Method and device for processing interaction of virtual scene, electronic device, computer readable storage medium and computer program product

By canceling the display of virtual equipment and playing a fragment scattering effect when the durability of virtual equipment drops to a threshold, combined with the presentation of the damaged state, the problem of inconsistent display and feedback of virtual equipment is solved, and the visual realism and interactive experience of virtual scenes are improved.

CN122298014APending Publication Date: 2026-06-30SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
Filing Date
2026-05-28
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

The display process of virtual equipment being hit is disjointed, lacking intermediate transition effects. The destruction feedback is inconsistent with the original equipment appearance. The logical state of the equipment is not sufficiently linked to the displayed state. The interactive feedback when hit is monotonous, and the sound effects of destruction lack diversity.

Method used

When the durability of virtual equipment drops to a preset threshold, the display of the complete equipment is canceled and a fragment scattering effect is played. After the effect is completed, the equipment is shown in a damaged state. The appearance of the fragments is consistent with the appearance of the original equipment, which adds an intermediate transition effect. The sense of attack confirmation is enhanced by sound feedback in different contexts.

Benefits of technology

It enables continuous display of the virtual equipment being attacked and destroyed, enhancing the realism and immersion of the visual presentation, and improving the recognizability of the source of destruction and the accuracy of status communication.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes. The method includes: displaying a virtual scene, wherein the virtual scene includes a first virtual object and a second virtual object wearing virtual equipment in a complete state; responding to an attack trigger operation targeting the virtual equipment, controlling the first virtual object to attack the virtual equipment worn by the second virtual object to reduce the durability value of the virtual equipment; responding to the virtual equipment's durability value dropping to a preset durability value threshold, canceling the display of the virtual equipment and playing a fragment scattering effect at the corresponding position of the second virtual object; responding to the fragment scattering effect finishing playing, displaying the damaged virtual equipment at the corresponding position of the second virtual object. This application enables continuous display of the virtual equipment being damaged by an attack, improving the realism of the visual presentation.
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Description

Technical Field

[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes. Background Technology

[0002] With the development of graphics rendering and virtual interaction technologies, virtual object equipment systems are increasingly being introduced into games, simulation programs, and other virtual scene applications. Developers typically equip virtual objects with virtual gear such as helmets, armor, goggles, and shields to enhance their appearance and convey defensive capabilities, offensive capabilities, status information, or character traits. However, in these technologies, when virtual equipment worn by a virtual object is attacked, the display of the equipment is usually updated based on the attack result. For example, when the equipment's durability drops to zero, it might be directly hidden or switched to a damaged state. This lack of a smooth transition between the equipment's destruction and its subsequent appearance makes the damage display abrupt and fails to realistically reflect the process of the equipment being broken or destroyed. Summary of the Invention

[0003] This application provides an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for virtual scenes, which can realize the continuous display of the virtual equipment being destroyed by an attack, thereby improving the realism of the visual performance.

[0004] The technical solution of this application embodiment is implemented as follows: This application provides an interactive processing method for a virtual scene, including: Displaying a virtual scene, wherein the virtual scene includes a first virtual object and a second virtual object wearing virtual equipment in a complete state; In response to an attack-triggered operation against the virtual equipment, the first virtual object is controlled to attack the virtual equipment worn by the second virtual object, thereby reducing the durability of the virtual equipment. In response to the virtual equipment's durability value dropping to a preset durability threshold, the virtual equipment is de-displayed, and a fragment scattering effect is played at the corresponding position of the second virtual object; In response to the completion of the fragment scattering effect, the virtual equipment in a damaged state is displayed at the corresponding position of the second virtual object.

[0005] This application provides an interactive processing device for a virtual scene, comprising: A display module is used to display a virtual scene, wherein the virtual scene includes a first virtual object and a second virtual object wearing virtual equipment in a complete state; A control module is configured to respond to an attack-triggered operation against the virtual equipment by controlling the first virtual object to attack the virtual equipment worn by the second virtual object, thereby reducing the durability of the virtual equipment. The display module is also used to cancel the display of the virtual equipment and play a fragment scattering effect at the corresponding position of the second virtual object in response to the durability value of the virtual equipment dropping to a preset durability value threshold. The display module is also used to display the virtual equipment in a damaged state at the corresponding position of the second virtual object in response to the completion of the fragment scattering effect.

[0006] This application provides an electronic device, including: Memory is used to store executable instructions for a computer; The processor, when executing computer-executable instructions stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.

[0007] This application provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the interactive processing method for a virtual scene provided in this application.

[0008] This application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, implements the interactive processing method for virtual scenes provided in this application.

[0009] The embodiments of this application have the following beneficial effects: When the durability of virtual equipment drops to a preset durability threshold, the virtual equipment in its intact state is first de-displayed, and a fragment scattering effect is played at the corresponding location. After the fragment scattering effect finishes playing, the virtual equipment in its damaged state is then presented. In this way, by adding an intermediate fragment scattering effect between the intact and damaged states, the process of virtual equipment being destroyed by an attack can be made more coherent and natural, improving the realism and immersion of the attack feedback. At the same time, the appearance of the fragments is consistent with the appearance of the original equipment, which helps to enhance the discernibility of the source of destruction and the consistency of visual presentation. In addition, the display switching triggered by the durability threshold can also effectively link the equipment wear logic with the screen feedback, thereby improving the accuracy of status communication and the interactive feedback effect. Attached Figure Description

[0010] Figure 1 This is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application; Figure 3 This is a first flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment; Figure 4 This is a schematic diagram of the second process of the interactive processing method for virtual scenes provided in the embodiments of this application; Figure 5 This is a schematic diagram of the third process of the interactive processing method for virtual scenes provided in the embodiments of this application; Figure 6 This is a schematic diagram of a first application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application; Figure 7 This is a schematic diagram of a second application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application; Figure 8 This is a schematic diagram of a third application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application. Detailed Implementation

[0011] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0012] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0013] It is understood that in the embodiments of this application, data such as user information are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with relevant laws, regulations and standards.

[0014] In the following description, the terms “first, second, ...” are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that “first, second, ...” may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0015] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0016] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0017] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0018] 2) Virtual Scene: This refers to the scene displayed (or provided) by the application when it runs on the terminal device. This scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0019] 3) Virtual Objects: These are interactive representations of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. For example, a virtual object can be a virtual avatar representing the user within a virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0020] 4) Virtual Equipment: This refers to virtual resources configured for virtual objects in a virtual scene to alter their appearance, interaction, or functional attributes. Virtual equipment can be displayed on the surface of a virtual object's body, on specific body parts, attached to other parts, or in preset equipment slots. It can be represented as an independent 3D model, 2D texture, special effects resource, or a combination thereof, or as a display unit attached to a corresponding skeletal node, body part node, or logical node of the virtual object. It should be noted that the virtual equipment in this embodiment is not limited to equipment objects with actual game rule attributes; it can also include display components used solely for visual display, hit feedback, status indication, or plot representation.

[0021] 5) Human-Computer Interaction Interface: This refers to an interface used to provide human-computer interaction functions or to display virtual scenes. For example, a human-computer interaction interface can be a graphical user interface (GUI), an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (using projection technology to display information on a flat surface), an eye-tracking interface (an interface controlled by detecting the user's gaze), a holographic interface (a three-dimensional hologram formed by projecting images using holographic projection technology, allowing the user to see stereoscopic images without special glasses), a multimodal interface (an interface combining multiple interaction methods, such as a combination of tactile, visual, and auditory interaction), and a brain-machine interface (BMI), etc.

[0022] 6) Cloud Gaming: Also known as Gaming on Demand, this involves deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data output during its operation to the user's browser page. The page uses the browser's media components to decode the game data and renders the real-time game screen based on the decoding results. When the page detects user actions in the game screen, it reports this to the game instance running on the server. Upon receiving the game data generated by the game instance in response to the action, the page repeats the decoding and rendering process, thus displaying the changes in the game screen based on the user's actions.

[0023] In other words, cloud gaming is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics processing and data processing capabilities to run high-quality games. In a cloud gaming scenario, the game does not run on the user's terminal (e.g., the player's gaming device), but rather on a cloud server. The cloud server renders the game scene as an audio and video stream, which is then transmitted to the user's terminal via the network. Therefore, the user's terminal does not need powerful graphics processing and data processing capabilities; it only needs basic streaming media playback capabilities and the ability to receive player input commands and send them to the cloud server.

[0024] In related technologies, virtual objects in virtual scenes can typically wear virtual equipment to display a character's appearance or reflect their attribute status. When virtual equipment is attacked and its durability drops to zero, common handling methods include directly hiding the virtual equipment or switching it directly from a complete state to a damaged state. Some solutions also overlay general hit effects, flashing effects, or explosion effects when equipment is hit to alert the user that the virtual equipment has been damaged.

[0025] However, in implementing the embodiments of this application, the applicant discovered that the related technology has at least the following problems: 1) Inconsistent display of equipment damage: In related technologies, virtual equipment often switches directly from a complete state to a hidden state or directly to a damaged state, lacking an intermediate transition display that matches the equipment damage process. This results in the equipment being hit appearing abrupt and failing to realistically reflect the process of the equipment being shattered or destroyed.

[0026] 2) Poor consistency between the destruction feedback and the original equipment: Even if the relevant technology is equipped with explosion-type effects, the special effect resources used are mostly general fragments, general particles or uniform explosion effects, which do not correspond to the appearance of the attacked virtual equipment itself. This makes it difficult for players to accurately perceive whether the current flying or exploding content actually comes from the virtual equipment, thus affecting the realism and recognizability of the visual feedback.

[0027] 3) Insufficient correlation between equipment logical state and display state: In related technologies, the linkage between the changes in the durability value of virtual equipment, the damage judgment and the final display result is not sufficient. It is easy to have problems such as the numerical logic change has occurred, but the screen performance is still weak, or the screen change has occurred but the state expression is not clear enough, which is not conducive to players quickly identifying the current damage state of the equipment.

[0028] 4) Limited Hit-and-Hit Interaction Feedback: Hit-and-hit feedback in related technologies is usually limited to a single flash, disappearance, or state change. The feedback dimensions are limited, making it difficult to continuously and completely convey the "hit-destruction-residue" result process to the player after the attack is triggered, thus affecting the interactive experience and immersion effect in the virtual scene.

[0029] 5) Breaking the monotony of sound effects: Attackers, victims, and distant observers should hear three different contextual sound feedbacks (such as muffled thuds, crisp hits, and spatialized sounds from a distance), but related technologies usually play the same broken sound effect, resulting in a mediocre sense of attack confirmation.

[0030] In view of this, embodiments of this application provide an interactive processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for virtual scenes, which can realize the continuous display of the virtual equipment being attacked and destroyed, and improve the realism of visual performance. The electronic device provided in the embodiments of this application will be described below. The electronic device provided in the embodiments of this application can be implemented as a terminal device (corresponding to a standalone game application), or implemented collaboratively by a terminal device and a server (corresponding to a networked game application). The following description uses the interactive processing method for virtual scenes provided in the embodiments of this application, implemented collaboratively by a server and a terminal device, as an example.

[0031] Before introducing the architecture of the virtual scene interactive processing system provided in this application embodiment, the game modes involved in this application embodiment are first introduced. For the scheme implemented collaboratively by terminal devices and servers, two main game modes are involved: local game mode and cloud game mode. In local game mode, the terminal device and server collaboratively run the game processing logic. The operation commands input by the player on the terminal device are partly processed by the terminal device's game logic and partly by the server's game logic. Furthermore, the game logic processed by the server is often more complex and requires more computing power. In cloud game mode, the game logic is entirely processed by the server (e.g., a cloud server), and the cloud server renders the game scene data into audio and video streams, which are then transmitted to the terminal device for display via the network. In other words, the terminal device only needs basic streaming media playback capabilities and the ability to obtain player operation commands and send them to the server.

[0032] The architecture of the virtual scene interactive processing system provided in the embodiments of this application will be described below.

[0033] In some embodiments, see Figure 1 , Figure 1 This is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiments of this application, as shown below. Figure 1 As shown, the virtual scene interactive processing system 100 provided in this application embodiment includes: a server 200 (e.g., a game backend server), a network 300, and a terminal device 400. The network 300 can be a local area network (LAN) or a wide area network (WAN), or a combination of both. The terminal device 400 is a terminal device associated with the player. A client 410 runs on the terminal device 400. The client 410 can be various types of game clients, such as shooting game clients, action game clients, open-world game clients, role-playing game clients, and browsers.

[0034] For example, taking client 410 as a shooting game client, a virtual scene can be displayed in the human-computer interaction interface of client 410. The virtual scene can include a first virtual object (e.g., game character A controlled by player 1) and a second virtual object wearing virtual equipment in a complete state (e.g., game character B controlled by player 2, and game character B can wear virtual goggles in a complete state). Then, client 410 can respond to an attack trigger operation against the virtual equipment worn by the second virtual object (e.g., player 1 aims the crosshair at the virtual goggles worn by game character B and clicks the attack button displayed on the screen), controlling the first virtual object to attack the virtual equipment worn by the second virtual object to reduce the durability of the virtual equipment. Subsequently, client 410 can respond to the virtual equipment's durability value dropping to a preset durability threshold (e.g., 0), hiding the virtual equipment worn by the second virtual object in the virtual scene, and playing a fragment scattering effect at the corresponding position of the second virtual object (e.g., the eye of game character B). The appearance parameters of the fragments in the fragment scattering effect are consistent with the appearance parameters of the virtual equipment when it is in its intact state. Finally, client 410 can respond to the fragment scattering effect finishing playing, displaying the damaged virtual equipment at the corresponding position of the second virtual object (e.g., displaying damaged virtual goggles at the eye of game character B). This achieves a continuous display of the virtual equipment's destruction process, enhancing the realism of the visual presentation.

[0035] It should be noted that the virtual scene in the interactive processing method of the virtual scene provided in this application embodiment can be entirely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server. For example, it can rely entirely on... Figure 1 The terminal device 400 shown in the diagram utilizes its graphics processing hardware computing capabilities to perform data calculations and outputs related to the virtual scene. The graphics processing hardware includes both a central processing unit (CPU) and a graphics processing unit (GPU). For example, when visual perception of a virtual scene is formed, the terminal device 400 uses its graphics computing hardware to calculate the data required for display, and completes the loading, parsing, and rendering of the display data. The graphics output hardware outputs video frames capable of forming visual perceptions of the virtual scene; for example, displaying two-dimensional video frames on a smartphone screen, or projecting video frames to achieve a three-dimensional display effect onto the lenses of augmented reality / virtual reality glasses. Furthermore, to enrich the perceptual effects, the terminal device 400 can also utilize different hardware to form one or more of the following: auditory perception, tactile perception, motion perception, and gustatory perception.

[0036] Of course, the computing power of server 200 can also be used to complete the virtual scene calculation and output the virtual scene to terminal device 400. For example, taking the visual perception of forming a virtual scene as an example, server 200 calculates the display data (such as scene data) related to the virtual scene and sends it to terminal device 400 through network 300. Terminal device 400 relies on graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on graphics output hardware to output the virtual scene to form a visual perception. For example, two-dimensional video frames can be presented on the display screen of a smartphone, or video frames that achieve a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0037] In addition, it should be noted that Figure 1 The server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, smart TV, in-vehicle terminal, etc., but is not limited to these. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0038] In other embodiments, the terminal device can also implement the interactive processing method for virtual scenes provided in this application by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in an operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as shooting game APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to a browser environment to run. In summary, the aforementioned computer-executable instructions can be any form of instruction, and the aforementioned computer programs can be any form of application, module, or plugin.

[0039] The structure of the electronic device provided in the embodiments of this application will be further described below. Taking the electronic device as a terminal device as an example, see... Figure 2, Figure 2 This is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application. Figure 2 The illustrated electronic device 500 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 540.

[0040] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0041] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0042] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.

[0043] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.

[0044] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0045] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks; The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc. Presentation module 553 is used to enable the presentation of information (e.g., user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with user interface 530. The input processing module 554 is used to detect and translate one or more user inputs or interactions from one or more input devices 532. In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 An interactive processing device 555 for a virtual scene stored in memory 550 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a display module 5551, a control module 5552, a creation module 5553, an acquisition module 5554, a playback module 5555, a recording module 5556, a determination module 5557, a elimination module 5558, and a loading module 5559. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions implemented. It should be noted that... Figure 2 For ease of explanation, all the above modules are shown at once, but this should not be interpreted as excluding the implementation of the interactive processing device 555 in the virtual scene, which may only include the display module 5551 and the control module 5552. The functions of each module will be described below.

[0046] The interactive processing method for virtual scenes provided in this application will be specifically described below with reference to exemplary applications and implementations of the terminal devices provided in the embodiments of this application.

[0047] For example, see Figure 3 , Figure 3 This is a first flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment, which will be combined with... Figure 3 The steps shown are explained.

[0048] It should be noted that, Figure 3The method illustrated can be executed by various forms of computer programs running on the terminal device, and is not limited to a client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the client-side examples used below should not be considered as limiting the embodiments of this application. Furthermore, for ease of description, no specific distinction will be made between the terminal device and the client running on the terminal device below.

[0049] In step 101, a virtual scene is displayed.

[0050] Here, the virtual scene may include a first virtual object (e.g., a game character A controlled by player 1) and a second virtual object wearing virtual equipment in a complete state (e.g., a game character B controlled by player 2, and game character B may wear virtual goggles in a complete state).

[0051] In some embodiments, taking a shooting game as an example, a shooting game client can be installed on the terminal device associated with player 1. When player 1 clicks on the icon of the shooting game client, the shooting game client can be launched. Then, player 1 can click the match button displayed in the game lobby interface to match for a virtual game. When the match is successful, the virtual scene (e.g., the game scene) of the matched virtual game can be displayed. The virtual scene can include at least two virtual objects, namely a first virtual object and a second virtual object. The first virtual object can be an attacking object controlled by the current player (i.e., player 1) (e.g., a game character A controlled by player 1), or any interactive virtual object used to trigger an attack. The second virtual object can be a attacked object (i.e., an opponent object, e.g., a game character B controlled by player 2), a neutral object, or other virtual objects that can wear virtual equipment. This application embodiment does not specifically limit this. In addition, the second virtual object may wear at least one piece of virtual equipment, which may be displayed on the body surface, a local area of ​​the body, a preset attachment position, a position corresponding to a skeletal node, or a position corresponding to an equipment slot of the second virtual object. For example, the virtual equipment may be a virtual helmet displayed on the head, virtual armor displayed on the chest, virtual arm guards displayed on the arms, a virtual back ornament displayed on the back, a virtual shield displayed on the forearm or hand, or other equipment objects attached to the second virtual object.

[0052] It should be noted that when displaying a virtual scene, at least some of the image information of the first and second virtual objects can be displayed simultaneously. This image information may include at least one of the following: model information, action information, orientation information, positional relationship information, material information, lighting and shadow information, and equipment display information. In other words, when player 1 views the virtual scene through a terminal device, they can observe the virtual equipment worn by the second virtual object from their current perspective. Initially, the virtual equipment can be in a complete state, meaning it is currently not displaying any damage, crack, or missing parts, and its appearance remains intact. In this complete state, the virtual equipment can have preset appearance parameters, which may include at least one of the following: model shape parameters, size parameters, color parameters, texture parameters, material parameters, transparency parameters, and lighting effect parameters. For example, in one specific example, the second virtual object could be an enemy character (e.g., game character B controlled by player 2), wearing a fully functional virtual helmet; in another example, the second virtual object could be a defender character (e.g., a neutral character in the game), wearing fully functional virtual armor on their chest; in yet another example, the second virtual object could be a boss in the game, wearing a fully functional virtual arm guard on their left arm. All of these virtual equipment items can be displayed in an undamaged or unbroken, complete form at the corresponding location of the second virtual object.

