Game processing method and related equipment

By dynamically matching texture resources for rendering based on the character's state in the game, the problem of overheating and performance degradation caused by high load in high frame rate games is solved, improving the user experience and visual effects.

CN120860583APending Publication Date: 2025-10-31TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410533505.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-04-29
Publication Date
2025-10-31

AI Technical Summary

Technical Problem

In high frame rate games, the high CPU and GPU load on the terminal device leads to increased heat generation, reduced system performance, and impacts game visual effects and user experience.

Method used

Based on the state changes of game character objects, static or dynamic texture resources are dynamically matched for rendering, reducing the amount of image rendering while ensuring visual effects.

Benefits of technology

While ensuring the game's visual effects, we reduce rendering, improve user experience, prevent performance degradation and frame drops, and achieve stable high frame rate operation for a long time.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides a game processing method and related device.The method comprises the steps that when a first role object in a game interface is in a first state, the first role object using a first chartlet resource is displayed in the game interface; when the object state of the first role object is switched from the first state to the second state, the first role object using the second mapping resource is displayed in the game interface; wherein the rendering precision of the first map resource is different from that of the second map resource, and the difference of the rendering precision includes that details of objects presented between the first map resource and the second map resource are different, or actions of the objects presented between the first map resource and the second map resource are different, or actions of the objects presented between the first map resource and the second map resource are different. The object details and the object actions presented between the first map resource and the second map resource are different. Through the embodiment of the invention, the image rendering amount can be reduced to a certain extent, and the object experience can be improved while the visual effect of the game is guaranteed.
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Description

Technical Field

[0001] This application relates to the field of computer technology, specifically to a game processing method and related equipment. Background Technology

[0002] With the development of terminal devices, support for high frame rates (90Hz, 120Hz, or even higher) is becoming increasingly widespread, and the user experience is becoming smoother. However, high frame rates also bring higher CPU and GPU loads, leading to increased heat generation. Terminal devices can only rely on passive cooling, which can cause the device temperature to rise sharply, seriously threatening the operational safety of the device. At this point, the system will reduce the operating frequency of the CPU and GPU, resulting in a performance decrease.

[0003] In order to achieve the best visual effect in game scenes, all texture resources used for character objects are often depicted in great detail, which increases the workload of rendering. If the performance of the terminal device is reduced, this will undoubtedly lead to more rendering time for character objects during the game, resulting in frame drops, poor game visual effects, and problems that affect the user experience. Summary of the Invention

[0004] This application provides a game processing method and related equipment, which can reduce the amount of image rendering to a certain extent and improve the user experience while ensuring the visual effects of the game.

[0005] On one hand, embodiments of this application provide a game processing method, the method comprising:

[0006] When the first character object in the game interface is in the first state, the first character object using the first texture resource is displayed in the game interface.

[0007] When the object state of the first character object switches from the first state to the second state, the first character object using the second texture resource is displayed in the game interface;

[0008] Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0009] On one hand, embodiments of this application provide a game processing method, the method comprising:

[0010] Get the object state of the first character object in the game interface. The object state includes either the first state or the second state.

[0011] Get the texture resource that matches the object's state. The first state matches the first texture resource, and the second state matches the second texture resource.

[0012] The first character object is rendered using texture resources that match the object's state.

[0013] Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0014] On one hand, embodiments of this application provide a game processing device, the device comprising:

[0015] The first display unit is used to display the first character object using the first texture resource in the game interface when the first character object in the game interface is in the first state.

[0016] The second display unit is used to display the first character object using the second texture resource in the game interface when the object state of the first character object switches from the first state to the second state.

[0017] Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0018] The first character object refers to the character object from a non-first-person perspective. The game interface also includes a second character object from the first-person perspective. There are multiple first character objects in the game interface.

[0019] When the object state of the second character object in the game interface changes, the object state of each first character object in the game interface changes accordingly, and the texture resources used by each first character object whose object state changes also change.

[0020] Here, the first character object refers to any character object in the game interface. If the first state is a static state and the second state is a moving state, then the first texture resource is a static texture resource, and the second texture resource is a dynamic texture resource; or...

[0021] The first character object refers to any character object in the game interface. If the first state is a moving state and the second state is a stationary state, then the first texture resource is a dynamic texture resource, and the second texture resource is a static texture resource; or...

[0022] If the first character object refers to a character object outside the main viewpoint, and the game interface also includes a second character object from the main viewpoint, and the first state is when the distance between the first and second character objects is less than or equal to a distance threshold, and the second state is when the distance between the first and second character objects is greater than the distance threshold, then the first texture resource is a static texture resource, and the second texture resource is a dynamic texture resource; or...

[0023] If the first state is when the distance between the first character object and the second character object is greater than the distance threshold, and the second state is when the distance between the first character object and the second character object is less than or equal to the distance threshold, then the first texture resource is a dynamic texture resource, and the second texture resource is a static texture resource.

[0024] The difference in rendering precision between static texture resources and dynamic texture resources includes at least one of the following:

[0025] Static texture resources present more object details than dynamic texture resources;

[0026] Dynamic texture resources depict more object actions than static texture resources.

[0027] On one hand, embodiments of this application provide a game processing device, the device comprising:

[0028] The processing unit is used to obtain the object state of the first character object in the game interface. The object state includes a first state or a second state.

[0029] The processing unit is also used to obtain texture resources that match the object state, where the first state matches the first texture resource and the second state matches the second texture resource;

[0030] The rendering unit is used to render the first character object using texture resources that match the object's state.

[0031] Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0032] On one hand, embodiments of this application provide a computer device, the computer device comprising:

[0033] A processor is used to execute computer programs;

[0034] A computer-readable storage medium storing a computer program, which, when executed by a processor, implements the game processing method described above.

[0035] On one hand, embodiments of this application provide a computer-readable storage medium storing a computer program that is loaded by a processor and executed as described above for game processing.

[0036] On one hand, embodiments of this application provide a computer program product, which includes a computer program or computer instructions, and the computer program or computer instructions implement the above-described game processing method when executed by a processor.

[0037] In this embodiment, when the first character object in the game interface is in a first state, the first character object using the first texture resource is displayed in the game interface; when the object state of the first character object switches from the first state to the second state, the first character object using the second texture resource is displayed in the game interface. The first and second texture resources have different rendering precisions. These differences include: different object details presented by the first and second texture resources; different object actions presented by the first and second texture resources; or different object details and object actions presented by the first and second texture resources. Therefore, in this embodiment, texture resources with different rendering precisions can be matched to the first character object for different object states. This ensures that the rendering amount of the texture resources used by the finally displayed character object varies, preventing the problem of excessively detailed rendering of all texture resources during texture resource rendering and reducing the image rendering load. Simultaneously, selecting a texture resource more suitable for the current object state for each texture resource of the character object better guarantees visual effects and improves the user experience. Attached Figure Description

[0038] Figure 1 A schematic diagram of a character object displayed in a game interface provided in this application embodiment;

[0039] Figure 2 An architecture diagram of a game processing system provided in this application embodiment;

[0040] Figure 3 This application provides a schematic diagram of a game initialization process.

[0041] Figure 4 An image rendering flowchart provided in an embodiment of this application;

[0042] Figure 5 An architecture diagram of another game processing system provided in this application embodiment;

[0043] Figure 6 A flowchart illustrating a game processing method provided in an embodiment of this application;

[0044] Figure 7 This is a schematic diagram illustrating how texture resources change when the object state of a character object changes, as provided in an embodiment of this application.

[0045] Figure 8A This is a schematic diagram illustrating how texture resources change when the object state of another role object changes, as provided in an embodiment of this application.

[0046] Figure 8B This application provides a schematic diagram illustrating the impact of changes in object state between role objects in an embodiment of the present application.

[0047] Figure 9 A flowchart illustrating another game processing method provided in an embodiment of this application;

[0048] Figure 10 This is a schematic diagram of motion velocity decomposition provided in an embodiment of this application;

[0049] Figure 11 This is a schematic diagram of the structure of a game processing device provided in an embodiment of this application;

[0050] Figure 12 This is a schematic diagram of another game processing device provided in an embodiment of this application;

[0051] Figure 13 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0052] The technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings.

[0053] First, the technical terms involved in the embodiments of this application will be explained.

[0054] I. Target Audience

[0055] A character object refers to a virtual character, animal, plant, etc., with a digital appearance in a game scene, existing only through a display device. In the embodiments of this application, a character object may include a first character object and a second character object. The first character object refers to a character object from a non-first-person perspective, and the second character object refers to a character object from the first-person perspective. The first-person perspective refers to the perspective of the user currently logged into the game client with an account. For example, if user A logs into the game client with an account, then user A's perspective upon entering the game client can be called the first-person perspective. Alternatively, the first-person perspective can also be the perspective of the main camera in the game screen. The main camera generally refers to the camera used to capture the game screen where the second character object is located.

[0056] It should be understood that the number of first role objects can be one or more, and this application embodiment does not limit this.

