image according to a preset suboptimal performance configuration when the real-time distance is greater than or equal to the first threshold and less than a preset second threshold; and a minimum configuration module, which is configured to set the rendering cost constraint parameters of the door frame viewport image according to a preset minimum performance configuration when the real-time distance is greater than or equal to the second threshold.

[0192] Based on any embodiment of the device of the present application, the unlocking display module 3400 includes: a drop unlocking module, which is configured to determine whether the drop position of the virtual props in the target map unit enters a specific mechanism triggering area, and when entering, triggers the mechanism unlocking event of the corresponding game mechanism in the target map unit; a permission release module, which is configured to respond to the mechanism unlocking event, release the restriction for the player character to teleport between the first portal and the second portal, and play the unlocking animation of the game mechanism in the target map unit, and display it through the panoramic viewport image and the door frame viewport image.

[0193] Based on any embodiment of the device of the present application, after the unlocking display module 3400, the device also includes: an environment modification module, which is configured to dynamically modify the environmental parameters of the target map unit according to the physical characteristics of the virtual prop when unlocked, including at least one of the following: when the speed of the virtual prop is a high-speed type, the depth of field blur effect of the door frame viewport image is enhanced after unlocking; when the mass of the virtual prop is a heavy type, a permanent terrain depression is generated in the mechanism triggering area of the game mechanism of the target map unit after unlocking; when the virtual prop has elemental attributes, the refractive index and / or transmittance of the transparent wall entity is changed after unlocking.

[0194] On the basis of any embodiment of the device of the present application, after the door frame display module 3200, the device further includes: an area monitoring module, configured to monitor the visibility status of the mechanism trigger area of the game mechanism in the door frame viewport image; an occlusion processing module, configured to display a semi-transparent radar map at the edge of the door frame viewport image to mark the spatial orientation of the mechanism when the mechanism trigger area is blocked by an obstacle, and adjust the offset of the observation position outside the second portal to display the mechanism trigger area in the door frame viewport image in response to an odd number of touch events on the radar map; a perspective recovery module, configured to restore the observation position outside the second portal to correspond to the real-time position in response to an even number of touch events acting on the radar map.

[0195] On the basis of any embodiment of the device of the present application, after the door frame display module 3200, the device also includes: a contour prompt module, configured to display the highlighted contour of the interactive area of the first portal through the panoramic viewport image; a mechanism rendering module, configured to render a semi-transparent preview model of the mechanism trigger area of the game mechanism in the target map unit in the door frame viewport image, and the preview model dynamically changes transparency as the player's perspective moves; a trajectory prompt module, configured to automatically generate a parabolic trajectory preview effect animation corresponding to the delivery of the virtual prop when it is detected that the player character has not performed the delivery operation within a preset time period, and display it through the panoramic viewport image and the door frame viewport image.

[0196] Another embodiment of the present application also provides a game mechanism unlocking display device. Figure 5 Figure 2 shows a schematic diagram of the internal structure of a game mechanism unlocking and displaying device. The game mechanism unlocking and displaying device includes a processor, a computer-readable storage medium, a memory, and a network interface connected via a system bus. The computer-readable, non-volatile storage medium of the game mechanism unlocking and displaying device stores an operating system, a database, and computer-readable instructions. The database may store an information sequence. When executed by the processor, the computer-readable instructions cause the processor to implement a method for unlocking and displaying a game mechanism.

[0197] The processor of the game mechanism unlocking and display device is used to provide computing and control capabilities, supporting the operation of the entire game mechanism unlocking and display device. The memory of the game mechanism unlocking and display device may store computer-readable instructions. When executed by the processor, these computer-readable instructions cause the processor to perform the game mechanism unlocking and display method of the present application. The network interface of the game mechanism unlocking and display device is used to connect and communicate with a terminal.

[0198] Those skilled in the art will understand that Figure 5 The structure shown in the figure is only a block diagram of a part of the structure related to the present application scheme, and does not constitute a limitation on the game mechanism unlocking and displaying device to which the present application scheme is applied. The specific game mechanism unlocking and displaying device may include more or fewer components than shown in the figure, or combine certain components, or have a different component arrangement.

[0199] In this embodiment, the processor is used to execute Figure 4 The memory stores the program code and various data required to execute the modules or submodules described above. The network interface is used to facilitate data transmission between user terminals or servers. The non-volatile, readable storage medium in this embodiment stores the program code and data required to execute all modules in the game mechanism unlocking and display device of this application. The server can call upon the server's program code and data to execute the functions of all modules.

