Game machine unlocking display method, device, equipment and medium
By using panoramic viewport and door frame viewport imaging technology, players can observe target map units from behind the transparent wall of the current map unit, and use virtual props to instantly teleport and unlock mechanisms. This solves the problems of wasted movement time and high system overhead in traditional unlocking mechanisms, and achieves efficient decision-making and a smooth gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- GUANGZHOU KULUO SHUJIE TECH CO LTD
- Filing Date
- 2025-06-26
- Publication Date
- 2026-07-07
Smart Images

Figure CN120459632B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer image processing, and in particular to a method, apparatus, and medium for unlocking and displaying game mechanisms. Background Technology
[0002] In game scenarios, the mechanism of unlocking game mechanics can enhance the interactivity and strategy of the game. Traditionally, unlocking game mechanics usually requires the player character to be close to the corresponding mechanic, meaning the player character and the mechanic 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 need to explore the map, find and approach the mechanic, and then unlock it through a series of actions. While this mechanism can provide a certain amount of exploration enjoyment, it reveals some obvious limitations in certain situations, especially when the mechanic is located in other map units far away from the player character.
[0003] First, players need to spend a significant amount of time and effort to move to the location of the game's mechanisms. During this process, players may encounter various obstacles, such as enemy attacks and complex terrain, which not only increases the game's difficulty but can also lead to player frustration. Furthermore, players cannot learn about the specifics of the mechanisms beforehand, such as whether they can be remotely controlled or whether there are non-player characters nearby who might attack. This lack of information leaves players unprepared when approaching the mechanisms, thus diminishing the overall gaming experience.
[0004] Secondly, when the player character and the game mechanics are not on the same map, traditional unlocking mechanisms fail to provide sufficient information to help players make decisions. Players struggle to perceive the appearance and environment of remote game mechanics, resulting in a lack of control over mechanics that are not on the same map as their character. This lack of information not only affects the player's gaming experience but may also lead to incorrect decisions during gameplay, thus impacting the game's progress.
[0005] Furthermore, to provide richer information, some games attempt to simultaneously offer scene images of different map units. However, in large-scale games, multiple map units are typically supported by map model datasets provided by different servers. This means that the terminal device needs to render images of multiple map units simultaneously, which undoubtedly increases the system overhead of the computer. In this situation, the device needs to process a large amount of data, including map models, character models, animation effects, etc., leading to a decrease in device performance, resulting in stuttering, latency, and other problems, thus affecting the smoothness of the game.
[0006] It is evident that traditional game mechanism unlocking mechanisms have significant shortcomings when handling remote unlocking. Not only does it require the player character to be physically near the mechanism, but it also has deficiencies in providing information about remote mechanisms. Furthermore, it leads to substantial system overhead and performance issues when rendering multiple map units. These problems directly impact the player's gaming experience and system efficiency, and urgently require improvement. Summary of the Invention
[0007] The purpose of this application is to solve the above-mentioned problems by providing a method for unlocking and displaying game mechanisms, as well as corresponding devices, equipment, non-volatile readable storage media, and computer program products.
[0008] According to one aspect of this application, a method for unlocking and displaying game mechanisms is provided, comprising:
[0009] The game scene is displayed in a panoramic viewport image based on the real-time position of the player character. The panoramic viewport image includes the scene image of the current map unit where the player character is located and the adjacent target map unit. There is a transparent wall entity between the current map unit and the target map unit to block the player character from passing through.
[0010] Within the doorway of the first portal of the current map unit in the panoramic viewport image, load the doorway viewport image obtained from the observation position outside the second portal determined according to the real-time position mapping, which shows the internal scene of the target map unit.
[0011] When the player character throws a virtual item into the first portal, the panoramic viewport and the door frame viewport simultaneously display the movement process 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 virtual item matches a preset contact condition at the drop location of the target map unit, a mechanism unlocking event is triggered.
[0013] According to another aspect of this application, a game mechanism unlocking display device is provided, comprising:
[0014] The panoramic display module is set to display a panoramic viewport image of the game scene based on the real-time position of the player character. The panoramic viewport image includes the scene image of the current map unit where the player character is located and the adjacent target map unit. There is a transparent wall entity between the current map unit and the target map unit to block the player character from passing through.
[0015] The door frame display module is configured to load a door frame viewport image obtained from the observation position outside the second portal determined according to the real-time position mapping within the door frame of the first portal of the current map unit in the panoramic viewport image, and to view the internal scene of the target map unit observed from the second portal outside the observation position determined according to the real-time position mapping.
[0016] The delivery and display module is configured to simultaneously display the movement process of the virtual item after it teleports through the first portal into the second portal and naturally falls onto the target map unit through the panoramic viewport image and the door frame viewport image when the player character delivers the virtual item to the first portal.
[0017] The unlock display module is set to trigger a mechanism unlock event when the virtual prop matches a preset contact condition at the drop location of the target map unit.
[0018] According to another aspect of this application, a game mechanism unlocking display device is provided, including a central processing unit and a memory, wherein the central processing unit is used to invoke and run a computer program stored in the memory to perform the steps of the method described in this application.
[0019] According to another aspect of this application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the game mechanism unlocking and display method in the form of computer-readable instructions, wherein the computer program, when invoked by a computer, executes the steps included in the method.
[0020] According to another aspect of this application, a computer program product is provided, comprising a computer program / instructions that, when executed by a processor, implement the steps of the method.
[0021] This application innovates a technical solution, achieving multiple beneficial effects. By loading a door frame viewport image into the panoramic viewport image, it provides players with multi-angle information about game mechanisms and their surrounding environment. Players can intuitively observe and remotely control game mechanisms without needing to approach them, enhancing decision-making ability and the gaming experience. Simultaneously, this application allows players to observe target map units from multiple angles through transparent wall entities and portal perspectives, increasing the fun of unlocking. Furthermore, the panoramic viewport image and the door frame viewport image share the same map model dataset for the same target map unit, optimizing system overhead, reducing device burden, and ensuring smooth game operation. Attached Figure Description
[0022] Figure 1 This is an exemplary network architecture used in this application to run the game;
[0023] Figure 2 This is a schematic diagram illustrating the scene content of a game scene exemplified by this application;
[0024] Figure 3 A flowchart illustrating one embodiment of the game mechanism unlocking and display method of this application;
[0025] Figure 4A schematic diagram of the display device for unlocking the game mechanism in this application;
[0026] Figure 5 This is a schematic diagram of the structure of a game mechanism for unlocking and displaying devices used in this application. Detailed Implementation
[0027] The technical solution of this application can be widely applied to various network architectures to adapt to different types and scales of game applications. In a network architecture such as... Figure 1 In the typical network architecture shown, the player's terminal device accesses a game service cluster via a network. This cluster consists of multiple game servers 81, each responsible for running gameplay services for one or more map units within the game map. The player's terminal device 80 has a computer program product installed and running according to the game mechanism unlocking and display method of this application, or the computer program product is run within a cloud server container after the terminal device is connected to it. This allows the player to control their in-game character through these devices, exploring and interacting with different map units.
[0028] The game server 81 maintains a real-time connection with the player's terminal device 80 via a network, handling various events and interactions in the game, such as player character movement, attacks, and item usage. The server provides necessary data support to the terminal device to ensure smooth game operation. This data includes, but is not limited to, map model datasets, which contain scene content for each map unit, such as buildings, player character models, non-player character models, and various other creature or non-creature models, used by the terminal device 80 to render corresponding real-time images. Based on the received map model dataset and the game mechanism unlocking and display method of this application, the terminal device 80 can generate high-quality real-time images and display them in the graphical user interface. Players obtain visual information from these real-time images to implement gameplay.
[0029] This application not only applies to the gaming experience for single players but can also be extended to multiplayer online game environments. In multiplayer games, multiple players' (users') terminal devices simultaneously connect to the game service cluster. The server needs to process interaction requests from multiple players and update the game status in real time. This application ensures that each player receives a consistent and high-quality display of unlocked game mechanics in multiplayer game scenarios, while optimizing the resource utilization of servers and terminal devices and improving the overall operational efficiency of the game system.
[0030] In one exemplary game scenario of this application, such as Figure 2As shown, the game map includes multiple map units 71 and 72. Each map unit is designed as a room or open space, etc. Rooms can be connected by installing portals and establishing 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 a player character approaches the first portal 81 in the current room, the player's terminal device, operating according to the game mechanism unlocking method of this application, dynamically adjusts the rendering effects of the panoramic viewport image 91 and the door frame viewport image 92 based on the player character's real-time position and direction of movement. The panoramic viewport image displays the scene image of the current room, i.e., the current map unit 71, including the environment around the player character and other game elements. The door frame viewport image 92 is overlaid within the door frame of the first portal 81 in the current room. Through this viewport, the player can see the scene image inside the target room via a second portal 82 installed on the target room, i.e., the target map unit 72, and connected and bound to the first portal 81. When the target room is adjacent to the current room, and the two rooms are blocked by a transparent wall entity 70, such as a glass wall, in situations such as... Figure 2 From the appropriate perspective shown, players can observe the target room not only through the glass wall but also through the door frame area of the first portal via the panoramic viewport image 91, enabling multi-angle observation of the interior scene of the target room.
[0032] A teleportation portal is constructed between the first portal 81 and the second portal 82. In some embodiments, this teleportation portal can be used unconditionally by player characters or other virtual items. As long as the player character or virtual item 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 portal can also be conditionally restricted. For example, if the player character has not unlocked the game mechanism 60 located in the target room, the player character may be prohibited from using the teleportation portal to reach the target room. In this case, the player character can first use the first portal 81 to drop the virtual item 61 into the target room via the teleportation portal. When the landing position of the virtual item 61 meets the preset conditions, the game mechanism 60 is unlocked, triggering the corresponding mechanism unlocking event. In response to the mechanism unlocking event, access to the teleportation portal can be granted to the player character, allowing the player character to achieve an instantaneous teleportation effect in the game scene.