[0057] II. Texture Resources

[0058] Texture resources are the data source for rendering character objects in a game. They are used to give character objects their appearance characteristics, such as color, texture, material, clothing, and hair accessories. Texture resources can contain rich information to describe the object's appearance. For example, color texture resources can define the color distribution of a character object, making its appearance more realistic and lifelike. By applying different color texture resources to the surface of a character object, various appearances can be simulated. Furthermore, texture resources can also contain information about other surface features; for example, normal maps can define the bumpiness of the character object's surface, making the character object more three-dimensional.

[0059] In this embodiment, texture resources may include static texture resources and dynamic texture resources. Static texture resources refer to texture resources that can describe more object details of a character object. These object details may include, but are not limited to, the texture of the character object, clothing color, hair shape, etc. It should be understood that different character objects will have different object details. Dynamic texture resources refer to texture resources that describe more changes in the character object's movements. The object details in dynamic texture resources can be appropriately reduced. For example, a texture resource describing a character object running can be called a dynamic texture resource. It should be understood that texture resources have an identifier, which can be used to uniquely identify the texture resource.

[0060] III. Object State

[0061] As the name suggests, it describes the current state of a role object. In one implementation, the object state can be either static or dynamic; a static state means that the role object (e.g., the first role object) is stationary relative to another role object (the second role object); a dynamic state means that the role object is in motion relative to another role object. In another implementation, the object state can be a state where the distance between one role object and another role object is greater than a distance threshold, or a state where the distance between one role object and another role object is less than or equal to a distance threshold. This application does not impose any limitations on the object state.

[0062] It should be understood that the movement of various character objects in the game is very frequent. Some character objects may move on their own, while others may move relative to the game screen due to the movement of one character object. Taking the character objects in the first-person perspective as an example, the movement between the character objects in the first-person perspective and the character objects in the non-first-person perspective involved in this application embodiment includes the following situations: ① The character object in the first-person perspective is stationary, and the character objects in the non-first-person perspective are also stationary: such as Figure 1 The image shown is a schematic diagram of a character object displayed in a game interface according to an embodiment of this application; Figure 1 In the game interface shown, character object 11 is the character object from the main viewpoint, while character objects 12 and 13 are character objects from the non-main viewpoint. At this time, character object 13 is stationary, and character object 11 is also stationary. ② The character objects from the main viewpoint are stationary, but the character objects from the non-main viewpoints are in motion: such as... Figure 1 In the game, character object 12 has some movement, and the current game interface has a certain angle and direction. ③ The character object in the main view is in motion, and the character object in the non-main view is in motion. ④ The character object in the main view is in motion, and the character object in the non-main view is stationary. By observing the movement or stationary state of any two character objects, the object state of the character objects can be determined.

[0063] It should be understood that, in the embodiments of this application, the character object in the game can be associated with texture resources in different object states; illustratively, the character object is associated with static texture resources that can present more object details in a static state; the character object is associated with dynamic texture resources that can present more actions in a moving state.

[0064] This application provides a game processing solution, the general principle of which is as follows: The object state of a character object in the game interface is detected to obtain the object state of the character object. Based on the object state, texture resources are matched to the character object, and the character object is rendered using the texture resources that match the object state, thereby displaying the character object using the texture resources in the game interface. Taking the character object in the game interface as a first character object as an example, the object state of the first character object in the game interface is obtained, including a first state or a second state; texture resources matching the object state are obtained, where the first state matches the first texture resource, and the second state matches the second texture resource; the first character object is rendered using the texture resources that match the object state. In one embodiment, when the object state of the first character object is detected to switch from the first state to the second state, a second texture resource matching the second state can be obtained, and the first character object can be rendered using the second texture resource, thus displaying the first character object using the second texture resource in the game interface. Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0065] In summary, the game processing method provided in this application can achieve the following effects: For different object states of a character object, texture resources with different rendering precision can be loaded. For example, if more detailed rendering is not required in certain object states, the object detail can be reduced, i.e., texture resources with lower rendering precision can be selected, thus reducing the rendering load. Furthermore, the game processing method provided in this application can select texture resources with different rendering precisions for the character object, allowing for the matching of more suitable texture resources for display in different object states. This achieves different display effects during the game process and improves the user experience. Additionally, matching more suitable texture resources in different object states, to a certain extent, avoids the increased rendering load caused by using texture resources with the same rendering precision in different object states, which could lead to frame drops and affect the user experience. This ensures the game's visual effects and improves the user experience.

[0066] It should be understood that the game processing solution provided in this application embodiment can load different texture resources according to the different object states of the character object. It can better adapt to the scenario where the running frequency of the CPU and GPU of the game terminal is reduced and the performance is reduced. Through the game processing solution provided in this application embodiment, different rendering precision texture resources are loaded according to the different object states of the character object. Thus, while ensuring the visual effect, it can avoid the increase in rendering volume caused by using the same rendering precision for all texture resources during rendering to a certain extent. This can reduce the overall performance consumption and heat generation, thereby preventing the frame drop caused by the rendering time process due to the performance degradation of the game terminal. It can enable the game to run stably at a high frame rate for a long time.

[0067] The game processing system provided in the embodiments of this application will be described in detail below.

[0068] Please see Figure 2 This is an architectural diagram of a game processing system provided in an embodiment of this application. The game processing system may include: game terminal 101, game terminal 102, ... and more game terminals; this application does not limit the number of game terminals. In addition, the game processing system also includes a server 103; of course, the number of servers can also be multiple, and this application still does not limit this. Any game terminal in the game processing system can be directly or indirectly connected to server 103 via wired or wireless communication, and any two game terminals can interact with each other through server 103. For ease of understanding, the following description uses only one game terminal:

[0069] The game terminal 101 runs a game client. The game terminal 101 can be a terminal used by an object (such as a game player), who can log in to the game client through an account to enter the game. Furthermore, in this embodiment, the game terminal 101 can obtain rendering control strategies and texture resources from the server 103. The rendering control strategy refers to obtaining corresponding texture resources based on the object state of the character object in the game and performing rendering processing on the character object. The game terminal 101 can be a smartphone, tablet, laptop, desktop computer, smart vehicle, smart wearable device, etc.

[0070] Server 103 corresponds to the game client and provides technical support for the services provided by the game client. Server 103 can manage various character objects in the game, including but not limited to: management of rendering control strategies, management of texture resources, etc. Server 103 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0071] In one embodiment, the game processing flow is described using game terminal 101 and server 103 as an example. The game processing flow includes two parts: (1) game initialization flow; (2) image rendering flow.

[0072] (1) Game initialization process: Please refer to Figure 3 This is a schematic diagram of a game initialization process provided in an embodiment of this application. In the game initialization process, the game client in the game terminal 101 can pre-download texture resources and rendering control strategies. The game initialization process includes:

[0073] 1. Launching the game via the game client: Specifically, the user can log in to the game client using their account to enter the game.

[0074] 2. Game client obtains strategy and texture resources: The game client sends a data acquisition request to server 103. The data acquisition request is used to request the rendering control strategy and texture resource set.

[0075] 3. Server 103's Policy Distribution: Server 103 can receive and respond to data retrieval requests, sending rendering control policies and download information for texture resource sets associated with each character object to the game client. The texture resource set includes multiple texture resources, which can be dynamic or static. The download information includes the address information of the texture resources, referring to the CDN address used to store the texture resources.

[0076] 4. Game Client Caching Strategy: The game client receives the rendering control strategy sent by server 103 and stores the rendering control strategy in the local storage space for use during the game rendering process.

[0077] 5. Game client downloads texture resources: Checks whether all texture resources in the texture resource set have been downloaded. If there are any undownloaded texture resources, the game client can start a separate thread to asynchronously download the texture resources based on the addresses of the texture resources included in the download information.

[0078] 6. Game initialization complete: Once the thread starts, confirm that the game initialization is complete.

[0079] In summary, the embodiments of this application download texture resources and rendering control strategies during the game initialization process, thereby eliminating the need to download texture resources again when rendering character objects subsequently. This reduces data acquisition time, improves the rendering speed of character objects, and enhances the user experience.

[0080] (2) Image rendering process: Please refer to Figure 4 This is a flowchart of an image rendering process provided in an embodiment of this application. The image rendering process includes:

[0081] 1. Start rendering: Image rendering begins when you enter the game. This includes, but is not limited to, rendering of game scenes and character objects.

[0082] 2. The game client calculates the relative velocity of character objects under the main view: It can obtain the motion information of the character objects under the main view. If the motion information indicates that the character objects are moving, then the motion velocity of the character objects under the main view can be decomposed to obtain the relative velocity of the character objects under the main view in the parallel direction of the current game interface. If the motion information indicates that the character objects under the main view are stationary, then it can be determined that the relative velocity of the character objects under the main view in the parallel direction of the current game interface is zero.

[0083] 3. The game client calculates the object movement speed of the character object in the non-prime-view mode: It obtains the motion information of the character object in the non-prime-view mode. If the motion information indicates that the character object is moving, its motion speed can be decomposed to obtain its relative speed in the parallel direction of the current game screen. If the motion information indicates that the character object is stationary, its relative speed in the parallel direction of the current game screen is zero. Then, the relative speed of the character object in the parallel direction of the current game screen is added to the relative speed of the character object in the prime-view mode to obtain the object movement speed of the character object in the non-prime-view mode.

[0084] 4. Matching texture resources in the game client: Matching dynamic and static texture resources based on the object movement speed of the character object under non-prime visual conditions and the rendering control strategy of local storage space caching.