[0053] For example, step 101 above can be implemented as follows: Load the scene resources corresponding to the virtual scene, load the object resources corresponding to the first and second virtual objects respectively, and load the virtual equipment resources worn by the second virtual object. Then, the virtual equipment resources can be attached to the target part node of the second virtual object, and rendered based on the complete state resources corresponding to the virtual equipment. This ensures that players can see the second virtual object wearing complete virtual equipment during the initial scene display phase. Furthermore, the first and second virtual objects can satisfy preset interaction conditions. For example, the first and second virtual objects are located in the same virtual scene, and their distance, orientation, attack range, skill trigger conditions, or collision relationship meet the execution requirements of subsequent attack interactions. Thus, by pre-displaying the first virtual object and the second virtual object wearing complete virtual equipment in the virtual scene, a display and interaction basis can be provided for subsequent attacks on virtual equipment based on attack triggers, reducing the durability of virtual equipment, and switching display states.

[0054] In other embodiments, the human-computer interaction interface can display the virtual scene from the first-person perspective of a first virtual object (e.g., a game character A controlled by player 1). This could be achieved by player 1 acting as game character A, where the virtual camera associated with game character A is positioned near the head of game character A. Alternatively, the virtual scene can be displayed from the third-person perspective of the first virtual object (e.g., player 1 chasing game character A, where the virtual camera associated with game character A is positioned behind game character A). Furthermore, the interface can switch arbitrarily between these different perspectives based on a perspective switching command triggered by player 1 (e.g., a click on the "Tab" key on the keyboard). For example, assuming the current perspective is first-person, upon receiving a press of the "Tab" key from player 1, the interface can switch from first-person to third-person perspective; upon receiving another press of the "Tab" key from player 1, the interface can switch back to first-person perspective.

[0055] As an example, the first virtual object can be a virtual object controlled by the current player in the game (e.g., player 1). Of course, the virtual scene can also include other virtual objects, such as virtual objects that can be controlled by other users or by a robot program. Virtual objects in the virtual scene can be assigned to any of the multiple teams. Teams can be in an adversarial or cooperative relationship, and teams in the virtual scene can include one or all of the above relationships.

[0056] Taking a first-person perspective view of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface can include: determining the field of view area of ​​the first virtual object based on its viewing position and field of view (i.e., the range of the scene that the virtual camera bound to the first virtual object and located near its head can capture; the size of the field of view directly determines how large the scene the player can see), and presenting a portion of the virtual scene within that field of view area within the complete virtual scene. In other words, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing angle for users, this allows for an immersive experience during gameplay.

[0057] Taking a bird's-eye view virtual scene as an example, the virtual scene displayed in the human-computer interaction interface can include: in response to zooming operations on the panoramic virtual scene, a portion of the virtual scene corresponding to the zoom operation is presented in the human-computer interaction interface; that is, the displayed virtual scene can be a portion of the panoramic virtual scene. This improves the player's operability during operation, thereby increasing the efficiency of human-computer interaction. Furthermore, switching between the different perspectives mentioned above is also possible. For example, assuming the virtual scene is currently displayed in a first-person perspective, when a perspective switching operation is triggered by the player, the first-person perspective can be switched to a bird's-eye view.

[0058] In step 102, in response to an attack trigger operation targeting the virtual equipment, the first virtual object is controlled to attack the virtual equipment worn by the second virtual object in order to reduce the durability of the virtual equipment.

[0059] In some embodiments, after performing step 101 above, the terminal device can further detect player input, object interaction events, combat judgment events, or skill trigger events to determine whether an attack trigger operation has occurred against the virtual equipment worn by the second virtual object. The attack trigger operation can be an attack input performed by player 1 against the second virtual object, or an attack behavior automatically triggered by the system according to preset combat logic. This application embodiment does not specifically limit this. For example, the attack trigger operation may include, but is not limited to, at least one of: clicking an attack control, dragging to release an attack command, triggering a shooting operation, releasing a skill operation, performing a melee slash operation, performing a long-range ballistic hit operation, and performing an explosion range hit operation. In response to the detected attack trigger operation, the terminal device can control the first virtual object to perform an attack action matching the attack trigger operation. The attack action may include a slashing action, a shooting action, a collision action, a skill release action, a throwing action, or other actions capable of attacking a target. Simultaneously, the terminal device can also determine whether the second virtual object has been hit based on the current position, orientation, attack range, attack type, and skill parameters of the first virtual object. For example, when an attack trigger operation hits the target area corresponding to the second virtual object, and the target area is within the coverage area of ​​the virtual equipment, it can be determined that the attack was effective against the virtual equipment worn by the second virtual object. In other words, when the attack landing point, collision area, projectile trajectory, skill effect area, or hit box area overlaps with the corresponding location of the virtual equipment, it can be considered that the first virtual object launched a valid attack on the virtual equipment worn by the second virtual object. For instance, when the virtual equipment is a virtual helmet, if the attack hits the head area covered by the second virtual object, it can be determined that the attack trigger operation against the virtual helmet was successful (i.e., the attack hit the virtual helmet); when the virtual equipment is a virtual chest armor, if the attack hits the chest area covered by the second virtual object, it can be determined that the attack trigger operation against the virtual chest armor was successful; when the virtual equipment is a virtual arm guard, if the attack hits the arm area covered by the second virtual object, it can be determined that the attack trigger operation against the virtual arm guard was successful. After determining that the attack trigger operation is effective against the virtual equipment, the terminal device can control the first virtual object to perform attack settlement processing on the virtual equipment worn by the second virtual object. This attack settlement processing may include: determining at least one of the following parameters: attack value, damage parameter, penetration parameter, destruction parameter, equipment wear parameter, or durability reduction parameter, and updating the virtual equipment's durability value based on these parameters. For example, the virtual equipment may have a pre-defined initial durability value, current durability value, and durability value change rules. The current durability value may represent the virtual equipment's remaining attack resistance at the current moment. In response to the first virtual object attacking the virtual equipment, the terminal device can reduce the virtual equipment's durability value according to preset rules.

[0060] It should be noted that the methods for reducing the durability of virtual equipment can include any of the following: reducing durability by a fixed value; reducing durability by the percentage of attack damage; reducing durability by a durability loss coefficient corresponding to the attack type; reducing durability by the hit location, critical hit status, or penetration status; or reducing durability by equipment material, equipment level, defensive attributes, or damage resistance attributes. For example, assuming the initial durability of the virtual equipment is 100, and the first virtual object's attack causes a durability loss of 20, then after the attack is resolved, the current durability of the virtual equipment can be reduced from 100 to 80. If another attack is triggered against the virtual equipment, the durability can be further reduced based on the updated durability, so that the durability of the virtual equipment gradually approaches a preset durability threshold (e.g., 0). In addition, while reducing the durability of the virtual equipment, feedback information related to the attack hit can also be output. This feedback information can include at least one of the following: hit effect, hit flashing effect, local shaking effect, hit sound effect, durability change indication, equipment damage indication, or local spark effect. In this way, by providing hit feedback simultaneously when the durability value decreases, players can perceive that the virtual equipment has been attacked, and visual preparation is provided for the subsequent switching of the damage display after the durability value threshold is reached.

[0061] Furthermore, it should be noted that attacks on virtual equipment can be a single attack or multiple consecutive attacks. In the case of multiple consecutive attacks, the terminal device can repeatedly execute the durability reduction process each time it detects an attack trigger operation and determines that the virtual equipment has been hit, until the durability of the virtual equipment drops to a preset durability threshold. This triggers the subsequent complete state cancellation display, fragment scattering effect playback, and damaged state presentation process. In this way, the attack trigger operation can establish a correspondence with the change in the durability of the virtual equipment. This ensures that the attack result of the first virtual object on the virtual equipment worn by the second virtual object is not only reflected at the combat logic level, but also provides data basis for the subsequent equipment appearance state switching, thereby enhancing the realism of the equipment hit feedback and the rationality of the state evolution.

[0062] In step 103, in response to the virtual equipment's durability value dropping to a preset durability threshold, the virtual equipment is de-displayed.

[0063] In some embodiments, the above-mentioned cancellation of virtual equipment can be achieved by: determining the hit position of the attack triggering operation on the virtual equipment; starting from the hit position, controlling the surface material of the virtual equipment to perform an outward spreading ablation rendering action until the virtual equipment is completely invisible.

[0064] For example, continuing from the above, after the terminal device updates the current durability value of the virtual equipment based on the aforementioned attack settlement results, it can compare the updated current durability value with a preset durability value threshold. If the updated current durability value of the virtual equipment drops to or is lower than the preset durability value threshold, it can be determined that the virtual equipment meets the destruction display trigger condition. The preset durability value threshold can be zero, or it can be a warning threshold, damage threshold, or disappearance threshold that is greater than zero. For example, assuming the initial durability value of the virtual equipment is 100, when the current durability value of the virtual equipment drops to 0, an ablation display is triggered. Alternatively, when the current durability value of the virtual equipment drops to 10 or 5, an ablation display is triggered in advance to create a more expressive visual effect of equipment destruction. Specifically, when it is determined that the virtual equipment meets the conditions for triggering the destruction display, the terminal device can further determine the hit location on the virtual equipment of the attack that triggered the current durability value to drop to a preset durability threshold. The hit location can represent the local area where the attack interacts with the virtual equipment, and can be any of the following: a 2D texture coordinate position, a 3D model surface coordinate position, a mesh vertex neighborhood position, a collision detection hit point position, a corresponding position in the skeleton attachment area, or a model surface normal projection position. For example, the hit location can be determined in any of the following ways: determining the intersection point of the attack ray and the virtual equipment model based on ray detection results; determining the contact point between the projectile and the virtual equipment collision box based on ballistic collision results; determining the center point of the hit area based on the overlap between the melee attack range and the virtual equipment surface area; determining a local hit location based on the overlap between the skill's effect area and the virtual equipment model surface; or determining the hit location based on the most recently recorded effective hit location. To make the subsequent ablation display more closely resemble the actual hit effect, the terminal device can also map the hit location to the surface material space of the virtual equipment. In other words, the hit location can be converted into positional parameters associated with the rendering of the virtual equipment's material, so that the subsequent control of the ablation effect can spread from the hit location. These positional parameters can be UV coordinates, local coordinates, world coordinates, tangent space coordinates, or the mask center coordinates used to drive shader calculations. After determining the hit location, the terminal device can also control the surface material of the virtual equipment to perform an outward-spreading ablation rendering action, starting from the hit location. This ablation rendering action can be understood as gradually reducing the visible area of ​​the virtual equipment from the hit location, and spreading it to the surrounding area over time until the entire virtual equipment becomes completely invisible.

[0065] It should be noted that the outward spread mentioned above can refer to: gradually expanding the ablation area from the hit location as the center, according to a preset diffusion direction and speed. The diffusion method can be any of the following: circular diffusion, elliptical diffusion, irregular noise diffusion, diffusion along the normal direction, diffusion along the surface topology, or diffusion along a preset crack path. This ensures that the ablation effect no longer disappears synchronously as a whole, but rather gradually engulfs other areas of the equipment starting from the hit location, thus better aligning with the player's intuitive understanding of the equipment destruction process. Specifically, the terminal device can call the ablation material parameters or ablation shader level corresponding to the virtual equipment to perform gradual culling, transparency attenuation, edge ablation, threshold clipping, or texture masking on the surface pixels of the virtual equipment. The ablation rendering actions can include: generating an initial ablation center based on the hit location; gradually increasing the ablation radius based on time parameters; perturbing the ablation boundary based on noise maps or program noise; gradually reducing the visibility of the target area based on a threshold function; adding highlighted edges, burned edges, cracked edges, or particle dispersion edges to the ablation edges; and performing transparency or discarding processing on surface pixels that have entered the ablation area. Furthermore, the process of controlling the surface material of virtual equipment to perform ablation rendering can be achieved by updating ablation parameters frame by frame. For example, the terminal device can update ablation progress parameters, diffusion radius parameters, edge perturbation parameters, transparency parameters, or threshold parameters in each rendering frame, so that the ablation area of ​​the virtual equipment continuously expands over time. As the ablation progress parameter gradually increases, the virtual equipment gradually transitions from a local ablation state to a large-area ablation state, until it becomes completely invisible. Complete invisibility can be represented by any of the following situations: the entire surface area of ​​the virtual equipment is covered by an ablation mask; the entire effective display mesh area corresponding to the virtual equipment is eliminated; or the virtual equipment is visually unrecognizable to the player. In addition, when the virtual equipment becomes completely invisible, the terminal device can stop rendering output of the virtual equipment's complete state material and can further switch the virtual equipment to a hidden state, a removed state, or a destroyed state. This can end the current equipment ablation display process and reduce unnecessary subsequent rendering costs.

[0066] Furthermore, it should be noted that if the attack trigger creates a clear hit point on the surface of the virtual equipment, the terminal device can directly use this hit point as the ablation starting point and perform radial diffusion ablation centered on it. This means that surface areas closer to the hit point become invisible earlier, and those farther away become invisible later, until the entire virtual equipment disappears. For example, if the virtual equipment is a virtual helmet and a bullet hits the front right side of the helmet, the terminal device can control the helmet material to diffuse and ablate outwards from the front right hit point, creating a missing area at the hit location first, then gradually spreading to the top, left, and back of the helmet until it completely disappears. If the attack trigger corresponds to a hit area rather than a single hit point, the terminal device can use the center of that hit area or the main area of ​​effect as the ablation starting point and perform outward diffusion ablation rendering. For example, when the virtual equipment is a virtual chest armor, and a second virtual object is subjected to a wide-area explosion attack, with the explosion area covering the central region of the chest armor, the terminal device can determine the center of the central region of the chest armor as the ablation starting point and control the chest armor material to gradually spread and ablate from the central region outwards to the sides, top, and bottom until the chest armor is completely invisible. Furthermore, if the virtual equipment's durability value drops to a preset durability threshold due to the cumulative effect of multiple attacks, the terminal device can also determine one or more ablation starting points from multiple effective hit locations. For example, it can choose the hit location of the last effective attack as the ablation starting point; or it can choose multiple historical hit locations as multiple ablation starting points, spreading ablation outwards simultaneously from multiple locations. This allows the ablation effect to match the history of multiple hits. For example, taking a virtual helmet as an example, assuming the virtual helmet is attacked successively on the left side, top, and forehead, when the final durability value drops to 0, ablation can begin simultaneously from these multiple hit locations, thus allowing the virtual equipment to exhibit a richer damage evolution effect. Furthermore, while the terminal device is controlling the virtual equipment to perform the ablation rendering action, it can maintain the continuous display of the second virtual object's character model, allowing players to observe the gradual disappearance of the virtual equipment relative to the second virtual object's body parts. Once the virtual equipment is completely invisible, the corresponding body parts of the second virtual object can remain exposed.

[0067] As can be seen, in this embodiment, after the durability value of the virtual equipment drops to a preset durability threshold, the display of the virtual equipment is not directly canceled. Instead, the hit location of the attack on the virtual equipment is first determined, and then the ablation rendering action that spreads outward from that hit location is executed. This allows the process from "being hit" to "disappearing" of the equipment to have a clear temporal evolution relationship and spatial diffusion relationship, avoiding the visual jump problem caused by sudden disappearance in related technologies, thereby improving the coherence of equipment damage display. In addition, this embodiment sets the ablation starting point as the hit location of the attack trigger operation on the virtual equipment, so that the final destruction demonstration of the equipment is directly related to the actual hit location. Players can clearly perceive "where the equipment was damaged from," thereby enhancing the causal consistency between the attack behavior, the hit result, and the equipment damage effect. Compared with the common overall fade-out or uniform cracking effect, this method makes it easier for users to understand the source of the damage. Meanwhile, by controlling the surface material of virtual equipment to gradually dissolve outwards from a localized area, the visual process of equipment disintegrating, burning, cracking, or collapsing under attack can be simulated, making equipment damage more consistent with players' perception of realistic destruction. Especially on equipment with clearly defined impact points, such as helmets, armor, and shields, this localized, gradual dissolution display significantly enhances the realism and immersion of the visuals. Furthermore, compared to directly switching to another damage model or instantly hiding the model, this embodiment can directly perform ablation rendering on the existing virtual equipment model and materials, reducing visual discontinuities that may occur when switching between different model resources. It also reduces the configuration requirements for additional damage model resources, thus balancing display quality and flexibility.

[0068] In other embodiments, after canceling the display of the virtual equipment, the following processing may also be performed: stop displaying the energy-wrapped light effect that is attached to the body of the second virtual object due to wearing the virtual equipment, and restore the basic appearance of the second virtual object when it is not wearing the equipment.

[0069] For example, continuing from the above, after the terminal device cancels the display of the virtual equipment, it can also synchronously update the additional display effects associated with the virtual equipment to ensure that the overall appearance of the second virtual object remains consistent with the cancellation of the virtual equipment's display. These additional display effects can include an energy-wrapping light effect triggered by the second virtual object wearing the virtual equipment. This energy-wrapping light effect can be at least one of the following: a glowing effect surrounding the second virtual object's body, a portion of its body, or the virtual equipment; a flowing light layer effect; an energy shield effect; a light band wrapping effect; a particle envelope effect; or an outline highlighting effect. Specifically, the energy-wrapping light effect can be a display resource associated with the virtual equipment's wearing state. In other words, when the second virtual object is wearing the virtual equipment, the terminal device can display the virtual equipment itself while simultaneously displaying the corresponding energy-wrapping light effect to highlight the virtual equipment's protective attributes, enhancement attributes, special status attributes, or rarity attributes. For example, when the virtual equipment is a shield-type item, a ring of flowing energy can be displayed around the second virtual object's chest, shoulders, or body. After cancelling the display of virtual equipment, the terminal device can further stop displaying the energy-wrapped light effect. For example, it can directly turn off the special effect emitter corresponding to the energy-wrapped light effect, or it can stop the particle generation of the energy-wrapped light effect. Of course, stopping the display of the energy-wrapped light effect can be performed simultaneously with canceling the display of virtual equipment. For example, to make the display transition more natural, the terminal device can simultaneously reduce the brightness, particle density, flow speed, or outline intensity of the energy-wrapped light effect during the virtual equipment's ablation rendering action, so that the energy-wrapped light effect weakens synchronously as the virtual equipment gradually disappears, and terminates the display when the virtual equipment is completely invisible. For example, if a second virtual object originally had a blue energy shield around its body due to wearing armor-type virtual equipment, and this armor-type virtual equipment is canceled from display because its durability value drops to 0, the terminal device can simultaneously stop the rendering output of the blue energy shield, so that the second virtual object no longer displays the external energy effect attached by this armor-type virtual equipment. Furthermore, after stopping the display of the energy-enveloping light effect, the terminal device can also restore the basic appearance of the second virtual object in its unequipped state. This basic appearance can represent the default appearance, original appearance, preset basic character appearance, or basic body appearance of the second virtual object when not equipped with virtual gear. The basic appearance can include at least one of the following: character body model, basic character clothing, default character materials, default character lighting effects, and preset visible areas on the character's body surface. Restoring the basic appearance of the second virtual object in its unequipped state can include any of the following processes: restoring the display of the body area model obscured by virtual gear; restoring the display of basic clothing or skin resources corresponding to the unequipped state; or restoring the default display relationship of body parts of the second virtual object.Specifically, if the virtual equipment covers part of the second virtual object's body when worn, the terminal device can re-enable the display grid, basic material, or default texture corresponding to that part of the body area after the virtual equipment is de-displayed, so that the second virtual object presents a natural appearance when not wearing equipment. For example, when the virtual equipment is a virtual helmet, the original hairstyle, facial contours, or ear area of ​​the second virtual object can be restored after the virtual helmet disappears; when the virtual equipment is a virtual chest armor, the original clothing or basic upper body attire of the character can be restored after the virtual chest armor is de-displayed.

