Game scene processing method and device, electronic equipment, medium and program product

By dynamically determining the connected and culled regions of the game scene on the game client, the problems of insufficient flexibility and low configuration efficiency in modular game scenes are solved, achieving efficient resource management and improving game performance and resource utilization.

CN121513445APending Publication Date: 2026-02-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202512036723.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-30
Publication Date
2026-02-13

AI Technical Summary

Technical Problem

In existing technologies, the scene processing methods of modular game scenes lack flexibility, manual parameter configuration is inefficient, resulting in high editing and maintenance costs, and making it difficult to ensure smooth operation and stability on devices with different performance levels while guaranteeing high-quality visual presentation.

Method used

By obtaining preloaded map resources from the game client, dynamically determining the set of connected regions and the set of culled regions, rendering and displaying only the connected regions, and canceling the display of culled regions, the rendering resource loading range and invalid resource culling boundary can be accurately defined when switching between cross-region scenes.

Benefits of technology

The game performance has been optimized, rendering overhead and memory usage have been reduced, game frame rate and smoothness have been improved, seamless scene transitions have been ensured, resource waste has been reduced, and the player's immersive experience has been enhanced.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game scene processing method and device, electronic equipment, a medium and a program product, and relates to the technical field of games. The method is applied to a game client, a game scene comprises a game level, the game level comprises a plurality of scene areas, and the method comprises the following steps: responding to a game role controlled by the game client to enter a first scene area of the game level, and obtaining a preloaded map resource corresponding to the game level; determining a connected region set and a rejected region set corresponding to the first scene region according to the map resources; and rendering and displaying the connected region set, and not rendering and displaying the rejected region set. According to the technical scheme provided by the embodiment of the invention, the effect of dynamically and efficiently determining the scene area to be rendered and displayed and the scene area to be not rendered and displayed according to the scene area to which the game role is about to enter and the connected scene area in the game process is realized.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of games, and in particular to a game scene processing method and device, electronic equipment, medium and program product. BACKGROUND

[0002] With the rapid development of the game industry, modular design has become an important trend in game scene development. Modular scene games can provide players with diversified immersive experiences due to their flexible scene combination capabilities and rich gameplay expansion space. However, the scene structure of such games is complex, and the resource volume is large. How to ensure high-quality visual presentation while taking into account the smooth operation and stability of different performance devices has become a core technical problem that needs to be solved in the field.

[0003] In related technologies, the way to process a game scene to optimize scene performance is usually to manually set the hidden distance of a renderable component and other rendering parameters by an art editor. When the distance between the player and the renderable component exceeds the hidden distance set by the player, the renderable component will not be rendered.

[0004] However, this scene processing method has significant defects: first, it lacks flexibility, and static parameters cannot adapt to complex scene structures and player movement paths; second, the editing and maintenance costs are high, and parameters need to be configured for each component. In a modularly generated scene, the number of components is large and the combination is flexible, so manual configuration is not only inefficient but also prone to parameter conflicts. SUMMARY

[0005] The present application provides a game scene processing method, device, electronic equipment, medium and program product to dynamically and efficiently determine the scene area to be rendered and displayed and the scene area to be not rendered and displayed according to the scene area that the game character is about to enter and its connected scene area during the game process.

[0006] According to an aspect of the present application, a game scene processing method is provided, which is applied in a game client, and a game level is included in the game scene, the game level includes a plurality of scene areas, and the method comprises:

[0007] In response to a game character controlled by the game client entering a first scene area of the game level, a preloaded map resource corresponding to the game level is obtained;

[0008] determine, according to the map resource, a connected region set and a culling region set corresponding to the first scene region; the connected region set comprises the first scene region and at least one second scene region connected to the first scene region; the culling region set comprises a third scene region not connected to the first scene region;

[0009] render the connected region set and not render the culling region set.

[0010] According to another aspect of the present application, a game scene processing apparatus is provided, which is configured in a game client, and a game level is included in a game scene, the game level comprises a plurality of scene regions, and the apparatus comprises:

[0011] a resource obtaining module, configured to obtain a preloaded map resource corresponding to the game level in response to a game character controlled by the game client entering a first scene region of the game level;

[0012] a region set determining module, configured to determine, according to the map resource, a connected region set and a culling region set corresponding to the first scene region; the connected region set comprises the first scene region and at least one second scene region connected to the first scene region; the culling region set comprises a third scene region not connected to the first scene region;

[0013] a scene region processing module, configured to render the connected region set and not render the culling region set.

[0014] According to another aspect of the present application, an electronic device is provided, which comprises:

[0015] at least one processor; and

[0016] a memory connected to the at least one processor in communication; wherein

[0017] the memory stores a computer program executable by the at least one processor, and the computer program is executed by the at least one processor to enable the at least one processor to execute the game scene processing method according to any one of the embodiments of the present application.

[0018] According to another aspect of the present application, a computer readable storage medium is provided, which stores computer instructions for enabling a processor to execute the game scene processing method according to any one of the embodiments of the present application.

[0019] According to another aspect of the present invention, a computer program product is provided, the computer program product comprising a computer program that, when executed by a processor, implements the game scene processing method described in any embodiment of the present invention.

[0020] The technical solution of this invention, in response to a game character controlled by the game client entering the first scene area of ​​a game level, acquires pre-loaded map resources corresponding to the game level. This achieves precise definition of the rendering resource loading range and invalid resource culling boundary during cross-region scene switching, reducing game memory usage and redundant rendering overhead while ensuring seamless scene switching. Furthermore, based on the map resources, a set of connected regions and a set of culled regions corresponding to the first scene area are determined. The set of connected regions includes the first scene area and at least one second scene area connected to it; the set of culled regions includes third scene areas not connected to the first scene area. The connected region set is rendered and displayed, while the culled region set is not rendered and displayed. This precise division of connected and culled regions, rendering only the currently reachable connected regions and omitting non-connected culled regions, significantly reduces rendering overhead and memory usage, improving game frame rate and smoothness. It also ensures the continuity and rationality of scene rendering, avoiding screen distortion caused by mis-rendering of non-connected regions, reducing resource waste from invalid rendering, and optimizing the player's immersive experience. The technical solution of this invention solves the problems of insufficient flexibility, low configuration efficiency, and high editing and maintenance costs caused by manually configuring parameters to optimize game scenes in related technologies. It realizes the effect of dynamically and efficiently determining the scene areas to be rendered and the scene areas not to be rendered based on the scene area that the game character is about to enter and its connected scene areas during the game. It realizes intelligent and dynamic management of game scene resources. By identifying the scene area that the game character is about to enter, it dynamically processes the regional resources in the game level, which significantly improves game performance and resource utilization.