[0033] In the game scene of this application, the image display of each map unit (room) relies on the real-time image acquisition process of the virtual camera. The virtual camera, as a background concept, is not displayed in the game scene. It is only responsible for capturing the scene in the game world for each viewport, 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 virtual camera's shooting position and viewing angle can be adjusted in real time according to the player character's movement within the current map unit. Specifically, based on the player character's real-time position and direction of movement, the virtual camera's shooting position and viewing angle can be determined as shooting parameters, thereby determining the corresponding viewport for generating the corresponding viewport image. For example, the panoramic viewport image and door frame viewport image of this application use a first virtual camera and a second virtual camera to capture the corresponding scene images, respectively. However, changes in image content depend on changes in the viewport, which in turn depend on the shooting position and angle of the corresponding virtual camera. The shooting position, in turn, depends on the player's real-time position and direction of movement. It should be noted that for panoramic viewport images, the viewing angle used by the virtual camera can be either a first-person or third-person perspective.
[0035] When a player character approaches the first portal, not only does the first virtual camera capture the scene image of the current map unit, but a second virtual camera also displays the internal scene image of the target map unit through the portal's viewport. The shooting position and angle of the second virtual camera are mapped from the shooting parameters of the first virtual camera according to a preset mapping relationship. This mapping relationship ensures that the portal viewport image accurately displays the scene of the target map unit, just as the player character would see it through the portal.
[0036] During the process of acquiring real-time images by a virtual camera, corresponding rendering channel instances can be invoked to generate the required image textures based on the virtual camera's configuration parameters and the map model dataset of the corresponding map units. In this application, a viewport can correspond to one or more rendering channel instances to acquire images of different map units. For example, a doorway viewport can correspond to a single rendering channel instance, acquiring the scene image of the target map unit as the doorway 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 acquire the corresponding scene images as the panoramic viewport image. The rendering channel instances generate image textures according to the rendering overhead constraint parameters corresponding to the viewport. The image textures of each viewport are finally synthesized into a panoramic viewport image and displayed in the graphical user interface.
[0037] The rendering overhead constraints in this application determine the rendering quality and performance consumption of the image, including but not limited to resolution, frame rate, texture quality, lighting effects, and particle density. By flexibly adjusting these parameters of one or more viewports based on the real-time distance between the player character and the portal, the system overhead of the terminal device can be optimized while ensuring image quality. For example, when the player character is far from the portal, the terminal device can reduce the rendering overhead constraints of the portal viewport image to save resources; while when the player character is closer to the portal, these parameters can be increased to provide a clearer and smoother image.
[0038] Based on the above overview of the technical solutions of this application, the following will provide a more in-depth description of the technical solutions of this application in conjunction with various specific embodiments.
[0039] Please see Figure 3 The game mechanism unlocking and display method of this application can be installed and run in a container on the player's terminal device or cloud server. In some embodiments, it includes the following steps:
[0040] Step S3100: Display a panoramic viewport image of the game scene according to the real-time position of the player character. The panoramic viewport image includes the scene image of the current map unit where the player character is located and the adjacent target map unit. A transparent wall entity is provided between the current map unit and the target map unit to block the player character from passing through.
[0041] The panoramic viewport image in this application refers to the scene image of the player character's current map unit and adjacent target map units. This image display method provides players with a comprehensive view of the game scene, enabling players to clearly understand their environment and surrounding situation.
[0042] The panoramic viewport image includes the scene view 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 is another map area adjacent to the current map unit. A transparent wall entity exists between these two map units. This transparent wall entity is a special obstacle that blocks the player character's physical movement 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 or a magic barrier, its purpose being to restrict the player character's movement through it without obstructing their line of sight.
[0043] To achieve the display of panoramic viewport images, this application employs 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 direction of movement, forming corresponding first shooting parameters. These first shooting parameters collectively 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 the first virtual camera are dynamically adjusted based on the player character's real-time position and movement direction. In one embodiment, the relative position of the first virtual camera and this target point can be set with reference to a target point on the player character's body, and the width of the first shooting angle 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, and the player character's orientation can also be determined based on the direction of movement controlled by the player, such as by triggering directional or movement commands through a keyboard, game controller, or mouse, the first shooting position and first shooting angle of the first virtual camera can ultimately be determined accordingly. For example, if the player character moves north in the current map unit, the virtual camera's shooting angle will also face north, thus ensuring that the panoramic viewport image accurately reflects the scene in front of the player character. This dynamic adjustment mechanism allows 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 implementation methods. For example... Figure 2 In the scenario 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 solid). When the player character turns towards the glass wall, the panoramic viewport 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 within the current indoor room without actually passing through the glass wall.
[0046] Furthermore, panoramic viewport images can be displayed by combining different perspectives. For example, a virtual camera can use a first-person perspective, shooting from the player character's eye level, so the panoramic viewport image directly reflects the player character's viewpoint. Another implementation uses a third-person perspective, shooting from behind and above the player character, so the panoramic viewport image shows the player character and their surrounding environment. This third-person perspective provides a wider field of view, helping players better understand the layout of the game world and the dynamics of their surroundings.
[0047] Step S3200: In the panoramic viewport image, within the door frame of the first portal of the current map unit, load the door frame viewport image obtained from the observation position outside the second portal determined according to the real-time position mapping, which observes the internal scene of the target map unit.
[0048] In the panoramic viewport, 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 overlaid at the top layer of the first portal's frame within the panoramic viewport. This doorframe viewport image is loaded through this viewport, which is actually the doorframe viewport image of the second portal. It is mapped to an observation position outside the second portal based on the player character's real-time position. The internal scene of the target map unit is observed from this observation position to obtain the doorframe viewport image. This ensures that the doorframe viewport image accurately reflects the internal scene of the target map unit from the perspective of the second portal, just as if the player character were directly observing through the first portal.
[0049] Similarly, a second virtual camera is used to acquire the door frame viewport image. The second virtual camera determines the door frame viewport by using the second shooting parameters, which consist of the second shooting position and the second shooting angle, and then drives the corresponding rendering channel instance to acquire 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. Meanwhile, the second virtual camera determines the observation position outside the second portal as its corresponding second shooting position based on the direct or indirect preset mapping relationship between itself and the real-time position. It also determines its corresponding second shooting angle directly or indirectly based on the movement direction of the player character, thereby determining the portal viewport. The portal viewport captures the internal scene of the target map unit and generates a portal viewport image.
[0051] In one embodiment, since the first shooting position and first shooting angle of the first virtual camera have already established a de facto 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, mapping the second shooting position and second shooting angle of the second virtual camera to the first shooting position and first shooting angle of the first virtual camera respectively. In this way, based on the first shooting parameters of the first virtual camera, the observation position and viewing angle of the second virtual camera can be uniquely determined, thereby determining the second shooting position and second shooting angle of the second virtual camera, which constitute the second shooting parameters.
[0052] For example, assuming the first virtual camera is located at point A inside the first portal and the second virtual camera is located at point B outside 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. This corrected coordinate can then be used as the second shooting position corresponding to the second virtual camera. For the second shooting perspective, the first shooting perspective can simply be used directly.
[0053] As can be seen, the shooting positions and perspectives of the two virtual cameras in this application are dynamically adjusted according to the real-time position and movement direction of the player character, ensuring the real-time nature and continuity of the images.
[0054] Loading the portal viewport image can also be achieved by combining different perspectives. For example, the second virtual camera can use a first-person perspective, shooting from the player character's eye level, so the portal viewport image will directly reflect the player character's viewpoint as they enter the portal. Another implementation uses a third-person perspective, shooting from behind and above the player character, so the portal viewport image will show the player character and their surrounding environment. This third-person perspective provides a wider field of view, helping players better understand the layout of target map units and the surrounding dynamics.
[0055] In one embodiment, considering that the portal is a physical door in the game world, the portal viewport is physically limited by the area inside the portal frame and needs to be appropriately clipped or adjusted to ensure that the player character cannot see the scene outside the portal. Similarly, if there are boundaries or obstacles within the target map unit, such as boxes or similar items in the target room, the viewport's line of sight may also be partially obstructed. This can be appropriately processed by the rendering system to provide a realistic visual effect.
[0056] It's easy to understand that since the panoramic viewport image can see the first portal, and the first portal contains a door frame viewport image, which is obtained by observing the internal scene of the target map unit from outside the second portal, the player can see not only the panoramic viewport image itself, but also the door frame viewport image superimposed on it in the panoramic viewport image when the player character is facing the first portal.
[0057] Step S3300: When the player character throws a virtual item into the first portal, the movement process of the virtual item after it teleports through the first portal into the second portal and then naturally falls onto the target map unit is simultaneously displayed through the panoramic viewport image and the door frame viewport image.
[0058] In this application, the target map unit contains game mechanisms that allow player characters to drop virtual items through a teleportation channel established between a first portal and a second portal. When a player character decides to drop a virtual item into the first portal, the player character's dropping 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 dropping action, and according to the physical laws specified by the physics engine, the trajectory of the virtual item is calculated and mapped onto the target map unit to generate animation effects representing the corresponding movement process.
[0059] As the motion effects play, the player character can see the virtual item's journey from the first portal into the teleportation channel and into the target map unit within the panoramic viewport. This process, rendered through the panoramic viewport image, allows the player to visually observe the virtual item's trajectory. In some embodiments, the rendering of the panoramic viewport image can be adjusted based on the parameters of the first virtual camera to ensure the player character can clearly see the virtual item's deployment process from the current map unit's perspective.
[0060] Simultaneously, the animation of the movement from the second portal into the target map unit will also be displayed in the direction where the panoramic viewpoint extends to the target map unit. This allows players to view the animation of the virtual item deployment process from two perspectives.
[0061] More specifically, in the portal viewport of 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, rendered through the portal viewport image, allows the player to observe the trajectory of the virtual item from the perspective of the second portal. The rendering of the portal viewport image is adjusted according to the parameters of the second virtual camera to ensure that the player character can clearly see the deployment process of the virtual item from the perspective of the target map unit.