[0070] It should be noted that the restoration of the basic appearance can be achieved through an appearance state switching mechanism. Specifically, the terminal device can pre-save the display parameter sets corresponding to "equipped state" and "unequipped state" in the character appearance configuration. When the virtual equipment is de-displayed, the terminal device can switch from "equipped state" to "unequipped state" and reconfigure the body display resources, material resources, and special effects resources of the second virtual object according to the display parameter set corresponding to the unequipped state. In addition, the restoration of the basic appearance can be instantaneous or gradual. If a gradual restoration is used, the terminal device can gradually increase the visibility of the basic appearance-related materials within a preset time, reduce the visual impact of equipment residue, and smoothly transition the second virtual object to the unequipped state. For example, the basic clothing display and body area restoration can be completed within 0.2 seconds to 1 second, thereby reducing the visual abruptness.

[0071] As can be seen, this embodiment further stops displaying the energy-wrapping light effect attached to the body of the second virtual object due to wearing the virtual equipment after canceling the display of the virtual equipment, and restores the basic appearance of the second virtual object in the unequipped state. This ensures that the equipment body, the equipment's auxiliary light effects, and the character's appearance are consistent, avoiding inconsistent display problems such as "the equipment has disappeared but the surrounding enhancement light effect still exists" or "the equipment has been damaged but the character still retains the appearance of the equipped state". In addition, by simultaneously removing the energy-wrapping light effect and restoring the basic appearance in the unequipped state, the result "the equipment has become ineffective or damaged" can be conveyed to the player from multiple visual levels. Compared to simply hiding the equipment model, this embodiment provides a more complete state feedback chain, helping players to more accurately identify whether the second virtual object still has the protective or enhancement effects provided by the equipment.

[0072] In some embodiments, after the virtual equipment is de-displayed, at least one of the following processes may be performed: removing the protective collision body that surrounds the corresponding part of the second virtual object and is associated with the virtual equipment, and enabling the impact collision body of the second virtual object itself; clearing the equipped status indicator attached to the second virtual object, and canceling the attribute bonus effect provided by the virtual equipment to the second virtual object.

[0073] For example, when a second virtual object wears virtual equipment, it may have not only visual display resources but also collision detection resources. These collision detection resources can include protective colliders that match the virtual equipment. These protective colliders can be placed around the corresponding body part of the second virtual object to represent the protected hit area formed by the virtual equipment during combat interaction. For instance, when the virtual equipment is a virtual helmet, a protective collider corresponding to the helmet can be placed around the head of the second virtual object; when the virtual equipment is a virtual chest armor, a protective collider corresponding to the chest armor can be placed around the chest or upper body of the second virtual object. Furthermore, the aforementioned protective colliders can be any of the following: box-shaped colliders, spherical colliders, capsule-shaped colliders, convex hull colliders, mesh colliders, or composite colliders composed of multiple sub-colliders. The protective colliders can be used to prioritize receiving attacks related to the virtual equipment during attack detection, ray detection, ballistic hit detection, skill range hit detection, or melee collision detection. For example, when the second virtual object is equipped with virtual gear, the terminal device can control the protective collision object associated with the virtual gear to be enabled, or control its priority in hit detection to be higher than the hit collision object of the second virtual object itself. In other words, when an attack triggers and hits the corresponding part of the second virtual object, the attack can be prioritized to act on the virtual gear, rather than directly on the second virtual object. After canceling the display of the virtual gear, the terminal device can further remove the protective collision object, for example, by disabling the collision detection function of the protective collision object, or by deregistering the protective collision object from the current collision detection tree or collision management list. After removing the protective collision object, the terminal device can enable the hit collision object of the second virtual object itself. The hit collision object can be the body collision area that the second virtual object's character model originally has, used to represent the basic hit area that the various body parts of the second virtual object can be hit by attacks when not wearing the corresponding virtual gear. For example, the collision response function of the hit collision object of the second virtual object itself can be enabled, or the priority of the hit collision object of the body itself in attack detection can be restored. Furthermore, removing the protective collider and enabling the main body's hit collider can be performed simultaneously or sequentially. For example, the terminal device can first set the protective collider to an inactive state, and then enable the hit collider of the second virtual object in the same frame or the next frame to avoid the problem of missing or repeated collision judgments during the state switching process.

[0074] It can be seen that when virtual equipment has been de-displayed or is in an inactive state, if the protective collider corresponding to the virtual equipment is still retained, a situation may occur where "the equipment has visually disappeared, but the attack judgment is still protected by the equipment," which can easily lead to inconsistencies between the display results and the interaction results. Therefore, this embodiment of the application, by simultaneously removing the corresponding protective collider after the virtual equipment is de-displayed and enabling the hit collider of the second virtual object, can ensure that the character's current appearance state is consistent with the hit judgment state, avoiding misunderstandings caused by "the invisible equipment still being effective," thereby improving the consistency between display logic and combat logic. Simultaneously, by removing the protective collider and re-enabling the hit collider of the second virtual object, attacks can again directly act on the corresponding parts of the character's body, restoring the normal hit relationship when the equipment is not worn, thus ensuring the correct execution of subsequent damage calculation, hit feedback, and part determination. For example, when a second virtual object equips virtual equipment, the terminal device can attach an equipped status identifier associated with that virtual equipment to the second virtual object. This equipped status identifier can indicate that the second virtual object is currently equipped and can be accessed by the rendering system, combat system, attribute system, interface display system, or status management system. Furthermore, the aforementioned equipped status identifier can be a character status bit, a flag field, an equipment activation identifier, a buff status label, a part equipment mark, an appearance status label, a combat status label, or other logical identifiers that can represent equipped virtual equipment. For example, when the second virtual object equips a virtual helmet, a status identifier of "Headgear Activated" can be attached. After de-displaying the virtual equipment, the terminal device can clear the equipped status identifier attached to the second virtual object, for example, by changing the corresponding equipment status bit from a valid value to an invalid value, or by deleting the status label corresponding to the virtual equipment from the character status list. It should be noted that when the second virtual object equips virtual equipment, the virtual equipment can provide attribute bonuses to the second virtual object. These attribute bonuses can include at least one of the following: increased defense, increased damage reduction, increased maximum health, increased shield value, or other numerical or status-based enhancements provided by the virtual equipment. Therefore, when the virtual equipment is dedisplayed, the terminal device can simultaneously cancel the attribute bonuses provided by the virtual equipment to the second virtual object. For example, it can deduct the additional attribute value provided by the virtual equipment from the second virtual object's current attribute value, or it can clear the corresponding bonus entry of the virtual equipment. Furthermore, the cancellation of attribute bonuses can be immediate or delayed, integrated with the equipment dedisplay process. For example, to ensure greater consistency between visual appearance and numerical logic, the terminal device can officially clear the corresponding attribute bonuses only after the virtual equipment is completely invisible; this embodiment does not specifically limit this. Additionally, after canceling the attribute bonuses provided by the virtual equipment, the terminal device can update the status display information related to the second virtual object. For example, it can refresh the attribute panel, target status label, combat prompts, or body part protection prompts, so that the player can intuitively perceive that the second virtual object has lost the enhancement capabilities provided by the virtual equipment.

[0075] As can be seen, by removing the equipped status identifier attached to the second virtual object after canceling the display of the virtual equipment, and canceling the attribute bonus effect provided by the virtual equipment to the second virtual object, the display status, equipment status and attribute status of the second virtual object can be kept consistent, preventing the failed equipment from continuing to participate in status judgment and attribute calculation, improving the accuracy of subsequent combat calculations, and enhancing the user's perception of the equipment failure result and the rationality of interaction.

[0076] In other embodiments, when the durability of the virtual device drops to a preset durability threshold, the following processing may also be performed: displaying a screen shattering mask on the edge area of ​​the display screen of the client used to control the second virtual object, or displaying a momentary blurring and distortion effect on the display screen.

[0077] For example, when the durability of the virtual equipment worn by the second virtual object drops to a preset durability threshold, a screen shattering mask can be overlaid on the edge area of ​​the client display screen used to control the second virtual object. This screen shattering mask can simulate the visual effects of damage to the protective medium in front of the observer's viewpoint, such as cracked helmet visors, shattered goggles, or the observation of lens crack propagation. Specifically, the screen shattering mask can include crack textures, broken textures, diffused crack textures, spiderweb crack textures, irregular fracture textures, fragment edge textures, or combinations of these textures. Furthermore, the screen shattering mask can be a static layer or a dynamically evolving animation; for example, it can first display a few fine cracks, then show crack propagation or edge debris jittering to enhance the damage feedback effect. Meanwhile, the screen shattering mask can be prioritized to appear in the edge areas of the display screen (e.g., it can include at least one of the top, bottom, left, right, four corner areas, or wraparound border areas), rather than completely covering the center area of ​​the display screen. This setting can ensure that players can perceive the damaged equipment status while reducing the degree of obstruction to the operation object, aiming area, and interactive information in the center of the field of view. In addition, the display parameters of the screen shattering mask can be adjusted according to the type of virtual equipment, the damaged part, the degree of damage, or the direction of the hit. The display parameters can include at least one of the following: the display position of the shattering mask; the transparency of the shattering mask; the crack density; the crack length; the crack propagation speed; and the crack duration. For example, when the virtual equipment is a virtual helmet, if the attack comes from the front left, the crack mask can be prioritized to appear in the upper left or left edge area of ​​the display screen; if the attack comes from directly in front, a more uniform wraparound crack effect can be prioritized to appear around the four edges. Furthermore, the screen crack mask can appear immediately when the virtual equipment's durability drops to a preset durability threshold, and then gradually fade out after a preset duration. Alternatively, it can remain displayed while the virtual equipment's durability remains below the threshold. For example, if the second virtual object is wearing goggles, when its durability drops to 0, localized lens crack textures can be displayed on the top and left and right edges of the screen on the client used to control the second virtual object to simulate the visual effect of broken goggles.

[0078] For example, when the durability of the virtual equipment worn by the second virtual object drops to a preset durability threshold, a momentary blurring and distortion effect can be applied to the display screen of the client used to control the second virtual object. This is to represent the temporary visual anomaly of the second virtual object when it suffers a strong impact, damage to the visual protection components, or short-term disruption of the viewing interface. The blurring and distortion effect can include at least one of the following: momentary Gaussian blur effect; radial blur effect; local stretching distortion effect; ripple distortion effect; color shift effect; short-term focus loss effect. Furthermore, the blurring and distortion effect can last only a very short time, such as 0.1 to 0.5 seconds, to avoid prolonged interference with player operations while still providing clear feedback on the impact of damage. Additionally, the blurring and distortion effect can be triggered within one frame or can rapidly decay from strong to weak over several frames. Furthermore, the intensity and duration of the blurring and distortion effect can be dynamically adjusted based on the attack intensity, equipment damage level, hit direction, and the current state of the second virtual object. For example, when the durability value drops sharply below the durability threshold due to an explosion impact, a stronger blurring and distortion effect can be used; if the durability value drops to the threshold due to a general attack, a milder blurring disturbance can be used. In addition, the blurring and distortion effect can be triggered independently or in conjunction with the aforementioned screen shattering mask. That is, in some scenarios, a short-term blurring and distortion effect can be applied to the displayed image first, and then the edge shattering mask can be displayed after the blurring and distortion effect fades; alternatively, the shattering mask can be displayed first, and then the blurring and distortion effect can be applied to the displayed image. This application embodiment does not specifically limit this approach.

[0079] It should be noted that in practical applications, the aforementioned visual feedback effect can be triggered when the durability of virtual equipment first drops to a preset durability threshold. This avoids repeatedly triggering the same effect when the durability has been below the threshold for an extended period, reducing interference with the player's visual experience and gameplay. Furthermore, a cooldown period can be set for the effect trigger. If the durability fluctuation occurs again within the preset cooldown period, and the triggering conditions are not met again, the aforementioned screen shattering mask or blurring distortion effect will not be applied repeatedly. Additionally, the presentation of the visual feedback effect can be controlled in conjunction with the client's perspective mode. For example, in a first-person perspective, the screen shattering mask and blurring distortion effect can more directly cover the currently viewed screen; in a third-person perspective, the effect intensity can be appropriately reduced, or simplified damage feedback can be presented only at the edges of the interface and in the status indicator area to avoid affecting the overall observation of the character and environment.

[0080] As can be seen, the durability value of virtual equipment is a background numerical state. If changes only occur at the data level without intuitive feedback, players may find it difficult to perceive in a timely manner that their protective equipment is in a dangerous state. This embodiment of the application, by presenting a shattered mask or a blurring distortion effect on the display screen, transforms the abstract change in durability value into a directly observable visual cue, thereby improving the player's perception efficiency of the equipment's damage level. Furthermore, by triggering a clear visual feedback effect, a timely warning message that "equipment has entered a critical damage stage" can be conveyed to the player, giving them the opportunity to take countermeasures such as avoiding attacks, changing equipment, adjusting tactics, or evacuating from dangerous areas, thus enhancing the timeliness of system prompts. Simultaneously, the shattered mask can simulate observing the breaking of a medium, and the instantaneous blurring distortion can simulate the visual disturbance caused by impact, helping to enhance the player's sensory perception of the impact intensity, the degree of equipment damage, and the tension of combat, thereby improving the interactive immersion.

[0081] In some embodiments, when the durability of a virtual device drops to a preset durability threshold, the following processing may also be performed: in a client used to control a third virtual object, the fragment scattering effect is played by reducing the number of fragments or turning off a simplified display mode for lighting and shadow rendering, wherein the third virtual object is a virtual object in the virtual scene that observes the interaction between the first virtual object and the second virtual object.

[0082] It should be noted that the first virtual object can be the attacker, the second virtual object can be the attacked object wearing virtual equipment, and the third virtual object can be another virtual object in the same virtual scene. The third virtual object can be controlled by other users or by the system. The third virtual object does not directly correspond to the wearer of the virtual equipment, but is a virtual object used to observe the interaction between the first and second virtual objects, such as a teammate, hostile object, or neutral object in the vicinity who can observe the attack. When the first virtual object attacks, collides with, explodes, uses skills, or otherwise affects the second virtual object, the server can update the durability value of the virtual equipment worn by the second virtual object. When the durability value of the virtual equipment drops to a preset durability threshold, in addition to executing equipment damage prompts, display switching, collision body switching, attribute adjustments, or screen damage feedback for the client controlling the second virtual object, it can also trigger the fragmentation effect corresponding to the virtual equipment damage for the client controlling the third virtual object. Since the third virtual object is merely an observer witnessing the interaction between the first and second virtual objects, its client focuses on the outcomes of events occurring in the external scene, rather than the subjective feedback from the second virtual object. Therefore, the special effects played in the client controlling the third virtual object can employ a different display strategy than those displayed in the client controlling the second virtual object.

[0083] For example, when the durability of the virtual equipment worn by the second virtual object drops to 0, the server can generate a fragmentation effect to represent partial breakage, shell cracking, mask shattering, armor plate peeling off, or protective layer detaching. In the client controlling the second virtual object, to enhance the immersive experience from the first-person or primary interactive perspective, a more complete fragmentation effect configuration can be used, such as generating a larger number of fragment units and performing detailed calculations on the fragmentation trajectory, rotation posture, transparency changes, and force effects. In contrast, in the client controlling the third virtual object, since the third virtual object is merely an observer of the event, and the fragmentation effect usually does not constitute information necessary for the core operation of the third virtual object, the fragmentation effect can be simplified. For example, the number of fragments displayed in the effect can be reduced to a lower number than the number of fragments displayed in the client controlling the second virtual object. The reduction in the number of fragments can be achieved through at least one of the following methods: reducing the number of particle emissions according to a preset ratio; retaining only larger or more easily identifiable fragment objects; merging multiple small fragments in the same scattering area; dynamically reducing the number of fragments based on the distance between the third and second virtual objects; and selectively omitting some fragments based on the current viewing direction, visible range, or occlusion relationship of the third virtual object. For example, when the durability of a mask-like virtual device worn by the second virtual object drops below a threshold, the client controlling the second virtual object can generate 40 fragment particles, while the client controlling the third virtual object only generates 12 representative fragment particles to present the visual result of the mask breaking and scattering outwards. Alternatively, if the third virtual object is far from the second virtual object, only a small number of larger fragments can be displayed flying out along the main hit direction, while omitting a large number of small fragments to reduce the consumption of client graphics processing resources in long-distance scenes.

[0084] It should be noted that, to enhance realism, the debris scattering effect may involve applying specular highlights, shadows, reflections, refractions, changes in illumination, normal perturbations, or dynamic ambient lighting calculations to the debris units, resulting in richer lighting and shadow effects during the scattering process. However, for the client used to control the third-party virtual object, such detailed lighting and shadow effects offer relatively limited assistance in recognizing the "equipment damaged" event. Therefore, a simplified display mode with lighting and shadow rendering disabled can be used for the debris scattering effect in the client used to control the third-party virtual object. Specifically, during the debris scattering playback, real-time shadow generation, specular reflection calculations, local specular highlight calculations, refraction simulations, dynamic environment mapping, or other computationally expensive graphics rendering operations can be avoided. Instead, basic materials, planar shading, pre-baked brightness, or low-cost shading methods can be used to display the debris. For example, when the durability of the shoulder armor virtual equipment of the second virtual object drops below a threshold after being attacked, the client controlling the second virtual object can play a fragmentation effect with metallic shard reflections and dynamic shadows. However, the client controlling the third virtual object can only play the corresponding scattering process with basic shading fragments without shadows and highlights, preserving the visibility of the equipment damage event while controlling the graphics rendering load. Furthermore, whether the client controlling the third virtual object uses a simplified display mode can be uniformly issued by the server or determined by the client based on local performance and scene load. For example, when the server detects that the durability of the virtual equipment worn by the second virtual object has dropped to a preset durability threshold, it can send an "equipment damage effect event" with effect level parameters to the client corresponding to the third virtual object within its observable range. Upon receiving this event, the client corresponding to the third virtual object can choose to play the fragmentation effect by reducing the number of fragments, disabling lighting and shadow rendering, or both, based on its own graphics performance level, current frame rate, number of active effects in the current scene, or user preset options. Furthermore, simplified display modes can also be correlated with the number of bystander objects in the scene. For example, when multiple third-party virtual objects are within the observation range at the same time, the server can uniformly adopt a low-overhead fragmentation scheme for all third-party virtual object clients to reduce the resource consumption caused by group synchronous rendering.

[0085] It can be seen that the third virtual object, as an observer, primarily aims to perceive the event of "the equipment of the second virtual object being damaged" in the scene, rather than necessarily experiencing the immersive damage feedback of the second virtual object itself. This embodiment, by adopting a simplified display mode that reduces the number of fragments or disables lighting and shadow rendering, still retains the visual representation of the equipment damage event, allowing the third virtual object to perceive the interaction result while reducing the graphics computational overhead of the observer. Furthermore, in multi-person interaction within the same scene, if multiple virtual objects simultaneously observe the same attack event, and each observer client renders fragment scattering effects in a highly complex manner, it may increase the graphics processing pressure, thereby affecting frame rate stability and screen smoothness. This embodiment, by adopting a simplified effects scheme for the third virtual object client, can reduce the overall rendering burden when multiple people are simultaneously observing, which is beneficial for improving operational stability in complex scenes. At the same time, for the third virtual object, the fragment scattering effect caused by the equipment damage of the second virtual object is usually an auxiliary scene feedback, rather than the core target information of the current operation. If the effects are too complex, it may cause unnecessary interference to the third virtual object's observation of enemy and friendly positions, aiming at targets, or judging environmental changes. Using a simplified display mode helps to retain the function of event prompts while avoiding excessive interference from a large number of fragments and complex lighting and shadows on the view of onlookers.

[0086] In other embodiments, before the durability value of the virtual equipment drops to a preset durability value threshold, the following process may also be performed: in response to the durability value of the virtual equipment dropping to a preset durability value range, a damaged visual effect is presented on the virtual equipment, wherein different durability value ranges correspond to different degrees of damaged visual effects.