[0085] 5. The game client determines whether a character object in the game uses dynamic texture resources based on the object's movement speed: In one implementation, the rendering control strategy includes a state judgment strategy table, which includes a movement speed threshold. The character object's movement speed is compared with the movement speed threshold. If the character object's movement speed is greater than the movement speed threshold, the character object is determined to be in motion and uses dynamic texture resources; if the character object's movement speed is less than or equal to the movement speed threshold, the character object is determined to be in a stationary state and uses static texture resources.

[0086] 6. If a character object requires static texture resources, the game client loads the necessary static texture resources. It should be understood that even when a character object is stationary, or although it is in motion but the dynamic texture resources have not finished downloading, static texture resources can still be loaded. This can improve visual effects and avoid frame drops caused by delayed rendering.

[0087] 7. If a character object needs to use dynamic texture resources, the game client checks the local storage space to see if the dynamic texture resources needed by the character object exist. If no dynamic texture resources needed by the character object are found, proceed to step 6 to load static texture resources; if dynamic texture resources needed by the character object are found, proceed to step 8.

[0088] 8. The game client loads the dynamic texture resources required for this character object.

[0089] 9. The game client uses loaded texture resources to render the corresponding character objects and displays these texture-based character objects in the game interface. Specifically, it displays either character objects using dynamic texture resources or character objects using static texture resources in the game interface.

[0090] It should be understood that the difference in rendering precision between dynamic and static texture resources lies in the fact that static texture resources present more object details than dynamic texture resources, and dynamic texture resources present more object actions than static texture resources.

[0091] It should be understood that when the object state of a character changes, the texture resource that matches the changed object state can be obtained during the above image rendering process. The texture resource that matches the changed object state can then be used to render the character object and display it in the game interface.

[0092] In summary, the embodiments of this application, during the rendering process of character objects, can analyze the object state of each character object and match different texture resources to create the best game visual experience suitable for the current object state, while effectively reducing the overall rendering load and ensuring stable high frame rate operation of the game while maintaining the display screen for a long time.

[0093] It should be understood that this application provides an alternative architecture diagram for a game processing system. Please refer to [link / reference]. Figure 5 The game processing system includes a game client and a server in the game terminal. The game client includes at least a state detection module, a rendering control module, and a caching module; the server includes at least a strategy management module, a texture management module, and a communication module; wherein:

[0094] (1) Game Client

[0095] ① State Detection Module: This module calculates the motion speed of each character object before rendering and determines whether the object is stationary or in motion based on this speed. The state detection module can calculate the motion speed of each character object using cloud computing. Cloud computing refers to the delivery and usage model of IT infrastructure, meaning obtaining necessary resources on demand and in a scalable manner through a network. In a broader sense, cloud computing refers to the delivery and usage model of services, meaning obtaining necessary services on demand and in a scalable manner through a network. These services can be IT and software related, internet-related, or other services. Cloud computing is a product of the convergence of traditional computer and network technologies such as grid computing, distributed computing, parallel computing, utility computing, network storage technologies, virtualization, and load balancing. Driven by the development of the internet, real-time data streams, the diversification of connected devices, and the demands of search services, social networks, mobile commerce, and open collaboration, cloud computing has developed rapidly. Unlike previous parallel and distributed computing, the emergence of cloud computing will drive a revolutionary change in the entire Internet model and enterprise management model from a conceptual perspective.

[0096] ② Rendering Control Module: This module is used to match the corresponding texture resources for the actual rendering of each character object according to the rendering control strategy. For example, if the object is in a static state, the rendering control strategy defines that the static state matches the corresponding static texture resource; if the object is in a moving state, the rendering control strategy defines that the moving state can match the dynamic texture resource.

[0097] ③ Cache module: When the game client starts, it requests the rendering control strategy of the character object from the server and caches it in the local storage space for subsequent rendering. At the same time, it starts a new thread to asynchronously download the texture resource set.

[0098] (2) Server

[0099] ① Strategy Management Module: Used to manage rendering control strategies and the state control strategy table associated with character objects.

[0100] ② Texture Management Module: This module manages and stores a collection of texture resources related to character objects. This collection includes static texture resources and dynamic texture resources.

[0101] ③ Communication module: Used to receive data acquisition requests from the game client, and to send out corresponding rendering control strategies and respond to texture resource download requests as needed, etc.

[0102] In summary, by coordinating multiple modules in the game client and multiple modules in the server, the rendering process of character objects can analyze the object state of each character object and match texture resources with different rendering precision. This creates the best game visual experience suitable for the current object state while effectively reducing the overall rendering load and ensuring stable high frame rate operation for extended periods of time.

[0103] The game processing method provided in the embodiments of this application will be described in detail below.

[0104] Please see Figure 6 This is a flowchart illustrating a game processing method provided in an embodiment of this application. The game processing method can be executed by a game terminal, specifically by a game client running on the game terminal. The game processing method may include steps S601-S602:

[0105] S601. When the first character object in the game interface is in the first state, the first character object using the first texture resource is displayed in the game interface.

[0106] In this implementation, the first character object can be any character object in the game interface, and the number of first character objects can be one or more. In one implementation, the first state can be a static state or a moving state. In another implementation, the first character object refers to a character object outside the main viewpoint, and the game interface may also include a second character object, which can be a character object from the main viewpoint. In this implementation, the first state can be a state where the distance between the first character object and the second character object is less than or equal to a distance threshold, or a state where the distance between the first character object and the second character object is greater than a distance threshold. This application does not impose any limitations on the first state.

[0107] Wherein, if the first state is a static state, the first texture resource can be a static texture resource; or, if the first state can be a state in which the distance between the first character object and the second character object is less than or equal to a distance threshold, the first texture resource can be a static texture resource.

[0108] If the first state is a motion state, then the first texture resource can be a dynamic texture resource; or, if the first state can be a state where the distance between the first character object and the second character object is greater than a distance threshold, then the first texture resource can be a dynamic texture resource. The distance threshold can be set according to the object's requirements, and this embodiment does not impose any limitations on it.

[0109] S602. When the object state of the first character object switches from the first state to the second state, the first character object using the second texture resource is displayed in the game interface.

[0110] It should be understood that the rendering precision of the first texture resource and the second texture resource differs. This difference in rendering precision includes: the level of object detail presented by the first texture resource and the second texture resource differs. For example, the first texture resource presents more object detail than the second texture resource. This object detail can include, but is not limited to, the texture of a character object, the color of its clothing, etc. The object detail is determined by the character object. For example, if the character object is a virtual character, the object detail can include the color of its clothing, stripes, etc.; if the character object is an animal, the object detail can include the color of its fur, texture, etc. Alternatively, the difference in rendering precision can also include the difference in object animation presented by the first texture resource and the second texture resource. Object animation includes, but is not limited to, running, jumping, etc. Or, the difference in rendering precision can include both differences in object detail and object animation presented by the first texture resource and the second texture resource.

[0111] The second state can include the following cases:

[0112] (1) When the first state is a static state, the second state can be a moving state, and correspondingly, the second texture resource is a dynamic texture resource. For example... Figure 7 The diagram shown illustrates how texture resources change when the object state of a character object changes, according to an embodiment of this application. Figure 7 In the game interface 702, the first character object is character object 12. When character object 12 is in a static state (i.e., the first state), it uses a static texture resource (i.e., the first texture resource). At this time, the static texture resource shows more object details, such as the stripes on its clothing. As shown in game interface 701, when the object state of character object 12 switches from a moving state to a static state (i.e., the second state), it uses a static texture resource (i.e., the second texture resource). The object details presented by this second texture resource are reduced, and the running motion is added.

[0113] (2) When the first state is a moving state, the second state can be a stationary state, and correspondingly, the second texture resource is a static texture resource.

[0114] (3) When the first state is the state where the distance between the first character object and the second character object is less than or equal to the distance threshold, the second state can be the state where the distance between the first character object and the second character object is greater than the distance threshold. Accordingly, the second texture resource is a dynamic texture resource.

[0115] (4) When the first state is a state where the distance between the first character object and the second character object is greater than a distance threshold, the second state can be a state where the distance between the first character object and the second character object is less than or equal to the distance threshold. Correspondingly, the second texture resource is a static texture resource. (Illustrative example, such as...) Figure 8A The diagram shown illustrates how texture resources change when the object state of a role object changes, according to another embodiment of this application. Figure 8A In the context, the first character object is character object 13, and the second character object is character object 11. When the distance between character object 13 and character object 11 (i.e., distance 1) is greater than a distance threshold, character object 13 is in the first state, and it uses dynamic texture resources. When the distance between character object 13 and character object 11 (e.g., it becomes distance 2) is less than the distance threshold, the object state of character object 13 switches from the first state to the second state, and it uses static texture resources. Figure 8A As can be seen, when the distance changes from 1 to 2, the static texture resource used by character object 13 presents more object details.

