Bullet screen sharing rendering method, apparatus, equipment, and medium

CN122044916BActive Publication Date: 2026-06-30GUANGZHOU KULUO SHUJIE TECH CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
GUANGZHOU KULUO SHUJIE TECH CO LTD
Filing Date
2026-04-17
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

Existing bullet hell rendering solutions suffer from problems such as linear correlation between the number of rendering calls and the number of bullets in large-scale bullet hell scenarios, large memory allocation and recycling overhead, high coupling between logic and rendering, and low efficiency in handling instantaneous effects, making it difficult to meet the rendering requirements of high frame rate, low latency, and stable and smooth performance.

Method used

The bullet screen sharing rendering method is adopted. By creating bullet screen effect slot areas and sharing bullet screen effect rendering instances for target bullet screen effect types, the rendering instances and effect objects are decoupled. Through slot reuse and centralized data management, rendering overhead and memory fragmentation are reduced.

Benefits of technology

It significantly reduces the rendering overhead of the central processing unit and graphics processing unit, eliminates memory fragmentation and garbage collection pressure, and ensures performance optimization and smooth rendering in large-scale bullet hell scenes.

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Abstract

This application relates to a shared rendering method, apparatus, and medium for bullet screen effects. In response to a request to generate a target bullet screen effect, the method obtains the corresponding slot area and a shared rendering instance; if the instance does not exist, it creates and binds it. Slots are allocated; if insufficient, the capacity is expanded. Initial transformation information is stored and made visible, and the shared instance is invoked for rendering. In response to space updates, the corresponding slot transformation information is updated, and the shared instance is invoked for rendering. In response to a hit event, the hit position is written to an associated loop queue, and the hit shared instance is invoked to render the hit effect. In response to a destruction event, the corresponding slot is made invisible and recycled for reuse. This application decouples the number of rendering calls from the number of effect objects by reusing slots and using shared rendering instances, reducing rendering overhead in large-scale bullet screen scenes.
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