[0087] For example, the terminal device can divide the durability value range of virtual equipment into multiple durability value intervals and configure different degrees of damage visual effects for each durability value interval. The durability value intervals can be divided proportionally based on the maximum durability value of the virtual equipment or based on a fixed value; this application does not limit this. For instance, if the maximum durability value of the virtual equipment is 100, its durability value range can be divided into the following intervals: a first durability value interval (100-70); a second durability value interval (70-40); a third durability value interval (40-15); and a fourth durability value interval (15-0). The fourth durability value interval can correspond to the severely damaged stage near or below the aforementioned preset durability value threshold. Before entering the fourth durability value interval, the terminal device can present different degrees of damage visual effects in the second and third durability value intervals, respectively. Alternatively, three durability value ranges can be set: a slightly damaged range, a moderately damaged range, and a severely damaged range. The slightly damaged range indicates that the equipment has begun to wear; the moderately damaged range indicates that the equipment's protective status has significantly decreased; and the severely damaged range indicates that the equipment is about to fail. Furthermore, durability value ranges can be set according to different types of virtual equipment. For example, for equipment such as helmets, goggles, and face shields, which primarily display visual cracking effects, a finer range division can be used; while for equipment such as metal armor, shoulder armor, and arm armor, which primarily display scratches, dents, and cracks, a different range configuration scheme can be used. In addition, the aforementioned visual damage effects can manifest as damage marks, material changes, or structural anomalies on the virtual equipment's appearance, including scratch effects, wear effects, crack effects, dent effects, and paint peeling effects. In some implementations, the visual damage effects can be directly displayed on the surface of the virtual equipment model. For example, for helmet-type equipment, crack maps, scratch maps, or localized paint chipping maps can be overlaid on the visor or shell area; for armor-type equipment, dents, cracks, burn marks, or damaged armor plate edges can be created in the impact area; for energy shield-type equipment, localized flickering, ripple disturbance, uneven brightness, or unstable energy edges can be displayed on its surface. Furthermore, the visual effects corresponding to different durability value ranges can vary in terms of damage area, display intensity, distribution density, transparency, dynamic range, or duration to reflect the gradual deepening of equipment damage. For example, when the durability of virtual equipment drops to the minor damage range, the terminal device can display slight damage visual effects on the virtual equipment. For example, only a few scratches, slight wear, a few spark marks, or slight color changes can be displayed in localized areas. In other words, the visual effects in the minor damage range are mainly used to indicate that the equipment has begun to be damaged, but the overall structure and protective capabilities have not yet entered a stage of significant deterioration. Therefore, the visual effects at this stage can be relatively restrained to avoid causing excessive misjudgment by the player.When the durability of the virtual equipment further decreases to the moderate damage range, the terminal device can add more obvious damage effects to the existing minor damage visual effects. For example, it can increase the scratch area, increase the crack density, increase the dent depth, expand the paint peeling area, or introduce the effect of local structural loosening. Subsequently, when the durability of the virtual equipment decreases to the severe damage range but has not yet reached the preset durability threshold, the terminal device can present a stronger damage visual effect to indicate that the equipment is about to enter the critical failure stage. In other words, the visual effects corresponding to the severe damage range can be connected with the subsequent cracking, failure, peeling, or screen feedback effects triggered when the durability value decreases to the preset durability threshold, to form a continuous damage evolution process, rather than an abrupt change when the threshold is reached.

[0088] It should be noted that in practical applications, the terminal device can adjust the display parameters of the damaged visual effects based on the current durability value range. For example, as the durability value gradually decreases from the slightly damaged range to the moderately damaged range, the terminal device can gradually increase the crack texture density and opacity on the helmet surface; when it further decreases to the severely damaged range, the number of crack branches can be increased and edge notch effects can be superimposed. Furthermore, the damaged visual effects can also be associated with the attack direction, the hit location, or the damage type. For example, when the attack comes from the left side of the equipment, scratches, dents, or cracks can be prioritized to be displayed on the left side of the equipment; when the damage type is explosive damage, ablation and shattering edge effects can be added; when the damage type is energy damage, flashing, arcing, or distorted textures can be added. Additionally, the damaged visual effects can trigger a phased switch when the durability value enters a new durability value range, or they can be continuously enhanced as the durability value continues to decrease within a range. For example, when the durability value of the virtual equipment is detected to decrease from one range to the next, the terminal device can switch to the damaged visual effect template corresponding to the new durability value range. Alternatively, the terminal device can continuously adjust the level of special effects within the same durability value range, based on the specific durability value. That is, even within the same range, the lower the durability value, the more pronounced the visual effects of damage. For example, within the moderate damage range, as the durability value gradually decreases from 40 to 20, the number of cracks, the extent of ablation, or the degree of material darkening can gradually increase. This makes the equipment damage presentation more continuous and natural, reducing the problem of abrupt stage transitions.

[0089] It can be seen that if equipment damage feedback is only given when the durability value drops to the final threshold, players have a weaker perception of the cumulative damage to the equipment in the earlier stages. This embodiment of the application, by gradually displaying damage visual effects according to different durability value ranges before reaching the threshold, allows players to perceive that virtual equipment has begun to deteriorate earlier, thereby improving the timeliness of equipment status prompts. Furthermore, different durability value ranges correspond to different degrees of damage visual effects, so that equipment damage is no longer limited to only two discrete states: "intact" and "failed," but rather forms a gradual evolution process from light to severe. This helps to express changes in equipment durability more meticulously, improving the hierarchy and continuity of equipment damage feedback.

[0090] In some embodiments, before de-displaying the virtual equipment, the following process may also be performed: presenting a crack diffusion effect on the virtual equipment, wherein the crack diffusion effect can be used to indicate that the virtual equipment is about to break.

[0091] For example, the crack propagation effect described above can be manifested as follows: an initial crack is generated on the surface of virtual equipment, and the initial crack gradually extends, branches, densifies, and expands to the surrounding area along a preset direction, the direction of impact, a weak material area, or a preset propagation path, to simulate the stress release and structural disintegration process of the virtual equipment before it breaks. The crack propagation effect can include: the appearance of the initial crack; the gradual increase in crack length; the branching and propagation of the crack; the increase in crack density; local debris shaking; and the peeling off of material around the crack. Specifically, the crack propagation effect can be achieved using texture animation, shader-driven effects, skeletal deformation effects, procedural crack generation effects, particle simulation effects, or any combination of the above methods. For example, the visual representation of crack propagation can be achieved by overlaying a crack mask on the surface of the equipment model and gradually expanding the coverage area of ​​the crack mask. In other words, the terminal device can trigger a crack propagation effect before canceling the display of the virtual equipment. For example, the crack propagation effect can be triggered immediately when the durability of the virtual equipment drops to a preset durability threshold, and continue for a preset duration before canceling the display of the virtual equipment. The preset duration can be an extremely short time, such as 0.05 seconds to 1 second, or it can be set according to the type of virtual equipment, the method of attack, or performance requirements; this application does not specifically limit this. Of course, the crack propagation effect can also be triggered in advance when the durability has not completely reached zero but has already entered a "about to break" state. For example, the terminal device can set a "critical breakage interval." When the durability falls into this interval and is effectively hit again, the crack propagation effect is played immediately, and then the display of the virtual equipment is canceled after the next frame or several frames. Furthermore, the crack propagation effect can be presented on the entire surface of the virtual equipment, or only on the hit location, vulnerable areas, transparent parts, or critical connection areas. Specifically, the terminal device can determine the starting point of the crack propagation based on the location of the attack hit. For example, when an attack hits the front left side of a helmet, an initial crack can be generated in this area, spreading towards the center of the visor, the edge joints, and the shell surface. When an attack hits the chest area of ​​armor, cracks or tears can extend from the point of impact to the edges of the surrounding armor plates. Of course, the crack propagation path can also be correlated with the structural features of the virtual equipment. For example, for transparent components such as visors and goggles, spiderweb-like cracks can spread along the edges of lenses, frame joints, and stress concentration areas; for metal armor, fractures can propagate along pre-set welds, seams, fasteners, weak corners, or recesses; for energy shields, energy cracks can spread along energy patterns, hexagonal mesh boundaries, or locally unstable nodes. Furthermore, to improve development efficiency and performance stability, servers or terminal devices can pre-configure crack propagation templates for different types of virtual equipment. When an impending breakage of a corresponding piece of equipment is detected, the appropriate template is directly invoked for playback.For example, helmet-type equipment uses a "radial crack template," armor-type equipment uses an "armor plate edge crack template," and shield-type equipment uses an "energy fissure diffusion template." For instance, when the virtual equipment is a virtual helmet, if its durability drops from 8 to 0 after continuous hits, the helmet model is not immediately removed. Instead, a main crack is generated in the center of the helmet visor, and within 0.15 seconds, it rapidly spreads outwards, forming a spiderweb-like network of cracks, accompanied by slight edge tremors. After the cracks have spread and covered the entire visor, the terminal device then removes the helmet from the display, indicating that the helmet is completely broken. When the virtual equipment is a virtual chest armor, if its durability drops to 0, multiple cracks can be displayed in the impact area of ​​the chest armor, rapidly spreading along the armor seams, with localized material peeling at the crack ends. After 0.25 seconds, the complete chest armor model is replaced with a broken fragment model, or the main protective plates of the chest armor are directly removed from the display.

[0092] In step 104, a fragment scattering effect is played at the corresponding position of the second virtual object.

[0093] Here, the appearance parameters of the fragments in the scattering effect (such as shape parameters, texture parameters, and color parameters) are consistent with the appearance parameters of the virtual equipment when it is in its complete state.

[0094] In some embodiments, step 104 can be implemented as follows: at the location of the body part of the second virtual object wearing the virtual equipment, a fragment scattering effect is played, wherein at least some of the fragments in the fragment scattering effect scatter in the opposite direction to the attack direction corresponding to the attack triggering operation. That is, if the attack is directed from the first direction toward the location of the second virtual object, at least some of the fragments can scatter in the opposite direction to the first direction, thereby forming visual feedback that matches the relationship of the impact force transmission.

[0095] For example, the playback position of the fragmentation effect can correspond to the wearing position of the virtual equipment. For instance, when the virtual equipment is a helmet, mask, or goggles, the fragmentation effect can be played at the location of the second virtual object's head or face; when the virtual equipment is a chest armor, the fragmentation effect can be played at the location of the chest; and when the virtual equipment is shoulder armor, the fragmentation effect can be played at the location of the left or right shoulder. Furthermore, the aforementioned body part locations can be the location of the body skeleton binding point, the equipment attachment point, the center of the hit collision box, the hit detection point, the center of the equipment model, or the area near the hit normal; this application does not specifically limit this. For example, if the second virtual object is wearing a helmet, and the helmet is determined to be broken after being attacked, the terminal device can generate a fragmentation effect near the head skeleton node; if the second virtual object is wearing a chest armor, the effect of chest armor fragments falling and scattering can be generated near the chest attachment point or the hit point. In addition, to improve visual accuracy, the generation position of the fragmentation effect can be further fine-tuned based on the actual hit point. In other words, based on the base position corresponding to the body part, the location of the fragment emission source is offset according to the attack impact point, making the special effects closer to the actual location of the attack. Furthermore, the attack direction can be determined based on the attack source information, attack trajectory information, or hit relationship information corresponding to the attack trigger operation. The attack direction can represent the incident direction when the attack acts on the virtual equipment worn by the second virtual object. For example, the attack direction can be determined in any of the following ways: based on the launch direction when the first virtual object fires an attack towards the second virtual object; based on the flight direction of the attacking object (such as a bullet, arrow, projectile, or energy beam); or based on the vector from the attack source position to the hit position at the moment of impact. For example, if the first virtual object uses a virtual weapon to fire at the second virtual object, and the bullet hits the second virtual object's head from front to back, the attack direction can be defined as the direction from the first virtual object's location to the point of impact on the second virtual object's head. Another example is when the first virtual object performs a slashing motion to attack the second virtual object's left shoulder armor; the attack direction can be determined based on the tangential direction or main motion direction of the weapon's slashing trajectory at the moment of impact. After the terminal device cancels the display of virtual equipment in the virtual scene, it can generate multiple fragment objects or particle objects and set an initial scattering direction for each fragment object. At least some fragments can scatter in the opposite direction to the attack direction to simulate the effect of equipment scattering along the recoil direction or outward roll direction after being impacted. It should be noted that "opposite to the attack direction" can mean a completely opposite direction, or it can mean a direction range with the opposite direction as the main direction and allowing for a certain angular deviation. For example, multiple fragment scattering vectors can be randomly distributed within a cone-shaped region opposite to the attack direction; this application does not specifically limit this.For example, if the attack direction is along the positive X-axis, then at least some of the fragments can be set to scatter along the negative X-axis, or in multiple directions centered on the negative X-axis with angles within ±20°. Furthermore, not all fragments must scatter strictly in the opposite direction to the attack. For instance, only the main visible fragments, large fragments, or the first batch of scattered fragments can be set to scatter in the opposite direction to the attack, while other secondary fragments can be affected by factors such as gravity, collision bounce, character movement, and the direction of equipment structural breakage, spreading in other directions. This maintains physical consistency between the main visual direction and the attack direction while enhancing the naturalness of the scattering effect.

[0096] As can be seen, by setting the location of the flying fragments at the actual body part wearing the virtual equipment, and making at least some fragments fly in the opposite direction to the attack direction, the spatial position and movement trend of the special effect can be made to correspond with the location and direction of the attack, thereby enhancing the consistency between the impact feedback and the attack event. Furthermore, in the player's intuitive understanding, after equipment is impacted by an external force, its broken fragments usually shift in a direction related to the impact propagation. By making at least some fragments fly in the opposite direction to the attack direction, it can more closely resemble the player's intuitive understanding of "fragments flipping outwards and flying away after being hit," thereby improving the realism and physical plausibility of the equipment breaking effect. In addition, by requiring only "at least some fragments" to fly in the opposite direction to the attack direction, rather than forcing all fragments to be in the same direction, it can ensure the clarity of the main visual logic while reserving space for random diffusion of other fragments. This satisfies the directional correlation between attack and feedback, and makes the overall special effect more natural and less rigid.

[0097] In other embodiments, step 104 can also be implemented as follows: At the location of the body part of the second virtual object wearing the virtual equipment, a fragment scattering effect is played. The fragments in the scattering effect rotate during the scattering process, and the size of the fragments gradually decreases or the transparency of the fragments gradually increases with the scattering distance. In other words, as the fragments scatter outward from the impact point, not only can displacement represent the dynamic process of the fragments detaching from the equipment body, but rotation, scaling, and transparency changes can further enhance the movement layer of the fragments, making the fragment representation more consistent with the visual patterns of equipment breakage.

[0098] For example, after generating fragment objects, the terminal device can set rotation parameters for each fragment object, causing it to rotate around at least one rotation axis during the scattering process. This rotation can include: rotation around the fragment's own normal direction; rotation around the fragment's direction of motion; and rotation around a randomly generated local rotation axis. Specifically, the rotation display effect can be achieved by: setting a fixed angular velocity for the fragments; randomly assigning different angular velocities to different fragments; setting different rotation speeds based on fragment size; setting the initial rotational momentum of the fragments based on the attack intensity; and gradually attenuating the rotation speed based on air resistance or collision feedback during the scattering process. For example, larger armor fragments can tumble and rotate at a lower angular velocity to reflect their larger mass and more stable movement; smaller debris particles can rotate rapidly at a higher angular velocity to enhance the dynamic performance of the scattered fragments. Furthermore, the rotation display effect can be continuous rotation or a rotation that is obvious in the early stages and gradually weakens later. That is, the rotation speed is high when the fragments first detach from the equipment; as the scattering distance increases or the scattering time lengthens, the rotation speed gradually decreases to create a more natural projectile attenuation effect. Furthermore, the terminal device can establish a correlation between the display size of the fragmented object and its scattering distance. As the fragments gradually move away from their initial scattering position, their display size can gradually decrease to simulate the visual process of fragments moving away from the observation area, visibility decreasing, or gradually disappearing. The scattering distance can be the distance between the fragment's current position and its initial generation position, or the cumulative length the fragment has moved along its path. For example, when the fragment's scattering distance is within a first distance range, it maintains its original size or only slightly reduces it; when the scattering distance enters a second distance range, it gradually reduces to 70% of its initial size; when the scattering distance enters a third distance range, it reduces to 40% of its initial size or lower. Of course, the change in fragment size can also be controlled in segments. That is, a relatively stable size is maintained in the early stages of scattering to highlight the visual impact of the breakage; a significant reduction begins in the middle and later stages of scattering to represent the fragments gradually moving away and fading out. At the same time, different types of fragments can use different size reduction strategies. For example, large-sized main fragments shrink more slowly to ensure strong recognition of the main fragments; small-sized debris shrinks more quickly to rapidly complete the attenuation display of fine particles.

[0099] It should be noted that in practical applications, terminal devices can also control the visual attenuation of fragments during the scattering process by adjusting the fragment transparency. Specifically, as the scattering distance increases, the transparency of the fragments can gradually increase, causing the fragments to gradually fade until they become invisible. In the context of graphic display, "increased transparency" can mean that the fragments become more transparent and their visibility decreases; equivalently, it can also be understood as their opacity gradually decreasing. This application does not limit the expression of parameters; the key is that the fragments gradually fade out as the scattering distance increases. Specifically, the fragment transparency can be linearly adjusted according to the scattering distance. For example, in the initial stage of scattering, the fragments maintain low transparency or are completely opaque; as the scattering distance continues to increase, the transparency gradually increases proportionally until it reaches a preset upper limit. Alternatively, the transparency change can also adopt a non-linear approach, such as a gradual ingress, gradual egress, or a slow-then-fast change curve. This can prevent the fragments from disappearing too quickly in the early stage of scattering, improving the visibility at the moment of breakage. For example, the fragments remain basically clearly displayed within the first 30% of the scattering distance; gradually become transparent within the middle 40% of the distance; and rapidly fade out and disappear within the last 30% of the distance. In addition, larger fragments can be increased in transparency at a slower rate to maintain their visual dominance; smaller fragments, dust particles, or material peeling can be increased in transparency more quickly to reduce the trailing effect and decrease the overall clutter of the image.

[0100] As can be seen, this embodiment, on the one hand, simulates the rolling, throwing, and unstable motion of equipment fragments under external force by displaying a rotating effect during the scattering process, avoiding the stiffness caused by fragments only performing translational motion, thus significantly enhancing the dynamic realism of equipment breakage feedback; on the other hand, the fragments simultaneously exhibit displacement, rotation, size changes, or transparency changes during the scattering process, creating richer motion layers and making the differences between primary fragments, secondary fragments, and fine debris more obvious, thereby improving the detail and layering of the overall special effects. Furthermore, if fragments disappear abruptly at the end of their lifespan, it can easily create a jarring effect. This embodiment, by making the fragment size gradually decrease with increasing scattering distance, or by making the fragment transparency gradually increase with increasing scattering distance, allows the fragments to gradually exit the display screen, thereby improving the naturalness of the disappearance transition.

[0101] In some embodiments, step 104 above can also be implemented by playing a fragment scattering effect at the location of the body part of the second virtual object wearing the virtual equipment, wherein at least one of the scattering range, number of fragments, and scattering speed corresponding to the fragment scattering effect is positively correlated with the attack intensity corresponding to the attack triggering operation. That is, the higher the attack intensity, the larger the scattering range, the more fragments, and / or the higher the scattering speed of the triggered fragment scattering effect; the lower the attack intensity, the smaller the scattering range, the fewer fragments, and / or the lower the scattering speed of the fragment scattering effect.