[0116] It should be understood that for texture resources used in a static state, many object details need to be meticulously depicted to achieve a good visual effect. However, in a moving state, these object details cannot be well distinguished due to visual limitations. Although this increases the rendering workload, the visual effect is not improved, and there is even a possibility of frame drops due to excessive rendering time, affecting the user experience. Therefore, in this embodiment, when the object is in a static state, the texture resources used by the character object are static texture resources, and when the object is in a moving state, the texture resources used by the character object are dynamic texture resources. This reduces the rendering workload of dynamic texture resources, reduces rendering time, and improves the user experience.

[0117] In summary, the differences in rendering precision between static and dynamic texture resources include at least one of the following: ① Static texture resources present more object details than dynamic texture resources. ② Dynamic texture resources present more object animations than static texture resources.

[0118] It should be understood that when the object state of any character object in the game interface changes, the object states of other character objects in the game interface change accordingly, and the texture resources used by each character object whose object state changes also change. For example, when the object state of a second character object in the game interface changes, the object states of all first character objects in the game interface change accordingly, and the texture resources used by each first character object whose object state changes also change. Figure 8B The diagram shown is a schematic diagram illustrating the influence of changes in the object state between character objects provided in an embodiment of this application. The second character object is character object 11. When the object state of character object 11 changes from a moving state (as shown in game interface 801) to a stationary state (as shown in game interface 802), character objects 12 and 13 in the game interface also change from a moving state (as shown in game interface 801) to a stationary state (as shown in game interface 802). At this time, the texture resources of character objects 12 and 13 are changed to static texture resources that present more object details.

[0119] In this embodiment, when the first character object in the game interface is in a first state, the first character object using the first texture resource is displayed in the game interface; when the object state of the first character object switches from the first state to the second state, the first character object using the second texture resource is displayed in the game interface. The first and second texture resources have different rendering precisions. These differences include: different object details presented by the first and second texture resources; different object actions presented by the first and second texture resources; or different object details and object actions presented by the first and second texture resources. Therefore, in this embodiment, texture resources with different rendering precisions can be matched to the first character object for different states. This ensures that the rendered amount of texture resources used by the ultimately displayed character object varies, preventing the problem of excessively detailed rendering of all texture resources during the texture resource rendering process and reducing the image rendering load. Simultaneously, selecting a texture resource more suitable for the current object state for each texture resource of the character object better guarantees visual effects and improves the user experience.

[0120] Please see Figure 9 This is a flowchart illustrating another game processing method provided in an embodiment of this application. This game processing method can be executed by a game terminal, specifically by a game client running on the game terminal. The game processing method may include S901-S903:

[0121] S901. Obtain the object state of the first character object in the game interface. The object state includes either the first state or the second state.

[0122] In one implementation, the first state is a static state and the second state is a moving state; or, the first state is a moving state and the second state is a static state. Taking the object state as the first state as an example, the game interface also includes a second character object, which refers to the character object from the main viewpoint. Obtaining the object state of the first character object in the game interface can include the following steps s21-s24:

[0123] s21. Get the object movement speed of the first character object relative to the second character object in the game interface.

[0124] It should be understood that the first and second character objects in the game interface can be either moving or stationary. Therefore, obtaining the object movement speed of the first character object relative to the second character object in the game interface can include the following situations:

[0125] (1) The second role object is stationary, and the first role object is also stationary.

[0126] In this implementation, the motion information of the second role object is obtained. If the motion information of the second role object indicates that the second role object is stationary, the motion information of the first role object is obtained. If the motion information of the first role object indicates that the first role object is stationary, the object motion speed of the first role object relative to the second role object is determined to be 0.

[0127] (2) The second character object is stationary, while the first character object is in motion. At this time, the first character object has a certain motion, but the direction of motion is at a certain angle to the current game interface. The motion speed of the first character object can be decomposed into a relative speed parallel to the current game interface, and used as the object motion speed of the first character object relative to the second character object.

[0128] In one implementation, obtaining the object movement speed of the first character object relative to the second character object in the game interface may include: obtaining the motion information of the second character object; if the motion information of the second character object indicates that the second character object is stationary, then obtaining the motion information of the first character object; if the motion information of the first character object indicates that the first character object is moving, then decomposing the motion speed included in the motion information according to parallel to the game interface to obtain the relative speed of the first character object parallel to the game interface, and using the relative speed of the first character object parallel to the game interface as the object movement speed of the first character object relative to the second character object in the game interface.

[0129] (3) The second character object is in motion, while the first character object is stationary. That is, when the second character object is in motion, the game screen changes, causing other character objects in the game screen to move relative to each other. In the case where the second character object is in motion and the first character object is stationary, this embodiment can calculate the movement speed of the second character object (which can also be understood as the speed of change in the object's line of sight) to determine the object movement speed and direction of the first character object relative to the second character object. Specifically, the movement speed of the second character object can be decomposed into a relative speed parallel to the current game screen as the object movement speed of the first character object relative to the second character object in the game screen.

[0130] In one implementation, obtaining the object movement speed of the first character object relative to the second character object in the game interface may include: if the motion information of the second character object indicates that the second character object is in motion, then obtaining the motion speed of the second character object, and decomposing the motion speed of the second character object according to parallel to the game interface to obtain the relative speed of the second character object parallel to the game interface; obtaining the motion information of the first character object; and determining the object movement speed of the first character object relative to the second character object based on the relative speed of the second character object parallel to the game interface and the motion information.

[0131] Specifically, determining the object motion speed of the first character object relative to the second character object based on the relative speed of the second character object parallel to the game interface and the motion information of the first character object includes: if the motion information of the first character object indicates that the first character object is stationary, then the relative speed of the second character object parallel to the game interface is taken as the object motion speed of the first character object relative to the second character object.

[0132] (4) Both the second character object and the first character object are in motion. When the second character object is moving while the first character object in the game is also moving, this embodiment of the application can perform a relative conversion between the movement speed of the first character object and the movement speed of the second character object to obtain a relative movement speed. The conversion method is to decompose each character's movement speed into relative speeds parallel to the current game interface, and then superimpose the two relative speeds parallel to the current game interface to obtain the object movement speed of the first character object relative to the second character object.

[0133] In one implementation, if the motion information of the second character object indicates that the second character object is in motion, and the motion information of the first character object indicates that the first character object is in motion, then the relative speed of the first character object parallel to the game interface and the relative speed of the second character object parallel to the game interface are superimposed to obtain the object motion speed of the first character object relative to the second character object.

[0134] It should be understood that the embodiments of this application can provide preset superposition rules, such as defining rightward movement as positive and leftward movement as negative for a character object; or, for example, defining leftward movement as positive and rightward movement as negative for a character object. In this case, according to the preset superposition rules, the relative velocity of the first character object parallel to the game interface and the relative velocity of the second character object parallel to the game interface can be superimposed to obtain the object movement velocity of the first character object relative to the second character object. For example, as... Figure 10 The diagram shown is a schematic representation of motion velocity decomposition according to an embodiment of this application. Figure 10In this context, the preset overlay rule is that rightward movement of a character object is positive, and leftward movement is negative; the first character object is character object 12 in the game interface, and the second character object is character object 11 in the game interface. The movement speeds of character object 11 and character object 12 are decomposed into relative speeds parallel to the current game interface. Figure 10 In the game, character object 11 has a relative velocity of 10 parallel to the current game screen, and the direction of the relative velocity is to the right. Therefore, the relative velocity of character object 11 parallel to the current game screen can be represented as 10. Character object 12 has a relative velocity of 6 parallel to the current game screen, and the direction of the relative velocity is to the left. Therefore, the relative velocity of character object 11 parallel to the current game screen can be represented as -6. We can then add the rightward relative velocity and the leftward relative velocity to obtain the object motion velocity of the first character object relative to the second character object, which is 4.

[0135] s22. Obtain the motion speed threshold from the state control policy table associated with the first role object. The motion speed threshold indicates the minimum motion speed of the first role object relative to the second role object.

[0136] After obtaining the object movement speed of the first character object, in order to better and more precisely control the loading of texture resources, this application embodiment provides a state control strategy table for dynamic control. In one implementation, the state control strategy table associated with the first character object can be obtained from the server, and the movement speed threshold can be obtained from the state control strategy table associated with the first character object.

[0137] In another implementation, before step S901 or during game initialization, a state control strategy table associated with each character object in the game can be obtained from the server and stored in storage. When the state control strategy table is needed, the state control strategy table associated with the first character object can be retrieved from storage. It should be understood that by providing a state control strategy table, the loading of texture resources can be more precisely controlled. Furthermore, the relevant strategies can be modified on the server at any time based on the actual effect. The game terminal then retrieves the strategy from the server and loads it to take effect. For example, the actual effect here could be to change the motion speed threshold in the state control strategy table based on feedback information sent by the object. If the feedback information is used to report frame drops, the motion speed threshold in the state control strategy table can be adjusted to be smaller, thus minimizing the rendering of more object details.

[0138] As shown in Table 1, the state control strategy table includes a motion speed threshold field, which is used to indicate the motion speed threshold.

[0139] Table 1

[0140]

[0141] The character object identifier (ID) indicates the character object using the state control strategy table. When the character object ID is a target value, the state control strategy table is a universal rule, meaning that all character objects in the game interface use the movement speed threshold in this state control strategy table. If the character object ID is the object identifier of a specific character object, then the state control strategy table can only be used by that specific character object, and the specific character object takes precedence.

