Carrier back-off technology presentation method, electronic equipment and storage medium

By constructing 3D scenes in open-world games and implementing exit skill pre-cast animations, the coupling problem between vehicles and the combat system was solved, enabling tactical transformation and visual effects of vehicles, and improving the game's operational smoothness and tactical depth.

CN121648550APending Publication Date: 2026-03-13GUANGZHOU KULUO SHUJIE TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-22
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

In existing open-world games, the lack of deep coupling between vehicles and combat systems results in a lack of smoothness in operation, an unsmooth game process, and the inability of vehicles' physical kinetic energy to be converted into tactical advantages, limiting tactical diversity. Furthermore, inconsistencies in state under network synchronization exacerbate the perception of latency.

Method used

By acquiring game configuration files, a 3D scene containing controlled character and vehicle models is constructed. The system responds to user commands by executing the pre-attack animation of the exit skill, plays posture animations, and generates the visual effect of the vehicle being thrown by the character. By combining real-time motion representation parameters and collision detection, network synchronization parameters are optimized to achieve deep coupling between the vehicle and character states.

Benefits of technology

It improves the smoothness and fluidity of game controls, enhances the tactical effects of vehicle exit techniques, reduces perceived network latency, and provides a more realistic and richer combat experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of game development, in particular to a carrier back-off technology presentation method, electronic equipment and a storage medium. The invention provides a carrier back-off technology presentation method. The method comprises the following steps: firstly, loading a game configuration file containing key animations and parameters; by means of the game configuration files, a game three-dimensional scene is constructed and comprises roles controlled by players, carriers and enemy targets. When a player sends a back-off instruction in a game, a series of actions are executed according to the configuration parameters: firstly, the forward shaking action is configured and executed, and then the back-off gesture animation is played when a specific animation condition is met. And after the animation is played, executing a backward shaking action based on the pose parameters and the configuration parameters of the carrier and the role, and creating a dynamic effect that the carrier is thrown out by the role. Therefore, the presentation effect of the carrier back-off technology in the game can be improved.
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Description

Technical Field

[0001] This application relates to the field of game development technology, and in particular to a method for presenting vehicle exit techniques, electronic devices, and storage media. Background Technology

[0002] Vehicle exit skill refers to a composite tactical action triggered by a specific button when a player encounters a hostile target while driving a vehicle. This action instantly converts the vehicle's physical kinetic energy into directional attack power and simultaneously activates the character's combat state.

[0003] In existing open-world games, vehicles generally exist as independent mobility modules, with their technical architecture serving only displacement needs and lacking a deep coupling mechanism with the combat system. When a player encounters a hostile target while driving a vehicle, traditional implementations force the player to dismount first, wait for the vehicle to be destroyed or hidden, and then activate the character's combat state and participate in the battle. This fragmented interaction process stems from the physical isolation between the vehicle and combat systems at the state machine level: the vehicle state machine only manages driving-related animations, inputs, and physical parameters, while the combat state machine independently handles damage calculations, target locking, and skill releases. The two communicate simply through hard-coded triggers, without establishing a real-time two-way data channel.

[0004] The aforementioned technical limitations collectively result in a lack of smoothness in in-game controls and an unsmooth gameplay experience. While existing technologies attempt to improve performance through preset animations or simple triggers, they do not address the fundamental issue of coupling between vehicle physicalization and dual-modal operation. Therefore, improving the presentation of vehicle exit techniques in games has become a pressing problem for the industry. Summary of the Invention

[0005] This application aims to at least solve one of the technical problems existing in the prior art. To this end, this application proposes a method for presenting vehicle exit skills, an electronic device, and a storage medium, which can improve the presentation effect of vehicle exit skills in games.

[0006] The vehicle exit technique presentation method according to the first aspect of this application includes: Obtain the game configuration file; wherein, the game configuration file contains exit skill posture animation and exit skill presentation configuration parameters; The target game is loaded based on the game configuration file to construct a three-dimensional game scene; wherein, the three-dimensional game scene includes a controlled character model, a controlled vehicle model, and an enemy target model; In response to a target user issuing an exit skill trigger command while controlling the controlled character model in the game's 3D scene, the exit skill presentation configuration parameters are used to configure and execute the exit skill pre-animation action for the controlled character model and the controlled vehicle model. When the pre-exit animation of the exit move meets the preset animation bridging conditions, the exit move posture animation is invoked and played; wherein, the exit move posture animation is marked with target keyframes; After playing the exit technique animation, based on the vehicle pose parameters, the character pose parameters, and the exit technique presentation configuration parameters, the exit technique aftercast animation is configured and executed on the controlled character model and the controlled vehicle model to generate the visual effect of the controlled vehicle model being thrown by the controlled character model.

[0007] According to some embodiments of this application, the step of responding to a target user issuing an exit skill trigger command while controlling the controlled character model in the game's three-dimensional scene, configuring and executing an exit skill pre-animation action for the controlled character model and the controlled vehicle model based on the exit skill presentation configuration parameters, includes: In response to a target user issuing an exit skill trigger command while controlling the controlled character model in the game's 3D scene, the system detects enemy target models that meet preset target acquisition conditions based on the exit skill presentation configuration parameters; wherein, the enemy target model that meets the preset target acquisition conditions is the target acquisition object model; Determine the relative orientation information between the controlled vehicle model and the target model; Based on the target's relative orientation information and the exit skill presentation configuration parameters, the exit skill pre-animation action is configured and executed for the controlled character model and the controlled vehicle model.

[0008] According to some embodiments of this application, the step of detecting the enemy target model that satisfies preset target acquisition conditions based on the exit technique presentation configuration parameters includes: Determine the vehicle orientation information of the controlled vehicle model in the game's 3D scene; Extract the target acquisition range angle and target acquisition range radius from the exit skill presentation configuration parameters; Based on the target detection range angle, the target detection range radius, and the vehicle orientation information, a target detection range area is defined in the game's three-dimensional scene. The enemy target model that falls within the target acquisition range is identified as an enemy target model that meets the preset target acquisition conditions.

[0009] According to some embodiments of this application, configuring and executing the exit skill pre-animation action for the controlled character model and the controlled vehicle model based on the target relative orientation information and the exit skill presentation configuration parameters includes: Extract preset relative orientation information from the exit technique presentation configuration parameters; Based on the preset relative azimuth information and the target relative azimuth information, the deviation is calculated to obtain the azimuth deviation parameter; The orientation deviation parameter is input into a pre-configured deviation correction module for deviation correction calculation to obtain the forward motion configuration parameters corresponding to the controlled character model and the controlled vehicle model.

[0010] According to some embodiments of this application, after playing the exit technique posture animation, configuring and executing the exit technique aftercast animation for the controlled character model and the controlled vehicle model based on the vehicle pose parameters, the character pose parameters, and the exit technique presentation configuration parameters, to generate the visual effect of the controlled vehicle model being thrown by the controlled character model, includes: During the playback of the exit technique posture animation, the vehicle pose parameters and character pose parameters corresponding to the exit technique posture animation when the target keyframe is reached are calculated; In response to the exit technique posture animation playing to the target keyframe, based on the vehicle pose parameters, the character pose parameters, and the exit technique presentation configuration parameters, the exit technique aftercast animation is configured and executed on the controlled character model and the controlled vehicle model.