[0102] For example, attack strength can represent the quantitative information of the impact, damage, or injury level caused by an attack-triggered operation to the virtual equipment worn by the second virtual object. Attack strength can be a single value or a comprehensive strength value determined by multiple parameters. For example, attack strength can be determined based on at least one of the following parameters: the base damage value corresponding to the attack-triggered operation; the attack power parameter corresponding to the attack weapon type; the instantaneous impact value upon hit; and the attack coefficient of the bullet, projectile, or energy beam. For example, the base attack damage value can be multiplied by the critical hit multiplier to obtain the attack strength value used to drive the fragment scattering effect. Alternatively, weapon power, hit location correction, and current attack distance correction can be combined to calculate the actual attack strength. In addition, attack strength can also be determined using a level range method. For example, attack strength can be divided into three levels: low strength, medium strength, and high strength, each corresponding to different fragment scattering parameter configurations. This application does not specifically limit this. Furthermore, the scattering range can represent the spatial extent covered by the fragment scattering effect spreading outward from its generation location. The scattering range can be represented by the maximum scattering radius, lateral spread width, longitudinal spread height, scattering fan-shaped angle, 3D bounding box size, or other spatial distribution parameters. For example, the terminal device can adjust the fragment scattering range according to the attack intensity, so that the higher the attack intensity, the larger the corresponding fragment scattering coverage area. Specifically, the scattering range can be represented as the maximum scattering distance that the fragments are allowed to reach. When the attack intensity is low, the fragments only spread in a small area near the impact site; when the attack intensity is high, the fragments can scatter to a greater distance. Of course, the scattering range can also be characterized by the range of the fragments' launch angle. When the attack intensity is low, a narrower spread angle can be used; when the attack intensity is high, the lateral or longitudinal spread angle can be increased, making the fragment distribution more dispersed and more explosive. In addition, a 3D spherical, conical, fan-shaped, or irregular volume region can be set as the scattering space that the fragments are allowed to cover. The higher the attack intensity, the larger this volume region, thus distributing the fragments in a larger space. The fragment quantity represents the number of fragment objects, particle objects, or shard units generated and displayed in a single fragment scattering effect. The terminal device can dynamically control the fragment generation number based on the attack intensity, ensuring that higher attack intensity results in more fragments. Specifically, a mapping relationship between attack intensity ranges and fragment quantity ranges can be pre-established. For example, low-intensity attacks correspond to a first quantity range; medium-intensity attacks to a second quantity range; and high-intensity attacks to a third quantity range. The third quantity range corresponds to a greater fragment quantity than the second quantity range, and the second quantity range corresponds to a greater fragment quantity than the first quantity range. Alternatively, the fragment quantity can be based on continuous changes in attack intensity. For instance, the number of fragments to be generated can be calculated based on the attack intensity value using linear functions, piecewise functions, exponential functions, or lookup tables.Furthermore, the number of fragments can also be related to the attack type. For example, a normal attack generates only a small number of main fragments and a few fine debris; while a high-intensity attack can generate a large number of secondary fragments and microparticles along with the main fragments to create a stronger visual effect of shattering. Dispersion velocity can represent the initial velocity, average velocity, upper velocity limit, or velocity component of the fragments as they scatter outwards from their generation location. Terminal devices can adjust the fragment dispersion velocity according to the attack intensity, so that the higher the attack intensity, the faster the corresponding fragments move per unit time, thus exhibiting a stronger sense of impact. Specifically, an initial launch velocity can be set for the fragments, and this initial launch velocity is positively correlated with the attack intensity. That is, the higher the attack intensity, the greater the initial velocity the fragments acquire when detaching from the impact site. For example, when the chest armor is subjected to a high-power attack, large armor fragments can be given a higher initial velocity, quickly flying away from the chest area; while when the chest armor is only subjected to a normal attack, the initial velocity of the fragments is lower, manifesting as slight cracking and short-distance scattering. In addition, the velocity components of the fragments in the main scattering direction, the lateral diffusion direction, and the vertical projection direction can be controlled separately. The higher the attack intensity, the greater the velocity component in the main scattering direction can be, and the lateral and vertical random diffusion velocities can also be appropriately increased. Furthermore, a correlation can be established between the velocity decay curve and the attack intensity. For high-intensity attacks, fragments can maintain a higher scattering velocity for a longer period; for low-intensity attacks, fragments can decelerate and fall or dissipate more quickly. Thus, by establishing a correlation between fragment scattering parameters and attack intensity, the equipment damage feedback under different attack intensities can present differentiated visual representations.

[0103] In other embodiments, when the virtual equipment belongs to a preset category, step 104 can be implemented as follows: at the location of the body part of the second virtual object wearing the virtual equipment, a fragment scattering effect is played, wherein the fragments in the fragment scattering effect have exclusive visual effects corresponding to the preset category. That is, for virtual equipment belonging to different preset categories, different fragment visual representations can be configured for them, so that when the equipment of this type experiences cracking, disintegration, detachment, or damage, its corresponding fragments can be displayed in an exclusive style that distinguishes them from other categories of equipment, thereby forming a categorized and differentiated visual feedback.

[0104] For example, a preset category can be at least one of the following categories pre-divided for virtual equipment: equipment category, material category, quality category, theme category, rarity category, function category, or event category. For instance, virtual equipment can be categorized according to its quality, level, or rarity, resulting in categories such as common, rare, and legendary. Furthermore, exclusive visual effects can be visual display attributes that characterize a specific preset category. These exclusive visual effects can be reflected in at least one of the following: fragment shape, color, material, lighting effects, edge features, trailing effects, particle attachment effects, dynamic changes, or combination effects. Fragments corresponding to different preset categories can have different shape characteristics. For example, if the virtual equipment belongs to the ice crystal or crystal preset categories, the fragments can be displayed as highly refractive and multifaceted crystals, rather than ordinary irregular plates. In addition, different preset categories can correspond to different color schemes, and these color schemes can be further subdivided according to equipment quality. For example, high-rarity equipment of the same category can have higher saturation, stronger gloss, or more complex gradient colors. Of course, exclusive visual effects are not only reflected in the static appearance of the fragments but can also include additional dynamic effects corresponding to the preset category to further highlight category recognition. Specifically, certain types of fragments can have unique glowing effects. For example, fragments of energy, legendary, technological, or divine equipment can continuously glow during scattering, or their edges can pulse brightly. Furthermore, fragments can have unique trails as they scatter, or category-specific particles can be added to the surface of the fragments or around their scattering path. Additionally, the fragment surface can display dynamic textures. For example, energy fragments can display flowing light patterns, technological fragments can display scan lines, digital noise, or circuit pulses, and mythological fragments can display rune flashing effects. Specifically, the terminal device can pre-establish a mapping table of "preset categories—exclusive visual effects." When the virtual equipment worn by a second virtual object is detected to belong to a certain preset category, the terminal device or server can read the exclusive visual effect configuration corresponding to that category from the mapping table and generate fragment scattering effects accordingly. For example, when a legendary helmet breaks, its fragments can have gold outlines, dynamic flowing light, or bright particle trails; while ordinary helmets only appear as basic material fragments. In addition, it should be noted that the above correspondence can be in a one-to-one manner, that is, one preset category corresponds to a set of exclusive visual effects; or it can be in a one-to-many manner, that is, the same preset category can correspond to different levels of exclusive visual effects in different scenarios, different qualities or different attack conditions.

[0105] As can be seen, by configuring different exclusive fragment visual effects for virtual equipment of different preset categories, the embodiments of this application enable players to quickly identify the category to which the equipment belongs when it is hit or broken, avoiding the convergence of hit feedback performances for different equipment and improving visual recognition. Furthermore, compared to uniform fragment scattering effects, category-specific fragment visual effects can provide richer display layers in terms of color, material, particles, lighting effects, and dynamic performance, thereby significantly enhancing the visual appeal and expressiveness of hit feedback.

[0106] In some embodiments, step 104 above can also be implemented as follows: In response to the attack type corresponding to the attack triggering operation being a preset attack type, a fragment scattering effect is played in slow motion at the location of the body part of the second virtual object wearing the virtual equipment. That is, for attack types that meet the preset conditions, the fragment scattering process is no longer displayed at the normal playback speed, but the overall playback rhythm or key local processes of the fragment scattering effect are slowed down, so that the process of fragments detaching from the equipment body, spreading and scattering, rotating and rolling, and gradually dissipating is presented in slow motion, thereby highlighting the visual feedback corresponding to the specific attack event.

[0107] For example, attack type can represent the attack form, damage form, skill category, weapon category, or hit event type corresponding to the attack triggering operation. Preset attack types can be pre-configured by the server or terminal device to filter special attacks that need to trigger slow-motion fragment scattering effects. For example, when the attack triggering operation corresponds to a sniper rifle attack, and the sniper rifle is configured as a preset attack type, a slow-motion fragment scattering effect can be triggered after hitting virtual equipment such as helmets, goggles, or chest armor. Of course, preset attack types can also include skill attack types with special visual performance requirements. For example, when the first virtual object casts a charged heavy attack skill and hits the chest armor of the second virtual object, a slow-motion chest armor shattering and scattering effect can be played at the chest. Furthermore, the aforementioned "playing fragment scattering effects in slow motion" can mean that the time flow of the fragment scattering effect is reduced relative to the regular effect playback speed, so that the fragment movement process is stretched out. For example, the regular playback speed is 1x, and the slow-motion playback speed can be 0.8x or 0.5x. For example, during a high-powered headshot attack, the helmet fragment scattering effect can be played at 0.5x speed, allowing for clearer observation of the details of the helmet fragments detaching, tumbling, and spreading. Furthermore, the terminal device can apply a time scaling parameter to the fragment scattering effect individually. This time scaling parameter can apply only to the fragment object itself, or simultaneously to particles, trails, lighting effects, or additional animations associated with the fragment. For instance, a local time scaling factor can be set for the particle system corresponding to the fragment scattering effect, synchronously slowing down the particle emission frequency, scattering displacement speed, rotation rate, and transparency rate, thus creating a unified slow-motion effect. Additionally, if the fragment scattering effect uses keyframe animation control, slow-motion playback can be achieved by stretching the keyframe timeline. That is, the duration of each stage—fragment generation, separation, scattering, tumbling, and fade-out—can be appropriately extended to make each stage more complete. For example, a fragment explosion animation that originally took 0.3 seconds can be stretched to 0.8 seconds or 1.2 seconds to create a slow-motion visual effect. Of course, a slow-motion effect can also be achieved by adjusting the physical motion parameters of the fragments. For example, reducing the initial scattering speed of the fragments, reducing the rotational angular velocity, slowing down the rate of change in transparency, and extending the lifespan can make the fragments appear to scatter more slowly.

[0108] It's important to note that in practical applications, slow-motion playback can refer to slowing down the entire fragment scattering effect, or it can slow down specific stages of the scattering process. For example, the entire lifecycle of the fragment scattering effect can be slowed down. That is, the entire process, from fragment generation, separation from the equipment, rotation and diffusion to final dissipation, is played at a slower pace than normal. This method is beneficial for fully showcasing fragment details and is especially suitable for important hit events, finishing attacks, or high-quality special effects scenes. Alternatively, only key stages of the fragment scattering can be slowed down. For example, only the initial explosion stage of the fragment can be slowed down, or only the stage before the fragment reaches its farthest point. For instance, the moment the fragment detaches can be slowed down in the first few milliseconds after impact, and then the normal speed can be restored in the subsequent stages, highlighting the key visual impact while controlling the overall playback duration. Furthermore, to further enhance the slow-motion effect, other display parameters can be controlled in conjunction with the debris-scattering effect during slow-motion playback. For example, the camera can zoom in, pause, slightly shake, or follow the debris simultaneously to highlight the impact point and the details of the scattering debris. Alternatively, the sound effects can be processed accordingly during slow motion. For instance, the ambient volume can be reduced, the tail sound of the shattering effect can be prolonged, and the impact sound at the moment of impact can be enhanced to maintain consistency with the slow-motion visual feedback. Or, short-term radial blur, vignetting, local highlighting, time-freeze effects, or short-term color enhancement effects can be displayed simultaneously to further enhance the visual impact of key attack events.

[0109] As can be seen, by enabling the slow-motion fragmentation effect only for preset attack types, this embodiment of the application can distinguish key attack events such as sniper headshots, heavy armor penetration, and critical hits from ordinary hit feedback, thereby significantly enhancing the visual impact of important combat moments. Furthermore, slow motion not only changes the playback rhythm but also strengthens the phased display of equipment breaking upon impact, transforming the hit feedback from a "flash in an instant" to a dynamic performance that can be observed in layers, thus improving the overall sense of layering and visual appeal of the special effects. Simultaneously, slow motion not only changes the playback rhythm but also strengthens the phased display of equipment breaking upon impact, transforming the hit feedback from a "flash in an instant" to a dynamic performance that can be observed in layers, thereby improving the overall sense of layering and visual appeal of the special effects.

[0110] In other embodiments, step 104 can also be implemented as follows: Multiple fragments are displayed at the location of the body part of the second virtual object where it wears the virtual equipment, and these fragments are controlled to scatter away from the second virtual object. During the scattering process, the fragments exhibit a display effect that gradually transitions from a concentrated distribution to a discrete distribution. That is, in the initial generation stage, the fragments can be relatively clustered near the impacted body part. Subsequently, as the scattering process progresses, the spatial distance between the fragments gradually increases, and the distribution range gradually expands, thus visually forming a change from concentrated to discrete, representing the dynamic effect of the virtual equipment disintegrating outward from a localized breakage after being impacted.

[0111] For example, after de-displaying the virtual equipment worn by the second virtual object, multiple fragments can be displayed at the location of the body part where the virtual equipment is worn. These fragments can be multiple fragment objects, particle objects, shard models, patch units, or combinations thereof generated based on the virtual equipment damage effect. The fragments can be two-dimensional particles, three-dimensional fragment models, or a combination of large main fragments and small debris. For instance, when the virtual equipment is a virtual helmet, multiple fragments can be displayed at the location of the second virtual object's head; when the virtual equipment is virtual goggles, multiple fragments can be displayed at the location of the second virtual object's face. Then, based on the second virtual object's current posture, bone orientation, or the surface orientation of the impacted body part, the outward direction of the corresponding body part can be determined, and the multiple fragments can be controlled to scatter along that outward direction. For example, when the chest armor is impacted, multiple fragments can mainly scatter towards the outer side of the chest; when the back armor is impacted, multiple fragments can mainly scatter towards the outer side of the back; when the helmet is impacted, multiple fragments can mainly scatter towards the outer side and upward of the head. Alternatively, the main scattering direction of the fragments can be determined based on the surface normal direction corresponding to the hit area of ​​the virtual equipment model. This method helps to make the fragment scattering more consistent with the actual spatial orientation of the equipment surface. For example, if the attack hits the left front side of the chest armor, the main scattering direction can be generated based on the surface normal direction at that location, scattering outwards to the left front; if the attack hits the top of the shoulder armor, the fragments can scatter upwards and outwards. Of course, the combined scattering direction away from the second virtual object can also be calculated by combining the attack direction and the current body posture of the second virtual object. For example, a certain outward offset can be superimposed on the opposite direction of the attack incident direction to prevent the fragment scattering direction from penetrating into the character's body model. At the same time, multiple fragments can share the same main scattering direction, or they can each have a certain random deflection angle near the main scattering direction to form a more natural scattering effect. In addition, the distance between multiple fragments can be gradually increased over time by controlling the velocity direction or position offset of each fragment, so as to achieve a display effect that transitions from a concentrated distribution to a discrete distribution. For example, when fragments are first generated, multiple fragments can be tightly distributed around the same generation center; during the scattering process, different fragments can fly in slightly different directions, gradually increasing the interval between adjacent fragments. Alternatively, the distribution can be changed by gradually expanding the angular range of the fragment scattering direction. That is, in the early stage of scattering, the velocity directions of multiple fragments can be concentrated within a small angular range; in the middle and later stages of scattering, the randomness of the fragment directions gradually increases, thus causing the overall distribution to gradually transition from a clustered state to a diffused state. For example, initially, fragments all fly out along a small angular range in front of the outer side of the head, and then some fragments gradually deflect to the sides, some fragments rise upwards, and some fragments diffuse diagonally downwards, forming a more obvious discrete distribution effect.Of course, different scattering velocities can be configured for different fragments, causing them to gradually separate into layers during scattering, thus creating a change from concentrated to discrete. For example, large-sized main fragments can have high inertia and continue to scatter along the main direction; smaller fragments can have greater lateral random offsets or velocity fluctuations. As time progresses, the different fragments gradually separate due to their velocity differences, thus exhibiting a discrete distribution.

[0112] It should be noted that in practical applications, the aforementioned fragments can include at least one main fragment and at least one secondary fragment. Different types of fragments can employ different scattering strategies to collectively construct an overall visual effect of moving from concentration to dispersion. Specifically, the main fragment can be a relatively large, few, and highly identifiable fragment, such as helmet shell pieces, chest armor pieces, or lens fragments. The main fragment can initially appear relatively concentrated and scatter in a relatively defined outward direction. Secondary fragments can be smaller, more numerous fine debris, dust particles, or material particles. During scattering, secondary fragments can exhibit greater random angles, higher dispersion, and richer diffusion trajectories to enhance the sense of dispersion. Furthermore, the main fragment can maintain the readability of the overall scattering direction, while the secondary fragments can enhance the spatial diffusion hierarchy. Through the coordinated scattering of the main and secondary fragments, the entire fragment group can retain both the directional sense of "scattering outward from body parts" and the rich detail of "gradually becoming more dispersed from concentration."

[0113] In some embodiments, see Figure 4 , Figure 4 This is a second flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment, as shown below. Figure 4 As shown, Figure 3 Step 104 shown can be achieved through Figure 4 The implementation of steps 1041 and 1042 shown will be combined with Figure 4 The steps shown are explained.

[0114] In step 1041, a particle component is created in the virtual scene, and the appearance parameters of the virtual equipment in its complete state are obtained.

[0115] Here, particle components can be component objects, effect emitters, particle system instances, fragment generation modules, or combinations thereof used to generate and control special effect particles. Particle components can run on the terminal device side or the server side, or the server can generate control commands while the terminal device is responsible for the specific rendering implementation; this application does not impose specific limitations in this regard. Furthermore, particle components can be dynamically created when special effects are triggered, or they can be pre-created but inactive special effect components. The complete state can represent the state of the virtual equipment when it has not been destroyed, has not entered the damaged model, has not been removed from display, and is displayed in a normal visual form. Appearance parameters can be data parameters used to characterize the appearance features of the virtual equipment in its complete state, including color parameters, shape parameters, texture parameters, transparency parameters, and material parameters, etc.

[0116] In some embodiments, after the virtual equipment worn by the second virtual object is de-displayed in the virtual scene, a particle component can be dynamically instantiated in the current virtual scene. This particle component can be attached to the body skeleton node, equipment attachment point, hit point object, or temporary scene effect node corresponding to the second virtual object. For example, when the virtual helmet worn by the second virtual object is hit and breaks, a corresponding fragment particle component can be created at the head skeleton node; when the virtual chest armor worn by the second virtual object is destroyed, a corresponding fragment particle component can be created at the chest attachment point. Of course, to reduce runtime creation overhead, multiple particle components corresponding to different body parts can be pre-configured on the second virtual object. When a virtual equipment meets the trigger condition, only the particle component corresponding to the body part needs to be selected and its parameters written before activation. For example, head particle components, chest particle components, shoulder particle components, etc., can be pre-configured during character initialization, and the corresponding component is selected according to the hit location when actually hit. By attaching particle components to positions corresponding to the virtual equipment's wearing location, subsequently generated fragments can be emitted more accurately from the equipment's location. After creating the particle components, you can directly read the appearance parameters in their complete state from the resource files, configuration tables, material instances, model data, or rendering objects corresponding to the virtual equipment; alternatively, you can extract runtime appearance parameters directly from the currently displayed virtual equipment instance. For example, if the virtual equipment has dynamic color changes, skin dyeing, temporary theme appearances, event paint jobs, or quality upgrade display effects, you can directly extract real-time appearance parameters from the current equipment instance, rather than being limited to default resource values. This helps the generated fragments more accurately inherit the real display style of the current equipment. It should be noted that appearance parameters can include both static and dynamic appearance parameters. Static appearance parameters can include color, material, texture, and pattern; dynamic appearance parameters can include emission frequency, light flow direction, energy scan speed, and flicker amplitude. For example, if the virtual equipment is a technological energy helmet, you can not only read its blue main color and semi-transparent material parameters, but also its surface scan line velocity and emission pulse parameters, so that the subsequently generated fragments can retain the corresponding dynamic visual style.