[0142] In one implementation, obtaining the motion speed threshold from the state control policy table associated with the first role object includes: retrieving the motion speed threshold field from the state control policy table associated with the first role object, and reading the motion speed threshold from the motion speed threshold field. It should be understood that different motion speed thresholds can be set for different role objects, or the same motion speed threshold can be set (i.e., a general rule).

[0143] s23. If the object's movement speed is less than the movement speed threshold, then the first state of the first role object is determined to be a stationary state.

[0144] Specifically, determine whether the object's movement speed is less than the movement speed threshold. If the object's movement speed threshold is less than the movement speed threshold, execute s23; if the object's movement speed threshold is greater than or equal to the movement speed threshold, execute s24.

[0145] s24. If the object's movement speed is greater than or equal to the movement speed threshold, then the first state is determined to be the movement state.

[0146] In another implementation, the first state is when the distance between the first character object and the second character object is greater than a distance threshold, and the second state is when the distance between the first character object and the second character object is less than or equal to the distance threshold; or, the first state is when the distance between the first character object and the second character object is less than or equal to the distance threshold, and the second state is when the distance between the first character object and the second character object is greater than the distance threshold. Taking the object state as the first state as an example, the game has a main camera that provides the main perspective for the object; obtaining the object state of the first character object in the game interface can specifically include the following: determining the distance between the first character object and the main camera in the game, and defining the distance between the first character object and the main camera in the game as the distance between the first character object and the second character object, and then determining whether the distance between the first character object and the second character object is greater than the distance threshold. If the distance between the first character object and the second character object is greater than the distance threshold, then the first state of the first character object is determined to be the state where the distance between the first character object and the second character object is greater than the distance threshold; if the distance between the first character object and the second character object is less than or equal to the distance threshold, then the first state of the first character object is determined to be the state where the distance between the first character object and the second character object is less than or equal to the distance threshold.

[0147] It should be understood that the state control strategy table in this application embodiment may also include a distance threshold field, which is used to indicate the distance threshold, as shown in Table 2.

[0148] Table 2

[0149]

[0150] The character object identifier (ID) indicates the character object using the state control strategy table. When the character object ID is a target value, the state control strategy table is a universal rule, meaning all character objects in the game interface use the distance threshold in this table. If the character object ID is the object identifier of a specific character object, the state control strategy table can only be used by that character object, with the specific character object taking precedence. In one implementation, obtaining the distance threshold involves retrieving the distance threshold field from the state control strategy table and reading the distance threshold from that field.

[0151] S902. Obtain the texture resource that matches the object's state. The first state matches the first texture resource, and the second state matches the second texture resource.

[0152] In one implementation, obtaining texture resources matching the object's state includes: retrieving a set of texture resources associated with a first character object from the server, and retrieving texture resources matching the object's state from the set of texture resources associated with the first character object. For example, retrieving a first texture resource matching a first state from the set of texture resources associated with the first character object, and retrieving a second texture resource matching a second state from the set of texture resources associated with the first character object.

[0153] In another implementation, obtaining a texture resource that matches the object's state includes: determining a texture resource that matches the object's state, and obtaining the texture resource that matches the object's state from the server. For example, determining a first texture resource that matches a first state, and obtaining the first texture resource from the server.

[0154] In another implementation, a texture resource set can be pre-downloaded and stored in storage space, thus saving texture download time. The texture resource set is dynamically downloaded when the object enters the game. The texture resource set includes static and dynamic texture resources. In this embodiment, the game terminal can maintain a texture resource table to download or associate the texture resource sets of each character object. This texture resource table is shown in Table 3.

[0155] Table 3

[0156]

[0157] It should be understood that each character object corresponds to a texture resource table. When entering the game, the game terminal can send a data retrieval request to the server. This request requests the texture resource set associated with the first character object; the data retrieval request carries the character object identifier of the first character object; and receives download information from the server based on the character object identifier, which is the download information for the texture resource set associated with the first character object. The download information may include the addresses of each texture resource in the texture resource set, such as the addresses of static texture resources and dynamic texture resources. The address of the static texture resource indicates the CDN (Content Delivery Network) address of the static texture resource; the address of the dynamic texture resource indicates the CDN address of the dynamic texture resource. Then, a thread is used to download each texture resource in the texture resource set according to the addresses of the texture resources included in the download information, and the downloaded texture resources and their corresponding texture identifiers are stored in the storage space.

[0158] During the process of storing the downloaded texture resources and their corresponding texture identifiers into the storage space, a texture resource table as shown in Table 3 can be generated. This facilitates the management and loading of texture resources, enabling subsequent rapid rendering. In this implementation, obtaining texture resources that match the object's state includes: retrieving texture resources that match the object's state from the texture resource set associated with the first character object.

[0159] The texture resource set includes static texture resources and dynamic texture resources. Taking the object state as the first state as an example, retrieving texture resources that match the object state from the texture resource set associated with the first character object can be divided into the following cases:

[0160] Case 1: If the first state is a static state, or the first state is a state where the distance between the first character object and the second character object is less than or equal to the distance threshold, then determine the matching static texture resource that matches the first state from the static texture resources, and use the matching static texture resource as the first texture resource that matches the first state.

[0161] Case 2: If the first state is a motion state, or the first state is a state where the distance between the first character object and the second character object is greater than a distance threshold, then a matching dynamic texture resource that matches the first state is determined from the dynamic texture resource, and the matching dynamic texture resource is used as the first texture resource that matches the first state.

[0162] It should be understood that since dynamic texture resources are dynamically downloaded from the server upon entering the game, some dynamic texture resources may not have finished downloading. In this case, selecting a matching dynamic texture resource as the first texture resource to match the first state can include: querying the dynamic texture resource stored in the storage space based on its identifier (ID). If a matching dynamic texture resource is successfully found in the storage space, it means that the matching dynamic texture resource has been downloaded completely, and this matching dynamic texture resource is then used as the first texture resource to match the first state. If no matching dynamic texture resource is found in the storage space, it means that the matching dynamic texture resource has not been downloaded completely, and a matching static texture resource is determined from the static texture resources that matches the first state, and this matching static texture is used as the first texture resource to match the first state. By replacing the incompletely downloaded dynamic texture resources with static texture resources, the rendering of character objects can be completed quickly without waiting for the dynamic texture resource to finish downloading, thus preventing frame drops and affecting the player's gaming experience.

[0163] In one implementation, the number of matching dynamic texture resources can be one or more. When there are multiple matching dynamic texture resources, selecting a matching dynamic texture resource as the first texture resource matching the first state can include: randomly selecting one matching dynamic texture resource from the multiple matching dynamic texture resources as the first texture resource; or, querying the corresponding matching dynamic texture resource from the storage space according to the identifier of each matching dynamic texture resource, and determining the matching dynamic texture resource queried from the storage space as the first texture resource; or, selecting one matching dynamic texture resource from the multiple matching dynamic texture resources as the first texture resource according to the object movement speed of the first character object relative to the second character object. For example, each matching dynamic texture resource corresponds to a speed level, including high speed, medium speed, and low speed; if the object movement speed is greater than a first threshold, then a high-speed matching dynamic texture resource is selected; if the object movement speed is less than or equal to the first threshold but greater than a second threshold, then a medium-speed matching dynamic texture resource is selected; if the object movement speed is less than or equal to the second threshold, then a low-speed matching dynamic texture resource is selected; wherein, the first threshold is greater than the second threshold. By controlling the object's movement speed, you can select texture resources that match the current state of the character object.

[0164] Furthermore, embodiments of this application can also match texture resources with different rendering precisions based on the distance between the first character object and the second character object (i.e., the distance between the cameras corresponding to the first character object and the second character object). Specifically, the closer the distance, the higher the rendering precision of the texture resource can be selected; the farther the distance, the lower the rendering precision of the texture resource can be selected.

[0165] S903. Use texture resources that match the object's state to render the first character object.

[0166] Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0167] Specifically, if the object is in the first state, then the first texture resource matching the first state can be used to render the first character object, and the first character object using the first texture resource can be displayed in the game interface; if the object is in the second state, then the second texture resource matching the second state can be used to render the first character object, and the first character object using the second texture resource can be displayed in the game interface.

[0168] In one implementation, the object state is in the first state. When the object state of the first character object switches from the first state to the second state, the second texture resource that matches the second object state is obtained, and the first character object is rendered using the second texture resource. The first character object using the second texture resource is then displayed in the game interface.

[0169] In this embodiment, the object state of a first character object in the game interface is obtained, the object state including a first state or a second state; texture resources matching the object state are obtained, the first state matching the first texture resource, and the second state matching the second texture resource; the first character object is rendered using the texture resources matching the object state; wherein the rendering precision of the first texture resource and the second texture resource is different, the difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different. As can be seen, in this embodiment, texture resources with different rendering precisions can be matched to the first character object for different object states. This ensures that the rendering amount of texture resources used by the final displayed character object varies, preventing the problem of rendering all texture resources with excessive detail during texture resource rendering and reducing the amount of image rendering. Simultaneously, for each texture resource of the character object, a texture resource more suitable for the current object state is selected, better ensuring visual effects and improving the user experience. Furthermore, this embodiment can load texture resources with different rendering precisions for character objects in different object states even when the CPU and GPU operating frequencies are reduced and performance decreases on the game terminal. This reduces overall performance consumption and heat generation while maintaining a basically consistent visual experience for the user, allowing the game to run stably at a high frame rate for extended periods.