[0062] To achieve this synchronized display, three rendering pipeline instances can be invoked simultaneously, corresponding to the panoramic viewport image and the doorway viewport image, respectively. The panoramic viewport image uses two rendering pipeline instances for the current map unit and the target map unit, while the doorway viewport image uses one. The rendering pipeline instance corresponding to the current map unit generates a portion of the image texture required for the panoramic viewport image based on the map model dataset of the current map unit, according to the rendering overhead constraints of the first virtual camera. This portion of the image texture is used to generate the scene content of the current map unit. Similarly, the rendering pipeline instance corresponding to the target map unit also generates another portion of the image texture required for the panoramic viewport image based on the map model dataset of the target map unit, according to the rendering overhead constraints of the first virtual camera. This portion of the image texture is used to generate the scene content of the target map unit from the perspective of the first shooting viewpoint. The rendering pipeline instance for the doorway viewport image generates the image texture of the scene content seen from the observation position of the second portal, based on the rendering overhead constraints of the second virtual camera and from the map model dataset of the target map unit.
[0063] like Figure 2 As shown, assuming 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 throws a virtual item 61 to the target map unit 72 through the first portal 81. In the panoramic viewport image 91, the movement process of the virtual item 61 entering the teleportation channel from the first portal 81 can be shown, and the movement process is also simultaneously shown from another perspective behind the transparent wall entity on its side; similarly, in the door frame viewport image 92, the interior scene of the virtual item 61 entering the target map unit 72 through the second portal 82 can also be shown.
[0064] In some embodiments, physical simulations can be performed based on the physical characteristics of the virtual props to dynamically modify the environmental parameters of the target map unit. See the following specific examples:
[0065] In one embodiment, when the virtual item's speed is of the high-speed type, 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 effects but also provides players with more realistic physical feedback. Specifically, when a virtual item enters the target map unit at high speed through the first portal, the rendering effect of the door frame viewport image is dynamically adjusted according to the virtual item's speed parameters. By increasing the depth-of-field blur effect, players can intuitively feel the high-speed movement of the virtual item, an effect similar to the blurring effect produced by a fast-moving object in real life. This dynamic adjustment is achieved through the post-processing technology of the rendering system, ensuring the continuity and real-time nature of the image. For example, when a player character throws a high-speed flying virtual item at a target map unit, the door frame viewport image will display a significant depth-of-field blur effect, allowing players to clearly feel the high-speed movement of the virtual item, thereby enhancing the game's realism and immersion. When the virtual item's speed is of the high-speed type, 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 mechanism on the target map unit after the game mechanism is unlocked. This physical simulation not only enhances the game's visual effects but also provides players with rich environmental interactions. Specifically, when a virtual item in heavy state enters the target map unit through the first portal, the environmental parameters of the target map unit are dynamically modified according to the virtual item's mass parameters. By generating a permanent terrain depression in the mechanism 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 conforms to physical laws. For example, when a player character throws a heavy virtual item at a target map unit, the door frame viewport image will show the depression formed on the ground after the virtual item lands. This depression not only enhances the game's visual effects but also provides players with more strategic options, such as using the depression terrain for tactical deployment or to evade attacks.
[0067] In another embodiment, when a virtual prop 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 game's visual effects but also provides players with rich environmental interactions. Specifically, when a virtual prop possesses specific elemental attributes (such as fire, frost, electricity, etc.), the physical properties of the transparent wall entity are dynamically modified based on these attributes. For example, when a virtual prop possesses fire attributes, the refractive index of the transparent wall entity can increase, resulting in a more pronounced refraction effect of light passing through it, while the transmittance can decrease, 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 physical laws. For instance, when a player character throws a virtual prop with fire attributes at a target map unit, the panoramic viewport and door frame viewport images will display the changes in the refractive index and transmittance of the transparent wall entity, allowing players to intuitively perceive the impact of the virtual prop on the transparent wall entity, thereby enhancing the game's realism and immersion.
[0068] Step S3400: When the virtual item matches the preset contact conditions at the drop location of the target map unit, a mechanism unlocking event is triggered.
[0069] When a virtual item meets preset contact conditions at its drop location on the target map unit, a mechanism unlocking event can be triggered. The preset contact conditions mean that the virtual item's drop location must be within a specific mechanism triggering area on the target map unit. This area can be a specific coordinate range, or a specific object or region. 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 game mechanism shown includes the upper opening range marked 62.
[0070] In a specific embodiment, suppose a player character drops a virtual item onto a target map unit via a first portal. The virtual item lands within the target map unit at a location that happens to fall within the trigger area of a game mechanic. The computer device detects this event and triggers the corresponding mechanic unlock event. After triggering the mechanic unlock event, a series of preset actions can be executed according to the actual business logic requirements. These actions may include, but are not limited to:
[0071] Removing restrictions on teleportation portal usage: In some implementations, when a mechanism unlocking event is triggered, the restriction on player characters teleporting between the first and second portals is removed. This means that player characters can now directly enter target map units via teleportation portals without resorting to traditional movement methods. For example, a player character can teleport directly to a specific location within the target map unit via the first portal, thus quickly entering the next game area, i.e., the target map unit.
[0072] Playing an unlocking animation: In some embodiments, when a mechanism unlocking event is triggered, an unlocking animation can be played on the target map unit. This animation can be a visual effect, such as flashing lights or the activation of a mechanical device, or an audio effect, such as an unlocking sound. For example, when a player character successfully unlocks a treasure chest, an animation of the chest opening can be played, along with an unlocking sound, enhancing the player's immersion.
[0073] Dynamic modification of environmental parameters: In some embodiments, when a mechanism unlocking event is triggered, the environmental parameters of the target map unit can be dynamically modified based on the physical characteristics of the virtual prop at the time of unlocking. For example, if the virtual prop has fire attributes, the refractive index and transmittance of transparent wall entities in the target map unit can be changed, making the transparent walls appear more blurred, while increasing the fire effect in the environment. If the virtual prop has heavy attributes, a permanent terrain depression can also be generated in the mechanism triggering area of the target map unit, changing the appearance of the terrain.
[0074] Generating New Game Elements: In some implementations, new game elements can be generated within the target map unit after a mechanism unlocking event is triggered. These elements can be new items, new enemies, new quests, etc. For example, when a player character unlocks a specific game mechanism, a new treasure chest or a new enemy can be summoned within the target map unit, increasing the game's challenge.
[0075] Updating Game Status: In some embodiments, when a mechanism unlocking event is triggered, the game status can be updated, including updating the player character's progress, unlocking new game areas, and updating the task list. For example, when a player character unlocks a specific game mechanism, a new game area can be unlocked, allowing the player to proceed to the next stage.
[0076] Through these specific embodiments, this application not only unlocks game mechanisms but also enhances the game's interactivity and immersion through various visual and environmental effects. The triggering of these effects and events not only provides players with a rich gaming experience but also offers game developers more design space, enabling them to create more complex and engaging game scenarios.
[0077] Through the above embodiments, this application addresses the shortcomings of traditional game mechanism unlocking mechanisms, achieving multiple beneficial effects and technical advantages, mainly reflected in the following aspects:
[0078] First, this application loads the viewport image of the second portal frame within the portal frame of the first portal in the panoramic viewport image. The panoramic viewport image not only includes the scene image of the current map unit but also extends naturally to the scene image of the target map unit through the transparent wall entity, while the portal frame viewport image provides the scene image of the target map unit from another perspective. This multi-angle visual presentation provides players with a wealth of game information, allowing them to intuitively observe the game mechanisms inside the target map unit and its surrounding environment from within the current map unit. Furthermore, players can even observe the movement process of throwing virtual items at the target map unit from different perspectives. This not only breaks the limitation of traditional unlocking mechanisms where the player character must be in the same map unit as the game mechanism, greatly improving the player's perception of remote game mechanisms, but also enhances the player's decision-making ability and gaming experience. Based on the rich information provided by the panoramic viewport image and the portal frame viewport image, players can understand in advance whether the game mechanism can be remotely controlled and whether there are dangers around without physically moving to its location, thus making more informed decisions.
[0079] Secondly, the game mechanism unlocking mechanism implemented in this application allows players to observe the game mechanism from multiple angles, using the perspective provided by the transparent wall entity and the second portal. To unlock the mechanism, players can repeatedly approach it from both perspectives, ultimately unlocking it. This method itself increases the fun of unlocking game mechanisms. For example, after a player character places a virtual item through the first portal, they can observe the movement of the virtual item through the panoramic viewport, allowing them to adjust the placement path when placing the virtual item again. This intuitive display helps players more accurately determine whether a virtual item can trigger the mechanism unlocking event, enhancing the game's fun and interactivity.
[0080] Furthermore, this application, through a well-designed panoramic viewport and doorway viewport image, allows the two scene images to share the same map model dataset for the target map unit. This means that although both the panoramic viewport and doorway viewport images contain scene images from the corresponding perspective of the target map unit, the computational overhead on the computer device is significantly reduced. In terms of the overall visual experience of the panoramic viewport image, the image appears seamless and unified. Therefore, this application optimizes the system overhead of the device while ensuring image quality, reduces the burden on the terminal device, avoids stuttering and latency issues caused by processing large amounts of data, and ensures smooth game operation.
[0081] Based on any embodiment of the method in this application, after loading the door frame viewport image obtained from the internal scene of the target map unit observed from the observation position outside the second portal determined according to the real-time position mapping, the method includes:
[0082] Step S3210: Determine the first distance between the player character and the first portal, and the second distance between the player character and the transparent wall entity, based on the real-time location. The first portal is located outside the transparent wall entity.
[0083] Based on the coordinate system of the game map, and 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 located outside the transparent wall entity. That is, the first portal is not on the transparent wall entity, but can be located on other sides of the current map unit. Taking a room as an example, it can be located on the ceiling, floor, and walls 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 measurements.
[0085] The first and second distances can be calculated using geometric relationships within a coordinate system. For example, if the player character is located at coordinate point (x1 - y1), the first portal is located at coordinate point (x2 - y2), and the transparent wall entity is located at 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 coordinates of the transparent wall entity and the first portal in the game map can be determined by the point closest to the player character's coordinates, or by perpendicularizing the player character's coordinates to the plane containing the wall entity and the first portal, or by other methods.
[0088] For example, suppose Figure 2 The player character is currently located in map unit 71, and the target map unit 72 is adjacent to the current map unit 71 via a 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. As 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 results of these two distance calculations will be used to adjust subsequent rendering overhead constraint parameters.