[0021] It should be understood that the description in this section is not intended to identify key or essential features of the embodiments of the present invention, nor is it intended to limit the scope of the invention. Other features of the invention will become readily apparent from the following description. Attached Figure Description

[0022] To more clearly illustrate the technical solutions in the embodiments of the present invention, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0023] Figure 1This is a flowchart of a game scene processing method provided by an embodiment of the present invention;

[0024] Figure 2 This is a flowchart of a game scene processing method provided by an embodiment of the present invention;

[0025] Figure 3 This is a flowchart of a game scene processing method provided in an embodiment of the present invention;

[0026] Figure 4 This is a schematic diagram of the structure of a game scene processing device according to an embodiment of the present invention;

[0027] Figure 5 This is a schematic diagram of the structure of an electronic device that implements the game scene processing method of this invention. Detailed Implementation

[0028] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.

[0029] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0030] Figure 1 This is a flowchart of a game scene processing method provided by an embodiment of the present invention. This embodiment is applicable to processing scene areas in a game scene map. This method can be applied to a game client and executed by a game scene processing device. The game scene processing device can be implemented in hardware and / or software and can be configured in a terminal and / or server. Figure 1 As shown, the method includes:

[0031] S110: In response to the game character controlled by the game client entering the first scene area of ​​the game level, obtain the pre-loaded map resources corresponding to the game level.

[0032] In this context, a game client refers to a software program installed on a user's local terminal (such as a computer, mobile phone, or game console), serving as the core medium for interaction between the user and the game server (in the case of an online game) or local game content. A game client may include a game engine. A game engine can refer to a software framework used for game development, providing core functions such as resource management, scene rendering, and physics simulation, and serving as the technical carrier for loading and rendering game scene resources. In this embodiment, the game engine can be used to perform at least one of the following functions: region entry detection, connected component calculation, and resource display and / or hiding. It is understood that a game engine can include at least one of the following functional modules: a rendering module, used to draw game resources onto the screen to generate the image seen by the player; a physics module, used to simulate real-world physical laws (collision, gravity, friction) and handle interactions between objects; a resource management module, used for loading, caching, and unloading game resources (models, textures, data files) and managing memory / video memory allocation; a scene management module, used to manage the hierarchy, region division, and object relationships of the game scene, and provide query interfaces for data such as region identifiers and boundary coordinates; an input response module, used to receive player input (such as keyboard, gamepad, touchscreen) and convert it into in-game character actions; and a data management module, used to store and retrieve static game data (region resources, region connectivity mapping information), and provide data query interfaces. Optionally, game engines can include Unity and Unreal Engine, among others.

[0033] In this context, a game character can be a virtual object controlled by the user in the game. This virtual object can be the subject of an area entry event, and its positional changes can be the core basis for triggering subsequent processes. Generally, during gameplay, the positional information and collider status of the game character can be detected in real time. Therefore, it can be determined whether the game character triggers an area entry event based on the collected positional information and / or collider status. In this embodiment, the game scene includes game levels, and each game level includes multiple scene areas. A game scene can be the virtual space environment in which the game runs, serving as a container for elements such as game characters, items, and terrain. It can contain one or more game levels and represents the overall scene scope for player interaction. The game scene provides a basic environmental framework for game levels, which are subdivided modules within the game scene. A game level can be a pre-divided subdivision within the game scene, possessing independent task objectives and scene boundaries, and is the basic unit for game progression. Each game level contains multiple interconnected (or independent) scene areas and has its own dedicated map resources. Game levels contain basic data such as area distribution, connectivity, and resource configuration, serving as the core carrier of the game's modular design. In this embodiment, a game level can be a complete game scene composed of multiple independent, reusable modules pieced together through standardized interfaces. Each scene area included in a game level is an independent, reusable module. When designing a game level, basic modules can be designed first, which may include at least one of structural modules, functional modules, content modules, and visual modules. Furthermore, multiple basic modules can be combined through standardized interfaces (including linear combination, network combination, hierarchical combination, etc.) to obtain a complete game level. The advantages of this setup are: a module can be used in multiple game levels, reducing the workload of game design; different modules can be designed simultaneously, greatly improving the efficiency of game scene design; and the same functional modules perform consistently in different levels, reducing the learning cost for players. The game engine can efficiently manage modular resources, improving the running efficiency of large levels. A game scene includes multiple scene areas. A scene can be the smallest independent spatial unit further subdivided within a game level, with clear spatial boundaries and a unique identifier, serving as the basic operational unit for resource loading, rendering, and culling.

[0034] The first scene area can be the scene area that the game character is about to enter in the game level, i.e., the scene area the game character is about to enter. Alternatively, the first scene area can be any scene area within the game level. In other words, when the game character controlled by the game client enters the game level, the player can control the character to move to the entrance of any scene area within the level. In this case, the scene area corresponding to the entrance where the character is located can be designated as the first scene area.

[0035] Preloading refers to loading necessary data or resources into the client's memory / video memory before the game runs (or before a game character enters a game level), putting it in a ready state and avoiding lag caused by real-time loading. Map resources can be a set of structured resources preloaded to the client for rendering and interaction during game runtime, matching the game level. In this embodiment, the map resources for the game level can be obtained by parsing the level design data. That is, map resources can be resources that transform abstract information such as level layout, visual elements, and interaction logic created by the game designer into resources that the game engine can recognize. Map resources can serve as the basic data for game scene rendering, character interaction, and map navigation, supporting the complete process from scene loading to user interaction. Optionally, the parsing process of map resources can be executed on the client or the server. Level design data can be the original design information created by the game designer in the level editor, including design information such as scene layout, terrain height, object placement, and area division. Map design data can be source files, and map resources can be executable files generated after parsing and optimization. Map resources can include at least region resources and region connectivity mapping information associated with multiple scene areas. Region connectivity mapping information is a complete data structure that records the connection relationships between different areas in the game scene. That is, region connectivity mapping relationships can be used to characterize the connectivity between any scene area and other scene areas. Region resources can be used to control the visual appearance and interactive characteristics of their associated scene areas. That is, region resources can be renderable and / or interactive resources within the associated scene area. Optionally, region resources can include component resources, lighting and texture resources, and region connectivity resources. Component resources can include model resources of visible entity models within the scene area and / or invisible but interactive non-entity model resources. It can be understood that entity models can be model resources that can be rendered and displayed. Model resources can include the geometric data (vertices, polygon structures, etc.) of entity models as well as texture or material resources. Non-entity models are essentially code or data instructions; they do not require rendering and are therefore only loaded into memory. When a region entry event is triggered, the logic is executed directly. For example, an invisible wall in a room—the player cannot see the wall, but the player cannot pass through it either. Lighting and texture resources can be a collection of resources used to control the lighting effects and surface texture appearance of scene areas. Lighting and texture resources can include at least one of the following: baked lightmaps, dynamic lighting parameters, global illumination data, base lighting textures, normal maps, and roughness maps. Lighting and texture resources determine the atmosphere of a scene area, directly affecting the player's gaming experience and spatial perception. Region connectivity resources can be used to describe the connection relationships and access rules between different regions within a scene. Optionally, region connectivity resources include connected rendering resources and / or unconnected rendering resources.Connected rendering resources can be used to render the visual and collision resources of visible connections between scene regions (such as doors, bridges, passages, etc.). Unconnected rendering resources can be used to render the visual and collision resources of impassable boundaries between scene regions (such as walls, obstacles).