[0117] In step 1042, the obtained appearance parameters are written into the particle component and the particle component is activated so that the particle component performs the following processing: at the location of the body part of the second virtual object wearing virtual equipment, multiple fragments that conform to the appearance parameters are generated, and the multiple fragments are controlled to fly away from the second virtual object.

[0118] In some embodiments, following the above example, after obtaining the appearance parameters, these parameters can be written to the particle component as the basis for displaying subsequent fragments generated by the particle component. "Writing" can refer to passing parameters to the particle component, binding materials, setting instance variables, updating particle emitter configuration, loading corresponding resource handles, or modifying particle rendering attributes. For example, the appearance parameters of the virtual equipment can be mapped to the fragment generation parameters in the particle component, and the mapped result can be written to the particle component. Alternatively, a material instance corresponding to the particle component can be created or selected directly based on the obtained appearance parameters, and this material instance can be bound to the fragment rendering unit of the particle component. For example, when the virtual equipment is a red metallic breastplate, a fragment material instance with a red main color, high metallicity, and wear texture can be created and bound to the breastplate fragment particle component. Of course, multiple appearance parameters can also be combined and written to the particle component. For example, color parameters, surface texture parameters, normal parameters, and luminescence parameters can be written simultaneously, making the fragments generated by the particle component approximate the appearance style of the original complete equipment in multiple dimensions. Furthermore, if the fragments generated by the particle component include main fragments and secondary fragments, appearance parameters at different levels can be written separately. For example, the main fragment inherits more of the original equipment's surface details, while the secondary fragments only inherit the main color and material category parameters, thus balancing performance and display effects. After the appearance parameters are written, the particle component can be activated to execute fragment generation and scattering logic based on the written parameters. Specifically, after the particle component is activated, it can generate multiple fragments at the location of the body part of the second virtual object wearing the virtual equipment. These fragments can be 3D fragment models, 2D particle pieces, procedural shards, mesh slices, or combinations thereof. Furthermore, the appearance parameters of the multiple fragments are consistent with the appearance parameters of the virtual equipment in its complete state. For example, when the virtual equipment in its complete state is a transparent shield with blue energy patterns, the generated fragments can be semi-transparent energy pieces with blue patterns; when the equipment in its complete state is a legendary helmet with a black and gold color scheme, the generated fragments can retain the black and gold main color and metallic luster. In addition, the particle component can also generate fragments at different levels according to the appearance parameters. Among them, large-sized main fragments can retain the original texture and pattern of the equipment; small-sized secondary fragments only retain the overall color tendency or glowing effect, which can maintain visual consistency and help control rendering costs. After generating multiple fragments, the particle component can control these fragments to scatter in a direction away from the second virtual object. This "direction away from the second virtual object" can be an outward direction relative to the surface of the second virtual object, a direction relative to the normal direction of the equipment surface, a direction outward from the point of impact, or a scattering direction determined by a combination of the attack direction and the object's orientation.For example, particle components can control the scattering of fragments based on the outward direction of the body part of the second virtual object that is hit. If the surface normal corresponding to the point of impact can be obtained, this normal direction can be used as the main scattering direction of the fragments, and random diffusion angles can be superimposed around this direction to improve the physical plausibility. Of course, the direction away from the second virtual object can also be corrected by combining the attack incident direction. For example, the opposite direction of the attack incident direction can be weighted and fused with the outward direction of the body part to obtain the final main scattering direction, so that the fragments both show a tendency to "move away from the character" and reflect the dynamic feeling of "being hit and recoiling".

[0119] It should be noted that in practical applications, the particle component can support real-time parameter updates. That is, when the same character changes to different virtual equipment, the complete appearance parameters of the new equipment can be retrieved and written into the same particle component, allowing for the reuse of the same fragment generation logic. For example, if a second virtual object first wears a blue energy helmet and then changes to a red metal helmet, different appearance parameters can be written for each of the two impact events, without needing to redevelop two different fragment scattering logics.

[0120] As can be seen in this embodiment, since the fragment generation directly references the appearance parameters of the virtual equipment in its complete state, the generated fragments maintain a high degree of consistency with the original equipment in terms of color, material, texture, and overall visual style, thus avoiding the problem of fragment effects being out of sync with the style of the equipment itself. Furthermore, since the particle component can generate fragments of different styles based on the appearance parameters of different virtual equipment in their complete state, even using the same fragment generation logic, it can adapt to the appearance differences of different equipment, skins, dyes, and qualities, thereby enhancing the differentiation of special effects. Additionally, by writing the equipment appearance parameters into the particle component, instead of creating fixed fragment effects for each type of equipment, the cost of creating special effects resources can be reduced, and the system's parameter-driven capability can be improved. When adding new equipment, only the corresponding appearance parameters need to be provided to reuse the existing particle component to generate fragment effects, demonstrating good scalability. In other words, the same particle component can be reused in different equipment, different characters, and different combat scenarios; different fragment display effects can be obtained simply by changing the input parameters. Therefore, it helps reduce redundant development and improve resource reuse efficiency and overall development efficiency.

[0121] In other embodiments, step 104 above can also be implemented by playing a fragment scattering effect at the corresponding position of the second virtual object with a first display effect, wherein the fragment scattering effect is presented with a second display effect in the client used to control the second virtual object, and the first display effect and the second display effect are different in at least one of the following: effect duration, number of fragments, brightness, color saturation, and screen vibration intensity.

[0122] Here, the client corresponding to the first virtual object is the attacker's client, and the client corresponding to the second virtual object is the attacked client. Since different clients may have different user perspectives, information focuses, and experience goals, the same fragmentation event can be presented using different display strategies on different clients. In other words, for the same virtual equipment shattering event, different versions of fragmentation effects can be output to different clients. For example, on other clients viewing the second virtual object, the fragmentation effect can be presented with a more obvious and visually appealing first display effect; while on the client controlling the second virtual object, the fragmentation effect can be presented with a relatively restrained second display effect that interferes with operation, thus balancing combat performance and the attacked client's operational experience.

[0123] For example, the first and second display effects mentioned above can represent the display configuration of the same fragment scattering effect on different clients. They can share the same trigger event, the same basic effect type, or the same hit logic, but differ in specific display parameters. The first display effect can be applied to clients that are not controlling the second virtual object, such as the attacking client, while the second display effect can be applied to the client controlling the second virtual object, i.e., the attacked client. Furthermore, the first display effect can emphasize visual appeal, impact, and visibility more than the second display effect; the second display effect can emphasize operational clarity, visual interference control, and combat information readability more than the first display effect. Specifically, the client controlling the second virtual object usually corresponds to the attacked player. Since this player still needs to perform interactive operations such as movement, aiming, dodging, counterattacking, and skill release when hit, if the fragment scattering effect is too strong, it may obstruct the field of vision, interfere with judgment, or increase sensory burden. Therefore, a weaker or simplified secondary display effect can be configured individually for the client used to control the second virtual object. This could include shortening the effect duration, reducing the number of fragments, lowering brightness, reducing trailing intensity, and reducing additional flashing effects. For example, when the virtual helmet worn by the second virtual object is shattered, a strong explosion fragment effect can be displayed on the attacker's client; while on the attacked client, only a shorter duration, fewer fragments, and lower brightness helmet shattering feedback can be displayed to reduce obstruction of the attacked player's view.

[0124] It should be noted that the first and second display effects can differ in the duration of the effects. For example, in the first display effect, the fragment scattering effect lasts longer to fully demonstrate the process of fragment generation, scattering, rotation, and dissipation; in the second display effect, the fragment scattering effect lasts shorter to quickly restore the player's visual clarity. For instance, in the attacking client, the chest armor shattering effect can last longer; in the attacked client, the same chest armor shattering effect can complete its playback and disappear in a shorter time. Shortening the duration of the second display effect can be achieved by: shortening the particle lifecycle; increasing the fade-out speed; shortening the trailing display duration; and reducing the dwell time of subsequent residual particles. Furthermore, the first and second display effects can also differ in the number of fragments. For instance, the first display effect generates more fragments to enhance the effect density and the impact of the shattering; the second display effect generates fewer fragments to reduce screen occlusion and rendering pressure. For example, the first display effect can display the main fragment, secondary fragments, and dust particles; the second display effect only displays the main fragment and a small number of secondary fragments. Furthermore, the first and second display effects can differ in brightness. For example, in the first display effect, the highlights at the edges of the fragments, luminous particles, or shattering flashes have higher brightness to enhance visual impact; in the second display effect, the overall brightness is reduced to avoid excessively bright spots at the moment of impact interfering with the player's observation of the surrounding environment. Of course, the first and second display effects can also differ in color saturation. For example, in the first display effect, the fragment effects are more vibrant to enhance artistic expression and the combat atmosphere; in the second display effect, the fragment effects are more restrained, closer to the ambient color or basic material color, to reduce visual clutter. Additionally, the first and second display effects can differ in screen vibration intensity. Screen vibration can be camera shake, screen movement, visual impact feedback, or screen shake animation linked to the fragment scattering effect. For example, in the first display effect, stronger screen vibration can be configured to emphasize the thrill of hitting the target and the impact of shattering; in the second display effect, weaker screen vibration, or even no vibration, can be configured to reduce the impact on the attacked player's aiming and movement.

[0125] Furthermore, it's worth noting that, besides client identity, different fragmentation display configurations can be assigned to different clients based on perspective category or object control relationship. For example, the display effects can be further differentiated based on first-person, third-person, bystander, and replay perspectives. Specifically, the weakest second display effect can be used in the first-person (attacked party) perspective, while the enhanced first display effect can be used in the third-person (other party's) observation perspective. Additionally, adjustments can be made based on client performance parameters. For instance, on low-performance devices, even for the attacker's client, the number of fragments and brightness can be appropriately reduced to balance performance overhead.

[0126] As can be seen, by employing different display effects on different clients, the embodiments of this application can provide a more complete and impactful display of hit effects for non-target clients, while preventing the attacked client from being affected by overly strong effects, thus balancing combat performance and interactive experience. Furthermore, in the client used to control the second virtual object, using weaker second display effects, such as shortening the duration, reducing the number of fragments, and lowering brightness and saturation, can effectively reduce the obstruction of the player's central field of vision by close-up effects, improving the clarity of observation during combat. Meanwhile, in the attacked client, reducing the number of fragments, lowering brightness, or shortening the duration not only optimizes the visual experience but also reduces some particle rendering and post-processing overhead, which helps reduce the load on the terminal device.

[0127] In some embodiments, when performing step 104 above, the following processing may also be performed: displaying a notification message in the virtual scene indicating that the virtual equipment has been destroyed, wherein the notification message may include at least one of text notifications, icon notifications, and equipment status indicators. That is, while visually representing the event of the virtual equipment being destroyed through fragment scattering effects, a notification message indicating that "the virtual equipment has been destroyed" can also be overlaid in the virtual scene. This allows players to not only perceive the equipment breakage through special effects but also quickly understand the change in equipment status through clear information prompts, improving the clarity and recognizability of event feedback.

[0128] It should be noted that the aforementioned prompts can be displayed when the fragmentation effect begins, during the fragmentation effect, or at a preset time before the fragmentation effect ends; this application does not specifically limit this. For example, when the helmet durability of the second virtual object is detected to have reached zero and the helmet fragmentation effect is triggered, a prompt such as "Helmet destroyed" can be displayed synchronously in the virtual scene. The prompt can appear simultaneously with the fragmentation effect to create a linkage between visual effect feedback and status prompt feedback; alternatively, it can have a preset time difference relative to the fragmentation effect, such as displaying the prompt shortly after the fragments begin to scatter, to avoid excessive overlap with other high-intensity effects at the moment of impact. Furthermore, the prompt can include at least one of text prompts, icon prompts, and equipment status indicators. In other words, the notification information can be displayed in a single form or in a combination of multiple forms. Text notifications can directly indicate that virtual equipment has been destroyed, damaged, disabled, or detached. These notifications can be displayed near the second virtual object, near the corresponding body part of the virtual equipment, or at the top of the virtual scene interface. For example, in a third-person perspective, the text notification can be displayed near the second virtual object's head or chest; in a first-person combat interface, the text notification can be displayed in the upper center of the screen or near the status bar. Furthermore, text notifications can use eye-catching fonts, specific colors, outlines, shadows, fade-in / fade-out effects, pop-up animations, or flashing animations. For example, when equipment is destroyed, red, orange, or yellow text notifications can be used; for high-priority equipment destruction events, the notification can be highlighted by magnification, flashing, or short-term radiating light effects. Icon hints can use simpler, more intuitive visual symbols to indicate the state of equipment being destroyed. For example, a helmet icon with a crack can be displayed when it's destroyed; a chest armor icon with a broken mark can be displayed when it's destroyed; and a shattered shield icon can be displayed when an energy shield is breached. Icon hints can be displayed in the character status panel, equipment inventory, or a notification area at the edge of the screen. Furthermore, icon hints can have dynamic effects, such as zooming in and out, flashing, vibrating, rotating, cracking animations, glowing outlines, or fade-out effects, to attract player attention more quickly. Equipment status indicators can be used to continuously or periodically mark whether a piece of virtual equipment is currently destroyed, damaged, or unusable. Equipment status indicators can be displayed in the corresponding equipment slot in the equipment inventory, on the equipment icon in the character status panel, or as an event item in the destruction information list. For example, when the armor of the second virtual object has been destroyed, a "destroyed" label can be overlaid on the corresponding icon of the chest armor in the equipment bar, or the icon can be grayed out and a crack cover can be added. In addition, the equipment status indicator can be displayed for a short time or continuously until the equipment is restored, replaced or the battle ends.

[0129] In other embodiments, when performing step 104 above, the following processing can also be performed: synchronously playing the sound effect of virtual equipment breaking, wherein the sound effect played for the first virtual object, the second virtual object, and the third virtual object differs in at least one of volume, timbre, and spatial orientation, and the third virtual object is a virtual object in the virtual scene that observes the interaction process of the first and second virtual objects. That is to say, for the same virtual equipment breaking event, not only can the fragment scattering effect be presented at the visual level, but the equipment breaking sound effect can also be played at the auditory level. Moreover, the sound effect does not have to be exactly the same in all clients corresponding to all virtual objects, but can be configured differently in terms of volume, timbre, spatial orientation, etc., according to the relationship between the virtual object and the event, its location, perspective role, and interaction needs, so that different players can obtain auditory feedback that is more in line with their current scene and interaction role.

[0130] Here, the first, second, and third virtual objects correspond to different event-aware roles, allowing for differentiated processing of the same equipment breaking sound effects. This differentiation can manifest in at least one of the following: volume, timbre, and spatial orientation effects, or multiple aspects simultaneously. In other words, instead of using the same breaking sound effect across all clients, the sound effect can be personalized based on the needs of different auditory subjects. Specifically, the first virtual object, being the attacker, typically needs to confirm the hit and destruction result, so a clearer and more distinct breaking sound effect can be played for it. The volume can be higher than that of the third virtual object, or slightly higher than that of the second virtual object, depending on design requirements. For example, when the first virtual object successfully destroys the helmet of the second virtual object, a more prominent breaking sound effect can be played in the client corresponding to the first virtual object to reinforce the feedback of "attack successful." The second virtual object, being the one whose equipment is destroyed, can also play a breaking sound effect in its client to alert the player to a change in their protective status. However, considering that the second virtual object still needs to focus on operational and scene information, its volume can be designed to be moderate, allowing players to notice the equipment breaking while avoiding excessive sound effects that interfere with other combat sound information. The third virtual object is a spectator in the interaction process, and its attention to the breaking event is usually lower than that of the two directly interacting parties. Therefore, its volume can be attenuated based on the distance between the third virtual object and the location of the event, the viewing angle, the team relationship, or whether it is in spectator mode. For example, when the third virtual object is far away, the breaking sound effect heard can be significantly lower than that heard by the first and second virtual objects; when the third virtual object is in a close spectator state, its volume can be slightly increased, but still distinguishable from the two directly interacting parties. Of course, the sound effects played for the first, second, and third virtual objects can also be different in timbre. Different timbre can indicate different audio frequency band distribution, different clarity, different low-frequency / high-frequency weights, different additional filtering effects, or different combinations of primary and secondary sound effect layers. For example, to enhance the sense of accomplishment from hitting an enemy and destroying equipment, the high-recognition components of the breaking sound effects can be enhanced for the first virtual object. This could include increasing the crispness, impact, transient peaks, or low-frequency impact envelope at the moment of breakage, making it more responsive to the feeling of "hitting the target and destroying equipment." For the second virtual object, a sound design more focused on "self-defense failure warnings" can be used. For example, the sense of instability, muffled thuds, structural breakage, or loss of defensive support can be appropriately emphasized, rather than overemphasizing "hit achievement" sounds. The third virtual object, acting as an observer, can hear sound effects closer to the objective sounds of events in the environment, thus better reflecting the natural auditory experience after spatial propagation.High frequencies can be appropriately attenuated, environmental filtering added, or overly subjective cue tone layers reduced to avoid the third virtual object hearing "enhanced feedback sounds" that are incompatible with its role. Furthermore, if the third virtual object is a teammate of the first virtual object, the identifiable tone of the breaking event can be appropriately enhanced; if the third virtual object is an unrelated bystander, a more natural and less pronounced environmental tone can be used. Additionally, the sound effects played for the first, second, and third virtual objects can differ in spatial orientation. Spatial orientation effects can include: sound source direction; left and right channel distribution; front and back spatial distribution; and reverberation level. The first virtual object is usually located in the attack's field of view, so the breaking sound effect can be spatially positioned according to the location of the second virtual object's equipment relative to the first virtual object. For example, when the first virtual object breaks the second virtual object's left shoulder armor from the right front, the sound effect can be positioned from the area slightly to the right in front of the first virtual object, with a certain sense of distance. The second virtual object is the direct recipient of the equipment breakage, so the sound effects in its client can use a closer, more body-centric spatial positioning. For example, when headgear breaks, it can be perceived as a near-field cracking sound close to the head area in the second virtual object client; when chest armor breaks, it can be perceived as a near-field sound from the front chest area. Furthermore, to avoid overly complex head-related transmission processing, a simplified approach can be used, such as slight left-right channel offset or no obvious directional cues in the near field, to achieve the perception of "it happening to oneself." The sound location of the third virtual object can be more strictly based on its actual position and orientation in the virtual scene for three-dimensional positioning. For example, if the third virtual object is behind the first virtual object and viewed from the side, the cracking sound it hears can be perceived as coming from a spatial area to the left or right front, accompanied by distance attenuation and environmental reverberation.