[0089] Step S3220: Based on the relative magnitude of the first distance and the second distance, change the rendering overhead constraint parameters of the scene images of the target map unit in the panoramic viewport image and the door frame viewport image respectively, while keeping the rendering overhead constraint parameters of the scene image of the current map unit unchanged.
[0090] In the game scene, the player character can observe the internal scene of the target map unit from two different perspectives: the panoramic viewport and the doorway viewport. The panoramic viewport provides the scene of the target map unit as seen from the current map unit through a transparent wall entity, while the doorway viewport provides the scene of the target map unit as seen from the first portal. To optimize rendering performance and provide a smoother gaming experience, the rendering overhead constraints of these two viewports need to be dynamically adjusted based on the player character's position.
[0091] Considering that the player character can obtain two different perspectives of the target map unit 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. Therefore, the focus of image rendering can be flexibly adjusted according to the position of the player character.
[0092] When a player character switches between these two perspectives and moves within the current map unit, it's easy to understand that the first and second distances corresponding to the player character's real-time position have a certain inverse relationship. That is, the larger the player character's first distance, the smaller their second distance. In this case, the player's gaze will be more focused on the scene image in the direction of the transparent wall entity; conversely, the smaller the first distance, the larger the second distance, and the player's gaze will be more focused on the scene image displayed on the first portal. By using this relationship to adjust the rendering overhead constraints of the corresponding scene images under different conditions, performance and image quality can be optimized.
[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 gaze is more focused on the scene image in the direction of the transparent wall entity. In this case, the rendering overhead constraint parameter of the panoramic viewport image should be increased to improve the image quality in the direction of the transparent wall entity, while the rendering overhead constraint parameter of the doorway 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 doorway viewport image can be decreased.
[0094] When the first distance is less than the second distance, it means the player character is closer to the first portal, and therefore the player's gaze is more focused on the scene image seen within the portal frame in the direction of the first portal. In this case, increase the rendering overhead constraint parameter of the portal frame viewport image to improve image quality in the direction of the first portal, while appropriately reducing the rendering overhead constraint parameter of the scene image portion of the target map unit in the panoramic viewport image 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 decreased.
[0095] In practice, two parameter sets can be prepared, each containing multiple rendering overhead constraint parameters. Within each set, the specific values of the same rendering overhead constraint parameter are set at different levels, with one set generally having a higher overall level than the other. Thus, when adjustments are needed based on a first and a second distance, for relatively shorter distances, the first set of parameters, with its superior overall level, is used to generate the corresponding scene image; for relatively longer distances, the second set of parameters, with its inferior overall level, is used. This switching method is highly efficient and easy to implement.
[0096] For example, the first set of parameters can be set to high resolution, high frame rate, high-quality textures, detailed lighting effects, and high particle density; the second set of parameters can 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 according to the player character's position, thereby optimizing performance and image quality.
[0097] Step S3230: According to each of the rendering overhead constraint parameters, render and refresh the corresponding scene image and door frame viewport image.
[0098] After determining the rendering overhead constraints for scene images from two different perspectives of the target map unit, the corresponding two rendering channel instances can be invoked. Based on the map model dataset of the target map unit, and according to the perspectives determined by the first and second shooting parameters, the corresponding scene images are generated for the panoramic viewport image and the door frame viewport image, respectively. Simultaneously, for the scene image of the current map unit in the panoramic viewport image, the corresponding rendering channel instance is also invoked to perform rendering based on the map model dataset of the current map unit.
[0099] By implementing the above embodiments, this application can dynamically adjust the rendering overhead constraint parameters of the scene image of the target map unit in the panoramic viewport and the door frame viewport based on the player character's real-time position. This balances the player character's focus and flexibly switches between the image quality and performance overhead of the scene image the player is interested in. Specifically, when the player character is closer to the transparent wall entity, the rendering overhead constraint parameters of the panoramic viewport are increased to improve the image quality in the direction of the transparent wall entity, while the rendering overhead constraint parameters of the door frame viewport are appropriately reduced to optimize performance. Conversely, when the player character is closer to the first portal, the rendering overhead constraint parameters of the door frame viewport are increased to improve the image quality in the direction of the first portal, while the rendering overhead constraint parameters of the panoramic viewport are appropriately reduced. This dynamic adjustment mechanism not only ensures that the player character can obtain a high-quality visual experience when switching between different perspectives, but also optimizes the system's performance overhead by reasonably allocating rendering resources. Furthermore, by preparing two sets of parameters and dynamically switching them according to the distance, the system's flexibility and efficiency are further improved. This technical solution effectively solves the problems of insufficient rendering flexibility and insufficient performance optimization in the prior art, providing players with a more immersive and efficient gaming experience.
[0100] Based on any embodiment of the method in this application, after loading the door frame viewport image obtained from the internal scene of the target map unit observed from the observation position outside the second portal determined according to the real-time position mapping, the method includes:
[0101] Step S4100: Adjust the rendering overhead constraint parameters of the door frame viewport image according to the real-time distance between the real-time position and the first portal, while keeping the rendering overhead constraint parameters of each scene image in the panoramic viewport image unchanged.
[0102] In a game scenario, the player character's real-time position changes affect their viewing angle and distance from target map units. Since players are typically more focused on utilizing the first portal to their current map unit, to provide a smoother gaming experience, the rendering overhead constraints of the portal viewport image can be dynamically adjusted based on the player character's real-time position. Because the panoramic viewport image is the primary visual content presented in the entire graphical user interface, its rendering overhead constraints can remain unchanged to maintain a consistent visual experience for the user.
[0103] Specifically, when the player character is near the first portal, the rendering overhead 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 lighting effects and particle density are increased, resulting in a sharper and more detailed image. Conversely, when the player character is far from the first portal, the rendering overhead constraint parameters of the portal viewport image can be decreased to optimize performance. For example, the resolution and texture quality of the portal viewport image can be decreased, while lighting effects and particle density are reduced, thereby reducing the rendering burden on the system.
[0104] During implementation, the rendering overhead constraint parameters of the portal viewport image can be dynamically adjusted based on the player character's real-time position and the real-time distance between them and the first portal. This process can be achieved through a preset mapping relationship, which defines the correspondence between the real-time distance and the rendering overhead constraint parameters. The rendering overhead constraint parameters can then be determined based on this correspondence.
[0105] Step S4200: According to each of the rendering overhead constraint parameters, render and refresh the corresponding scene image and door frame viewport image.
[0106] After determining the rendering overhead constraints for scene images from two different perspectives of the target map unit, the corresponding two rendering channel instances can be invoked. Based on the map model dataset of the target map unit, and according to the perspectives determined by the first and second shooting parameters, the corresponding scene images are generated for the panoramic viewport image and the door frame viewport image, respectively. Simultaneously, for the scene image of the current map unit in the panoramic viewport image, the corresponding rendering channel instance is also invoked to perform rendering based on the map model dataset of the current map unit.
[0107] By implementing the above embodiments, this application can dynamically adjust the rendering overhead constraint parameters of the door frame viewport image while keeping the rendering overhead 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 door frame viewport image based on the real-time distance between the player character and the first portal, thereby optimizing system performance while ensuring clear observation of target map units by the player character. Specifically, when the player character approaches the first portal, the rendering quality of the door frame viewport image is automatically increased to ensure a high-quality visual experience; conversely, when the player character moves away from the first portal, the rendering quality of the door frame viewport image is reduced to minimize unnecessary performance consumption. This dynamic adjustment mechanism not only improves operational efficiency but also ensures a consistent visual experience for the player character in different positions. Furthermore, by maintaining the rendering overhead constraint parameters of the panoramic viewport image unchanged, the visual continuity of the entire game scene can be guaranteed, 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 in this application, adjusting the rendering overhead constraint parameters of the door frame viewport image according to the real-time distance between the real-time position and the first portal includes:
[0109] Step S4111: Obtain the distance range consisting of the lower limit value and the upper limit value, and the parameter range corresponding to the distance range consisting of the lowest rendering overhead constraint parameter and the highest rendering overhead constraint parameter;
[0110] In this embodiment, a distance range and a parameter range are preset. Obtaining these two data can be used to assist in adjusting the rendering overhead constraint parameters corresponding to the panoramic viewport image and the door frame viewport image, respectively.
[0111] The distance range is represented by a preset interval, defining a threshold distance between the player character and the first portal. This interval consists of a lower limit and an upper limit, used to determine the relative position between the player character and the portal. For example, the lower limit can be set as the minimum distance between the player character and the first portal, while the upper limit can be set as the maximum distance. These two values can be adjusted according to game design and performance requirements.
[0112] The parameter range is a set of rendering overhead constraint parameters corresponding to the distance range, used to define the upper and lower limits of each specific rendering overhead constraint parameter at different distances. The lowest rendering overhead constraint parameter corresponds to the upper limit of the distance range, while the highest rendering overhead constraint parameter corresponds to the lower limit of the distance range. This indicates that the closer the real-time distance, the higher the image quality requirements and performance overhead, and vice versa. These parameters include, but are not limited to, one or more of the following: resolution, frame rate, texture quality, lighting effects, particle density, etc.
[0113] Since there is a correspondence between distance ranges and parameter ranges, it's easy to understand that a specific distance value within a distance range has a unique corresponding one or a set of rendering overhead constraint parameters within that range. Using this correspondence, the corresponding rendering overhead constraint parameters can be determined 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 portal with the distance range. When the real-time distance is within the distance range, determine the rendering overhead constraint parameters of the portal viewport image within the parameter range according to 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 is dynamically changing and updates in real time as the player character moves. During implementation, the real-time distance is monitored. When the real-time distance is within a preset range, its specific position within that range is mapped to a parameter range, thus determining the corresponding rendering overhead constraint parameters. For example, if the real-time distance is close to the lower limit, the rendering overhead constraint parameters for the portal viewport will be close to the highest rendering overhead constraint parameters to provide higher quality images. Conversely, if the real-time distance is close to the upper limit, the rendering overhead constraint parameters for the portal viewport will be close to the lowest rendering overhead constraint parameters to optimize performance.