[0011] According to some embodiments of this application, before calculating the vehicle pose parameters and character pose parameters corresponding to the exit pose animation when it reaches the target keyframe during the playback of the exit pose animation, the method further includes: During the execution of the exit technique's pre-attack motion, the real-time execution speed of the pre-attack motion is obtained; During the playback of the exit technique animation, the calculation of the vehicle pose parameters and character pose parameters corresponding to the exit technique animation when it reaches the target keyframe includes: The playback rate of the exit technique animation is dynamically adjusted based on the real-time execution speed of the pre-animation movement.

[0012] According to some embodiments of this application, after the controlled vehicle model is thrown by the controlled character model, it exhibits an inertial flight mode in the game's three-dimensional scene. After configuring and executing the exit skill aftercast animation for the controlled character model and the controlled vehicle model, the method further includes: While the controlled vehicle model is in inertial flight mode, the real-time motion representation parameters of the controlled vehicle model in the game's three-dimensional scene are collected. Based on the real-time motion representation parameters of the controlled vehicle model, target colliders are detected in the game's 3D scene, and collision impact parameters are calculated. Based on the collision impact parameters, collision visual effects are configured and generated in the game's 3D scene.

[0013] According to some embodiments of this application, the step of detecting target colliders and calculating collision impact parameters in the game's 3D scene based on the real-time motion representation parameters of the controlled vehicle model includes: Based on the real-time motion representation parameters of the controlled vehicle model, target colliders are detected in the game's 3D scene; wherein, the real-time motion representation parameters include vehicle speed representation parameters and vehicle flight distance representation parameters; The damage calculation formula is invoked, and the vehicle speed characterization parameter and the vehicle flight distance characterization parameter are input into the damage calculation formula to perform damage calculation and obtain the collision impact parameter.

[0014] Secondly, embodiments of this application provide an electronic device, including: a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the vehicle exit technique presentation method as described in any one of the embodiments of the first aspect of this application.

[0015] Thirdly, embodiments of this application provide a computer-readable storage medium storing a program that is executed by a processor to implement the vehicle exit technique presentation method as described in any one of the embodiments of the first aspect of this application.

[0016] The vehicle exit technique presentation method, electronic device, and storage medium according to the embodiments of this application have at least the following beneficial effects: According to the vehicle exit skill presentation method of this application, a game configuration file needs to be obtained first; the game configuration file contains exit skill posture animation and exit skill presentation configuration parameters; the target game is loaded based on the game configuration file to construct a three-dimensional game scene; the three-dimensional game scene contains a controlled character model, a controlled vehicle model, and an enemy target model; in response to the target user issuing an exit skill trigger command while controlling the controlled character model in the three-dimensional game scene, the exit skill pre-animation is configured and executed for the controlled character model and the controlled vehicle model based on the exit skill presentation configuration parameters; when the exit skill pre-animation meets the preset animation bridging conditions, the exit skill posture animation is invoked and played; wherein... The exit animation is calibrated with target keyframes. After the exit animation is played, based on vehicle pose parameters, character pose parameters, and exit animation configuration parameters, the exit animation's aftercast animation is configured and executed for both the controlled character and vehicle models to generate the visual effect of the controlled vehicle model being thrown by the controlled character model. While the controlled vehicle model is in inertial flight mode, real-time motion representation parameters of the controlled vehicle model in the game's 3D scene are collected. Based on these real-time motion representation parameters, target colliders are detected in the game's 3D scene, and collision impact parameters are calculated. Based on these collision impact parameters, collision visual effects are configured and generated in the game's 3D scene. This improves the presentation of vehicle exit animations in the game.

[0017] Additional aspects and advantages of this application will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of this application. Attached Figure Description

[0018] The above and / or additional aspects and advantages of this application will become apparent and readily understood from the description of the embodiments taken in conjunction with the following drawings, in which: Figure 1 A schematic flowchart illustrating a vehicle exit technique presentation method provided in an embodiment of this application; Figure 2 Another schematic diagram of the vehicle exit technique presentation method provided in the embodiments of this application; Figure 3 Another schematic diagram of the vehicle exit technique presentation method provided in the embodiments of this application; Figure 4 Another schematic diagram of the vehicle exit technique presentation method provided in the embodiments of this application; Figure 5 Another schematic diagram of the vehicle exit technique presentation method provided in the embodiments of this application; Figure 6 Another schematic diagram of the vehicle exit technique presentation method provided in the embodiments of this application; Figure 7Another schematic diagram of the vehicle exit technique presentation method provided in the embodiments of this application; Figure 8 Another schematic diagram of the vehicle exit technique presentation method provided in the embodiments of this application; Figure 9 This is a schematic diagram of the hardware structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0019] The embodiments of this application are described in detail below. Examples of the embodiments are shown in the accompanying drawings, wherein the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below with reference to the accompanying drawings are exemplary and are only used to explain this application, and should not be construed as limiting this application.

[0020] In the description of this application, "several" means one or more, "more than" means two or more, "greater than," "less than," and "exceeding" are understood to exclude the stated number, while "above," "below," and "within" are understood to include the stated number. The use of "first" and "second" in the description is merely for distinguishing technical features and should not be construed as indicating or implying relative importance, or implicitly indicating the number of indicated technical features, or implicitly indicating the order of the indicated technical features.

[0021] In the description of this application, it should be understood that the orientation descriptions, such as up, down, left, right, front, and back, are based on the orientation or positional relationship shown in the accompanying drawings. They are only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this application.

[0022] In the description of this specification, the references to terms such as "one embodiment," "some embodiments," "illustrative embodiment," "example," "specific example," or "some examples," etc., indicate that a specific feature, structure, material, or characteristic described in connection with that embodiment or example is included in at least one embodiment or example of this application. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in one or more embodiments or examples.

[0023] In the description of this application, it should be noted that, unless otherwise explicitly defined, terms such as "setting," "installation," and "connection" should be interpreted broadly. Those skilled in the art can reasonably determine the specific meaning of the above terms in this application based on the specific content of the technical solution. Furthermore, the identification of specific steps in the following text does not imply a limitation on the order of steps or execution logic. The execution order and logic between each step should be understood and inferred from the content described in the embodiments.

[0024] Vehicle exit skill refers to a composite tactical action triggered by a specific button when a player encounters a hostile target while driving a vehicle. This action instantly converts the vehicle's physical kinetic energy into directional attack power and simultaneously activates the character's combat state.

[0025] In existing open-world games, vehicles generally exist as independent mobility modules, with their technical architecture serving only the needs of displacement and lacking a deep coupling mechanism with the combat system. When a player encounters a hostile target while driving a vehicle, the traditional approach forces the player to dismount first, and only after the vehicle is destroyed or hidden can the character's combat state be activated and they participate in the battle.

[0026] This fragmented interaction process stems from the physical isolation between the vehicle and combat systems at the state machine level: the vehicle state machine only manages driving-related animations, inputs, and physical parameters, while the combat state machine independently handles damage calculations, target locking, and skill releases. The two communicate simply through hard-coded triggers, without establishing a real-time two-way data channel.