[0036] In this embodiment, entering the first scene area of ​​a game level may include at least one of the following situations: entering the first scene area from the second scene area of ​​the game level; the initial scene area reached when entering the game level is the first scene area.

[0037] Optionally, entering the first scene area of ​​the game level includes: entering the first scene area from the fourth scene area of ​​the game level; wherein the fourth scene area belongs to at least one second scene area connected to the first scene area.

[0038] The fourth scene area can be the scene area where the game character is currently in and about to leave, that is, the scene area where the game character was before entering the first scene area. The fourth scene area can be any scene area in the game level. For example, suppose the game level consists of multiple rooms, and the game character is about to enter room 1 from room 2, that is, the game character is located at the connection point between room 2 and room 1 (e.g., a door). Room 2 is the fourth scene area, and room 1 is the first scene area.

[0039] In this embodiment, before loading the game level map resources into the game client, the game level map resources can be parsed first. Optionally, the parsing process of the game level map resources includes: obtaining the level design data of the game level; traversing and parsing each scene area according to the level design data to obtain the area resources corresponding to each scene area, and establishing a mapping relationship between the area resources and scene area identifiers; parsing the connectivity data between scene areas according to the map design data; generating connected rendering resources when the connectivity data is connected; generating disconnected rendering resources when the connectivity data is not connected; determining the connected rendering resources and / or disconnected rendering resources as connected rendering resources corresponding to the scene areas; establishing a mapping relationship between the connected rendering resources and scene area identifiers; and generating area connectivity mapping information according to the connectivity parsing results; and determining the parsed area resources and area connectivity mapping information associated with multiple scene areas as the game level map resources.

[0040] In one implementation, during game execution, the game engine can collect the character's position information within the game level, as well as the boundary information of multiple scene areas within the game level. Furthermore, when determining the entrance to any scene area where the game character is located based on the character's position information and the multiple boundary information, that scene area can be designated as the first scene area, and the first scene area where the game character has entered the game level can be identified. Further, pre-loaded map resources corresponding to the game level can be acquired, triggering the execution of the region set determination process.

[0041] S120. Based on the map resources, determine the set of connected regions and the set of regions to be removed corresponding to the first scene area.

[0042] The connected region set can be a set of scene regions used to represent the regional connectivity of the first scene region. The connected region set can be a set of region identifiers centered on the first scene region, including the first scene region and at least one second scene region connected to it. When a game character is about to enter the first scene region, the connected region set corresponding to the first scene region can be used to represent the scene regions the game character is about to visit and potentially reachable. The second scene region can be all scene regions directly connected to the first scene region through predefined connection points (doors, passages), i.e., neighboring regions of the first scene region. The number of second scene regions can be one or more, and its number can be related to the regional connectivity of the first scene region. For example, taking a scene region as a room, suppose the game level includes 10 rooms: Room 1, Room 2, Room 3, Room 4, Room 5, Room 6, Room 7, Room 8, Room 9, and Room 10. Further, suppose Room 1 is the first scene region, and Room 1 connects to Room 2, Room 3, and Room 4; then Room 2, Room 3, and Room 4 all belong to the second scene regions connected to the first scene region. Furthermore, the set of connected regions corresponding to the first scene region can be .

[0043] The set of areas to be removed can be a collection of all scene areas within a game level that are not connected to the first scene area. The set of areas to be removed can include third scene areas that are not connected to the first scene area. The set of areas to be removed can be a range of resources that need to be hidden or removed. The set of areas to be removed can be understood as scene areas that the game character cannot currently reach. In this embodiment, the set of areas to be removed can also include the set of connected areas corresponding to the fourth scene area where the game character was located before entering the first scene area.

[0044] In this embodiment, determining the set of connected regions corresponding to the first scene region based on map resources may include at least one of the following: performing a connected region search starting from the first scene region based on map resources, and determining the set of connected regions corresponding to the first scene region based on the search results; determining the set of connected regions corresponding to the first scene region based on the region connectivity mapping information in the first scene region and map resources; and performing boundary collision detection on the first scene region based on map resources, and determining the set of connected regions corresponding to the first scene region based on the collision detection results.

[0045] Optionally, the map resources include region connectivity mapping information; based on the map resources, determine the set of connected regions and the set of excluded regions corresponding to the first scene region, including: based on the first scene region and the region connectivity mapping information, determine at least one second scene region connected to the first scene region, and construct the set of connected regions corresponding to the first scene region based on the first scene region and at least one second scene region; determine the other scene regions in the multiple scene regions in the game level other than at least one second scene region as third scene regions, and construct the set of excluded regions corresponding to the first scene region based on the third scene regions.

[0046] The region connectivity mapping information can be pre-defined structured data describing the connectivity relationships between different scene regions in a game scene, forming a connection graph that determines the set of connected regions. In other words, the region connectivity mapping relationship indicates the connectivity between any scene region and other scene regions in the game scene map. Optionally, the region connectivity mapping information can be represented in at least one of the following forms: an adjacency list, recording a list of adjacent scene region identifiers that each scene region can directly reach; or a connectivity matrix, a two-dimensional array, where... Indicates scene area With scene area Connectivity, where "0" indicates disconnection; graph structure, which abstracts scene regions as graph nodes, with edges connecting scene regions to form a complete region connectivity graph.