[0131] It should be noted that the aforementioned synchronized playback can mean that the equipment breaking sound effect and the fragment scattering effect are triggered simultaneously in time, or it can mean that the triggering time difference between the two is within a preset range, so that the player subjectively feels that the sound effect and the fragment scattering effect belong to the same audiovisual linkage feedback. For example, when it is detected that the helmet, mask, chest armor, shield, or other virtual equipment worn by the second virtual object meets the destruction conditions, the breaking sound effect playback command corresponding to that equipment category can be triggered at the same time as the fragment scattering effect is activated. If the fragment scattering effect includes multiple stages such as the start of breaking, the main fragments scattering, and the residual debris falling, the sound effect can also include one or more audio segments such as the initial breaking sound, the fragment spreading sound, and the tail fine falling sound. In other words, the sound effects of virtual equipment breaking can be a single audio resource or a combination of multiple audio layers. These layers might include a main breaking sound layer to represent the breaking or explosion of the equipment; a material characteristic sound layer to represent the differences between materials such as glass, metal, energy shields, ceramics, and composite materials; a spatial diffusion sound layer to represent the air-cutting or scattering sensation of fragments flying outwards; and an environmental reverberation layer to represent the spatial reflection characteristics of the current virtual scene. Synchronizing these sound layers with the fragment scattering effects makes the feedback of the equipment breaking event more complete. Furthermore, the sound effects of virtual equipment breaking can be determined based on the type, material, quality, size, breaking method, or impact intensity of the virtual equipment. Specifically, different materials of virtual equipment can correspond to different timbre styles of breaking sound effects. For example, when the helmet is a metal helmet, a sound effect with crisp metal breaking and fragment collision characteristics can be played; when the goggles are made of glass, a high-frequency glass shattering sound can be played; and when the shield is an energy shield, an energy breaking sound with a sense of electronic pulse instability can be played. Furthermore, even with the same material, different equipment categories can be configured with different breaking sound effects. Of course, the sound effect intensity can also be adjusted based on attack strength, critical hit status, final damage value, or the instantaneous impact of the break. For example, when equipment breaks due to a critical hit, a louder volume, a stronger sense of explosion, and a wider frequency response can be used.

[0132] In some embodiments, when performing step 104 above, the following processing may also be performed: adding a local highlight outline effect to the outline of the second virtual object, or increasing the screen brightness at the corresponding position of the second virtual object to highlight the breaking process of the virtual equipment. That is, during the process of virtual equipment breaking and playing the fragment scattering effect, in addition to expressing the equipment breaking event through the fragment scattering itself, the part of the second virtual object where the equipment breaks or the object boundary can be further highlighted by outline enhancement or local brightening, making it easier for players to perceive the location, subject, and process of the breaking event.

[0133] It should be noted that adding a local highlight outline effect to the outline of the second virtual object can mean that during the fragmentation effect, a local area within the overall outline of the second virtual object, or the outline of the body part corresponding to the virtual equipment, is highlighted with a bright edge line, a glowing outline, a glowing outline layer, or an edge enhancement effect. "Local" can mean that the outline is not applied uniformly to the entire second virtual object, but only to a specific area related to the equipment breakage event. This highlights key parts while avoiding excessive glowing of the entire character outline, which could cause visual interference. For example, when an energy shield is broken, the local outline can use a blue or purple energy-like edge; when a metal helmet is broken, the local outline can use a white or metallic reflective outline; when glass goggles are shattered, the local outline can use a thin, bright, and crisp light cyan or white outline. Furthermore, the localized highlight outline effect can be a short-lived effect or it can gradually disappear within a preset duration. For example, the outline duration can be the same as or shorter than the fragment scattering effect duration. Additionally, the aforementioned increase in screen brightness at the corresponding location of the second virtual object (e.g., the virtual equipment wearing position, the initial fragment generation position, etc.) can be interpreted as follows: during the fragment scattering effect, for the area corresponding to the equipment breakage of the second virtual object, the screen brightness, exposure intensity, local luminescence, ambient reflection brightness, or post-processing brightening intensity of that area are locally increased to highlight its visual prominence. The brightness-enhanced area can be a circular, elliptical, rectangular, or polygonal area, or an irregular area automatically generated based on the second virtual object's skeletal structure, model mask, and hit area. For example, at the moment the helmet shatters, a short-lived high-brightness flash can be superimposed on the head position, then quickly decayed; when the chest armor breaks, an outward-spreading local brightness enhancement effect can be applied to the chest area to highlight the starting point of the fragment scattering. In addition, the increased screen brightness can start simultaneously with the flying debris effect, or it can be triggered slightly earlier or later.

[0134] In other embodiments, when performing step 104 above, the following processing can also be performed: using the virtual equipment in a damaged state as the emission source, displaying outward-scattering smoke particle effects or intermittently flashing spark particle effects; in response to the virtual equipment's durability being restored or the virtual equipment being removed, stopping the display of smoke particle effects or spark particle effects. That is, after the virtual equipment switches from a complete state to a damaged state and triggers the fragment scattering effect, not only can it represent an instantaneous breaking event, but it can also continuously display smoke particle effects or spark particle effects around the damaged equipment to express the equipment's continuous abnormal behavior in the damaged state; and when the virtual equipment is repaired, its durability is restored, or it is removed, the corresponding particle effects can be stopped to reflect the further change in the equipment's state.

[0135] For example, when virtual equipment enters a damaged state after being hit, the virtual equipment itself, the damaged area of ​​the virtual equipment, the corresponding equipment attachment point, skeletal node, or damaged model area can be used as the emission source for smoke particle effects. For instance, when a helmet is broken and enters a damaged state, the crack on the top of the helmet or the helmet attachment point can be used as the emission source for smoke particle effects; when the chest armor is damaged, the hit area on the chest and the edge of the crack can be used as emission sources to make the smoke appear to continuously dissipate from the damaged area. Furthermore, the emission source can be a single source or multiple sources working together. For example, for a large area of ​​chest armor damage, multiple smoke emission sub-sources can be set at the left chest, right chest, and central crack to achieve a more natural damage dissipation effect. In addition, smoke particle effects can be presented as dynamic effects, drifting outward from the emission source, floating upward, deflecting along the character's movement direction, being deflected by the environmental wind field, and gradually spreading and fading. Furthermore, smoke particle effects can use different styles such as gray, light gray, dark gray, blue-gray, green energy smoke, and white vaporous smoke to adapt to different types of virtual equipment and the needs of damage representation. Moreover, smoke particle effects can be continuously displayed after virtual equipment enters a damaged state, or they can be generated intermittently according to a preset frequency. Additionally, if the virtual equipment is metal, electronic, energy, mechanical, or other equipment suitable for representing discharge, friction, or circuit damage, then after it enters a damaged state, intermittently flashing spark particle effects can be displayed, with the virtual equipment as the emission source. For example, when a mechanical helmet is broken, electric sparks can be intermittently generated at the cracked edge of the helmet; when the outer shell of an energy shield generator is destroyed, blue-white discharge sparks can be generated at the exposed energy core. Furthermore, the spark particle effect can manifest as a short burst, rapid dissipation, intermittent flashing, random directional splashing, or jumping along the equipment surface. The spark particle effect can use colors such as yellow, orange-yellow, white-yellow, blue-white, and purple-white, and can feature short trails, flashing glows, and randomly varying particle sizes. Additionally, the spark particle effect can continuously trigger even when damaged, but it is not played continuously; instead, it triggers intermittently according to preset probabilities, preset time intervals, character actions, or environmental stimuli. In addition, depending on the type, material, damage level, or cause of damage of the virtual equipment, users can choose between smoke particle effects and spark particle effects, or both can be presented simultaneously. For example, for equipment with cracked shells, broken materials, or structural damage but without exposed circuitry, only outward-spreading smoke particle effects can be presented; for equipment with damaged circuits, malfunctioning energy devices, or short-circuited metal parts, only intermittently flashing spark particle effects can be presented; when a mechanical chest armor is broken by a high-energy attack, the crack in the chest armor can continuously emit smoke and intermittently generate electric sparks, thus more comprehensively representing the abnormal visual characteristics of the equipment in a damaged state.Furthermore, smoke particle effects and spark particle effects can have different priorities. For example, the debris scattering effect can be played first, and then the smoke and spark effects can be maintained during the subsequent destruction phase.

[0136] For example, continuing from the above, when the durability value of a virtual piece of equipment is detected to have recovered from the value corresponding to the damaged state to above a preset recovery threshold, it can be determined that the virtual equipment no longer maintains the damaged state, and thus the smoke particle effect and / or spark particle effect will stop appearing. The recovery of durability can be triggered by at least one of the following situations: using a repair item to restore equipment durability; skill effects restoring equipment status; automatic equipment maintenance after entering a specific safe zone. For example, when a second virtual object uses a repair device to repair a damaged helmet, if the helmet's durability value recovers to above a preset threshold, the generation of smoke particles or spark particles from the helmet's crack can be stopped. Furthermore, stopping the appearance of smoke particle effects or spark particle effects can be done immediately or gradually. Additionally, if the durability value only recovers to a low level and does not reach the full recovery threshold, the particle effects can not be completely stopped; instead, the smoke density or spark triggering frequency can be reduced to reflect the change in the equipment's state from severe damage to minor damage. Furthermore, when damaged virtual equipment is unloaded, replaced, destroyed, hidden, or removed from the character model, the smoke and / or spark particle effects emitted by that virtual equipment can be stopped because the corresponding visual object no longer exists. Removal of virtual equipment can include at least one of the following: the player actively unloads the equipment; or the player switches to another piece of equipment. For example, when a damaged chest armor is replaced by a new one, the smoke and spark particle effects corresponding to the original damaged chest armor can be stopped, and the new, intact chest armor will no longer display these damage particle effects. Simultaneously, particle effects can stop immediately upon execution of the equipment removal command or at the end of the equipment removal animation. For example, in the equipment unloading animation, smoke or sparks can be made to extinguish quickly after the equipment leaves the character's body for a more natural visual transition.

[0137] In some embodiments, after performing step 104 above, the following processing can also be performed: recording the segment corresponding to the fragment scattering effect, wherein the segment can be used to re-present the fragment scattering effect in the settlement interface or highlight replay interface. That is to say, the embodiments of this application can not only present the fragment scattering effect in real time during the real-time game, but also record the screen segment, event data segment or replay segment corresponding to the occurrence of the effect, so as to re-present the fragment scattering effect in subsequent settlement display, highlight replay, kill review, exciting moment display or battle record review scenarios, thereby preserving the key performance content in the process of destroying virtual equipment.

[0138] It should be noted that the aforementioned recorded fragment scattering effect segment can represent: after the fragment scattering effect is detected and completed, the content of the time period related to the effect is saved. The recorded content can be a video clip, an event-driven playback data segment, or a set of parameters used to regenerate the display effect of the segment; this application does not impose specific limitations on this. For example, after the helmet is destroyed and the helmet fragment scattering effect is played, a segment from 0.5 seconds before the impact to 1 second after the destruction can be recorded to completely preserve the entire process of "aiming—hitting—shattering—fragment spread". Furthermore, the data recording format for the segments can vary. Specifically, it can directly record the rendered image corresponding to the fragment scattering effect, saving this image as a video stream segment or frame sequence segment. For example, the client can cache several frames before and after the effect is triggered, and then write the corresponding cached content along with several subsequent frames to local storage after the effect is triggered, forming a video segment that can be played directly. Alternatively, instead of directly saving the final rendered video, it can record event data related to the fragment scattering effect for later re-rendering in the settlement interface or highlight playback interface. By recording the aforementioned event data, the engine can be re-driven to generate the corresponding fragment scattering effect during subsequent playback, thereby reducing the amount of data required to directly store the video. Another approach is a hybrid method, simultaneously recording some image caches and some event parameters. For example, saving keyframe images with attached effect parameters can be used for quick display in the settlement interface and for achieving higher-precision reconstruction in highlight playback. Furthermore, the recorded clips can include not only the fragmentation effect itself, but also the context before and after the effect to enhance the completeness and comprehensibility of subsequent displays. For example, a clip can include a preset duration of content before the fragmentation effect is triggered to preserve the attack preparation process, aiming process, skill release process, or actions before the hit; or, a clip can fully include the playback process of the fragmentation effect, including the initial shattering, fragment diffusion, fragment scattering, and tail convergence phases; or, a clip can also include a preset duration of content after the fragmentation effect ends to preserve the confirmation of the kill result, the object's reaction action, screen pause effects, or subsequent transitional actions. In addition, the aforementioned results interface can be an interface that displays battle results, kill information, key events, individual performance, or team performance after the match ends. The recorded clips can be played as highlights in the results interface. For example, a "Best Kill of the Match" label can be displayed in the results interface, and a fragmentation clip of the second virtual object's helmet being destroyed can be played automatically. The highlight replay interface can be used to showcase exciting moments, key combat points, kill moments, comeback moments, or rare events in a match. The fragments corresponding to the scattering effect can be added to the highlight replay sequence as one of the highlight events.For example, in highlight playback, slow-motion playback can be enabled the instant the second virtual object's helmet shatters, making the direction of fragment spread, fragment material reflections, and impact points more clearly visible. Furthermore, if sufficient object position data and camera parameters are recorded, the same fragment scattering effect can be replayed from the perspectives of the first virtual object, the second virtual object, the third perspective, or a free-view camera in the highlight playback interface. This allows for a more comprehensive display of the visual performance of the fragment scattering effect during playback. Additionally, to avoid excessive storage resource consumption, fragment scattering effect clips can be filtered, compressed, stored hierarchically, or managed through overwriting. For instance, all fragment scattering effect clips can be initially designated as candidate clips, and then a selection of clips can be officially retained based on a scoring mechanism. Simultaneously, ordinary clips not marked as highlights or favorites can be automatically overwritten when the preset number or storage space limit is exceeded, thus saving resources.

[0139] In step 105, in response to the completion of the fragment scattering effect, a virtual device in a damaged state is displayed at the corresponding position of the second virtual object.

[0140] In some embodiments, see Figure 5 , Figure 5 This is a schematic diagram of the third process of the virtual scene interaction processing method provided in the embodiments of this application, as shown below. Figure 5 As shown, Figure 3 Step 105 shown can be achieved through Figure 5 Steps 1051 to 1053 shown are implemented, and will be combined with Figure 5 The steps shown are explained.

[0141] In step 1051, in response to the completion of the fragment scattering effect, the basic model of the virtual equipment in its complete state is obtained.

[0142] In some embodiments, the base model can be the 3D model data corresponding to the virtual equipment in its complete state. This base model can be a pre-stored standard equipment model or a complete equipment instance model currently being used by the second virtual object. The base model can be obtained in any of the following ways: reading the complete model corresponding to the virtual equipment type from the local resource library; extracting model data from the equipment display model already loaded by the second virtual object; or obtaining the standard 3D model resource of the virtual equipment from a server or resource management module. For example, when the second virtual object wears a helmet and triggers a fragmentation effect after being hit, the standard helmet model in its complete state can be obtained as the base model for generating the subsequent damaged model. Furthermore, to ensure that the generated damaged model can still be correctly displayed on the corresponding part of the second virtual object, the obtained base model can also retain binding information related to the character's skeleton, equipment attachment points, or local deformation. Additionally, the timing of obtaining the base model can include one of the following: obtaining it in real-time after the fragmentation effect finishes playing; pre-caching it when the fragmentation effect starts playing; or reading it in advance when the virtual equipment is detected to meet the destruction conditions. For example, to shorten the display delay when switching from a complete state to a damaged state, the basic model of the virtual equipment can be pre-cached when the fragment scattering effect starts playing, so that the damaged model can be quickly generated and loaded after the effect finishes playing.

[0143] In step 1052, according to the preset damage rules, some three-dimensional mesh surfaces on the base model are removed to obtain the damaged model.

[0144] In some embodiments, preset damage rules can be used to control which parts of the 3D mesh faces in the base model are retained and which parts are culled, to form a damaged model with gaps, cracks, edge defects, or partial missing effects. Furthermore, culling some 3D mesh faces on the base model can mean selectively deleting, hiding, excluding from rendering, or replacing the set of facets in the base model, so that the model appears to be in a partially missing state. That is, the damaged model is not necessarily a completely new model remodeled from scratch; it can also be a model version generated by culling mesh faces based on an existing complete model. In addition, preset damage rules can include at least one of the following: local area culling rules based on hit points; fixed area culling rules based on damage templates; piecewise culling rules based on equipment component partitions; visible surface culling rules based on normal direction and impact direction; random damage rules based on random seeds; and edge breaking rules based on material properties. Specifically, a preset area can be defined centered on the point of impact, and a portion of the 3D mesh faces within this area can be removed to create a breakage gap matching the impact location. For example, after being hit directly in front of a helmet, an irregular hole can be formed in the forehead area of ​​the helmet centered on the point of impact. Alternatively, multiple breakage templates can be pre-configured for different equipment, each defining a set of mesh faces to be removed. The system selects one of the multiple breakage templates and applies it to the base model based on the type of impact event or the location of the hit. Furthermore, different edge morphology rules can be used for equipment made of different materials. For example, metal equipment can form jagged or irregularly curled edges; glass goggles can form sharp cracks and radial notches. Additionally, removing a portion of the 3D mesh faces on the base model can be achieved in at least one of the following ways: directly deleting the corresponding mesh face data; marking the corresponding mesh face as unrenderable; making the corresponding mesh face invisible during display using a transparent mask; or replacing the corresponding face with a broken edge face.

[0145] It should be noted that in practical applications, after removing some 3D mesh surfaces, the damaged edges can be further processed to improve the display quality of the damaged model. This processing can include: generating new edge sealing surfaces; adding damaged section textures; and adding crack normal maps. For example, after the chest armor is damaged, while removing some front panels to create a gap, a metallic wear material can be added to the edges of the gap to make the damaged area look more natural.

[0146] In step 1053, at the corresponding position of the second virtual object, the damage model corresponding to the virtual equipment is loaded.

[0147] In some embodiments, following the above example, after the damaged model is generated, it can be loaded at the corresponding position where the second virtual object wears the virtual equipment, replacing the display of the original complete model. For example, the corresponding damaged helmet model can be displayed immediately at the same moment the fragment scattering effect ends to ensure the continuity of the visual transition. Furthermore, when the damaged model is loaded at the corresponding position of the second virtual object, it can inherit at least one of the following parameters from the original complete model: position parameters; rotation parameters; scaling parameters; skeletal binding parameters; animation following parameters; and material lighting parameters. This ensures that the damaged model can still be correctly attached to the corresponding part during character movement, turning, running, jumping, and other actions. In other words, after the fragment scattering effect is completed, the original complete equipment model can no longer be displayed. Instead, a damaged model version can be generated based on the complete equipment model and loaded into the corresponding equipment position of the second virtual object, so that the virtual equipment can still exist in the scene with a continuously visible damaged appearance after the fragment scattering effect ends.

[0148] As can be seen, by displaying the damaged model at the corresponding location of the second virtual object, players can intuitively identify that the virtual equipment has entered a damaged state from its appearance without relying solely on numerical information or icon prompts. In addition, the damaged model can present persistent appearance features such as gaps, broken edges, cracks, and partial missing parts, which is more conducive to enhancing the realism and immersion of equipment damage compared to simply hiding the equipment after the special effects end.

[0149] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0150] In sandbox / shooting / exit games, the breaking of goggles or helmets is the most frequent and satisfying visual feedback for players, directly impacting combat mood (breaking someone's goggles is a complete attack achievement, and it should be crisp, loud, and animated); extending the value of skins (goggles that players buy should not only look good, but also break in a visually appealing way; each skin should have its own moment of destruction); and enabling combat awareness (in the midst of a chaotic battle, players need to be able to quickly identify which player's goggles are broken to decide whether to prioritize attacking that player).