[0116] To achieve this, various techniques can be employed. One approach is to use a linear interpolation algorithm to calculate the corresponding rendering overhead constraint parameters based on the proportion of the real-time distance within the distance range. For example, if the real-time distance is the midpoint between the lower and upper limits, the rendering overhead constraint parameters could be the average of the highest and lowest rendering overhead constraint parameters. This method ensures a smooth transition in rendering overhead constraint parameters, avoiding visual or performance issues caused by sudden parameter changes.
[0117] Another approach is to use a piecewise function to divide the distance range into multiple intervals, each corresponding to a fixed set of rendering overhead constraints. When the real-time distance falls within a certain interval, the rendering overhead constraints corresponding to that interval are selected. This method simplifies the calculation process and improves response speed.
[0118] Step S4113: When the real-time distance is less than the lower limit value, set the rendering overhead constraint parameter of the door frame viewport image to the highest rendering overhead 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, it indicates that the player character is very close to the portal. At this point, the player's visual detail requirement for the target map unit is highest, but the computer's system resources are limited. Therefore, fixing the rendering overhead constraint parameter of the portal viewport to the highest rendering overhead constraint parameter in the parameter range ensures that parameters such as image resolution, frame rate, texture quality, and lighting effects are optimized while avoiding excessive system resource consumption, thus providing the clearest and smoothest image.
[0120] In implementation, various technical means can be used to achieve this setting. One approach is to use conditional statements to monitor the distance between the player character and the portal in real time within the real-time distance detection module. When the detected real-time distance is less than a lower limit, the parameter adjustment module is triggered, setting the rendering overhead constraint parameters of the portal viewport to the preset maximum value. For example, the resolution can be set to the highest resolution supported by the computer device, the frame rate to the highest supported frame rate, the texture quality to the highest quality, the lighting effects to the most detailed effect, the particle density to the highest density, or particle effects can be enabled, etc.
[0121] Another implementation method is to use an event-driven mechanism. When the real-time distance is less than a lower limit, an event is triggered, which notifies the parameter adjustment module to adjust the parameters. This approach can improve response speed and ensure that rendering parameters can be adjusted in time when the player character approaches the portal, providing the best visual effects.
[0122] In addition, to ensure stability and performance optimization, system resource usage can be monitored while setting the maximum rendering overhead constraint parameters. If system resource strain is detected, other non-critical rendering parameters can be adjusted appropriately to balance performance and image quality. For example, the rendering overhead constraint parameters for the panoramic viewport can be reduced to ensure that system resources are primarily focused on high-quality rendering of the doorway viewport.
[0123] Step S4114: When the real-time distance is greater than the upper limit value, set the rendering overhead constraint parameter of the door frame viewport image to the minimum rendering overhead 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 too far from the portal, and the visual detail requirement for the target map unit is lower. Therefore, setting the rendering overhead constraint parameter of the portal viewport to the lowest rendering overhead constraint parameter in the parameter range can significantly reduce the rendering burden of the system while ensuring basic image quality and avoiding performance waste due to excessive distance.
[0125] Similarly, various technical means can be used to achieve this setting during implementation. One approach is to use conditional statements to monitor the distance between the player character and the portal in real time within the real-time distance detection module. When the detected real-time distance exceeds the upper limit, the parameter adjustment module is triggered, setting the rendering overhead constraint parameters of the portal viewport to the preset minimum value. For example, the resolution can be set to the lowest supported resolution, the frame rate to the lowest supported frame rate, the texture quality to the lowest quality, the lighting effects to the simplest effect, the particle density to the lowest density, or particle effects can be turned off entirely.
[0126] Another implementation method is to use 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 approach can improve response speed and ensure that rendering parameters can be adjusted in a timely manner when the player character moves away from the portal, thus optimizing performance.
[0127] In addition, to ensure stability and performance optimization, system resource usage can be monitored while setting minimum rendering overhead constraints. If sufficient system resources are detected, other non-critical rendering parameters can be adjusted appropriately to balance performance and image quality. For example, the rendering overhead constraint parameter for the panoramic viewport can be appropriately increased to ensure that system resources are reasonably allocated among different viewports.
[0128] Through the above embodiments, this application achieves dynamic adjustment of the rendering overhead constraint parameters of the portal viewport based on 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 preset distance range and parameter range, this application can use fixed rendering overhead constraint parameters when the real-time distance is at the upper and lower limits, ensuring stable visual effects and performance under extreme conditions. At the midpoint of the distance range, this application can smoothly determine the required rendering overhead constraint parameters of the portal viewport based on the real-time distance within the parameter range, adapting to changes in real-time distance and providing smooth visual transitions and performance adjustments. This dynamic adjustment mechanism not only improves the operating efficiency of computer equipment but also ensures that players receive a smooth and high-quality visual experience with the portal viewport image in different movement states of the player character, significantly enhancing the game's immersion and interactivity.
[0129] Based on any embodiment of the method in this application, adjusting the rendering overhead constraint parameters of the door frame viewport image according to the real-time distance between the real-time position and the first portal includes:
[0130] Step S4121: When the real-time distance between the real-time position and the first portal is less than a preset first threshold, set the rendering overhead constraint parameter of the portal viewport image according to the preset optimal performance configuration.
[0131] The first threshold is a preset distance value used to define the minimum distance range between the player character and the first portal. When the real-time distance is less than this threshold, it indicates that the player character is very close to the portal. At this point, the visual detail requirement for the target map units is highest. However, considering the rational use of the limited system resources of the computer equipment, it is also necessary to constrain the upper limit of performance overhead. Therefore, the rendering overhead constraint parameter of the portal viewport is set to the optimal performance configuration.
[0132] This optimal performance configuration can be preset and can include one or more rendering overhead constraints as needed, but these rendering overhead constraints are all at the highest preset level to ensure that parameters such as image resolution, frame rate, texture quality, and lighting effects 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 the preset second threshold, set the rendering overhead constraint parameters of the door frame viewport image according to the preset suboptimal performance configuration.
[0134] When the real-time distance is within a moderate range, the rendering effect of the portal viewport can be controlled, striking a balance between image quality and performance consumption. Therefore, a second threshold is introduced. Two different distance ranges are defined by the first and second thresholds to distinguish the relative position between the player character and the first portal. When the real-time distance falls between these two thresholds, it indicates that the distance between the player character and the first portal is neither very close nor very far. In this case, the rendering overhead constraint parameters of the portal viewport image are set to a preset suboptimal performance configuration. The suboptimal performance configuration corresponds to the highest performance configuration, containing one or more corresponding rendering overhead constraint parameters, but its specific parameter level is slightly lower than the highest performance configuration, set to the second-highest level, so as to provide high-quality images while avoiding performance problems caused by excessive rendering overhead.
[0135] Suboptimal performance configurations, depending on their specific parameters, ensure that parameters such as image resolution, frame rate, texture quality, and lighting effects reach relatively high levels, but not the highest levels, thus 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 relatively detailed but not the most detailed effect, 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, set the rendering overhead constraint parameters of the door frame viewport image according to the 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 relatively far, and the visual detail requirement for the target map unit is low. Therefore, setting the rendering overhead constraint parameter of the portal viewport image to the lowest performance configuration can significantly reduce the rendering burden of the system while ensuring basic image quality and avoiding performance waste due to excessive distance. The lowest performance configuration also corresponds to the optimal performance configuration, which includes one or more rendering overhead constraint parameters, but its specific parameters are preset to the lowest level, which is pre-set relative to the optimal and suboptimal performance configurations.
[0138] Based on the above embodiments, specific rendering overhead constraint parameter configurations can be provided for different types of computer devices such as personal computers and mobile terminals to ensure the best gaming experience on different devices. The following specific embodiments provide specific values for the optimal performance configuration, the second-best performance configuration, and the minimum performance configuration.
[0139] The optimal performance configuration can be set as follows: 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 as follows: resolution 1600x900, frame rate 45fps, particle density 80%.
[0141] The minimum performance configuration can be set to: 1280x720 resolution, 30fps frame rate, and 50% particle density.
[0142] The above specific configuration reflects the dynamic adjustment of the rendering overhead constraint parameters of the portal viewport based on the real-time distance between the player character and the portal. This ensures that appropriate image quality and performance optimization can be provided on different devices, maximizing the efficiency of system resource utilization and saving battery consumption on mobile devices.
[0143] Through the above embodiments, this application achieves dynamic adjustment of the rendering overhead 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 on different devices. This dynamic adjustment mechanism not only improves the system's operating efficiency but also ensures that players can obtain a smooth and high-quality visual experience in different scenarios. Specifically, by pre-setting rendering overhead constraint parameter configurations corresponding to different distance ranges, this application can provide the optimal performance configuration when the player character approaches the portal, ensuring high resolution, high frame rate, and high particle density, thus providing the clearest and smoothest image. At medium distances, a suboptimal performance configuration is adopted to achieve a balance between image quality and performance consumption, ensuring higher resolution, higher frame rate, and higher particle density while avoiding performance problems caused by excessive rendering overhead. At long distances, the lowest performance configuration is adopted, significantly reducing the system's rendering burden while ensuring basic image quality and avoiding performance waste due to excessive distance. This hierarchical dynamic adjustment mechanism is fast and efficient during operation, maximizing the utilization efficiency of system resources, saving battery consumption of mobile devices, and ensuring the best gaming experience on different devices.
[0144] Based on any embodiment of the method in this application, when the virtual item matches a preset contact condition at the drop location of the target map unit, a mechanism unlocking event is triggered, including:
[0145] Step S3410: Determine whether the virtual item enters a specific mechanism trigger area at the drop location of the target map unit. If it does, trigger the mechanism unlocking event of the corresponding game mechanism in the target map unit.
[0146] In this embodiment, as Figure 2As shown, specific trigger areas 62 are set within the target map unit. These areas can be defined by openings on game mechanisms 60, and they are key locations for unlocking these mechanisms. When a player character throws a virtual item 61 into the target map unit through the first portal, it is necessary to determine whether the virtual item's drop location enters one of these trigger areas 62. This determination can be based on the movement trajectory of the virtual item's physical simulation and the target map unit's map model dataset.