[0047] In this embodiment, determining a second scene region connected to the first scene region based on the first scene region and connectivity mapping information may include at least one of the following: determining a second scene region connected to the first scene region based on the region connectivity mapping information and the first region identifier of the first scene region; starting from the first scene region, searching for all scene regions directly connected to it based on the region connectivity mapping information, and using the determined scene region as the second scene region connected to the first scene region.

[0048] Optionally, based on the first scene region and connectivity mapping information, a second scene region connected to the first scene region is determined, including: obtaining a first region identifier of the first scene region; and determining the second scene region connected to the first scene region from the region connectivity mapping information based on the first region identifier.

[0049] The first region identifier can be information used to uniquely identify the first scene region. Optionally, the first region identifier can be in the form of at least one of an integer identifier, a string, or a universally unique identifier.

[0050] In one implementation, region connectivity mapping information can be obtained from preloaded map resources. Further, a first region identifier of a first scene region can be obtained, and the region connectivity mapping information can be queried based on the first region identifier to determine scene identifiers connected to the first region identifier from the region connectivity mapping information. The scene region corresponding to the determined scene identifier is then designated as a second scene region connected to the first scene region. Further, a set of connected regions corresponding to the first scene region can be constructed based on the first region identifier of the first scene region and the second region identifier of the second scene region. Further, other scene regions in the multiple scene regions of the game level, excluding at least one second scene region, can be designated as third scene regions, and a set of excluded regions corresponding to the first scene region can be constructed based on the third region identifier of the third scene region.

[0051] For example, continuing with the previous example, taking the scene area as rooms, assume the game level includes 10 rooms. The set of connected components corresponding to the first scene area (room 1) can be: Furthermore, the third scene area not connected to the first scene area may include: Room 5, Room 6, Room 7, Room 8, Room 9, and Room 10. Furthermore, the set of areas to be removed corresponding to the first scene area (Room 1) can be... .

[0052] S120: Render and display the set of connected regions, and do not render and display the set of culled regions.

[0053] In this embodiment, after determining the set of connected regions, a first scene identifier corresponding to a first scene region and a second scene identifier corresponding to at least one second scene region can be obtained from the connected region set. Further, based on the first scene identifier and at least one second scene identifier, the corresponding first region resource and the corresponding second region resource can be retrieved from the map resources. Further, the first scene region can be rendered and displayed based on the first region resource, and for at least one second scene region, the second scene region can be rendered and displayed based on the second region resource corresponding to the second scene region. Thus, the first scene region and at least one second scene region connected to the first scene region can be rendered and displayed. Further, for at least one third scene region included in the set of excluded regions, the region rendering process associated with the third scene region is not executed, and the at least one third scene region included in the set of excluded regions is not displayed on the display interface.

[0054] The technical solution of this invention, in response to a game character controlled by the game client entering the first scene area of ​​a game level, acquires pre-loaded map resources corresponding to the game level. This achieves precise definition of the rendering resource loading range and invalid resource culling boundary during cross-region scene switching, reducing game memory usage and redundant rendering overhead while ensuring seamless scene switching. Furthermore, based on the map resources, a set of connected regions and a set of culled regions corresponding to the first scene area are determined. The set of connected regions includes the first scene area and at least one second scene area connected to it; the set of culled regions includes third scene areas not connected to the first scene area. The connected region set is rendered and displayed, while the culled region set is not rendered and displayed. This precise division of connected and culled regions, rendering only the currently reachable connected regions and omitting non-connected culled regions, significantly reduces rendering overhead and memory usage, improving game frame rate and smoothness. It also ensures the continuity and rationality of scene rendering, avoiding screen distortion caused by mis-rendering of non-connected regions, reducing resource waste from invalid rendering, and optimizing the player's immersive experience. The technical solution of this invention solves the problems of insufficient flexibility, low configuration efficiency, and high editing and maintenance costs caused by manually configuring parameters to optimize game scenes in related technologies. It realizes the effect of dynamically and efficiently determining the scene areas to be rendered and the scene areas not to be rendered based on the scene area that the game character is about to enter and its connected scene areas during the game. It realizes intelligent and dynamic management of game scene resources. By identifying the scene area that the game character is about to enter, it dynamically processes the regional resources in the game level, which significantly improves game performance and resource utilization.

[0055] Figure 2This is a flowchart of a game scene processing method provided by an embodiment of the present invention. Based on the foregoing embodiments, the set of regions to be removed also includes the set of connected regions corresponding to the fourth scene region where the game character was located before entering the first scene region. Further, step S130 is further refined. For specific implementation details, please refer to the technical solution of this embodiment. Technical terms that are the same as or similar to those in the above embodiments will not be repeated here. Figure 2 As shown, the method includes:

[0056] S210: In response to the game character controlled by the game client entering the first scene area of ​​the game level, obtain the pre-loaded map resources corresponding to the game level.

[0057] S220. Based on the map resources, determine the set of connected regions and the set of excluded regions corresponding to the first scene area; wherein, the set of excluded regions also includes the set of connected regions corresponding to the fourth scene area where the game character was located before entering the first scene area.

[0058] The fourth scene area can be the scene area where the game character is currently in and about to leave, that is, the scene area where the game character was before entering the first scene area. This scene area can be a scene area connected to the first scene area. In other words, the fourth scene area belongs to at least one second scene area connected to the first scene area. Alternatively, it can be said that at least one second scene area connected to the first scene area includes the fourth scene area.

[0059] It should be noted that the process of determining the region set corresponding to the first scene area is triggered when the game character enters the first scene area from the fourth scene area. Therefore, the process of determining the region set corresponding to the fourth scene area has already been triggered when the game character is in the fourth scene area before entering the first scene area. In other words, when the game character enters the first scene area from the fourth scene area, the connected region set corresponding to the fourth scene area has already been determined. Consequently, when determining the set of regions to be eliminated corresponding to the first scene area, the already determined connected region set corresponding to the fourth scene area can be directly obtained.

[0060] In this embodiment, during game operation, the game character can move within multiple scene areas included in the game level. Furthermore, upon detecting that the game character controlled by the game client enters the first scene area from the fourth scene area of ​​the game level, pre-loaded map resources corresponding to the game level can be obtained, and the region set determination process can be triggered. Further, based on the first scene area and region connectivity mapping information, at least one second scene area connected to the first scene area is determined, and a connected region set corresponding to the first scene area is constructed based on the first scene area and at least one second scene area. Further, the connected region set corresponding to the fourth scene area can be obtained, and this connected region set can be used as the excluded region set corresponding to the first scene area.