[0027] A more fundamental technical limitation lies in the fact that existing vehicles are essentially "visual weapon skins," lacking autonomous physical combat entity attributes. Their displacement, attack, and special effects logic are all governed by the character combat system; the vehicle itself does not maintain an independent dynamic state machine and cannot convert real physical parameters such as speed, inertia, and center of mass shift into attack judgment criteria in real time. This architecture leads to a disconnect between attack intent and physical performance; the vehicle's kinetic energy cannot participate in damage calculation; the creation and destruction of colliders rely on manual script calls; lifecycle management is chaotic and lacks a synchronization mechanism with physical simulation.

[0028] When vehicles move at high speeds, the technical shortcomings of traditional target-locking mechanisms become even more apparent. Conventional combat systems use the character's base as an anchor point for spherical or fan-shaped detection. The detection reference point and the vehicle's center of gravity are constantly offset; at high speeds, this offset can reach several meters or even tens of meters, causing target acquisition failures or lock-on errors. Target-locking algorithms do not consider pitch angle deflections in three-dimensional space and lack support for aerial vehicles or terrain with elevation differences, only performing simplified calculations in the horizontal plane. More critically, existing technology lacks predictive trajectory planning capabilities, failing to calculate the optimal interception path based on the target's future position and the vehicle's inertial parameters. This results in a static and rigid initial direction determination at the moment of skill release, leading to a sharp drop in accuracy when the target moves or the terrain changes abruptly.

[0029] Furthermore, the blocking design during state transitions is another technical bottleneck. In traditional solutions, vehicle destruction and character combat activation are executed step-by-step, resulting in a period of control vacuum. During this time, the character controller has not yet been activated, but the vehicle physics simulation has already terminated, rendering player input invalid and causing noticeable disconnects between character actions and camera movements. The animation and logic systems are out of sync, with the state machine transition only triggered after the exit animation has finished playing, leading to severe lag in visual feedback and operational response. In a network synchronous environment, this problem is further exacerbated: when the client's predicted state transition differs from the server's verified result, the lack of an effective rollback mechanism easily leads to consistency errors such as instantaneous character movement, duplicate vehicle creation, or lost damage calculations.

[0030] The aforementioned technical limitations combined result in a lack of smoothness in in-game controls and an unsmooth gameplay experience. Operationally, the cumbersome interaction of disembarking and then engaging in combat disrupts the combat rhythm, and response delays diminish the sense of real-time feedback. Tactically, the physical energy of vehicles cannot be converted into tactical advantages, high-speed collisions lose their effectiveness in dealing true damage, and tactical diversity is limited. Network-wise, inconsistencies across systems exacerbate latency perception, and the failure rate of skill activation increases under packet loss and jitter conditions.

[0031] While existing technologies attempt to improve performance through preset animations or simple triggers, they do not address the fundamental issue of coupling between vehicle physicalization and dual-modal runtime. Therefore, improving the presentation of vehicle exit techniques in games has become a pressing problem for the industry.

[0032] This application aims to at least solve one of the technical problems existing in the prior art. To this end, this application proposes a method for presenting vehicle exit skills, an electronic device, and a storage medium, which can improve the presentation effect of vehicle exit skills in games.

[0033] The following explanation is based on the accompanying drawings.

[0034] Reference Figure 1The vehicle exit technique presentation method according to the embodiments of this application may include: Step S101: Obtain the game configuration file; wherein, the game configuration file contains exit skill posture animation and exit skill presentation configuration parameters; Step S102: Load the target game based on the game configuration file to construct a 3D game scene; wherein, the 3D game scene includes a controlled character model, a controlled vehicle model, and an enemy target model; Step S103: In response to the target user issuing an exit skill trigger command while controlling the controlled character model in the game's 3D scene, configure and execute the exit skill pre-animation action for the controlled character model and the controlled vehicle model based on the exit skill presentation configuration parameters. Step S104: If the exit move's pre-attack animation meets the preset animation bridging conditions, call and play the exit move's posture animation; wherein, the exit move's posture animation is marked with target keyframes; Step S105: After playing the exit skill posture animation, based on the vehicle posture parameters, character posture parameters, and exit skill presentation configuration parameters, configure and execute the exit skill aftercast animation for the controlled character model and the controlled vehicle model to generate the visual effect of the controlled vehicle model being thrown by the controlled character model.

[0035] To address the issue of rendering vehicle exit techniques in existing open-world games, this application proposes a novel technical solution. This solution aims to achieve smooth and fluid tactical actions by deeply coupling the vehicle's physical driving kinetic energy with the character's combat activation. The core of this solution lies in breaking down the physical isolation between vehicles and the combat system in traditional games. This allows players (the target users) to seamlessly execute exit techniques when encountering hostile targets while driving a vehicle, thereby improving the game's operational smoothness and overall flow.

[0036] In some embodiments, step S101 involves obtaining a game configuration file; wherein the game configuration file contains exit skill posture animation and exit skill presentation configuration parameters; It should be noted that the vehicle exit technique presentation method of this application first involves obtaining a game configuration file, which provides the necessary parameters and settings for the game's operation. These configuration files typically contain various game settings, such as graphics options, control bindings, sound settings, and game logic parameters. In the vehicle exit technique presentation method of this application, the game configuration file is particularly crucial because it contains all the key data and parameters required to implement the technical solution. The game configuration file can contain not only the posture animation required for the exit technique but also the configuration parameters for the presentation of the exit technique. These parameters can include key commands to trigger the exit technique, animation playback speed, and the interaction logic between the vehicle and the character, providing necessary data support and behavioral guidelines for subsequent steps. Through these configurations, the embodiments of this application can understand the player's operational intentions and execute corresponding actions accordingly.

[0037] In some more specific embodiments, the game configuration file contains the posture animations required for exit techniques. These animations are fundamental to achieving the visual effects of vehicle exit techniques; they detail the actions and postures that characters and vehicles should display when performing exit techniques. Animation data may include keyframe information, animation curves, skeletal transformations, etc., all of which are necessary for animation playback and synchronization.

[0038] The game configuration file can also contain configuration parameters for the exit skill presentation. These parameters define the behavior and effects of the exit skill, such as the key command to trigger the exit skill, the animation playback speed, the vehicle's flight speed, the collision damage calculation formula, and the target acquisition range angle and radius. These parameters ensure that the execution of the exit skill meets the requirements of the game design and can be correctly triggered and executed in different game scenarios.

[0039] Furthermore, the game configuration file can also contain the physical attributes and behavioral logic of character models, vehicle models, and enemy target models. This data is crucial for achieving the physical effects of vehicle exit techniques, such as physical parameters like the vehicle's mass, drag, and acceleration, as well as the shape and size of the collision objects between the character and the vehicle. These physical attributes and behavioral logic ensure that the physical performance of vehicle exit techniques in the game world is both realistic and consistent with the game's balance.

[0040] The game configuration file can also include network synchronization settings, which are especially important for multiplayer online games. These settings may include the maximum allowable displacement error predicted by the client, the timeout duration for server verification, and rollback strategies in case of inconsistencies. These network synchronization parameters ensure that the execution of vehicle exit maneuvers remains consistent across different players in multiplayer games, avoiding inconsistencies caused by network latency or packet loss.

[0041] The game configuration file can also include performance and memory-related settings, such as object pool capacity, maximum distance threshold for collision detection, frame rate optimization for target acquisition logic, and refresh rate for shared memory. These performance parameters are crucial for optimizing game performance and resource management, ensuring that vehicle exit maneuvers are executed efficiently and stably without negatively impacting overall game performance.