[0200] The present application also provides a non-volatile readable storage medium storing computer-readable instructions. When the computer-readable instructions are executed by one or more processors, the one or more processors execute the steps of the game mechanism unlocking and displaying method of any embodiment of the present application.

[0201] The present application also provides a computer program product, comprising a computer program / instruction, which implements the steps of the method described in any embodiment of the present application when executed by one or more processors.

[0202] Those skilled in the art will appreciate that all or part of the processes in the above-mentioned embodiments of the present application can be implemented by instructing the relevant hardware through a computer program. The computer program can be stored in a non-volatile readable storage medium. When the program is executed, it can include the processes of the above-mentioned embodiments of the method. The aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, an optical disk, a read-only memory (ROM), or a random access memory (RAM).

[0203] In summary, this application effectively solves the technical problems existing in existing game mechanism unlocking mechanisms through innovative technical means, significantly improving the player's gaming experience and system operating efficiency. This application not only improves the player's ability to perceive remote game mechanisms, enhancing the fun and interactivity of the game, but also optimizes the device's system overhead, ensuring smooth game operation.

Claims

1. A method for unlocking and displaying a game mechanism, characterized in that: include: Displaying a panoramic viewport image of the game scene based on the real-time position of the player character, the panoramic viewport image including scene images of the current map unit where the player character is located and an adjacent target map unit, with a transparent wall entity being provided between the current map unit and the target map unit to block the player character from passing through; Loading, within the door frame of the first portal of the current map unit in the panoramic viewport image, a door frame viewport image obtained by observing the internal scene of the target map unit from an observation position outside the second portal determined according to the real-time position mapping; When the player character drops a virtual item into the first portal, the panoramic viewport image and the door frame viewport image are used to synchronously display the movement of the virtual item after it teleports through the first portal into the second portal and then naturally falls onto the target map unit; When the drop position of the virtual item in the target map unit matches the preset contact condition, a mechanism unlocking event is triggered.

2. The method for unlocking and displaying a game mechanism according to claim 1, wherein: After loading the door frame viewport image obtained by observing the internal scene of the target map unit from the observation position outside the second portal determined according to the real-time position mapping, the method includes: Determining a first distance between the player character and a first portal and a second distance between the player character and the transparent wall entity based on the real-time position, wherein the first portal is arranged outside the transparent wall entity; According to the relative sizes of the first distance and the second distance, correspondingly transforming the rendering cost constraint parameters of the scene images of the target map unit in the panoramic viewport image and the door frame viewport image, while keeping the rendering cost constraint parameters of the scene image of the current map unit unchanged; According to each of the rendering cost constraint parameters, corresponding scene images and door frame viewport images are rendered and refreshed accordingly.

3. The method for unlocking and displaying a game mechanism according to claim 1, wherein: After loading the door frame viewport image obtained by observing the internal scene of the target map unit from the observation position outside the second portal determined according to the real-time position mapping, the method includes: Adjusting a rendering cost constraint parameter of the door frame viewport image according to a real-time distance between the real-time position and the first transmission gate, while maintaining a rendering cost constraint parameter of each scene image in the panoramic viewport image unchanged; According to each of the rendering cost constraint parameters, corresponding scene images and door frame viewport images are rendered and refreshed accordingly.

4. The method for unlocking and displaying a game mechanism according to claim 3, wherein: Adjusting the rendering cost constraint parameters of the door frame viewport image according to the real-time distance between the real-time position and the first transmission door, including: Obtaining a distance range consisting of a lower limit value and an upper limit value, and a parameter range consisting of a minimum rendering cost constraint parameter and a maximum rendering cost constraint parameter corresponding to the distance range; comparing the real-time distance between the real-time position and the first transmission gate with the distance range; and when the real-time distance is within the distance range, determining a rendering cost constraint parameter of the gate frame viewport image within the parameter range according to the position of the real-time distance in the distance range and the correspondence between the distance range and the parameter range; When the real-time distance is less than the lower limit, setting the rendering cost constraint parameter of the door frame viewport image to the maximum rendering cost constraint parameter; When the real-time distance is greater than the upper limit value, the rendering cost constraint parameter of the door frame viewport image is set to the minimum rendering cost constraint parameter.