[0061] For example, suppose a game level can be a game scene composed of multiple rooms. The game character enters from room 4 to room 1. Room 1 is the first scene area, and room 4 is the fourth scene area. Suppose the second scene area connected to the first scene area (room 1) includes rooms 1, 3, and 4. Then the set of connected regions can be... The set of connected components corresponding to room 4 is: Furthermore, the set of exclusion regions corresponding to room 1 is: .

[0062] S230. Based on the set of connected regions and the set of culled regions, determine the rendering scene area to be rendered, and render and display the rendering scene area.

[0063] The rendering scene region can be determined based on the set of connected components and the set of culled regions, and is the scene region that needs to be rendered. There can be one or more rendering scene regions. The rendering scene region can be the scene region that needs to be rendered when the game character enters the first scene region.

[0064] In this embodiment, the method for determining the rendering scene area to be rendered may include at least one of the following: determining a first difference between a set of connected regions and a set of culled regions, and using the scene areas included in the first difference as the rendering scene area; performing a frustum test or occlusion test on the set of connected regions to filter out the scene areas visible to the camera, and using the filtered visible areas as the rendering scene area. One of the determination methods will be described in detail below.

[0065] Optionally, the rendering scene region to be rendered is determined based on the set of connected regions and the set of culled regions, including: determining the first difference between the set of connected regions and the set of culled regions, and determining the scene region included in the first difference as the rendering scene region to be rendered.

[0066] The first difference set can be the new set obtained by removing all elements belonging to the discarded region set from the connected region set. The difference set obtained by subtracting the discarded region set from the connected region set is the first difference set. Elements in the first difference set can belong to the connected region set but not to the discarded region set. Determining the first difference set means identifying the scene regions that belong to the connected range of the new region but not to the connected range of the old region; that is, the "new field of view" that the player should see after entering the new scene region.

[0067] In one implementation, after obtaining the set of connected regions and the set of culled regions corresponding to the first scene region, the sets of connected regions and culled regions can be subtracted, and the resulting difference set can be used as the first difference set. Further, the scene regions included in the first difference set can be determined as the rendering scene region. For example, continuing with the previous example, the set of connected regions corresponding to the first scene region can be... The set of regions to be removed is Furthermore, the difference between the set of connected regions and the set of removed regions is... Therefore, the first difference set obtained is Therefore, rooms 2 and 3 can be used as the rendering scene areas to be rendered.

[0068] It's important to note that since the game character enters the first scene area from the fourth scene area, before the character enters the fourth scene area, the first scene area, being connected to the fourth scene area, is designated as the rendering scene area corresponding to the fourth scene area and is rendered and displayed. Therefore, although the first scene area is not explicitly included in the initial rendering scene area when determining its corresponding rendering scene area, it is still being rendered and displayed at this time.

[0069] Optionally, the map resources include region resources associated with multiple scene areas; rendering the scene area based on the map resources includes: obtaining the rendering region identifier corresponding to the scene area; retrieving the rendering region resource corresponding to the scene area from the map resources based on the rendering region identifier; and rendering and displaying the scene area based on the rendering region resource.

[0070] The rendering region identifier can be information used to uniquely identify the rendering scene region. Optionally, the rendering region identifier can be in the form of at least one of an integer identifier, a string, or a universally unique identifier.

[0071] In one implementation, once the rendering scene area to be rendered is determined, a rendering area identifier for that area can be obtained. Further, the corresponding area resource can be retrieved from the map resources based on the rendering area identifier, and this retrieved area resource can be used as the rendering area resource for the rendering scene area. Furthermore, the game engine can render and display the corresponding rendering scene area based on the rendering area resource.

[0072] S240. Based on the set of connected regions and the set of excluded regions, determine the excluded scene regions to be excluded, and cancel the display of excluded scene regions.

[0073] The scene regions to be removed can be determined based on the set of connected components and the set of scene regions to be removed, and are those scene regions that need to be removed (or hidden). The number of scene regions to be removed can be one or more. Scene regions to be removed can be those that need to be removed (or hidden) when a game character enters the first scene region.

[0074] In this embodiment, the method for determining the scene regions to be eliminated may include at least one of the following: determining a second difference between the set of elimination regions and the set of connected regions, and using the scene regions included in the second difference as the scene regions to be eliminated; performing a frustum test or occlusion test on the set of connected regions to filter out scene regions that are not visible to the camera, and using the filtered invisible regions as the scene regions to be eliminated. One of the determination methods will be described in detail below.

[0075] Optionally, the scene regions to be removed are determined based on the set of connected regions and the set of removed regions, including: determining the second difference set between the set of removed regions and the set of connected regions, and determining the scene regions included in the second difference set as the scene regions to be removed.

[0076] The second difference set can be the new set obtained by excluding the connected regions from the set of eliminated regions. The difference set is obtained by subtracting the connected regions from the set of eliminated regions. Elements in the second difference set can belong to the set of eliminated regions but not to the set of connected regions. In other words, elements in the second difference set are scene regions that simultaneously belong to the set of eliminated regions and not to the set of connected regions. Determining the second difference set means: from the "candidate elimination list" (set of eliminated regions), excluding the "list of regions to be retained" (set of connected regions), finally obtaining the "list of regions that truly need to be eliminated." The core logic is to "only eliminate regions where players have left and are no longer within the current reachable range."

[0077] In one implementation, after obtaining the set of connected regions and the set of excluded regions corresponding to the first scene region, the set of excluded regions and the set of connected regions can be subtracted, and the resulting difference set can be used as the second difference set. Further, the scene regions included in the second difference set can be determined as the excluded scene regions. For example, continuing with the previous example, the set of connected regions corresponding to the second scene region can be... The set of regions to be removed is Furthermore, the difference between the set of regions and the set of connected regions will be removed, i.e. Therefore, the second difference set is obtained as follows: Therefore, room 5 can be considered as a culling scene area to be culled. It should be noted that room 5 can be an area the player has already left (belonging to the culling area set) and is not within the reachable range of the current first scene area (not belonging to the connected area set). That is, after the player enters the first scene area, they cannot reach room 5 again; therefore, it is considered a culling scene area and its display is removed to optimize performance. Rooms 1 and 4, although belonging to the culling area set (the player has left them), are still within the current connected area set (the player can return), so they are not culled to ensure scene continuity (avoiding the need for re-rendering when the player returns).