[0042] In summary, the game configuration file plays a central role in implementing vehicle exit techniques, providing the necessary animation data, behavioral parameters, physical properties, network synchronization settings, and performance optimization parameters. This configuration data ensures that vehicle exit techniques can be executed correctly, smoothly, and efficiently in the game world.

[0043] In some embodiments, step S102 involves loading the target game based on a game configuration file to construct a three-dimensional game scene; wherein the three-dimensional game scene includes a controlled character model, a controlled vehicle model, and an enemy target model. It should be noted that this application embodiment loads the target game based on a game configuration file to construct a 3D game scene. This 3D scene is the environment in which players interact with the game, and it includes controlled character models, controlled vehicle models, and enemy target models. These models not only have visual representations but also contain physical attributes and behavioral logic, enabling them to perform realistic physical interactions and animations within the game world. The physical attributes of the character and vehicle models, such as mass, speed, and acceleration, are crucial for achieving the physical effects of vehicle exit techniques.

[0044] In some embodiments, step S103 is as follows: in response to the target user issuing an exit skill trigger command while controlling the controlled character model in the game's three-dimensional scene, the exit skill presentation configuration parameters are used to configure and execute the exit skill pre-animation action for the controlled character model and the controlled vehicle model. It should be noted that when a player manipulates a controlled character model in the game's 3D scene and issues a command to trigger an exit skill, this embodiment of the application will respond to this command and configure and execute the pre-attack animation for the controlled character model and the controlled vehicle model based on the exit skill presentation configuration parameters. The pre-attack animation is the preparatory stage of the exit skill, which may include specific posture adjustments for the character, acceleration or turning of the vehicle, etc., to prepare for the following actions. The design of the actions in this stage needs to be closely coordinated with the subsequent animation and physical effects to ensure the smoothness and continuity of the entire exit skill.

[0045] Reference Figure 2 According to some embodiments of this application, step S103, in response to a target user issuing an exit skill trigger command while controlling a controlled character model in a game 3D scene, configures and executes an exit skill pre-animation action for the controlled character model and the controlled vehicle model based on exit skill presentation configuration parameters, and may include: Step S201: In response to the target user issuing an exit skill trigger command while controlling the controlled character model in the game's 3D scene, detect enemy target models that meet the preset target acquisition conditions based on the exit skill presentation configuration parameters; wherein, the enemy target models that meet the preset target acquisition conditions are target acquisition object models; Step S202: Determine the relative orientation information between the controlled vehicle model and the target model; Step S203: Based on the target's relative orientation information and exit skill presentation configuration parameters, configure and execute the exit skill pre-animation action for the controlled character model and the controlled vehicle model.

[0046] In some embodiments of this application, when a player manipulates a controlled character model in a 3D game scene and issues an exit skill trigger command, the embodiments of this application will execute a series of actions based on the exit skill presentation configuration parameters.

[0047] In some embodiments, step S201 is as follows: in response to a target user issuing an exit skill trigger command while controlling a controlled character model in a game 3D scene, an enemy target model that meets preset target acquisition conditions is detected based on the exit skill presentation configuration parameters; wherein, the enemy target model that meets the preset target acquisition conditions is the target acquisition object model. It should be noted that the detection of enemy target models is to determine whether there are objects that meet the preset target acquisition conditions. This detection step is to ensure that the retreat skill is executed effectively and that the target can be accurately locked. In this embodiment, the target acquisition conditions defined in the configuration parameters, such as the target's distance, direction, and whether it is within the field of view, will be used to determine which enemy units can be considered valid target models. Once an enemy target that meets the conditions is detected, this embodiment marks it as a target model for subsequent actions.

[0048] Reference Figure 3 According to some embodiments of this application, step S201, which detects enemy target models that meet preset target acquisition conditions based on exit technique presentation configuration parameters, may include: Step S301: Determine the vehicle orientation information of the controlled vehicle model in the game's 3D scene; Step S302: Extract the target acquisition range angle and target acquisition range radius from the exit skill presentation configuration parameters; Step S303: Delineate the target acquisition range area in the game's 3D scene based on the target acquisition range angle, target acquisition range radius, and vehicle orientation information; Step S304: The enemy target model that falls into the target search range is identified as an enemy target model that meets the preset target search conditions.

[0049] In some embodiments of this application, detecting enemy target models that meet preset target acquisition conditions is a key step that ensures that the vehicle exit skill can accurately lock onto and attack the target.

[0050] In some embodiments, step S301 involves determining the vehicle orientation information of the controlled vehicle model in the game's three-dimensional scene. It should be noted that determining the orientation information of the controlled vehicle model within the game's 3D scene is crucial. This orientation information includes the vehicle's current orientation, speed, and position, all of which are essential for calculating the target acquisition range. By acquiring the vehicle's orientation information, this embodiment of the application can understand the vehicle's current state, providing an accurate reference for subsequent target acquisition actions.

[0051] In some embodiments, step S302 involves extracting the target acquisition range angle and target acquisition range radius from the exit technique presentation configuration parameters. It should be noted that this application embodiment extracts the target acquisition range angle and target acquisition range radius from the exit skill presentation configuration parameters. These parameters define the spatial range within which the vehicle can lock onto targets when performing an exit skill. The target acquisition range angle can include horizontal and vertical angles, which determine the width of the vehicle's field of view that it can detect targets; the target acquisition range radius defines the maximum distance at which the vehicle can detect targets. The settings of these parameters directly affect the effectiveness and practicality of the exit skill, and they need to be finely adjusted according to the game design and balance.

[0052] In step S303 of some embodiments, the target detection range area is defined in the game's three-dimensional scene based on the target detection range angle, target detection range radius, and vehicle orientation information. It should be noted that, with the target acquisition range angle and radius, as well as the vehicle's orientation information, this embodiment of the application can define the target acquisition range area in the game's 3D scene. This area is dynamically calculated based on the vehicle's current orientation and speed, as well as preset target acquisition parameters. It may appear as a cone-shaped area centered on the vehicle, containing all possible target locations. The definition of this area is crucial for the success of the exit skill in locking onto a target, as it determines the spatial range within which the system needs to search for enemy targets.

[0053] In some embodiments, step S304 identifies enemy target models that fall within the target acquisition range as enemy target models that meet preset target acquisition conditions.

[0054] It should be noted that this embodiment searches for enemy target models within a defined target acquisition range, and identifies enemy target models falling into this range as meeting preset target acquisition conditions. This process may involve evaluating the position and status of all enemy units in the scene to determine whether they are within the target acquisition range. Once a target meeting the conditions is found, this embodiment locks onto the target and prepares for subsequent steps of the exit technique. This target locking process is dynamic, updating in real time based on vehicle and target movement to ensure the exit technique adapts to rapidly changing battlefield environments.

[0055] Through the steps described above, the embodiments of this application provide a precise and dynamic target acquisition mechanism, enabling vehicle exit skills to adapt to complex game scenarios and changing tactical needs. This mechanism improves the hit rate and usability of skills, and also provides players with a richer and more realistic combat experience.

[0056] In some embodiments, step S202 involves determining the relative orientation information between the controlled vehicle model and the target model. It should be noted that after determining the target model, this embodiment of the application needs to determine the relative orientation information between the controlled vehicle model and the target model. This step is to ensure that the vehicle model can accurately align with the target and perform the corresponding actions. The relative orientation information may include the target's azimuth angle, distance, and altitude difference relative to the vehicle. This information is crucial for calculating the turning angle and adjustment speed required by the vehicle to ensure that the vehicle approaches the target with the correct attitude and direction.