5. The method for unlocking and displaying a game mechanism according to claim 3, wherein: Adjusting the rendering cost constraint parameters of the door frame viewport image according to the real-time distance between the real-time position and the first transmission door, including: When the real-time distance between the real-time position and the first transmission gate is less than a preset first threshold, setting a rendering cost constraint parameter of the gate frame viewport image according to a preset optimal performance configuration; When the real-time distance is greater than or equal to the first threshold and less than a preset second threshold, setting a rendering cost constraint parameter of the door frame viewport image according to a preset suboptimal performance configuration; When the real-time distance is greater than or equal to the second threshold, the rendering cost constraint parameters of the door frame viewport image are set according to a preset minimum performance configuration.

6. The method for unlocking and displaying a game mechanism according to any one of claims 1 to 5, wherein: When the virtual item matches the preset contact condition at the drop position of the target map unit, a mechanism unlocking event is triggered, including: Determine whether the drop location of the virtual item in the target map unit enters a specific mechanism triggering area, and if so, trigger a mechanism unlocking event of the corresponding game mechanism in the target map unit; In response to the mechanism unlocking event, the restriction on the player character teleporting between the first portal and the second portal is lifted, and the unlocking animation of the game mechanism is played in the target map unit and displayed through the panoramic viewport image and the door frame viewport image.

7. The method for unlocking and displaying a game mechanism according to any one of claims 1 to 5, wherein: After the triggering mechanism unlock event, including: Dynamically modify the environmental parameters of the target map unit based on the physical properties of the virtual prop when unlocked, including at least one of the following: When the speed of the virtual prop is high speed, the depth of field blur effect of the door frame viewport image is enhanced after unlocking; When the virtual item is of heavy quality, a permanent terrain depression is generated in the triggering area of the game mechanism of the target map unit after it is unlocked; When the virtual prop has elemental attributes, the refractive index and / or transmittance of the transparent wall entity is changed after being unlocked.

8. The method for unlocking and displaying a game mechanism according to any one of claims 1 to 5, wherein: After loading the door frame viewport image obtained by observing the internal scene of the target map unit from the observation position outside the second portal determined according to the real-time position mapping, the method includes: Monitoring the visibility status of the mechanism triggering area of the game mechanism in the door frame viewport image; When the mechanism triggering area is blocked by an obstacle, a semi-transparent radar image is displayed at the edge of the door frame viewport image to mark the spatial position of the mechanism. In response to odd-numbered touch events on the radar image, the offset of the observation position outside the second portal is adjusted to display the mechanism triggering area in the door frame viewport image. In response to an even number of touch events acting on the radar chart, the observation position outside the second portal is restored to correspond to the real-time position.

9. The method for unlocking and displaying a game mechanism according to any one of claims 1 to 5, wherein: After loading the door frame viewport image obtained by observing the internal scene of the target map unit from the observation position outside the second portal determined according to the real-time position mapping, the method includes: Displaying a highlighted outline of the interactive area of the first portal through the panoramic viewport image; Rendering a semi-transparent preview model of the triggering area of the game mechanism in the target map unit in the door frame viewport image, wherein the transparency of the preview model changes dynamically as the player's perspective moves; When it is detected that the player character has not performed a throwing operation within a preset time, a parabolic trajectory preview effect animation corresponding to the throwing of the virtual prop is automatically generated and displayed through the panoramic viewport image and the door frame viewport image.

10. A game mechanism unlocking and display device, characterized in that: include: A panoramic display module is configured to display a panoramic viewport image of the game scene based on the real-time position of the player character, the panoramic viewport image including scene images of the current map unit where the player character is located and an adjacent target map unit, with a transparent wall entity being provided between the current map unit and the target map unit to block the player character from passing through; a door frame display module configured to load, within the door frame of the first portal of the current map unit in the panoramic viewport image, a door frame viewport image obtained by observing the internal scene of the target map unit from an observation position outside the second portal determined according to the real-time position mapping; a delivery display module configured to synchronously display, through the panoramic viewport image and the door frame viewport image, the movement process of the virtual prop after it teleports through the first portal into the second portal and naturally falls on the target map unit when the player character delivers the virtual prop to the first portal; The unlocking display module is configured to trigger a mechanism unlocking event when the drop position of the virtual prop matches a preset contact condition at the target map unit.

11. A game mechanism unlocking and displaying device, comprising a central processing unit and a memory, characterized in that: The central processing unit is configured to call and run a computer program stored in the memory to execute the steps of the method according to any one of claims 1 to 9.

12. A non-volatile readable storage medium, characterized in that: It stores a computer program implemented according to the method described in any one of claims 1 to 9 in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the corresponding method are executed.

Citation Information

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