[0078] Optionally, canceling the display of the culled scene area includes: obtaining the culled area identifier of the culled scene area; determining the culled area resource associated with the culled scene area from the rendering queue based on the culled area identifier, and deleting the culled area resource from the rendering queue to cancel the display of the culled scene area.

[0079] The culling region identifier can be information used to uniquely identify the culled scene region. Optionally, the culling region identifier can be at least one of an integer identifier, a string, or a universally unique identifier. The rendering queue can be an ordered list in the game engine used to store resources to be rendered. It can be understood as a rendering task list. All region resources and object resources that need to be displayed on the game interface must enter this rendering queue and be drawn by the rendering engine in sequence.

[0080] In one implementation, once a culling scene region to be culled is determined, a culling region identifier can be obtained. Further, based on the culling region identifier, culling region resources associated with the culling scene region can be determined from the rendering queue, and the game engine can remove these culling region resources from the rendering queue to cancel the display of the culling scene region.

[0081] The technical solution of this invention determines the rendering scene area to be rendered based on the set of connected regions and the set of culled regions, and renders and displays the rendering scene area; and determines the culled scene area to be culled based on the set of connected regions and the set of culled regions, and cancels the display of the culled scene area. This achieves dynamic and precise management of game level resources, rendering only the player-reachable area and automatically culling invisible areas, significantly reducing memory usage and rendering overhead, while ensuring seamless and smooth scene switching, and improving game performance and experience.

[0082] To facilitate a better understanding of the game scene processing method provided in the embodiments of the present invention, the following examples are provided for illustrative purposes. Figure 3 This is a flowchart of a game scene processing method provided by an embodiment of the present invention. Taking a game scene map that includes multiple rooms as an example, the scene area is the room. For example, as shown... Figure 3 As shown, the game scene processing methods include:

[0083] First, the room distribution and connectivity data of the game scene are analyzed. The component unit information of each room is read, and the unit resources within the room are classified into physical entity models, physical entity models, and physical entity models, respectively. These unit resources are then used as component resources within the room. Additionally, the unit information for baking static light within the room is recorded to obtain lighting texture resources. Further, lighting texture resources and component resources are used as room resources, and a mapping relationship is established between room resources and room identifiers. Next, after traversing all rooms in the game scene, the data of individual connected points between rooms is analyzed. For each connected point, its connectivity is determined. Further, if connected points are connected, data for door and door frame kits and the probability of no door are generated as connected rendering resources; if connected points are not connected, data for sealed doors or walls with enclosed boundaries are generated based on the boundary type as unconnected rendering resources. Finally, a mapping relationship is established between the above connected unit data and room identifiers. Furthermore, after traversing all connected points, load room resources: load the physical resources of all room units; load the model resources of all room units, excluding units that are negligible on low-end devices; read the static baked lighting information of the model and apply static light maps (i.e., lighting texture resources); load models without entities, and for units containing special logic, execute their logic directly without triggering loading; hide the component resources loaded above so that they do not participate in rendering.

[0084] Furthermore, during game operation, when a game character enters the first room from the second room, the room identifier of the first room where the game character is located and the room identifiers of all rooms connected to it are obtained, denoted as set A (i.e., connected region set) corresponding to the first room; set A (i.e., connected region set) corresponding to the second room is taken as set B corresponding to the first room. Further, the component resources associated with all room identifiers in the difference between set A and set B (i.e., the first difference set) are displayed; the component resources associated with all room identifiers in the difference between set B and set A (i.e., the second difference set) are hidden.

[0085] Figure 4 This is a schematic diagram of the structure of a game scene processing device provided in an embodiment of the present invention. Figure 4 As shown, the device is configured in a game client. The game scene includes game levels, each comprising multiple scene areas. The device includes a resource acquisition module 310, a region set determination module 320, and a scene area processing module 330. The resource acquisition module 310 is used to acquire pre-loaded map resources corresponding to the game level in response to a game character controlled by the game client entering a first scene area of ​​the game level. The region set determination module 320 is used to determine a connected region set and a excluded region set corresponding to the first scene area based on the map resources. The connected region set includes the first scene area and at least one second scene area connected to the first scene area. The excluded region set includes a third scene area not connected to the first scene area. The scene area processing module 330 is used to render and display the connected region set, and not render and display the excluded region set.

[0086] The technical solution of this invention, in response to a game character controlled by the game client entering the first scene area of ​​a game level, acquires pre-loaded map resources corresponding to the game level. This achieves precise definition of the rendering resource loading range and invalid resource culling boundary during cross-region scene switching, reducing game memory usage and redundant rendering overhead while ensuring seamless scene switching. Furthermore, based on the map resources, a set of connected regions and a set of culled regions corresponding to the first scene area are determined. The set of connected regions includes the first scene area and at least one second scene area connected to it; the set of culled regions includes third scene areas not connected to the first scene area. The connected region set is rendered and displayed, while the culled region set is not rendered and displayed. This precise division of connected and culled regions, rendering only the currently reachable connected regions and omitting non-connected culled regions, significantly reduces rendering overhead and memory usage, improving game frame rate and smoothness. It also ensures the continuity and rationality of scene rendering, avoiding screen distortion caused by mis-rendering of non-connected regions, reducing resource waste from invalid rendering, and optimizing the player's immersive experience. The technical solution of this invention solves the problems of insufficient flexibility, low configuration efficiency, and high editing and maintenance costs caused by manually configuring parameters to optimize game scenes in related technologies. It realizes the effect of dynamically and efficiently determining the scene areas to be rendered and the scene areas not to be rendered based on the scene area that the game character is about to enter and its connected scene areas during the game. It realizes intelligent and dynamic management of game scene resources. By identifying the scene area that the game character is about to enter, it dynamically processes the regional resources in the game level, which significantly improves game performance and resource utilization.

[0087] Optionally, the map resource includes region connectivity mapping information; the region set determination module 310 includes: a connected region set determination unit and a excluded region set determination unit. The connected region set determination unit is used to determine at least one second scene region connected to the first scene region based on the first scene region and the region connectivity mapping information, and to construct a connected region set corresponding to the first scene region based on the first scene region and at least one second scene region; the excluded region set determination unit is used to determine other scene regions in the multiple scene regions of the game level besides at least one second scene region as third scene regions, and to construct an excluded region set corresponding to the first scene region based on the third scene regions.