[0057] In some embodiments, step S203 involves configuring and executing the exit technique pre-animation action on the controlled character model and the controlled vehicle model based on the target relative orientation information and exit technique presentation configuration parameters.

[0058] It should be noted that, based on the target's relative orientation information and the exit technique presentation configuration parameters, this embodiment will configure and execute the exit technique's pre-attack animation for the controlled character model and the controlled vehicle model. The pre-attack animation is part of the exit technique and can include specific posture adjustments for the character, acceleration or turning of the vehicle, etc., to prepare for the following actions. The design of this stage of the animation needs to be closely coordinated with subsequent animation and physics effects to ensure the smoothness and continuity of the entire exit technique. The execution of the pre-attack animation will put the vehicle model and character model into a ready state, preparing for the core action of the exit technique, that is, the character dismounting from the vehicle and performing an attack.

[0059] In this process, embodiments of this application may also involve the synchronization of animations, ensuring that the movements of the character model and the vehicle model are coordinated and consistent. This may require special processing of the animation, such as adding keyframes to the character model's animation that are synchronized with the vehicle model's movements, or adding elements to the vehicle model's animation that match the character model's movements. In addition, embodiments of this application also need to consider the influence of the physics engine, ensuring that the physical behavior of the vehicle model (such as speed, acceleration, turning, etc.) matches the animation performance to provide a realistic and coherent gaming experience.

[0060] In summary, this process involves the collaborative work of multiple system components, including target detection, orientation calculation, motion configuration, and animation synchronization. Through these steps, the embodiments of this application can ensure that the player's exit technique commands are accurately understood and executed, thereby achieving a smooth, coherent, and visually impactful exit technique in the game.

[0061] Reference Figure 4 According to some embodiments of this application, step S203, based on the target relative orientation information and exit technique presentation configuration parameters, configures and executes the exit technique pre-animation action for the controlled character model and the controlled vehicle model, and may include: Step S401: Extract preset relative orientation information from the exit technique presentation configuration parameters; Step S402: Calculate the deviation based on the preset relative azimuth information and the target relative azimuth information to obtain the azimuth deviation parameter; Step S403: Input the orientation deviation parameter into the pre-configured deviation correction module to perform deviation correction calculation, and obtain the forward motion configuration parameters corresponding to the controlled character model and the controlled vehicle model.

[0062] In some embodiments of this application, the configuration and execution of the vehicle exit skill pre-animation is a key step, which ensures that the character and vehicle can accurately aim at the target when performing the exit skill.

[0063] In some embodiments, step S401 involves extracting preset relative orientation information from the exit technique presentation configuration parameters; It should be noted that preset relative orientation information is extracted from the exit technique presentation configuration parameters. This preset information can include the ideal posture, direction, and position of the character and vehicle when performing the exit technique. It is the basis of action design and a prerequisite for ensuring the accuracy of action execution.

[0064] In some embodiments, step S402 involves calculating the deviation based on preset relative azimuth information and target relative azimuth information to obtain an azimuth deviation parameter. It should be noted that, after obtaining the preset relative orientation information, this embodiment of the application needs to calculate the deviation based on this information and the actual target relative orientation information. The target relative orientation information refers to the actual position and direction of the target relative to the vehicle, which may involve parameters such as the distance and angle between the target and the vehicle. By comparing the preset relative orientation information and the actual target relative orientation information, this embodiment of the application can calculate the deviation between the two, obtaining the orientation deviation parameter. This deviation parameter is key data for subsequent action correction, directly reflecting the adjustment range that the vehicle and the character need to make.

[0065] In step S403 of some embodiments, the orientation deviation parameter is input into a pre-configured deviation correction module for deviation correction calculation to obtain the forward motion configuration parameters corresponding to the controlled character model and the controlled vehicle model.

[0066] It should be noted that after obtaining the orientation deviation parameter, this embodiment of the application inputs it into a pre-configured deviation correction module for deviation correction calculation. The deviation correction module is a specially designed algorithm or program whose function is to calculate specific correction instructions based on the orientation deviation parameter. These instructions will guide the vehicle and the character to make necessary adjustments to ensure that they can accurately align with the target. The correction calculation may involve adjustments to the vehicle's steering, acceleration, deceleration, and other actions, as well as adjustments to the character's actions and posture.

[0067] After processing by the deviation correction module, this embodiment of the application obtains the pre-animation configuration parameters corresponding to the controlled character model and the controlled vehicle model. These configuration parameters are specific instructions for executing the pre-animation action, detailing the actions and posture adjustments that the character and vehicle need to make during the pre-animation phase of the exit technique. These parameters will be used to drive the animation and physical behavior of the character model and the vehicle model, ensuring that they can execute the pre-animation action in a predetermined manner.

[0068] Ultimately, through this series of calculations and configurations, the embodiments of this application can ensure that characters and vehicles can accurately align with targets when performing exit techniques, preparing for subsequent skill releases. This process improves the hit rate and effectiveness of skills, and also provides players with a smoother and more realistic operating experience. Through precise orientation adjustments and motion corrections, the execution of vehicle exit techniques becomes more reliable and effective, thereby enhancing the tactical depth of the game and the player's immersion.

[0069] In some embodiments, step S104 involves calling and playing the exit technique posture animation when the exit technique's pre-attack motion meets preset animation bridging conditions; wherein the exit technique posture animation is marked with target keyframes. It should be noted that after the pre-attack animation of the exit move meets the preset animation bridging conditions, this embodiment of the application will call and play the exit move posture animation. This animation is the core part of the exit move; through precise animation design and keyframe calibration, it ensures that the character's dismount from the vehicle is both natural and visually impactful. The playback of the animation not only provides players with intuitive combat feedback but also provides the necessary visual and physical basis for the subsequent recovery animation.

[0070] In some embodiments, step S105 involves configuring and executing the exit technique after the exit technique posture animation is played, based on the vehicle posture parameters, character posture parameters, and exit technique presentation configuration parameters, to the controlled character model and the controlled vehicle model, so as to generate the visual effect of the controlled vehicle model being thrown by the controlled character model. It should be noted that after playing the exit technique animation, this embodiment configures and executes the exit technique's recovery animation for the character and vehicle models based on the vehicle's pose parameters, the character's pose parameters, and the exit technique presentation configuration parameters. This recovery animation generates the visual effect of the character model throwing the vehicle model, further enhancing the dynamic performance and tactical significance of the exit technique. The motion design at this stage needs to consider the vehicle's physical inertia and the character's dynamic balance to ensure the naturalness and credibility of the action.

[0071] Reference Figure 5 According to some embodiments of this application, after playing the exit technique posture animation, step S105 configures and executes the exit technique aftercast animation for the controlled character model and the controlled vehicle model based on the vehicle pose parameters, character pose parameters, and exit technique presentation configuration parameters, so as to generate the visual effect of the controlled vehicle model being thrown by the controlled character model, which may include: Step S501: During the playback of the exit technique posture animation, calculate the vehicle pose parameters and character pose parameters corresponding to the exit technique posture animation when the target key frame is reached. In step S502, in response to the exit technique posture animation playing to the target keyframe, the exit technique post-animation action is configured and executed on the controlled character model and the controlled vehicle model based on the vehicle pose parameters, character pose parameters and exit technique presentation configuration parameters.