[0170] The game processing device provided in the embodiments of this application will be described in detail below.

[0171] Please see Figure 11 , Figure 11 This is a schematic diagram of the structure of a game processing device provided in an embodiment of this application. The game processing device can be a computer program (including program code) in a computer device, for example, the game processing device can be application software in a computer device; the game processing device can be used to execute... Figure 6 Some or all of the steps in the method embodiments shown. Please refer to [link / reference]. Figure 11 The game processing device includes the following units:

[0172] The first display unit 1101 is used to display the first character object using the first texture resource in the game interface when the first character object in the game interface is in the first state.

[0173] The second display unit 1102 is used to display the first character object using the second texture resource in the game interface when the object state of the first character object switches from the first state to the second state.

[0174] Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0175] The first character object refers to the character object from a non-first-person perspective. The game interface also includes a second character object from the first-person perspective. There are multiple first character objects in the game interface.

[0176] When the object state of the second character object in the game interface changes, the object state of each first character object in the game interface changes accordingly, and the texture resources used by each first character object whose object state changes also change.

[0177] Here, the first character object refers to any character object in the game interface. If the first state is a static state and the second state is a moving state, then the first texture resource is a static texture resource, and the second texture resource is a dynamic texture resource; or...

[0178] The first character object refers to any character object in the game interface. If the first state is a moving state and the second state is a stationary state, then the first texture resource is a dynamic texture resource, and the second texture resource is a static texture resource; or...

[0179] If the first character object refers to a character object outside the main viewpoint, and the game interface also includes a second character object from the main viewpoint, and the first state is when the distance between the first and second character objects is less than or equal to a distance threshold, and the second state is when the distance between the first and second character objects is greater than the distance threshold, then the first texture resource is a static texture resource, and the second texture resource is a dynamic texture resource; or...

[0180] If the first state is when the distance between the first character object and the second character object is greater than the distance threshold, and the second state is when the distance between the first character object and the second character object is less than or equal to the distance threshold, then the first texture resource is a dynamic texture resource, and the second texture resource is a static texture resource.

[0181] The difference in rendering precision between static texture resources and dynamic texture resources includes at least one of the following:

[0182] Static texture resources present more object details than dynamic texture resources;

[0183] Dynamic texture resources depict more object actions than static texture resources.

[0184] In this embodiment, when the first character object in the game interface is in a first state, the first character object using the first texture resource is displayed in the game interface; when the object state of the first character object switches from the first state to the second state, the first character object using the second texture resource is displayed in the game interface. The first and second texture resources have different rendering precisions. These differences include: different object details presented by the first and second texture resources; different object actions presented by the first and second texture resources; or different object details and object actions presented by the first and second texture resources. Therefore, in this embodiment, texture resources with different rendering precisions can be matched to the first character object for different object states. This ensures that the rendering amount of the texture resources used by the finally displayed character object varies, preventing the problem of excessively detailed rendering of all texture resources during texture resource rendering and reducing the image rendering load. Simultaneously, selecting a texture resource more suitable for the current object state for each texture resource of the character object better guarantees visual effects and improves the user experience.

[0185] Please see Figure 12 , Figure 12 This is a schematic diagram of a game processing device provided in an embodiment of this application. The game processing device can be a computer program (including program code) within a computer device; for example, the game processing device can be application software within a computer device. The game processing device can be used to execute... Figure 9 Some or all of the steps in the method embodiments shown. Please refer to [link / reference]. Figure 12 The game processing device includes the following units:

[0186] Processing unit 1201 is used to obtain the object state of the first character object in the game interface, the object state including the first state or the second state;

[0187] The processing unit 1201 is also used to acquire texture resources that match the object state, wherein the first state matches the first texture resource and the second state matches the second texture resource;

[0188] Rendering unit 1202 is used to render the first character object using texture resources that match the object's state;

[0189] Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0190] The processing unit 1201 is also used for:

[0191] Send a data retrieval request to the server. The data retrieval request is used to request the set of texture resources associated with the first role object. The data retrieval request carries the role object identifier of the first role object.

[0192] Receive download information from the server regarding the set of texture resources associated with the first character object, based on the character object identifier;

[0193] Using threads, each texture resource in the texture resource set is downloaded based on the address of the texture resource included in the download information;

[0194] Save the downloaded texture resources and their corresponding texture identifiers to the storage space;

[0195] Processing unit 1201 can be specifically used for:

[0196] Retrieve texture resources that match the object's state from the set of texture resources associated with the first character object.

[0197] The texture resource set includes static texture resources and dynamic texture resources; the first character object refers to the character object from a non-first-person perspective, and the game interface also includes the second character object from the first-person perspective; the object state includes the first state;

[0198] Processing unit 1201 can be specifically used for:

[0199] If the first state is a static state, or if the first state is a state where the distance between the first character object and the second character object is less than or equal to the distance threshold, then a matching static texture resource that matches the first state is determined from the static texture resources, and the matching static texture resource is used as the first texture resource that matches the first state.

[0200] If the first state is a motion state, or if the first state is a state where the distance between the first character object and the second character object is greater than a distance threshold, then a matching dynamic texture resource that matches the first state is determined from the dynamic texture resource, and the matching dynamic texture resource is used as the first texture resource that matches the first state.

[0201] The first character object refers to the character object from a non-first-person perspective, while the game interface also includes a second character object from the first-person perspective; the object state includes a first state, and the processing unit 1201 can be specifically used for:

[0202] Get the object movement speed of the first character object relative to the second character object in the game interface;

[0203] Obtain the motion speed threshold from the state control policy table associated with the first role object;

[0204] If the object's movement speed is less than the movement speed threshold, then the first state of the first role object is determined to be a stationary state.

[0205] If the object's movement speed is greater than or equal to the movement speed threshold, then the first state is determined to be a movement state.

[0206] Processing unit 1201 can be specifically used for:

[0207] Obtain the motion information of the second role object;

[0208] If the motion information of the second role object indicates that the second role object is stationary, then obtain the motion information of the first role object;

[0209] If the motion information of the first character object indicates that the first character object is in motion, then the motion speed included in the motion information is decomposed according to the parallel to the game interface to obtain the relative speed of the first character object parallel to the game interface.

[0210] The relative speed of the first character object parallel to the game interface is taken as the object movement speed of the first character object relative to the second character object in the game interface.

[0211] Processing unit 1201 is also used for:

[0212] If the motion information of the second character object indicates that the second character object is in motion, then the motion speed of the second character object is obtained, and the motion speed of the second character object is decomposed according to the parallel to the game interface to obtain the relative speed of the second character object parallel to the game interface.

[0213] Obtain the motion information of the first character object;

[0214] Based on the relative velocity of the second character object parallel to the game interface and the motion information of the first character object, determine the object motion velocity of the first character object relative to the second character object.

[0215] Processing unit 1201 can be specifically used for:

[0216] If the motion information of the first character object indicates that the first character object is in motion, then the motion speed included in the motion information of the first character object is decomposed according to the parallel to the game interface to obtain the relative speed of the first character object parallel to the game interface.

[0217] The relative velocity of the first character object to the game interface is obtained by superimposing the relative velocities of the second character object to the game interface.

[0218] Processing unit 1201 can be specifically used for:

[0219] If the motion information of the first character object indicates that the first character object is stationary, then the relative speed of the second character object parallel to the game interface is determined as the object motion speed of the first character object relative to the second character object.

[0220] Processing unit 1201 can be specifically used for:

[0221] Based on the identifier of the matching dynamic texture resource, query the dynamic texture resources stored in the storage space to find the matching dynamic texture resource;

[0222] If a matching dynamic texture resource is successfully found in the storage space, the matching dynamic texture resource will be used as the first texture resource that matches the first state.

[0223] If no matching dynamic texture resource is found in the storage space, a matching static texture resource that matches the first state is determined from the static texture resources, and the matching static texture is used as the first texture resource that matches the first state.

[0224] In this embodiment, the object state of a first character object in the game interface is obtained, the object state including a first state or a second state; texture resources matching the object state are obtained, the first state matching the first texture resource, and the second state matching the second texture resource; the first character object is rendered using the texture resources matching the object state; wherein the rendering precision of the first texture resource and the second texture resource is different, the difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different. As can be seen, in this embodiment, texture resources with different rendering precision can be matched to the first character object for different object states. This allows the rendering amount of texture resources used by the final displayed character object to be different, which can prevent the problem of all texture resources being depicted in great detail during the texture resource rendering process and reduce the image rendering amount. At the same time, for each texture resource of the character object, a texture resource that is more suitable for the current object state is selected, which can better ensure the visual effect and improve the object experience.

[0225] The computer device provided in the embodiments of this application will be described in detail below.

[0226] Furthermore, this application also provides a schematic diagram of the structure of a computer device, which can be found in [reference needed]. Figure 13 The computer device can be the aforementioned game terminal; the computer device may include: a processor 1301, an input device 1302, an output device 1303, and a memory 1304. The processor 1301, input device 1302, output device 1303, and memory 1304 are connected via a bus. The memory 1304 is used to store computer programs, which include program instructions, and the processor 1301 is used to execute the program instructions stored in the memory 1304.