[0147] Specifically, based on the movement trajectory of the virtual prop and the map model dataset of the target map unit, the drop location of the virtual prop is first calculated and determined, and then it is determined whether the drop location belongs to the mechanism trigger area 62. When the drop location of the virtual prop enters the specific mechanism trigger area, the corresponding mechanism unlocking event is triggered.
[0148] During implementation, the corresponding physics simulation module can be invoked to calculate the trajectory and drop location of the virtual prop within the target map unit based on parameters such as the virtual prop's speed, mass, and elemental attributes. Simultaneously, a collision detection module can be invoked to detect whether the virtual prop's drop location collides with the mechanism's trigger area. When a collision is detected, a mechanism unlocking event is triggered.
[0149] For example Figure 2 In this scenario, assuming the player character is located within the current map unit 71, and the target map unit 72 is adjacent to the current map unit 71 via a transparent wall entity 70, the player character drops a virtual item 61 into 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 a specific trigger area 62 of a game mechanism 60 within the target map unit 72, a corresponding mechanism unlocking event is triggered.
[0150] Step S3420: In response to the mechanism unlocking event, remove the restriction on the player character's teleportation between the first and second teleporters, 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.
[0151] When a virtual item matches the preset contact conditions at the drop location of a target map unit, a mechanism unlocking event can be triggered, and a series of preset actions will be executed accordingly.
[0152] In this embodiment, in response to the unlocking event of the mechanism, the restriction on the player character's teleportation between the first and second portals is first lifted. This can be achieved by updating the game state and the player character's permission settings. This restriction is typically to prevent the player character from entering the target map unit without completing a specific task or meeting specific conditions. After the restriction is lifted, the player character is allowed to enter the teleportation channel through the first portal, teleport to the second portal, and then directly enter the target map unit.
[0153] Then, the unlocking animation of the game mechanism is played in the target map unit. The unlocking animation can be a visual effect, such as flashing lights or the activation of a mechanical device, or an audio effect, such as the sound of unlocking. Playing the unlocking animation can be achieved by calling preset animation and audio resources, which can be customized according to the game design. For example, when the player character successfully unlocks a treasure chest, an animation of the chest opening is played, along with an unlocking sound, enhancing the player's immersion.
[0154] Since the unlocking animation plays within the target map unit, players can theoretically see it through both the panoramic viewport and the doorframe viewport. The panoramic viewport provides the scene of the target map unit as seen from the current map unit through a transparent wall entity, while the doorframe viewport provides the scene as seen from the first portal. Through these two viewports, 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 pass instance, generating appropriate image textures based on the target map unit's map model dataset and the unlocking animation resources, and then compositing these textures into a real-time image displayed in the graphical user interface.
[0155] As can be seen from the above more illustrative embodiments, this application achieves the triggering of a mechanism unlocking event when a virtual item meets preset contact conditions. By removing the portal restriction 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 triggering area, not only is the unlocking event triggered, but the teleportation restriction between the first and second portals is also removed. This action directly updates the game state, providing the player character with new movement paths and exploration space, increasing the game's dynamism and strategic depth. Simultaneously, the unlocking animation is played in the target map unit and simultaneously displayed through panoramic and door frame viewport images, allowing players to intuitively observe the unlocking process of the game mechanism from different perspectives. This multi-perspective display greatly enriches the player's gaming experience, enabling them to obtain more comprehensive game information and enhancing the game's immersion and interactivity. Furthermore, through the simultaneous display of panoramic and door frame viewport images, players can understand the game mechanism status and environmental conditions in the target map unit in advance without leaving their current map unit, thus making more informed game decisions. This technical solution effectively solves the problem in existing games where players cannot effectively unlock game mechanisms remotely due to insufficient information, resulting in a poor gaming experience. It provides players with a richer, more dynamic, and immersive gaming environment.
[0156] Based on any embodiment of the method in this application, after loading the door frame viewport image obtained from the internal scene of the target map unit observed from the observation position outside the second portal determined according to the real-time position mapping, the method includes:
[0157] Step S5100: Monitor the visibility status of the trigger area of the game mechanism in the door frame viewport image;
[0158] refer to Figure 2 The player character can observe the internal scene of the target map unit through the door frame viewport image 92 on the first portal 81, and can also see the internal scene 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 game mechanisms, and the player character needs to be able to clearly see these areas in order to perform the corresponding actions. 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 character observes the mechanism trigger area 62 through the door frame viewport image, these obstacles may obstruct the player character's line of sight, making the mechanism trigger area 62 invisible.
[0159] To ensure the player character always has access to information about the mechanism trigger area, the visibility of this area in the door frame viewport image can be monitored in real time. This can be achieved by calling the corresponding rendering pass instance and collision detection module. The rendering pass instance generates the door frame viewport image, while the collision detection module detects whether obstacles obstruct the mechanism trigger area. Based on the target map unit's map model dataset and the second shooting parameters of the second virtual camera outside the second portal, especially the second shooting position and second shooting angle, the shooting range of the second virtual camera can be calculated. Then, using the door frame range of the second portal, it can be determined whether the mechanism trigger area is within the visible range. If it is, it means it is not obstructed; if it is not, it means it is obstructed.
[0160] Step S5200: When the triggering area of the mechanism is blocked by an obstacle, a semi-transparent radar map is displayed at the edge of the door frame viewport image to mark the spatial orientation of the mechanism. In response to an odd number of touch events on the radar map, the offset of the observation position outside the second teleportation door is adjusted to display the triggering area of the mechanism in the door frame viewport image.
[0161] When the trigger area of a mechanism in the door frame viewport is detected to be obscured 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 trigger area. This radar map marks the spatial orientation of the trigger area, allowing the player character to understand its approximate location even if the area is not visible from the current viewpoint. The radar map can be displayed by calling the corresponding rendering module, which calculates the position of the 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 displays it in a semi-transparent form at the edge of the door frame viewport image.
[0162] In this embodiment, to enable the radar chart to more effectively perform its auxiliary functions, the radar chart is configured as follows: when it is touched an odd number of times, a first touch event is triggered, which can be called an odd-numbered touch event. In response to the odd-numbered touch event, the observation position of the second virtual camera is automatically adjusted to improve the player character's field of vision; when it is touched an even number of times, a second touch event is triggered, which can be called an even-numbered touch event. In response to the even-numbered touch event, the observation position of the second virtual camera can be reset through step S5300.
[0163] Specifically, the offset of the observation position outside the second portal can be adjusted according to preset rules, including adjusting the height and horizontal offset individually or simultaneously. The adjustment of the offset affects the second shooting position of the second virtual camera, that is, it is achieved by adjusting the observation position of the second virtual camera, so that the second virtual camera can observe the internal scene of the target map unit from different angles, thereby avoiding obstacles and allowing the mechanism triggering area to re-enter the visible range of the portal viewport image.
[0164] The rules for adjusting the offset can be preset. One example rule involves first adjusting the second virtual camera's second shooting position vertically, then horizontally, until the trigger area appears. Another example rule starts from the initial second shooting position of the second virtual camera and searches for the trigger area from the inside out along a spiral path until it appears. Using this rule to adjust the offset of the observation position outside the second portal, instead of immediately positioning the second virtual camera to expose the trigger area, increases game immersion and fun, enhancing the user experience.
[0165] Step S5300: In response to an even number of touch events applied to the radar chart, restore the observation position outside the second portal to correspond to the real-time position.
[0166] When a player triggers an even-numbered number of touch events on the radar chart, in response to these events, and considering that the player needs to quickly process game events after viewing sufficient game information, 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 remains stationary throughout the process, the second shooting position of the second virtual camera can be restored to the observation position before the trigger area was searched via the radar chart. If the player character has moved, resulting in a real-time position update, the second shooting position of the second virtual camera can be restored to the position determined by mapping based on the updated real-time position.
[0167] As can be seen, when the player character observes the target map unit through the door frame viewport, the radar chart provides an auxiliary tool to help the player character locate the trigger area of the mechanism. When the radar chart is touched an even number of times, a recovery operation is triggered, adjusting the observation position of the second virtual camera back to its initial state, that is, corresponding to the real-time position of the player character.
[0168] This application, through the above embodiments, achieves several technical advantages in unlocking mechanisms in games. First, by monitoring the visibility of the mechanism's trigger area in the door frame viewport image in real time, it can promptly detect obstacles obstructing the player character's line of sight, ensuring the player character can always obtain crucial mechanism trigger area information. Second, when the mechanism trigger area is obstructed, a semi-transparent radar map is displayed at the edge of the door frame viewport image, providing the player character with intuitive spatial orientation guidance. Even if it is not visible from the current viewpoint, 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, allowing the mechanism trigger area to re-enter the visible range. This not only improves the player's exploration flexibility but also enhances the game's immersion and fun. Finally, in response to an even number of 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. Whether the player character has not moved or has moved, it can ensure that the player character can quickly return to the initial view when dealing with game events. This flexible view adjustment mechanism greatly improves the user experience, enabling players to obtain information and make decisions more efficiently when unlocking game mechanisms, thus achieving a significant technical advantage in unlocking game mechanisms.
[0169] Based on any embodiment of the method in this application, after loading the door frame viewport image obtained from the internal scene of the target map unit observed from the observation position outside the second portal determined according to the real-time position mapping, the method includes:
[0170] Step S6100: Display the highlighted outline of the interactive area of the first portal through the panoramic viewport image;
[0171] The first portal is a crucial interaction point between the player character and target map units. To help the player character quickly identify the interactive area of the first portal, a highlighted outline of that area can be displayed in the panoramic viewport image. This highlighted outline can be achieved by calling a corresponding rendering module, which generates a highlighted outline effect based on the position and shape of the first portal and overlays it onto the panoramic viewport image.
[0172] Specifically, the panoramic viewport image is generated by the first virtual camera, providing a scene of the target map unit as seen from the current map unit through a transparent wall entity. In this scene, the interactive area of the first portal is a key interaction point; the player character needs to use this area to drop virtual items onto the target map unit. To improve the player character's interaction efficiency, the interactive area of the first portal can be highlighted in the panoramic viewport image, allowing the player character to quickly identify and perform the corresponding actions.