[0088] Optionally, the connected region set determination unit includes: a region identifier acquisition subunit and a connected region determination subunit. The region identifier acquisition subunit is used to acquire a first region identifier of the first scene region; the connected region determination subunit is used to determine, based on the first region identifier, at least one second scene region connected to the first scene region from the region connectivity mapping information.

[0089] Optionally, the culling region set also includes a set of connected regions corresponding to the fourth scene region where the game character was located before entering the first scene region; Scene region processing module 330: a rendering scene region determination unit and a culling scene region determination unit. The rendering scene region determination unit is used to determine the rendering scene region to be rendered based on the connected region set and the culling region set, and to render and display the rendering scene region; the culling scene region determination unit is used to determine the culling scene region to be culled based on the connected region set and the culling region set, and to cancel the display of the culling scene region.

[0090] Optionally, the rendering scene region determination unit includes a rendering scene region determination subunit. The rendering scene region determination subunit is used to determine a first difference between the connected region set and the culled region set, and to determine the scene regions included in the first difference set as the rendering scene regions to be rendered.

[0091] Optionally, the scene region determination unit includes a scene region determination subunit. The scene region determination subunit is used to determine a second difference set between the set of scene regions to be eliminated and the set of connected regions, and to determine the scene regions included in the second difference set as the scene regions to be eliminated.

[0092] Optionally, the rendering scene area determination unit includes: an area identifier acquisition subunit and a scene area rendering subunit. The area identifier acquisition subunit is used to acquire a rendering area identifier corresponding to the rendering scene area; the scene area rendering subunit is used to retrieve the rendering area resource corresponding to the rendering scene area from the map resource based on the rendering area identifier, and render and display the rendering scene area based on the rendering area resource.

[0093] Optionally, the scene culling area determination unit includes: a region identifier acquisition subunit and a scene area culling subunit. The region identifier acquisition subunit is used to acquire the culling region identifier of the scene area to be culled; the scene area culling subunit is used to determine the culling region resource associated with the scene area to be culled from the rendering queue based on the culling region identifier, and delete the culling region resource from the rendering queue to cancel the display of the scene area to be culled.

[0094] Optionally, the map resources are obtained by parsing the level design data of the game level, and the map resources include at least regional resources and regional connectivity mapping information associated with multiple scene regions; the regional resources include at least one of the following: component resources, lighting texture resources, and regional connectivity resources; the regional connectivity resources include connected rendering resources and / or unconnected rendering resources.

[0095] The game scene processing device provided in the embodiments of the present invention can execute the game scene processing method provided in any embodiment of the present invention, and has the corresponding functional modules and beneficial effects of the execution method.

[0096] Figure 5 A schematic diagram of an electronic device 10, which can be used to implement embodiments of the present invention, is shown. The electronic device is intended to represent various forms of digital computers, such as laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. The electronic device can also represent various forms of mobile devices, such as personal digital processors, cellular phones, smartphones, wearable devices (e.g., helmets, glasses, watches, etc.), and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely illustrative and are not intended to limit the implementation of the invention described and / or claimed herein.

[0097] like Figure 5 As shown, the electronic device 10 includes at least one processor 11 and a memory, such as a read-only memory (ROM) 12 or a random access memory (RAM) 13, communicatively connected to the at least one processor 11. The memory stores computer programs executable by the at least one processor. The processor 11 can perform various appropriate actions and processes based on the computer program stored in the ROM 12 or loaded from storage unit 18 into the RAM 13. The RAM 13 can also store various programs and data required for the operation of the electronic device 10. The processor 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output (I / O) interface 15 is also connected to the bus 14.

[0098] Multiple components in electronic device 10 are connected to I / O interface 15, including: input unit 16, such as keyboard, mouse, etc.; output unit 17, such as various types of displays, speakers, etc.; storage unit 18, such as disk, optical disk, etc.; and communication unit 19, such as network card, modem, wireless transceiver, etc. Communication unit 19 allows electronic device 10 to exchange information / data with other devices through computer networks such as the Internet and / or various telecommunications networks.

[0099] Processor 11 can be a variety of general-purpose and / or special-purpose processing components with processing and computing capabilities. Some examples of processor 11 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various special-purpose artificial intelligence (AI) computing chips, various processors running machine learning model algorithms, digital signal processors (DSPs), and any suitable processor, controller, microcontroller, etc. Processor 11 performs the various methods and processes described above, such as game scene processing methods.

[0100] In some embodiments, the game scene processing method may be implemented as a computer program tangibly contained in a computer-readable storage medium, such as storage unit 18. In some embodiments, part or all of the computer program may be loaded and / or installed on electronic device 10 via ROM 12 and / or communication unit 19. When the computer program is loaded into RAM 13 and executed by processor 11, one or more steps of the game scene processing method described above may be performed. Alternatively, in other embodiments, processor 11 may be configured to execute the game scene processing method by any other suitable means (e.g., by means of firmware).

[0101] Various embodiments of the systems and techniques described above herein can be implemented in digital electronic circuit systems, integrated circuit systems, field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), application-specific standard products (ASSPs), systems-on-a-chip (SoCs), payload-programmable logic devices (CPLDs), computer hardware, firmware, software, and / or combinations thereof. These various embodiments may include implementations in one or more computer programs that can be executed and / or interpreted on a programmable system including at least one programmable processor, which may be a dedicated or general-purpose programmable processor, capable of receiving data and instructions from a storage system, at least one input device, and at least one output device, and transmitting data and instructions to the storage system, the at least one input device, and the at least one output device.

[0102] Computer programs used to implement the methods of the present invention may be written in any combination of one or more programming languages. These computer programs may be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device, such that when executed by the processor, the computer programs cause the functions / operations specified in the flowcharts and / or block diagrams to be performed. The computer programs may be executed entirely on a machine, partially on a machine, or as a standalone software package, partially on a machine and partially on a remote machine, or entirely on a remote machine or server.

[0103] In the context of this invention, a computer-readable storage medium can be a tangible medium that may contain or store a computer program for use by or in conjunction with an instruction execution system, apparatus, or device. A computer-readable storage medium may include, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination thereof. Alternatively, a computer-readable storage medium may be a machine-readable signal medium. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0104] To provide interaction with a user, the systems and techniques described herein can be implemented on an electronic device having: a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to the user; and a keyboard and pointing device (e.g., a mouse or trackball) through which the user provides input to the electronic device. Other types of devices can also be used to provide interaction with the user; for example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form (including sound input, voice input, or tactile input).