[0072] In some embodiments of this application, the configuration and execution of the exit skill's aftercast animation are key steps in generating the visual effect of a vehicle being thrown by a character.

[0073] In step S501 of some embodiments, during the playback of the exit technique posture animation, the vehicle pose parameters and character pose parameters corresponding to the exit technique posture animation when the target key frame is reached are calculated. It should be noted that during the playback of the exit technique animation, this embodiment of the application needs to calculate the vehicle pose parameters and character pose parameters corresponding to the target keyframe of the animation. Pose parameters include position, posture (such as rotation angle), and possible velocity or acceleration, etc., which are crucial for ensuring the smoothness and physical accuracy of the animation. During the animation playback, this embodiment of the application tracks and updates these parameters in real time to ensure they are synchronized with the progress of the animation.

[0074] Reference Figure 6 According to some embodiments of this application, before step S501 calculates the vehicle pose parameters and character pose parameters corresponding to the exit technique pose animation when the target keyframe is reached, the following may be included: Step S601: During the execution of the exit move's pre-attack animation, obtain the real-time execution speed of the pre-attack animation; Step S501, during the playback of the exit technique pose animation, calculates the vehicle pose parameters and character pose parameters corresponding to the target keyframe of the exit technique pose animation, which may include: Step S602: Based on the real-time execution speed of the pre-animation movement, dynamically adjust the playback rate of the exit technique posture animation during playback.

[0075] In some embodiments, step S601 involves acquiring the real-time execution speed of the pre-exit technique's pre-animation motion during its execution. It should be noted that, in some embodiments of this application, to ensure the smoothness and accuracy of the exit technique, before calculating the vehicle and character pose parameters corresponding to the exit technique's posture animation reaching the target keyframe, this application embodiment first acquires the real-time execution speed of the pre-animation motion during the execution of the exit technique's pre-animation motion. This step is to monitor and evaluate the actual execution of the pre-animation motion, including the character and vehicle's movement speed, turning speed, etc. By acquiring this real-time data, this application embodiment can more accurately predict and adjust the execution of subsequent actions, ensuring the coherence and coordination of the entire exit technique.

[0076] In step S602 of some embodiments, the playback rate of the exit technique posture animation is dynamically adjusted during playback based on the real-time execution speed of the pre-animation movement.

[0077] It should be noted that after obtaining the real-time pre-animation speed, this embodiment dynamically adjusts the playback rate of the exit technique animation based on this speed data during playback. This dynamic adjustment is to match the animation playback with the actual pre-animation speed, thereby improving the realism of the action and the player's immersion. For example, if the pre-animation is executed faster than expected, this embodiment may speed up the animation playback rate to make the character and vehicle movements appear faster and more powerful; conversely, if the pre-animation is executed slowly, this embodiment may slow down the animation playback rate to avoid inconsistencies between the animation and the actual action.

[0078] When making dynamic adjustments, this embodiment of the application needs to comprehensively consider various factors, including the physical characteristics of the character and vehicle, the player's operating habits, and the complexity of the game environment. These factors may all affect the execution speed of the pre-animation movement, and thus affect the adjustment of the animation playback rate. Through precise calculation and adjustment, this embodiment of the application can ensure that each link of the exit technique can be closely connected to form a coherent and smooth sequence of movements.

[0079] Furthermore, dynamically adjusting the animation playback rate can improve the game's adaptability and flexibility. In different game scenarios and tactical needs, players may need to execute pre-animation movements at different speeds. Through real-time monitoring and adjustment, the embodiments of this application can better adapt to the player's operating rhythm, making exit techniques more in line with the player's intentions and tactical needs.

[0080] In some embodiments of this application, by acquiring real-time execution speed during the pre-attack animation of the exit move and dynamically adjusting the animation playback rate based on this speed data during the playback of the exit move posture animation, the embodiments of this application can ensure the continuity, coordination, and adaptability of the exit move action. This dynamic adjustment improves the realism of the action and the player's immersion, and also enhances the game's tactical flexibility and the player's freedom of operation.

[0081] In some embodiments, step S502, in response to the exit technique posture animation playing to the target keyframe, configures and executes the exit technique post-animation action on the controlled character model and the controlled vehicle model based on the vehicle pose parameters, character pose parameters and exit technique presentation configuration parameters.

[0082] It should be noted that the target keyframe is a crucial node marked in the exit action animation, indicating the moment when the character and vehicle are about to separate. When the animation reaches this frame, the embodiments of this application have already prepared all the necessary pose parameters, which reflect the precise state of the character and vehicle at that moment. These parameters include the character's thrust direction, the vehicle's initial flight direction and speed, etc., which form the basis for executing the post-animation movement.

[0083] In response to the exit technique posture animation reaching a target keyframe, embodiments of this application configure and execute the exit technique post-animation action on the controlled character model and the controlled vehicle model based on vehicle pose parameters, character pose parameters, and exit technique presentation configuration parameters. This step involves applying the calculated pose parameters to the character and vehicle models to simulate the character throwing the vehicle. For the character model, this might involve simulating a thrust action so that the character appears to be forcefully throwing the vehicle. For the vehicle model, this involves setting the vehicle's initial velocity and direction so that it can fly along the expected trajectory.

[0084] When performing the exit move's recovery animation, this embodiment also needs to consider the influence of the physics engine to ensure that the vehicle's flight trajectory conforms to the laws of physics. This may involve adjusting the vehicle's dynamic parameters, such as mass, drag, and lift, to simulate the vehicle's flight behavior in the air. Simultaneously, this embodiment also needs to ensure that the character's movements are coordinated with the vehicle's flight state to provide a consistent visual experience.

[0085] In this way, embodiments of this application can generate the visual effect of a controlled vehicle model being thrown by a controlled character model. This visual effect not only enhances the dynamism and immersion of the game but also provides players with intuitive feedback indicating that their actions have been successfully executed. Furthermore, this precise calculation and application of pose parameters helps ensure the tactical effectiveness of exit maneuvers, such as ensuring that the vehicle accurately hits its target.

[0086] In summary, this embodiment achieves a visually impactful and physically accurate exit animation through precise pose parameter calculation and application, as well as meticulous control over the animation and physics engine. This not only enhances the game's entertainment value but also provides players with a more realistic and satisfying gaming experience.

[0087] Reference Figure 7 According to some embodiments of this application, after the controlled vehicle model is thrown by the controlled character model, it exhibits an inertial flight mode in the game's three-dimensional scene. After configuring and executing the exit skill aftercast animation for the controlled character model and the controlled vehicle model in step S105, the following may also be included: Step S701: While the controlled vehicle model is in inertial flight mode, collect the real-time motion representation parameters of the controlled vehicle model in the game's 3D scene. Step S702: Based on the real-time motion representation parameters of the controlled vehicle model, detect the target collider in the game's 3D scene and calculate the collision impact parameters; Step S703: Based on the collision influence parameters, configure and generate collision visual effects in the game's 3D scene.

[0088] In some embodiments of this application, once the controlled character model completes its exit skill recovery animation and throws the controlled vehicle model, the vehicle model immediately enters inertial flight mode. This stage is the core of the vehicle exit skill presentation method, involving the dynamic behavior of the vehicle model in the game's 3D scene and the final collision effect.