[0227] In one embodiment, processor 1301 performs the following operations by running program instructions stored in memory 1304:

[0228] When the first character object in the game interface is in the first state, the first character object using the first texture resource is displayed in the game interface.

[0229] When the object state of the first character object switches from the first state to the second state, the first character object using the second texture resource is displayed in the game interface;

[0230] Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0231] The first character object refers to the character object from a non-first-person perspective. The game interface also includes the second character object from the first-person perspective. There are multiple first character objects in the game interface. When the object state of the second character object in the game interface changes, the object state of each first character object in the game interface changes accordingly, and the texture resources used by each first character object whose object state changes also change.

[0232] Here, the first character object refers to any character object in the game interface. If the first state is a static state and the second state is a moving state, then the first texture resource is a static texture resource, and the second texture resource is a dynamic texture resource; or...

[0233] The first character object refers to any character object in the game interface. If the first state is a moving state and the second state is a stationary state, then the first texture resource is a dynamic texture resource, and the second texture resource is a static texture resource; or...

[0234] If the first character object refers to a character object outside the main viewpoint, and the game interface also includes a second character object from the main viewpoint, and the first state is when the distance between the first and second character objects is less than or equal to a distance threshold, and the second state is when the distance between the first and second character objects is greater than the distance threshold, then the first texture resource is a static texture resource, and the second texture resource is a dynamic texture resource; or...

[0235] If the first state is when the distance between the first character object and the second character object is greater than the distance threshold, and the second state is when the distance between the first character object and the second character object is less than or equal to the distance threshold, then the first texture resource is a dynamic texture resource, and the second texture resource is a static texture resource.

[0236] The difference in rendering precision between static texture resources and dynamic texture resources includes at least one of the following:

[0237] Static texture resources present more object details than dynamic texture resources;

[0238] Dynamic texture resources depict more object actions than static texture resources.

[0239] In this embodiment, when the first character object in the game interface is in a first state, the first character object using the first texture resource is displayed in the game interface; when the object state of the first character object switches from the first state to the second state, the first character object using the second texture resource is displayed in the game interface. The first and second texture resources have different rendering precisions. These differences include: different object details presented by the first and second texture resources; different object actions presented by the first and second texture resources; or different object details and object actions presented by the first and second texture resources. Therefore, in this embodiment, texture resources with different rendering precisions can be matched to the first character object for different object states. This ensures that the rendering amount of the texture resources used by the finally displayed character object varies, preventing the problem of excessively detailed rendering of all texture resources during texture resource rendering and reducing the image rendering load. Simultaneously, selecting a texture resource more suitable for the current object state for each texture resource of the character object better guarantees visual effects and improves the user experience.

[0240] In another embodiment, processor 1301 performs the following operations by executing program instructions stored in memory 1304:

[0241] Get the object state of the first character object in the game interface. The object state includes either the first state or the second state.

[0242] Get the texture resource that matches the object's state. The first state matches the first texture resource, and the second state matches the second texture resource.

[0243] The first character object is rendered using texture resources that match the object's state.

[0244] Among them, the rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different.

[0245] The processor 1301 can also perform the following operations:

[0246] Send a data retrieval request to the server. The data retrieval request is used to request the set of texture resources associated with the first role object. The data retrieval request carries the role object identifier of the first role object.

[0247] Receive download information from the server regarding the set of texture resources associated with the first character object, based on the character object identifier;

[0248] Using threads, each texture resource in the texture resource set is downloaded based on the address of the texture resource included in the download information;

[0249] Save the downloaded texture resources and their corresponding texture identifiers to the storage space;

[0250] Retrieve texture resources that match the object's state, including:

[0251] Retrieve texture resources that match the object's state from the set of texture resources associated with the first character object.

[0252] The texture resource set includes static texture resources and dynamic texture resources; the first character object refers to the character object from a non-first-person perspective, and the game interface also includes the second character object from the first-person perspective; the object state includes the first state;

[0253] When processor 1301 retrieves a texture resource matching the object's state from the texture resource set associated with the first character object, it may specifically perform the following operations:

[0254] If the first state is a static state, or if the first state is a state where the distance between the first character object and the second character object is less than or equal to the distance threshold, then a matching static texture resource that matches the first state is determined from the static texture resources, and the matching static texture resource is used as the first texture resource that matches the first state.

[0255] If the first state is a motion state, or if the first state is a state where the distance between the first character object and the second character object is greater than a distance threshold, then a matching dynamic texture resource that matches the first state is determined from the dynamic texture resource, and the matching dynamic texture resource is used as the first texture resource that matches the first state.

[0256] Here, the first character object refers to the character object from a non-first-person perspective, and the game interface also includes a second character object from the first-person perspective; the object state includes a first state, and when the processor 1301 obtains the object state of the first character object in the game interface, it can specifically perform the following operations:

[0257] Get the object movement speed of the first character object relative to the second character object in the game interface;

[0258] Obtain the motion speed threshold from the state control policy table associated with the first role object;

[0259] If the object's movement speed is less than the movement speed threshold, then the first state of the first role object is determined to be a stationary state.

[0260] If the object's movement speed is greater than or equal to the movement speed threshold, then the first state is determined to be a movement state.

[0261] Specifically, when the processor 1301 obtains the object movement speed of the first character object relative to the second character object in the game interface, it can perform the following operations:

[0262] Obtain the motion information of the second role object;

[0263] If the motion information of the second role object indicates that the second role object is stationary, then obtain the motion information of the first role object;

[0264] If the motion information of the first character object indicates that the first character object is in motion, then the motion speed included in the motion information is decomposed according to the parallel to the game interface to obtain the relative speed of the first character object parallel to the game interface.

[0265] The relative speed of the first character object parallel to the game interface is taken as the object movement speed of the first character object relative to the second character object in the game interface.

[0266] The processor 1301 can also perform the following operations:

[0267] If the motion information of the second character object indicates that the second character object is in motion, then the motion speed of the second character object is obtained, and the motion speed of the second character object is decomposed according to the parallel to the game interface to obtain the relative speed of the second character object parallel to the game interface.

[0268] Obtain the motion information of the first character object;

[0269] Based on the relative velocity of the second character object parallel to the game interface and the motion information of the first character object, determine the object motion velocity of the first character object relative to the second character object.

[0270] Specifically, when the processor 1301 determines the object motion speed of the first character object relative to the second character object based on the relative speed of the second character object parallel to the game interface and the motion information of the first character object, it can perform the following operations:

[0271] If the motion information of the first character object indicates that the first character object is in motion, then the motion speed included in the motion information of the first character object is decomposed according to the parallel to the game interface to obtain the relative speed of the first character object parallel to the game interface.

[0272] The relative velocity of the first character object to the game interface is obtained by superimposing the relative velocities of the second character object to the game interface.

[0273] When determining the object motion speed of the first character object relative to the second character object based on the relative speed and motion information of the second character object parallel to the game interface, the processor 1301 can also perform the following operations:

[0274] If the motion information of the first character object indicates that the first character object is stationary, then the relative speed of the second character object parallel to the game interface is determined as the object motion speed of the first character object relative to the second character object.

[0275] Specifically, when the processor 1301 uses the matching dynamic texture resource as the first texture resource that matches the first state, it can perform the following operations:

[0276] Based on the identifier of the matching dynamic texture resource, query the dynamic texture resources stored in the storage space to find the matching dynamic texture resource;

[0277] If a matching dynamic texture resource is successfully found in the storage space, the matching dynamic texture resource will be used as the first texture resource that matches the first state.

[0278] If no matching dynamic texture resource is found in the storage space, a matching static texture resource that matches the first state is determined from the static texture resources, and the matching static texture is used as the first texture resource that matches the first state.

[0279] In this embodiment, the object state of a first character object in the game interface is obtained, the object state including a first state or a second state; texture resources matching the object state are obtained, the first state matching the first texture resource, and the second state matching the second texture resource; the first character object is rendered using the texture resources matching the object state; wherein the rendering precision of the first texture resource and the second texture resource is different, the difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different, or the object actions presented by the first texture resource and the second texture resource are different, or both the object details and object actions presented by the first texture resource and the second texture resource are different. As can be seen, in this embodiment, texture resources with different rendering precision can be matched to the first character object for different object states. This allows the rendering amount of texture resources used by the final displayed character object to be different, which can prevent the problem of all texture resources being depicted in great detail during the texture resource rendering process and reduce the image rendering amount. At the same time, for each texture resource of the character object, a texture resource that is more suitable for the current object state is selected, which can better ensure the visual effect and improve the object experience.

[0280] In this application, the term "unit" refers to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more units. Furthermore, each unit can be part of an overall unit that includes the functionality of that unit.

[0281] Furthermore, it should be noted that this application also provides a computer-readable storage medium storing a computer program, which includes program instructions. When a processor executes these program instructions, it can execute the aforementioned... Figure 6 or Figure 9 The methods described in the corresponding embodiments are therefore not repeated here. For technical details not disclosed in the computer-readable storage medium embodiments related to this application, please refer to the description of the method embodiments of this application. As an example, program instructions may be deployed on a computer device, executed on multiple computer devices located in one location, or executed on multiple computer devices distributed in multiple locations and interconnected through a communication network.