[0173] During implementation, a highlighted 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 it against a complex background.
[0174] Furthermore, the highlight outline effect can be dynamically adjusted based on the player character's perspective and position. For example, the highlight outline effect can be more pronounced when the player character is near the first portal, and can be appropriately weakened when the player character is far away from the first portal. This dynamic adjustment mechanism not only improves the interaction efficiency of the player character, but also enhances the game's visual effects.
[0175] Step S6200: Render a semi-transparent preview model of the mechanism triggering area of the game mechanism in the target map unit in the door frame viewport image. The transparency of the preview model changes dynamically as the player's view moves.
[0176] In the game scene, the player character observes the interior of the target map unit through a doorway viewport, including the trigger areas of game mechanics. To help the player character more intuitively understand the location and status of these areas, a semi-transparent preview model can be rendered in the doorway viewport image. This preview model is a visual representation that provides the outline and location information of the mechanism trigger areas, enabling the player character to quickly identify these key areas in complex scenes.
[0177] Specifically, the rendering of the preview model can be achieved 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 onto the door frame viewport image. The transparency of the preview model can be dynamically adjusted according to the player character's perspective and position to ensure clear visual information is provided from different viewing angles.
[0178] For example, when the player character approaches the 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 trigger area, the transparency of the preview model can be appropriately increased to maintain its visibility in the background. This dynamic adjustment mechanism not only improves the interaction efficiency of the player character but also enhances the visual effects of the game.
[0179] Furthermore, the rendering of the preview model can be optimized based on the player character's real-time position and movement direction. For example, when the player character's viewpoint changes, the transparency of the preview model can be adjusted accordingly to ensure the player character always has the best visual experience. This dynamic adjustment is achieved by updating the preview model's rendering parameters in real time, ensuring consistency with the player character's viewpoint and position.
[0180] During implementation, based on the map model dataset of the target map unit and the second shooting parameters of the second virtual camera, the position and shape of the mechanism trigger area are calculated, and a corresponding preview model is generated. The rendering of the preview model is dynamically adjusted according to the player character's real-time position and movement direction to ensure that its display effect in the door frame viewport image always meets the player character's observation needs.
[0181] Step S6300: When it is detected that the player character has not performed the delivery operation within a preset time period, a preview animation of the parabolic trajectory corresponding to the delivery 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 virtual items onto target map units through the first portal to unlock game mechanisms. To help the player character execute this operation more accurately, a parabolic trajectory preview animation can be automatically generated if the player character does not perform the drop operation within a preset time. This animation can be displayed simultaneously through the panoramic viewport and the portal frame viewport, providing the player character with a visual demonstration of the possible paths and expected results of the virtual item drop.
[0183] Specifically, based on the player character's real-time position and the location of the first portal, the initial speed and direction of the virtual item's deployment are calculated. Then, based on the rules of the physics engine, the trajectory of the virtual item is simulated, generating a parabolic trajectory preview animation. This animation shows the entire process of the virtual item starting from the first portal, passing through the teleportation channel, and finally landing at the expected location of the target map unit.
[0184] During implementation, this function can be achieved by calling the corresponding animation generation and rendering modules. The animation generation module calculates the trajectory and expected drop position of the virtual prop based on its physical characteristics (such as speed, mass, elemental attributes, etc.) and the map model dataset of the target map unit. Then, the rendering module generates a parabolic trajectory preview animation based on this data and overlays it onto the panoramic viewport image and the door frame viewport image.
[0185] This animation generation process is triggered when the player character does not perform a deployment operation within a preset time. The preset time can be adjusted according to the game design to ensure that the player character has enough time to observe and understand the animation content. For example, the preset time can be set to 5 seconds; if the player character does not perform a deployment operation within these 5 seconds, a parabolic trajectory preview animation will be automatically generated.
[0186] Through the above embodiments, this application provides players with a more intuitive and efficient game interaction experience, significantly enhancing the game's playability and immersion. First, by displaying the highlighted outline of the interactive area of the first portal in the panoramic viewport image, players can quickly identify key interaction points, improving interaction efficiency and enhancing visual effects. Second, by rendering a semi-transparent preview model of the mechanism's trigger area in the door frame viewport image and dynamically adjusting the transparency according to the player's perspective, the player's perception of the internal scene of the target map unit is further enhanced, allowing them to more intuitively understand the location and status of the mechanism's trigger area. Finally, when the player does not perform a delivery operation within a preset time, a preview animation of the parabolic trajectory of the delivered virtual item is automatically generated and displayed in both the panoramic and door frame viewport images, providing intuitive operation guidance and helping the player to more accurately perform the delivery operation of the virtual item. The combination of these methods not only optimizes the player's operation process but also enhances the overall game experience through a dynamic visual feedback mechanism, enabling players to obtain information and make decisions more efficiently when unlocking game mechanisms, thus achieving a significant technical advantage in unlocking game mechanisms.
[0187] Please see Figure 4According to one aspect of this application, a game mechanism unlocking and display device includes a panoramic display module 3100, a door frame display module 3200, a projection display module 3300, and an unlocking display module 3400. The panoramic display module 3100 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 includes a scene image of the current map unit where the player character is located and an adjacent target map unit. A transparent wall entity is provided between the current map unit and the target map unit to block the player character's passage. The door frame display module 3200 is configured to display the game mechanism unlocking and display device in the panoramic viewport image when the player character is in the current map unit and the target map unit. Within the frame of the first portal of the previous map unit, a viewport image of the portal frame is loaded, obtained from the observation position outside the second portal determined according to the real-time position mapping, showing the internal scene of the target map unit. The delivery display module 3300 is configured to simultaneously display the movement process of the virtual item after it teleports through the first portal into the second portal and naturally falls onto the target map unit through the panoramic viewport image and the portal frame viewport image when the player character delivers a virtual item to the first portal. The unlock display module 3400 is configured to trigger a mechanism unlocking event when the virtual item matches a preset contact condition at the drop position of the target map unit.
[0188] Based on any embodiment of the device in this application, following the door frame display module 3200, this 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, based on the real-time position, wherein the first portal is located outside the transparent wall entity; a parameter smoothing module, configured to adjust the rendering overhead 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 magnitude of the first distance and the second distance, while keeping the rendering overhead constraint parameters of the scene image of the current map unit unchanged; and a rendering refresh module, configured to render and refresh the corresponding scene image and door frame viewport image according to each of the rendering overhead constraint parameters.
[0189] Based on any embodiment of the device in this application, following the door frame display module 3200, the device further includes: a parameter adjustment module, configured to adjust the rendering overhead constraint parameters of the door frame viewport image according to the real-time distance between the real-time position and the first teleportation door, and to keep the rendering overhead constraint parameters of each scene image in the panoramic viewport image unchanged; and a rendering refresh module, configured to render and refresh the corresponding scene image and door frame viewport image according to each of the rendering overhead constraint parameters.
[0190] Based on any embodiment of the device in this 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 corresponding to the distance range consisting of a minimum rendering overhead constraint parameter and a maximum rendering overhead constraint parameter; a conversion determination module configured to compare the real-time distance between the real-time position and the first portal with the distance range, and when the real-time distance is within the distance range, determine the rendering overhead constraint parameter of the portal viewport image within the parameter range according to the position of the real-time distance within the distance range and the correspondence between the distance range and the parameter range; a lower limit determination module configured to set the rendering overhead constraint parameter of the portal viewport image to the maximum rendering overhead constraint parameter when the real-time distance is less than the lower limit value; and an upper limit determination module configured to set the rendering overhead constraint parameter of the portal viewport image to the minimum rendering overhead constraint parameter when the real-time distance is greater than the upper limit value.
[0191] Based on any embodiment of the device in this application, the parameter adjustment module includes: an optimal configuration module, configured to set the rendering overhead 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 portal is less than a preset first threshold; a suboptimal configuration module, configured to set the rendering overhead 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, configured to set the rendering overhead 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 in this application, the unlocking display module 3400 includes: a drop unlocking module, configured to determine whether the virtual item enters a specific mechanism triggering area at the drop location of the target map unit, and when it enters, triggering a mechanism unlocking event of the corresponding game mechanism in the target map unit; and a permission removal module, configured to, in response to the mechanism unlocking event, remove the restriction on the player character's instantaneous teleportation 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 in this application, following the unlocking and display module 3400, the device further includes: an environment modification module, configured to dynamically modify the environmental parameters of the target map unit according to the physical characteristics of the virtual prop at the time of unlocking, including at least one of the following: when the speed of the virtual prop is of the high-speed type, enhance the depth-of-field blur effect of the door frame viewport image after unlocking; when the mass of the virtual prop is of the heavy type, generate a permanent terrain depression in the mechanism trigger area of the game mechanism of the target map unit after unlocking; when the virtual prop has elemental attributes, change the refractive index and / or light transmittance of the transparent wall entity after unlocking.
[0194] Based on any embodiment of the device in this application, following the door frame display module 3200, this device further includes: an area monitoring module, configured to monitor the visibility status of the mechanism triggering area of the game mechanism in the door frame viewport image; an occlusion processing module, configured to display a semi-transparent radar chart marking the spatial orientation of the mechanism at the edge of the door frame viewport image when the mechanism triggering area is occluded by an obstacle, and adjust the offset of the observation position outside the second portal to display the mechanism triggering area in the door frame viewport image in response to an odd number of touch events on the radar chart; and a viewpoint restoration 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 on the radar chart.
[0195] Based on any embodiment of the device in this application, following the door frame display module 3200, the device further includes: an outline prompting module, configured to display a highlighted outline 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 triggering area of the game mechanism in the target map unit in the door frame viewport image, the transparency of the preview model dynamically changing as the player's viewpoint moves; and a trajectory prompting module, configured to automatically generate a parabolic trajectory preview animation corresponding to the placement of the virtual prop when it is detected that the player character has not performed a placement operation within a preset time period, and display it through the panoramic viewport image and the door frame viewport image.