[0089] In step S701 of some embodiments, while the controlled vehicle model is in inertial flight mode, the real-time motion representation parameters of the controlled vehicle model in the game's three-dimensional scene are collected. It should be noted that, in inertial flight mode, this embodiment first needs to collect real-time motion characteristics of the vehicle model. These parameters include the vehicle's position, velocity, acceleration, rotation angle, and angular velocity. This real-time data is crucial for subsequent collision detection and visual effect generation, as it directly affects the vehicle's flight trajectory and the final collision result.

[0090] In some embodiments, step S702 involves detecting target colliders in the game's 3D scene based on the real-time motion representation parameters of the controlled vehicle model, and calculating collision impact parameters. It should be noted that the collected real-time motion representation parameters enable the system to accurately track the vehicle model's motion state in three-dimensional space. This data not only reflects the vehicle's current position and velocity but also reveals its motion trend and potential impact points. Based on this real-time data, embodiments of this application detect target colliders in a game's three-dimensional scene. This step involves comparing the vehicle's predicted flight path with the target model in the scene to determine if a potential collision exists. The accuracy of collision detection directly affects the effectiveness of skills and the fairness of the game; therefore, precise calculation and real-time updates are necessary.

[0091] Once a potential collision is detected, embodiments of this application calculate collision impact parameters, including the location of the collision point, the velocity at the time of collision, and the collision angle. These parameters are crucial for determining the impact of the collision and generating subsequent visual effects. The calculation of collision impact parameters requires comprehensive consideration of the physical characteristics of the vehicle and the characteristics of the target model to ensure the rationality and realism of the collision results.

[0092] Reference Figure 8 According to some embodiments of this application, step S702, based on the real-time motion representation parameters of the controlled vehicle model, detects target colliders in the game's 3D scene and calculates collision impact parameters, and may include: Step S801: Based on the real-time motion representation parameters of the controlled vehicle model, detect target colliders in the game's 3D scene; wherein, the real-time motion representation parameters include vehicle speed representation parameters and vehicle flight distance representation parameters; Step S802: Call the damage calculation formula and input the vehicle speed characterization parameter and the vehicle flight distance characterization parameter into the damage calculation formula to calculate the damage and obtain the collision impact parameter.

[0093] In some embodiments of this application, detecting the target collider and calculating the collision impact parameters are key steps in achieving the vehicle exit technique effect.

[0094] In some embodiments, step S801 involves detecting target colliders in a 3D game scene based on real-time motion representation parameters of the controlled vehicle model; wherein the real-time motion representation parameters include vehicle speed representation parameters and vehicle flight distance representation parameters. It should be noted that this is primarily based on the real-time motion representation parameters of the controlled vehicle model. These parameters include the vehicle's velocity and flight distance parameters, which are quantitative representations of the vehicle's dynamic behavior within the game's 3D scene. The vehicle's velocity parameter reflects the magnitude and direction of its speed during flight, while the flight distance parameter records the distance the vehicle has traveled from when it was launched to the current moment.

[0095] By utilizing these real-time motion representation parameters, embodiments of this application can accurately detect target colliders in a 3D game scene. This step involves comparing the vehicle's predicted flight path with enemy target models in the scene to determine if a potential collision exists. By analyzing the vehicle's speed and flight distance, embodiments of this application can predict the vehicle's flight trajectory and determine whether the vehicle is likely to collide with a target. This prediction is based on physical laws and the geometry of the game world, ensuring the accuracy and reliability of collision detection.

[0096] In step S802 of some embodiments, the damage calculation formula is invoked, and the vehicle speed characterization parameter and the vehicle flight distance characterization parameter are input into the damage calculation formula to perform damage calculation and obtain the collision impact parameter.

[0097] It should be noted that after successfully detecting the target collider, this embodiment of the application invokes the damage calculation formula and inputs the vehicle speed and flight distance parameters into the formula for damage calculation. The damage calculation formula is a predefined algorithm that calculates the potential damage caused by the collision based on the vehicle's speed and flight distance. This formula may consider various factors, such as the vehicle's mass, the square of its speed, and a function of the flight distance, to simulate real-world physical damage. By inputting the vehicle's real-time motion parameters into the damage calculation formula, this embodiment of the application can obtain a quantified collision impact parameter, which reflects the degree of damage that may be caused when the vehicle collides with the target.

[0098] After obtaining the collision impact parameters, this embodiment of the application can configure and generate corresponding collision visual effects in the game's 3D scene. These visual effects include explosions, sparks, smoke, etc., which not only enhance the visual impact of the game but also provide players with intuitive feedback, indicating that the vehicle has successfully collided with the target and caused damage. The generation of collision visual effects needs to be synchronized with the actual occurrence of the collision to ensure consistency between the visual effects and the game state. In addition, the design of the visual effects also needs to consider the overall visual style of the game and the player's visual experience to provide a visually stunning yet harmonious effect.

[0099] In summary, by detecting target colliders based on real-time motion representation parameters of vehicles and calculating collision impact parameters using damage calculation formulas, embodiments of this application provide an accurate and dynamic collision detection and damage calculation method. This method enhances the tactical depth of the game and the player's operational experience.

[0100] In some embodiments, step S703 involves configuring and generating collision visual effects in the game's 3D scene based on collision influence parameters.

[0101] It should be noted that, based on collision impact parameters, this embodiment configures and generates collision visual effects in the game's 3D scene. This can include visual elements such as explosions, sparks, smoke, and flying debris, which not only enhance the game's visual impact but also provide players with intuitive feedback, indicating that the vehicle has successfully collided with the target. The generation of collision visual effects needs to be synchronized with the actual occurrence of the collision to ensure consistency between the visual effects and the game state. Furthermore, the design of the visual effects also needs to consider the game's overall visual style and the player's visual experience to provide a visually stunning yet harmonious effect.

[0102] Through the steps described above, embodiments of this application provide a complete and coherent method for presenting vehicle exit techniques. From the vehicle's inertial flight to collision detection and finally to the generation of visual effects, the entire process is interconnected, ensuring the smoothness of skill execution and the immersive experience of the game. This method enhances the tactical depth of the game and the player's operational experience.

[0103] Reference Figure 9 , Figure 9 This illustration shows the hardware structure of an electronic device according to another embodiment. The electronic device may include: The processor 901 can be implemented using a general-purpose CPU (Central Processing Unit), microprocessor, application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this application. The memory 902 can be implemented as a read-only memory (ROM), a static storage device, a dynamic storage device, or a random access memory (RAM). The memory 902 can store the operating system and other application programs. When the technical solutions provided in the embodiments of this specification are implemented through software or firmware, the relevant program code is stored in the memory 902 and is called and executed by the processor 901 to execute the vehicle exit technique presentation method of the embodiments of this application. The input / output interface 903 is used to implement information input and output; The communication interface 904 is used to enable communication and interaction between this device and other devices. Communication can be achieved through wired means (such as USB, Ethernet cable, etc.) or wireless means (such as mobile network, WIFI, Bluetooth, etc.). Bus 905 transmits information between various components of the device (e.g., processor 901, memory 902, input / output interface 903, and communication interface 904); The processor 901, memory 902, input / output interface 903, and communication interface 904 are connected to each other within the device via bus 905.