[0105] The systems and technologies described herein can be implemented in computing systems that include backend components (e.g., as data servers), or computing systems that include middleware components (e.g., application servers), or computing systems that include frontend components (e.g., user computers with graphical user interfaces or web browsers through which users can interact with implementations of the systems and technologies described herein), or any combination of such backend, middleware, or frontend components. The components of the system can be interconnected via digital data communication of any form or medium (e.g., communication networks). Examples of communication networks include local area networks (LANs), wide area networks (WANs), target blockchain networks, and the Internet.

[0106] A computing system can include clients and servers. Clients and servers are generally located far apart and typically interact through communication networks. The client-server relationship is created by computer programs running on the respective computers and having a client-server relationship with each other. The server can be a cloud server, also known as a cloud computing server or cloud host, which is a hosting product within the cloud computing service system to address the shortcomings of traditional physical hosts and VPS services, such as high management difficulty and weak business scalability.

[0107] In particular, according to embodiments of the present invention, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of the present invention include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication unit 19, or installed from storage unit 18, or installed from ROM 12. When the computer program is executed by processor 11, it performs the functions defined in the methods of the embodiments of the present invention.

[0108] It should be understood that the various forms of processes shown above can be used, with steps reordered, added, or deleted. For example, the steps described in this invention can be executed in parallel, sequentially, or in different orders, as long as the desired result of the technical solution of this invention can be achieved, and this is not limited herein.

[0109] The specific embodiments described above do not constitute a limitation on the scope of protection of this invention. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can be made according to design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of this invention should be included within the scope of protection of this invention.

Claims

1. A method for processing game scenes, characterized in that, Applied to a game client, the game scene includes game levels, and the game level includes multiple scene areas. The method includes: In response to the game character controlled by the game client entering the first scene area of ​​the game level, the preloaded map resources corresponding to the game level are obtained; Based on the map resources, a set of connected regions and a set of excluded regions corresponding to the first scene region are determined; wherein, the set of connected regions includes the first scene region and at least one second scene region connected to the first scene region; the set of excluded regions includes a third scene region not connected to the first scene region; The set of connected regions is rendered and displayed, while the set of discarded regions is not rendered and displayed.

2. The game scene processing method according to claim 1, characterized in that, The map resource includes region connectivity mapping information; determining the set of connected regions and the set of regions to be removed corresponding to the first scene region based on the map resource includes: Based on the first scene region and the region connectivity mapping information, at least one second scene region connected to the first scene region is determined, and a set of connected regions corresponding to the first scene region is constructed based on the first scene region and at least one second scene region. In the game level, other scene areas besides at least one of the second scene areas are identified as third scene areas, and a set of exclusion areas corresponding to the first scene areas is constructed based on the third scene areas.

3. The game scene processing method according to claim 2, characterized in that, The step of determining at least one second scene region connected to the first scene region based on the first scene region and the region connectivity mapping information includes: Obtain the first region identifier of the first scene region; Based on the first region identifier, at least one second scene region connected to the first scene region is determined from the region connectivity mapping information.

4. The game scene processing method according to claim 1, characterized in that, The set of regions to be removed also includes the set of connected regions corresponding to the fourth scene region where the game character was located before entering the first scene region; The steps of rendering and displaying the set of connected regions, and not rendering and displaying the set of culled regions, include: Based on the set of connected regions and the set of culled regions, the rendering scene region to be rendered is determined, and the rendering scene region is rendered and displayed. as well as, Based on the set of connected regions and the set of excluded regions, determine the scene regions to be excluded, and then cancel the display of the scene regions to be excluded.

5. The game scene processing method according to claim 4, characterized in that, The step of determining the rendering scene region to be rendered based on the connected region set and the culled region set includes: A first difference set is determined between the set of connected regions and the set of culled regions, and the scene regions included in the first difference set are determined as the rendering scene regions to be rendered.

6. The game scene processing method according to claim 4, characterized in that, The step of determining the exclusion scene region to be excluded based on the connected region set and the exclusion region set includes: A second difference set is determined between the set of regions to be removed and the set of connected regions, and the scene regions included in the second difference set are determined as the scene regions to be removed.

7. The game scene processing method according to claim 4, characterized in that, The map resources include region resources associated with multiple scene regions; the rendering and display of the rendered scene regions includes: Obtain the rendering region identifier corresponding to the rendering scene region; The rendering area resource corresponding to the rendering scene area is retrieved from the map resource according to the rendering area identifier, and the rendering scene area is rendered and displayed according to the rendering area resource.

8. The game scene processing method according to claim 4, characterized in that, The process of canceling the display of the excluded scene area includes: Obtain the removal area identifier of the removal scene area; Based on the culling region identifier, determine the culling region resource associated with the culling scene region from the rendering queue, and delete the culling region resource from the rendering queue to cancel the display of the culling scene region.

9. The game scene processing method according to claim 1, characterized in that, The map resources are obtained by parsing the level design data of the game levels. The map resources include at least regional resources and regional connectivity mapping information associated with multiple scene regions. The regional resources include at least one of the following: component resources, lighting and texture resources, and regional connectivity resources. The regional connectivity resources include connected rendering resources and / or unconnected rendering resources.

10. A game scene processing device, characterized in that, Configured in the game client, the game scene includes game levels, and the game levels include multiple scene areas. The device includes: The resource acquisition module is used to acquire pre-loaded map resources corresponding to the game level in response to the game character controlled by the game client entering the first scene area of ​​the game level. The region set determination module is used to determine, based on the map resources, a connected region set and a excluded region set corresponding to the first scene region; wherein, the connected region set includes the first scene region and at least one second scene region connected to the first scene region; the excluded region set includes a third scene region not connected to the first scene region; The scene region processing module is used to render and display the set of connected regions, and not to render and display the set of culled regions.

11. An electronic device, characterized in that, The electronic device includes: At least one processor; and A memory communicatively connected to the at least one processor; wherein, The memory stores a computer program that can be executed by the at least one processor, the computer program being executed by the at least one processor to enable the at least one processor to perform the game scene processing method according to any one of claims 1-9.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions that cause a processor to execute the game scene processing method according to any one of claims 1-9.

13. A computer program product, characterized in that, The computer program product includes a computer program that, when executed by a processor, implements the game scene processing method according to claims 1-9.