[0282] According to one aspect of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, enabling the computer device to perform the aforementioned... Figure 6 or Figure 9 The methods described in the corresponding embodiments are therefore not repeated here.

[0283] Those skilled in the art will understand that all or part of the processes in the above embodiments can be implemented by a computer program instructing related hardware. The program can be stored in a computer-readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. The storage medium can be a magnetic disk, optical disk, read-only memory (ROM), or random access memory (RAM), etc.

[0284] The above-disclosed embodiments are merely preferred embodiments of this application and should not be construed as limiting the scope of this application. Therefore, any equivalent variations made in accordance with the claims of this application shall still fall within the scope of this application.

Claims

1. A game processing method, characterized in that, include: When the first character object in the game interface is in the first state, the first character object using the first texture resource is displayed in the game interface; When the object state of the first character object switches from the first state to the second state, the first character object using the second texture resource is displayed in the game interface; The rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different; or, the object actions presented by the first texture resource and the second texture resource are different; or, both the object details and object actions presented by the first texture resource and the second texture resource are different.

2. The method as described in claim 1, characterized in that, The first character object refers to a character object outside the main viewpoint, and the game interface also includes a second character object from the main viewpoint; the number of first character objects in the game interface is multiple, and the method further includes: When the object state of the second character object in the game interface changes, the object state of each first character object in the game interface changes accordingly, and the texture resources used by each first character object whose object state changes change.

3. The method as described in claim 1, characterized in that, The first character object refers to any character object in the game interface. If the first state is a static state and the second state is a moving state, then the first texture resource is a static texture resource and the second texture resource is a dynamic texture resource; or... The first character object refers to any character object in the game interface. If the first state is a moving state and the second state is a stationary state, then the first texture resource is a dynamic texture resource and the second texture resource is a static texture resource; or... If the first character object refers to a character object outside the main viewpoint, and the game interface also includes a second character object in the main viewpoint, the first state is when the distance between the first character object and the second character object is less than or equal to a distance threshold, and the second state is when the distance between the first character object and the second character object is greater than the distance threshold, then the first texture resource is a static texture resource, and the second texture resource is a dynamic texture resource; or... If the first state is a state where the distance between the first character object and the second character object is greater than a distance threshold, and the second state is a state where the distance between the first character object and the second character object is less than or equal to the distance threshold, then the first texture resource is a dynamic texture resource, and the second texture resource is a static texture resource.

4. The method as described in claim 3, characterized in that, The difference in rendering precision between the static texture resource and the dynamic texture resource includes at least one of the following: The static texture resource presents more object details than the dynamic texture resource; The dynamic texture resources present more object actions than the static texture resources present object actions.

5. A game processing method, characterized in that, include: Obtain the object state of the first character object in the game interface, wherein the object state includes a first state or a second state; Obtain a texture resource that matches the state of the object, wherein the first state matches a first texture resource and the second state matches a second texture resource; The first character object is rendered using texture resources that match the object's state. The rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different; or, the object actions presented by the first texture resource and the second texture resource are different; or, both the object details and object actions presented by the first texture resource and the second texture resource are different.

6. The method as described in claim 5, characterized in that, The method further includes: A data retrieval request is sent to the server, the data retrieval request being used to request a set of texture resources associated with the first character object; the data retrieval request carries the character object identifier of the first character object; Receive download information from the server regarding the set of texture resources associated with the first character object, returned based on the character object identifier; Using threads, each texture resource in the texture resource set is downloaded according to the address of the texture resource included in the download information; Save the downloaded texture resources and their corresponding texture identifiers to the storage space; The step of obtaining the texture resource that matches the object state includes: Obtain texture resources that match the state of the object from the texture resource set associated with the first character object.

7. The method as described in claim 6, characterized in that, The texture resource set includes static texture resources and dynamic texture resources; the first character object refers to the character object in a non-first-person perspective, and the game interface also includes a second character object in a first-person perspective; the object state includes a first state. The step of obtaining texture resources that match the state of the object from the texture resource set associated with the first character object includes: If the first state is a static state, or if the first state is a state where the distance between the first character object and the second character object is less than or equal to a distance threshold, then a matching static texture resource that matches the first state is determined from the static texture resources, and the matching static texture resource is used as the first texture resource that matches the first state. If the first state is a motion state, or if the first state is a state where the distance between the first character object and the second character object is greater than a distance threshold, then a matching dynamic texture resource that matches the first state is determined from the dynamic texture resource, and the matching dynamic texture resource is used as the first texture resource that matches the first state.

8. The method as described in claim 5 or 7, characterized in that, The object state includes a first state, where the first character object refers to a character object outside the main viewpoint, and the game interface also includes a second character object from the main viewpoint; obtaining the object state of the first character object in the game interface includes: Get the object movement speed of the first character object relative to the second character object in the game interface; Obtain the motion speed threshold from the state control policy table associated with the first role object; If the object's movement speed is less than the movement speed threshold, then the first state of the first character object is determined to be a stationary state; If the object's movement speed is greater than or equal to the movement speed threshold, then the first state is determined to be a movement state.

9. The method as described in claim 8, characterized in that, The step of obtaining the object movement speed of the first character object relative to the second character object in the game interface includes: Obtain the motion information of the second role object; If the motion information of the second character object indicates that the second character object is stationary, then obtain the motion information of the first character object; If the motion information of the first character object indicates that the first character object is in motion, then the motion speed included in the motion information is decomposed according to the parallel to the game interface to obtain the relative speed of the first character object parallel to the game interface. The relative speed of the first character object parallel to the game interface is taken as the object movement speed of the first character object relative to the second character object in the game interface.

10. The method as described in claim 9, characterized in that, The method further includes: If the motion information of the second character object indicates that the second character object is in motion, then the motion speed of the second character object is obtained, and the motion speed of the second character object is decomposed according to the parallel to the game interface to obtain the relative speed of the second character object parallel to the game interface; Obtain the motion information of the first character object; Based on the relative speed of the second character object parallel to the game interface and the motion information of the first character object, the object motion speed of the first character object relative to the second character object is determined.

11. The method as described in claim 10, characterized in that, The step of determining the object motion speed of the first character object relative to the second character object based on the relative speed of the second character object parallel to the game interface and the motion information of the first character object includes: If the motion information of the first character object indicates that the first character object is in motion, then the motion speed included in the motion information of the first character object is decomposed according to the parallel to the game interface to obtain the relative speed of the first character object parallel to the game interface. The relative velocity of the first character object to the game interface and the relative velocity of the second character object to the game interface are superimposed to obtain the object movement velocity of the first character object relative to the second character object.

12. The method as described in claim 11, characterized in that, The step of determining the object motion speed of the first character object relative to the second character object based on the relative speed of the second character object parallel to the game interface and the motion information further includes: If the motion information of the first character object indicates that the first character object is stationary, then the relative speed of the second character object parallel to the game interface is determined as the object motion speed of the first character object relative to the second character object.

13. The method as described in claim 7, characterized in that, The step of using the matching dynamic texture resource as the first texture resource matching the first state includes: Based on the identifier of the matching dynamic texture resource, the matching dynamic texture resource is queried from the dynamic texture resources stored in the storage space; If the matching dynamic texture resource is successfully found in the storage space, then the matching dynamic texture resource is used as the first texture resource that matches the first state. If no matching dynamic texture resource is found in the storage space, a matching static texture resource that matches the first state is determined from the static texture resources, and the matching static texture is used as the first texture resource that matches the first state.

14. A game processing device, characterized in that, include: The first display unit is used to display the first character object using the first texture resource in the game interface when the first character object in the game interface is in the first state. The second display unit is used to display the first character object using the second texture resource in the game interface when the object state of the first character object switches from the first state to the second state. The rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different; or, the object actions presented by the first texture resource and the second texture resource are different; or, both the object details and object actions presented by the first texture resource and the second texture resource are different.

15. A game processing device, characterized in that, include: A processing unit is used to obtain the object state of a first character object in the game interface, wherein the object state includes a first state or a second state. The processing unit is further configured to acquire texture resources that match the state of the object, wherein the first state matches the first texture resource and the second state matches the second texture resource; A rendering unit is used to render the first character object using texture resources that match the object's state. The rendering precision of the first texture resource and the second texture resource are different. The difference in rendering precision includes: the object details presented by the first texture resource and the second texture resource are different; or, the object actions presented by the first texture resource and the second texture resource are different; or, both the object details and object actions presented by the first texture resource and the second texture resource are different.

16. A computer device, characterized in that, include: A processor is used to execute computer programs; A computer-readable storage medium storing a computer program, which, when executed by the processor, performs the game processing method according to any one of claims 1-4, or the game processing method according to any one of claims 5-13.

17. A computer-readable storage medium, characterized in that, The computer storage medium stores a computer program, which, when executed by a processor, performs the game processing method according to any one of claims 1-4, or the game processing method according to any one of claims 5-13.

18. A computer program product, characterized in that, The computer program product includes a computer program that, when executed by a processor, implements the game processing method according to any one of claims 1-4, or the game processing method according to any one of claims 5-13.