[0104] This application also provides a computer program product, which includes a computer program. A processor of a computer device reads and executes the computer program, causing the computer device to perform the aforementioned vehicle exit technique presentation method.

[0105] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in this disclosure and the foregoing drawings are used to distinguish similar objects and are not necessarily used to describe a particular order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented, for example, in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “including,” and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes 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 apparatuses.

[0106] It should be understood that in this disclosure, "at least one item" means one or more, and "more than one" means two or more. "And / or" is used to describe the relationship between related objects, indicating that three relationships can exist. For example, "A and / or B" can represent three cases: only A exists, only B exists, and both A and B exist simultaneously, where A and B can be singular or plural. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. "At least one of the following" or similar expressions refer to any combination of these items, including any combination of single or plural items. For example, at least one of a, b, or c can represent: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, and c can be single or multiple.

[0107] It should be understood that in the description of the embodiments of this application, "multiple" means two or more, "greater than", "less than", "exceeding" etc. are understood to exclude the number itself, and "above", "below", "within" etc. are understood to include the number itself.

[0108] In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces, indirect coupling or communication connection between apparatuses or units, and may be electrical, mechanical, or other forms.

[0109] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0110] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0111] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium may include: a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, and other media capable of storing program code.

[0112] It should also be understood that the various implementation methods provided in this application can be combined arbitrarily to achieve different technical effects.

[0113] The above is a detailed description of the embodiments of this disclosure. However, this disclosure is not limited to the above embodiments. Those skilled in the art can make various equivalent modifications or substitutions without departing from the spirit of this disclosure. All such equivalent modifications or substitutions are included within the scope defined by the claims of this disclosure.

Claims

1. A method for presenting vehicle exit technology, characterized in that, include: Obtain the game configuration file; wherein, the game configuration file contains exit skill posture animation and exit skill presentation configuration parameters; The target game is loaded based on the game configuration file to construct a three-dimensional game scene; wherein, the three-dimensional game scene includes a controlled character model, a controlled vehicle model, and an enemy target model; In response to a target user issuing an exit skill trigger command while controlling the controlled character model in the game's 3D scene, the exit skill presentation configuration parameters are used to configure and execute the exit skill pre-animation action for the controlled character model and the controlled vehicle model. When the pre-exit animation of the exit move meets the preset animation bridging conditions, the exit move posture animation is invoked and played; wherein, the exit move posture animation is marked with target keyframes; After playing the exit technique animation, based on the vehicle pose parameters, the character pose parameters, and the exit technique presentation configuration parameters, the exit technique aftercast animation is configured and executed on the controlled character model and the controlled vehicle model to generate the visual effect of the controlled vehicle model being thrown by the controlled character model.

2. The method according to claim 1, characterized in that, The response to a target user issuing an exit skill trigger command while controlling the controlled character model in the game's 3D scene, configuring and executing an exit skill pre-animation action for the controlled character model and the controlled vehicle model based on the exit skill presentation configuration parameters, includes: In response to a target user issuing an exit skill trigger command while controlling the controlled character model in the game's 3D scene, the system detects enemy target models that meet preset target acquisition conditions based on the exit skill presentation configuration parameters; wherein, the enemy target model that meets the preset target acquisition conditions is the target acquisition object model; Determine the relative orientation information between the controlled vehicle model and the target model; Based on the target's relative orientation information and the exit skill presentation configuration parameters, the exit skill pre-animation action is configured and executed for the controlled character model and the controlled vehicle model.

3. The method according to claim 2, characterized in that, The detection of enemy target models that meet preset target acquisition conditions based on the exit skill presentation configuration parameters includes: Determine the vehicle orientation information of the controlled vehicle model in the game's 3D scene; Extract the target acquisition range angle and target acquisition range radius from the exit skill presentation configuration parameters; Based on the target detection range angle, the target detection range radius, and the vehicle orientation information, a target detection range area is defined in the game's three-dimensional scene. The enemy target model that falls within the target acquisition range is identified as an enemy target model that meets the preset target acquisition conditions.

4. The method according to claim 2, characterized in that, The step of configuring and executing the exit skill pre-animation action for the controlled character model and the controlled vehicle model based on the target relative orientation information and the exit skill presentation configuration parameters includes: Extract preset relative orientation information from the exit technique presentation configuration parameters; Based on the preset relative azimuth information and the target relative azimuth information, the deviation is calculated to obtain the azimuth deviation parameter; The orientation deviation parameter is input into a pre-configured deviation correction module for deviation correction calculation to obtain the forward motion configuration parameters corresponding to the controlled character model and the controlled vehicle model.

5. The method according to claim 1, characterized in that, After playing the exit skill animation, based on the vehicle pose parameters, the character pose parameters, and the exit skill presentation configuration parameters, the exit skill aftercast animation is configured and executed for the controlled character model and the controlled vehicle model to generate the visual effect of the controlled vehicle model being thrown by the controlled character model, including: During the playback of the exit technique posture animation, the vehicle pose parameters and character pose parameters corresponding to the exit technique posture animation when the target keyframe is reached are calculated; In response to the exit technique posture animation playing to the target keyframe, based on the vehicle pose parameters, the character pose parameters, and the exit technique presentation configuration parameters, the exit technique aftercast animation is configured and executed on the controlled character model and the controlled vehicle model.

6. The method according to claim 5, characterized in that, Before calculating the vehicle pose parameters and character pose parameters corresponding to the exit pose animation when it reaches the target keyframe during the playback of the exit pose animation, the method further includes: During the execution of the exit technique's pre-attack motion, the real-time execution speed of the pre-attack motion is obtained; During the playback of the exit technique animation, the calculation of the vehicle pose parameters and character pose parameters corresponding to the exit technique animation when it reaches the target keyframe includes: The playback rate of the exit technique animation is dynamically adjusted based on the real-time execution speed of the pre-animation movement.

7. The method according to claim 1, characterized in that, After the controlled vehicle model is thrown by the controlled character model, it exhibits an inertial flight mode in the game's three-dimensional scene. Following the configuration and execution of the exit skill's aftercast animation for both the controlled character model and the controlled vehicle model, the following is also included: While the controlled vehicle model is in inertial flight mode, the real-time motion representation parameters of the controlled vehicle model in the game's three-dimensional scene are collected. Based on the real-time motion representation parameters of the controlled vehicle model, target colliders are detected in the game's 3D scene, and collision impact parameters are calculated. Based on the collision impact parameters, collision visual effects are configured and generated in the game's 3D scene.

8. The method according to claim 7, characterized in that, The real-time motion representation parameters based on the controlled vehicle model are used to detect target colliders in the game's 3D scene and calculate collision impact parameters, including: Based on the real-time motion representation parameters of the controlled vehicle model, target colliders are detected in the game's 3D scene; wherein, the real-time motion representation parameters include vehicle speed representation parameters and vehicle flight distance representation parameters; The damage calculation formula is invoked, and the vehicle speed characterization parameter and the vehicle flight distance characterization parameter are input into the damage calculation formula to perform damage calculation and obtain the collision impact parameter.

9. An electronic device, characterized in that, include: A memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the vehicle exit technique presentation method as described in any one of claims 1 to 8.

10. A computer-readable storage medium, characterized in that, The storage medium stores a program that is executed by a processor to implement the vehicle exit technique presentation method as described in any one of claims 1 to 8.