[0196] Another embodiment of this application provides a game mechanism unlocking display device. For example... Figure 5 The diagram shows the internal structure of a game mechanism unlocking and display device. This 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 stores an operating system, a database, and computer-readable instructions. The database stores information sequences, and when executed by the processor, these computer-readable instructions enable the processor to implement a game mechanism unlocking and display method.
[0197] The processor of the game mechanism unlocking display device provides computing and control capabilities, supporting the operation of the entire device. The memory of the device can store computer-readable instructions, which, when executed by the processor, cause the processor to perform the game mechanism unlocking display method of this application. The network interface of the device is used for communication with a terminal.
[0198] Those skilled in the art will understand that Figure 5 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the game mechanism unlocking display device to which the present application is applied. The specific game mechanism unlocking display device may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements.
[0199] In this embodiment, the processor is used to execute... Figure 4 The specific functions of each module are described, and the memory stores the program code and various data required to execute the aforementioned modules or sub-modules. A network interface is used to enable data transmission between user terminals and the server. In this embodiment, the non-volatile readable storage medium stores the program code and data required to execute all modules in the game mechanism unlocking display device of this application. The server can call the server's program code and data to execute the functions of all modules.
[0200] This application also provides a non-volatile readable storage medium storing computer-readable instructions, which, when executed by one or more processors, cause the one or more processors to perform the steps of the game mechanism unlocking and display method of any embodiment of this application.
[0201] This application also provides a computer program product, including a computer program / instructions that, when executed by one or more processors, implement the steps of the method described in any embodiment of this application.
[0202] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments of this application can be implemented by a computer program instructing related hardware. This computer program can be stored in a non-volatile readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. The aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, optical disk, read-only memory (ROM), or random access memory (RAM).
[0203] In summary, this application, through innovative technical means, effectively solves the technical problems existing in current game mechanism unlocking mechanisms, significantly improving the player's gaming experience and system operating efficiency. This application not only enhances players' perception of remote game mechanisms, increasing the game's fun and interactivity, but also optimizes device system overhead, ensuring smooth game operation.
Claims
1. A method for unlocking and displaying game mechanisms, characterized in that, include: The game scene is displayed in a panoramic viewport image based on the real-time position of the player character. The panoramic viewport image includes the scene image of the current map unit where the player character is located and the adjacent target map unit. There is a transparent wall entity between the current map unit and the target map unit to block the player character from passing through. Within the frame of the first portal of the current map unit in the panoramic viewport image, load the 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. Based on the real-time distance between the real-time position and the first portal, the rendering overhead constraint parameters of the portal viewport image are adjusted, while keeping the rendering overhead constraint parameters of each scene image in the panoramic viewport image unchanged. Based on each of the aforementioned rendering overhead constraint parameters, the corresponding scene image and door frame viewport image are rendered and refreshed. When the player character throws a virtual item into the first portal, the panoramic viewport and the portal frame viewport simultaneously display the movement process 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 virtual item matches a preset contact condition at the drop location of the target map unit, a mechanism unlocking event is triggered; The step of adjusting the rendering overhead constraint parameters of the door frame viewport image based on the real-time distance between the real-time position and the first portal includes: obtaining a distance range consisting of a lower limit and an upper limit, and a parameter range corresponding to the distance range consisting of a minimum rendering overhead constraint parameter and a maximum rendering overhead constraint parameter; comparing the real-time distance between the real-time position and the first portal with the distance range; when the real-time distance is within the distance range, determining the rendering overhead constraint parameters of the door 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; when the real-time distance is less than the lower limit, setting the rendering overhead constraint parameters of the door frame viewport image to the maximum rendering overhead constraint parameter; and when the real-time distance is greater than the upper limit, setting the rendering overhead constraint parameters of the door frame viewport image to the minimum rendering overhead constraint parameter. Alternatively, adjusting the rendering overhead constraint parameters of the door frame viewport image based on the real-time distance between the real-time position and the first portal includes: setting the rendering overhead 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 portal is less than a preset first threshold; setting the rendering overhead 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 setting the rendering overhead 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.
2. The game mechanism unlocking and display method according to claim 1, characterized in that, After loading the door frame viewport image obtained from the internal scene of the target map unit observed from the observation position outside the second portal determined according to the real-time location mapping, the process includes: 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 determined based on the real-time location, wherein the first portal is located outside the transparent wall entity; Based on the relative magnitude of the first distance and the second distance, the rendering overhead constraint parameters of the scene images of the target map unit in the panoramic viewport image and the door frame viewport image are transformed accordingly, while keeping the rendering overhead constraint parameters of the scene image of the current map unit unchanged. Based on the respective rendering overhead constraint parameters, the corresponding scene image and door frame viewport image are rendered and refreshed.
3. The game mechanism unlocking and display method according to claim 1 or 2, characterized in that, When the virtual item matches a preset contact condition at the drop location of the target map unit, a mechanism unlocking event is triggered, including: Determine whether the virtual item enters a specific mechanism trigger area at the drop location of the target map unit. If it does, trigger the 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's teleportation between the first and second portals 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.
4. The game mechanism unlocking and display method according to claim 1 or 2, characterized in that, After triggering the mechanism unlocking event, the following are included: Based on the physical characteristics of the virtual item at the time of unlocking, dynamically modify the environmental parameters of the target map unit, including at least one of the following: When the speed of the virtual prop is of the high-speed type, the depth-of-field blur effect of the door frame viewport image is enhanced after unlocking; When the virtual item is of the heavy type, a permanent terrain depression will be generated in the trigger area of the game mechanism of the target map unit after unlocking. When the virtual prop has elemental attributes, unlocking it changes the refractive index and / or light transmittance of the transparent wall entity.
5. The game mechanism unlocking and display method according to claim 1 or 2, characterized in that, After loading the door frame viewport image obtained from the internal scene of the target map unit observed from the observation position outside the second portal determined according to the real-time location mapping, the process includes: Monitor the visibility status of the mechanism triggering area in the game mechanism within the door frame viewport image; When the triggering area of the mechanism is obscured by an obstacle, a semi-transparent radar map is displayed at the edge of the door frame viewport image to mark the spatial orientation of the mechanism. In response to an odd number of touch events on the radar map, the offset of the observation position outside the second teleportation door is adjusted to display the triggering area of the mechanism in the door frame viewport image. In response to an even number of touch events applied to the radar chart, the observation position outside the second portal is restored to correspond to the real-time position.
6. The game mechanism unlocking and display method according to claim 1 or 2, characterized in that, After loading the door frame viewport image obtained from the internal scene of the target map unit observed from the observation position outside the second portal determined according to the real-time location mapping, the process includes: The interactive area of the first portal is highlighted in the panoramic viewport image. A semi-transparent preview model of the trigger area of the game mechanism in the target map unit is rendered in the door frame viewport image, and the transparency of the preview model dynamically changes as the player's view moves. When it is detected that the player character has not performed the delivery operation within a preset time period, a preview animation of the parabolic trajectory corresponding to the delivery of the virtual prop is automatically generated and displayed through the panoramic viewport image and the door frame viewport image.
7. A game mechanism unlocking and display device, characterized in that, include: The panoramic display module is set to display a panoramic viewport image of the game scene based on the real-time position of the player character. The panoramic viewport image includes the scene image of the current map unit where the player character is located and the adjacent target map unit. There is a transparent wall entity between the current map unit and the target map unit to block the player character from passing through. The door frame display module is configured to load a door frame viewport image obtained by observing the internal scene of the target map unit from the outside observation position of the second portal determined according to the real-time position mapping within the door frame of the first portal of the current map unit in the panoramic viewport image. The parameter adjustment module is configured to adjust the rendering overhead constraint parameters of the door frame viewport image according to the real-time distance between the real-time position and the first portal, while keeping the rendering overhead constraint parameters of each scene image in the panoramic viewport image unchanged. The rendering refresh module is configured to render and refresh the corresponding scene image and door frame viewport image according to each of the aforementioned rendering overhead constraint parameters. The delivery and display module is configured to simultaneously display the movement process of the virtual item after it teleports through the first portal into the second portal and naturally falls onto the target map unit through the panoramic viewport image and the door frame viewport image when the player character delivers the virtual item to the first portal. The unlock display module is set to trigger a mechanism unlock event when the virtual prop matches a preset contact condition at the drop location of the target map unit; The parameter adjustment module includes: a data acquisition module, configured to acquire a distance range consisting of a lower limit and an upper limit, and a parameter range corresponding to the distance range consisting of a minimum rendering overhead constraint parameter and a maximum rendering overhead constraint parameter; a conversion determination module, configured to compare the real-time distance between the real-time position and the first portal with the distance range, and when the real-time distance is within the distance range, determine the rendering overhead constraint parameter of the portal viewport image within the parameter range according to the position of the real-time distance within the distance range and the correspondence between the distance range and the parameter range; a lower limit determination module, configured to set the rendering overhead constraint parameter of the portal viewport image to the maximum rendering overhead constraint parameter when the real-time distance is less than the lower limit; and an upper limit determination module, configured to set the rendering overhead constraint parameter of the portal viewport image to the minimum rendering overhead constraint parameter when the real-time distance is greater than the upper limit. Alternatively, the parameter adjustment module includes: an optimal configuration module, configured to set the rendering overhead 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 portal is less than a preset first threshold; a suboptimal configuration module, configured to set the rendering overhead 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, configured to set the rendering overhead 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.
8. The game mechanism unlocking and display device according to claim 7, characterized in that, Unlock the display modules, including: The drop unlock module is configured to determine whether the virtual item enters a specific mechanism trigger area at the drop location of the target map unit. When it does, it triggers the mechanism unlock event of the corresponding game mechanism in the target map unit. The permission removal module is configured to respond to the mechanism unlocking event, remove the restriction on the player character's instantaneous teleportation between the first and second teleporters, 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.
9. A game mechanism unlocking display device, comprising a central processing unit and a memory, characterized in that, The central processing unit is used to invoke and run a computer program stored in the memory to perform the steps of the method as described in any one of claims 1 to 6.
10. A non-volatile readable storage medium, characterized in that, It stores, in the form of computer-readable instructions, a computer program implemented according to any one of claims 1 to 6, which, when invoked by a computer, executes the steps included in the corresponding method.