[0151] In view of this, this application provides an interactive processing method for virtual scenes, making each destruction like a small visual performance. Specifically, this application breaks the process of goggles being broken into three consecutive performances to form a complete closed loop. Among them, the first performance is the complete state, for example, the player (i.e., the game character controlled by the player) wears a complete pair of goggles that match their skin selection (i.e., everyday wear, used to display skin value). The second performance is the explosion state (about 0.5 seconds), for example, the goggles disappear from the face instantly, and at the same time, a shard that is exactly the same shape as the goggles worn by the player explodes outward from the face (i.e., the knock-away performance, showing the complete knock-away action). The third performance is the residual state (continuous display), for example, the goggles reappear on the face after the particle effect ends, but they have been changed to a damaged material (e.g., including cracks, screen tearing, hole effects, etc.), and remain on the player's face until changing clothes (i.e., battle damage residue, which is a continuous combat reading indicator). The key to the three-beat sequence is "explosion + residue," which solves both the lack of a sense of being knocked away and the lack of battle damage residue. The player's emotions are fully conveyed: original equipment → the act of being knocked away → the player continuously wearing shattered goggles. Furthermore, in this embodiment, the fragmented particles no longer use pre-made fixed shapes, but instead generate fragments directly from the player's currently intact goggles. For example, if the player is wearing pink cybernetic goggles, the fragments will be pink cybernetic fragments; if the player is wearing black tactical goggles, the fragments will be black rectangular pieces; if the player is wearing limited-edition Lunar New Year goggles, the fragments will also have Lunar New Year gold textures. In other words, such as... Figure 6 As shown, whatever you wear will shatter into that same piece of skin, meaning each skin has a unique shattering performance, and the value of the skin extends to the moment it is broken.

[0152] To achieve the above effects, the embodiments of this application need to solve several key engineering problems, which can be summarized into the following four technical points: 1) Precise recognition at the moment of breakthrough: By synchronizing attributes, the client performs the judgment of "durability difference between two frames", and triggers the entire visual loop only at the moment of "positive number → non-positive number"; 2) Pre-caching of original mesh parameters: Before the equipment data is replaced with the damaged state, the mesh parameters of the player's currently worn goggles are cached to ensure that the original shape that is not contaminated is transmitted to the particle system. 3) Delayed activation sequence of particle components: Create particle components first but do not activate them immediately. After writing the original mesh parameters, activate them manually to ensure that the fragments in the first frame are the shape of the equipment worn by the player. 4) Dynamic switching of sound effects across three parties: By determining whether the local player is a victim / attacker / spectator, the broken sound effect is dynamically switched, that is, the same audio event sounds different to the three parties.

[0153] In other words, this application's embodiments address the issue of skin value being diluted upon breakage by giving each skin its own unique breakage animation, where the skin breaks as it is worn. Simultaneously, it constructs a complete knockback animation rhythm through "original equipment instantly disappearing to make way for particles," resolving the lack of impactful knockback action. Furthermore, it retains a long-term readable battle damage indicator on the player's face through "broken equipment resetting after particle effects," addressing the lack of residual battle damage. Additionally, by allowing attackers to see their battle record throughout the entire match and victims to continuously see their scars on camera, it addresses the issue of one-way and fleeting emotional value. Moreover, the three-dimensional sound effect switching provides a clear distinction in attack confirmation, resolving the lack of positional sound effects. Furthermore, by using a universal particle template and injecting equipment mesh parameters at runtime, it achieves zero incremental breakage resources for new skins, resolving the issue of linearly increasing operating costs for new skins. Finally, by performing cross-frame differential analysis of synchronized attributes and determining the result locally on the client side, without the dedicated server (DS) participating in the rendering, it solves the problem of insufficient precision and efficiency in triggering breakage.

[0154] The interactive processing method for virtual scenes provided in the embodiments of this application will be described in detail below.

[0155] In some embodiments, see Figure 7 , Figure 7 This is a schematic diagram of a second application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application, such as... Figure 7 As shown, in the virtual scene 701, there is a game character 702 controlled by the current player (e.g., player 1) and a game character 703 controlled by another player (e.g., player 2). Game character 703 wears a complete pair of goggles 704 that match its skin style, used for daily combat, running, and exploration. At this time, the durability of goggles 704 is greater than 0, providing normal head protection. Next, player 1 can control game character 702 to attack the goggles 704 worn by game character 703 controlled by player 2, reducing the durability of goggles 704. In the frame where the durability reaches zero, goggles 704 instantly disappear from the face of game character 703, making way for a fragment 705 that is exactly the same shape, color, and texture as goggles 704, which explodes outwards from the face. The entire explosion animation lasts about 0.5 seconds, during which only one thing is visible on screen: the goggles being knocked away. After fragment 705 dissipates, the damaged goggles 706 return to the face of the game character 703, with cracks, glitches, and holes constantly displayed on their head (i.e., presenting equipment damage in a visual and long-term readable way to all players) until player 2 actively replaces the goggles.

[0156] In other words, in this embodiment of the application, the shape, color, and texture of the fragments that explode when each pair of goggles worn by the player is broken are strictly consistent with the goggles themselves, and the skin value extends to the moment of breakage. Figure 8 The illustration shows a comparison of multiple pairs of goggles in their intact and damaged states.

[0157] The following section will continue to describe the interactive processing method for virtual scenes provided in the embodiments of this application from a technical perspective.

[0158] In some embodiments, the server is only used to maintain equipment data and durability values, and distributes them as synchronization attributes to each client. When the durability synchronization attribute changes, the client can trigger an OnRep callback (i.e., an attribute change callback mechanism for network synchronization). In the OnRep callback, the durability value of the previous frame is compared with the durability value of the current frame. Only when there is a jump from "positive number to non-positive number" is it considered that a break has occurred, and audiovisual feedback is initiated; otherwise, it is considered that it is just a normal durability value refresh, and no audiovisual feedback is triggered. In addition, for the case of being identified as broken, before the client replaces the equipment data to the broken state, the mesh parameters of the goggles currently worn by the player can be read from the wearing component as the shape source of the subsequent particle system, thereby ensuring that the particles receive the original geometry that has not been contaminated by business logic. At the same time, the particle component can be created but not activated immediately. After writing the original mesh parameters, it can be manually activated, thereby ensuring that the particle uses the shape of the player's worn equipment as the fragment geometry source in the first frame, avoiding the flickering of the general shape caused by parameter delay. In addition, the sound effect container can be dynamically switched according to the local player's position in the demolition event (such as victim, attacker, bystander), so that the three parties have different listening experiences when playing the same audio event.

[0159] For example, this embodiment of the application, without adding any extra network packets, without polling, and without relying on DS active broadcasting, accurately pinpoints the moment of destruction to a single frame, thereby avoiding the accidental triggering of the entire visual loop every time the durability value changes (e.g., reduction for undestroyed items). Specifically, the client holds both the old value (e.g., the durability value of the previous frame) and the new value (e.g., the durability value of the current frame) in the OnRep callback, and only recognizes a destruction in the frame that crosses the 0 boundary. Therefore, it is completely immune to noise such as "damage = 0 / wounded but not destroyed / replenishment for healing". At the same time, DS is only responsible for maintaining values ​​and synchronization attributes. The judgment and triggering of the presentation layer are entirely local to the client, with zero additional broadcasts, zero additional remote procedure calls (RPC), and zero polling. Furthermore, when a player reconnects after a disconnection, the synchronization attribute sends the current durability value (which may be 0) to the client all at once. The initial value of the old durability value is -1. The condition `oldDur (the durability value before the change) > 0` excludes this situation from being considered a kill, thus preventing reconnection from mistakenly triggering the entire kill sequence. In other words, by adding the `oldDur > 0` check, it can be ensured that a kill only truly occurs when the durability value actually changes from greater than 0 to equal to 0. This prevents the "damaged result state" from being mistakenly treated as a new kill event in scenarios such as reconnection, state replay, and initial synchronization, thereby avoiding the incorrect triggering of the entire kill sequence.

[0160] In other embodiments, this application requires ensuring that the mesh parameters passed to the particle system are the original shape of the equipment the player is currently wearing, rather than the contaminated mesh parameters after the process has replaced them with the damaged state. This ensures that what is worn is what is broken, meaning the fragment outline is strictly consistent with the equipment before it is broken. Therefore, the mesh parameters of the equipment the player is currently wearing must be cached before the process rewrites the mesh parameters or materials. This is because any implementation that rewrites the parameters before retrieving them will receive the contaminated state, causing the fragment outline to be deformed or to lose skin features. Furthermore, the original mesh data (originalMesh) is merely a reference to a resource, incurring almost zero additional memory overhead. This reference can be released once the particle component is activated, and the entire caching process lasts only milliseconds. In addition, if the mesh model resource has been replaced with an empty one due to an abnormal path, neutral mesh parameters can be automatically read from the template library, ensuring that the fragments, despite lacking skin features, still exhibit normal brokenness. Furthermore, to address the issue of mesh parameters not taking effect during the first frame sampling, and to ensure that particles generate fragments based on the player's equipped equipment from the very first frame, this embodiment can create particle components but not activate them immediately. This is because, under the default behavior of "creation equals activation," the engine will immediately begin firing in the same frame. If the parameters used at this time are set after activation, the first frame will sample placeholder mesh parameters preset in the template library or be empty, resulting in a general-shaped fragment appearing first, and only changing to the shape of the equipped equipment in the next frame, causing a visual inconsistency. In contrast, in this embodiment, manual activation provides a clear synchronization point between parameter writing and particle firing, ensuring the order of "parameters first, activation later," which is the engineering fallback for the two-stage visual closed loop of "equipment equals fragment." In addition, after setting bAutoDestroy = true, the particle component is self-managed by Niagara (the tool / framework used to create various visual effects in the game), and the main business does not need to maintain additional references, avoiding the hanging reference problem when the character is destroyed / switches scenes.

[0161] In some embodiments, the technical solution provided in this application allows the victim, the most recent attacker, and other bystanders to hear three different contextual mixes for the same breach event and the same audio event. This is achieved without relying on multiple broadcasts from the DS (Distributed System), but solely through client-side local position determination and the Wwise switching container. The Wwise switching container is an audio container in Wwise that automatically switches playback content based on the current "state / condition." Specifically, when a breached device is attacked, it records the unique identifier (e.g., UID) of the most recent valid attacker. At the moment of breach, if the local player's UID matches this UID, they are identified as the attacker; otherwise, they are classified as a bystander. The Wwise switching container can then be used to embed the position dimension into the audio asset. The business side only needs to set a switch for "which branch to play now" before triggering the playback event. Mix differences, spatialization, and attenuation are entirely configured by Wwise engineers in the Wwise editor or production tool, eliminating the need to maintain three events for the three positions. Furthermore, each client only performs the position determination and triggers the playback event locally once when it sees the defeat, eliminating the extra network overhead of DS sending a different event to each of the three parties.

[0162] It should be noted that, to reduce the impact of unconfigured or incomplete resource configuration on functional stability, a segmented degradation strategy is adopted for broken effects: when brokenVFX is not configured, visual effects generation is skipped, and only audio playback is retained; when brokenSFX is not configured, audio playback is skipped, and only visual effects are retained; when neither is configured, only the presentation layer is skipped, without affecting the execution of the core logic flow. Furthermore, for the mesh parameter input required by Niagara, a three-level fallback mechanism is adopted: the explicitly configured raw mesh data is used first; if it is empty, the current mesh parameters of the component are attempted to be read; if neither is available, it falls back to the neutral mesh parameters built into the Niagara template, ensuring that effects can still provide basic visual feedback in scenarios with incomplete resources.

[0163] In summary, the technical solutions provided by the embodiments of this application have the following beneficial effects: This application expands the destruction of equipment into a three-stage animation: "intact state → exploded state → scarred state." This provides both the instant gratification of the knockback action and the long-term visual impact of the damage continuously visible on the player's face. Furthermore, the damaged goggles, continuously attached to the player's head, serve as a visual debuff indicator without a HUD, significantly improving readability during chaotic or end-game battles. Simultaneously, attackers can continuously see their stats for the remainder of the match, while victims can continuously see their damage, amplifying the emotional value in both directions. Moreover, by using the mesh parameters of the player's currently equipped equipment as the basis for fragment generation, each skin has its own unique destruction animation, ensuring the visual value of paid skins extends to the moment they are destroyed. Additionally, the entire project uses a single destruction template and a single SKU configuration table, resulting in zero additional destruction resources for new skin releases and reducing art costs from linear to constant. Furthermore, client-side cross-frame differential based on synchronized data eliminates polling and broadcasting, with no DS involvement, ensuring mobile-friendly performance. Furthermore, the visual effects resources for the shattering effect and the damaged goggles can all be stored in the SKU configuration table, supporting updates by event, season, and limited-edition skin. The operations team can launch limited-edition shattering performances at any time. Additionally, this embodiment can integrate with existing equipment processes using a single method for playing equipment shattering effects, without affecting the underlying network, physics, and animation systems. Moreover, it reserves multiple expansion directions such as armor instances, limited-edition shattering performance skins, fragment physical pickup, shattering tracking points, and effect detail levels, demonstrating good scalability.

[0164] The following description continues to illustrate the exemplary structure of the virtual scene interaction processing device 555 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2 As shown, the software modules in the interactive processing device 555 of the virtual scene stored in the memory 550 may include: a display module 5551 and a control module 5552.

[0165] Display module 5551 is used to display a virtual scene, wherein the virtual scene includes a first virtual object and a second virtual object wearing virtual equipment in a complete state; control module 5552 is used to respond to an attack trigger operation against the virtual equipment, and control the first virtual object to attack the virtual equipment worn by the second virtual object to reduce the durability of the virtual equipment; display module 5551 is also used to respond to the virtual equipment's durability dropping to a preset durability threshold, cancel the display of the virtual equipment, and play a fragment scattering effect at the corresponding position of the second virtual object; display module 5551 is also used to respond to the fragment scattering effect finishing playing, and display the virtual equipment in a damaged state at the corresponding position of the second virtual object.

[0166] In the above scheme, the display module 5551 is also used to play a fragment scattering effect at the location of the body part where the virtual equipment is worn by the second virtual object, wherein at least some of the fragments in the fragment scattering effect scatter in the opposite direction to the attack direction corresponding to the attack trigger operation.

[0167] In the above scheme, the display module 5551 is also used to play a fragment scattering effect at the location of the body part where the second virtual object is wearing virtual equipment. The fragments in the fragment scattering effect rotate during the scattering process, and the size of the fragments gradually decreases as the scattering distance increases, or the transparency of the fragments gradually increases as the scattering distance increases.

[0168] In the above scheme, the display module 5551 is also used to play a fragment scattering effect at the location of the body part where the virtual equipment is worn by the second virtual object. At least one of the scattering range, number of fragments and scattering speed corresponding to the fragment scattering effect is positively correlated with the attack intensity corresponding to the attack triggering operation.

[0169] In the above scheme, when the virtual equipment belongs to a preset category of virtual equipment, the display module 5551 is also used to play a fragment scattering effect at the location of the body part of the second virtual object where the virtual equipment is worn. The fragments in the fragment scattering effect have exclusive visual effects corresponding to the preset category.

[0170] In the above scheme, the display module 5551 is also used to respond to the attack type corresponding to the attack trigger operation being a preset attack type, and to play the fragment scattering effect in slow motion at the location of the body part of the second virtual object wearing virtual equipment.

[0171] In the above scheme, the display module 5551 is also used to display multiple fragments at the location of the body part of the second virtual object wearing virtual equipment; the control module 5552 is also used to control the multiple fragments to fly away from the second virtual object, wherein the multiple fragments present a display effect of gradually transitioning from a concentrated distribution to a discrete distribution during the scattering process, and the appearance parameters of the fragments are consistent with the appearance parameters of the virtual equipment when it is in a complete state.

[0172] In the above scheme, the virtual scene interaction processing device 555 further includes a creation module 5553 and an acquisition module 5554. The creation module 5553 is used to create particle components in the virtual scene; the acquisition module 5554 is used to acquire the appearance parameters of the virtual equipment when it is in a complete state; the control module 5552 is also used to write the appearance parameters into the particle components and activate the particle components so that the particle components perform the following processing: at the location of the body part of the second virtual object wearing the virtual equipment, generate multiple fragments that conform to the appearance parameters, and control the multiple fragments to fly away from the second virtual object.

[0173] In the above scheme, the display module 5551 is also used to play the fragment scattering effect at the corresponding position of the second virtual object with the first display effect. In the client used to control the second virtual object, the fragment scattering effect is presented with the second display effect. The first display effect and the second display effect are different in at least one of the following: effect duration, number of fragments, brightness, color saturation, and screen vibration intensity.

[0174] In the above scheme, when the display module 5551 plays the fragment scattering effect at the corresponding position of the second virtual object, it is also used to display a prompt message in the virtual scene that the virtual equipment has been destroyed. The prompt message includes at least one of text prompts, icon prompts, and equipment status indicators.

[0175] In the above scheme, the virtual scene interaction processing device 555 also includes a playback module 5555, which is used to synchronously play the sound effect of virtual equipment breaking. The sound effect played is different in at least one of volume, timbre and spatial orientation for the first virtual object, the second virtual object and the third virtual object. The third virtual object is a virtual object in the virtual scene that observes the interaction process of the first virtual object and the second virtual object.

[0176] In the above scheme, when the display module 5551 plays the fragment scattering effect at the corresponding position of the second virtual object, it is also used to add a local highlight outline effect to the outline of the second virtual object or increase the screen brightness at the corresponding position of the second virtual object to highlight the breaking process of the virtual equipment.

[0177] In the above scheme, the virtual scene interactive processing device 555 also includes a recording module 5556, which is used to record the fragments corresponding to the fragment scattering effect. The fragments are used to re-present the fragment scattering effect in the settlement interface or the highlight replay interface.

[0178] In the above scheme, the display module 5551 is also used to present a screen crack mask or a momentary blurring and distortion effect on the display screen in the edge area of ​​the display screen of the client used to control the second virtual object when the durability value of the virtual equipment drops to a preset durability value threshold.

[0179] In the above scheme, the display module 5551 is also used to play the fragment scattering effect in the client used to control the third virtual object when the durability value of the virtual equipment drops to a preset durability value threshold, by reducing the number of fragments or turning off the simplified display mode of light and shadow rendering. The third virtual object is a virtual object in the virtual scene that observes the interaction process of the first virtual object and the second virtual object.

[0180] In the above scheme, the display module 5551 is also used to present a damaged visual effect on the virtual equipment in response to the durability value of the virtual equipment dropping to a preset durability value range, wherein different durability value ranges correspond to different degrees of damaged visual effects; and to present a crack propagation effect on the virtual equipment, wherein the crack propagation effect is used to indicate that the virtual equipment is about to break.

[0181] In the above scheme, the virtual scene interaction processing device 555 also includes a determination module 5557, which is used to determine the hit position of the attack trigger operation on the virtual equipment; and a control module 5552, which is used to control the surface material of the virtual equipment to perform an outward spreading ablation rendering action starting from the hit position, until the virtual equipment is completely invisible.

[0182] In the above scheme, after canceling the display of the virtual equipment, the display module 5551 is also used to stop displaying the energy wrapping light effect that is attached to the body of the second virtual object due to wearing the virtual equipment, and restore the basic appearance of the second virtual object in the state of not wearing the equipment.

[0183] In the above scheme, after the display module 5551 cancels the display of the virtual equipment, the control module 5552 is also used to perform at least one of the following processes: remove the protective collision body that surrounds the corresponding part of the second virtual object and is associated with the virtual equipment, and enable the impact collision body of the second virtual object body; clear the equipped status mark attached to the second virtual object, and cancel the attribute bonus effect provided by the virtual equipment to the second virtual object.

[0184] In the above scheme, the acquisition module 5554 is also used to acquire the basic model of the virtual equipment when it is in a complete state; the interactive processing device 555 of the virtual scene also includes a removal module 5558 and a loading module 5559, wherein the removal module 5558 is used to remove part of the three-dimensional mesh surface on the basic model according to the preset damage rules to obtain the damaged model; the loading module 5559 is used to load the damaged model corresponding to the virtual equipment at the corresponding position of the second virtual object.

[0185] In the above scheme, when the display module 5551 presents the virtual equipment in a damaged state at the corresponding position of the second virtual object, it is also used to present smoke particle effects or intermittently flashing spark particle effects with the virtual equipment in a damaged state as the emission source; in response to the virtual equipment's durability being restored or the virtual equipment being removed, the smoke particle effects or spark particle effects are stopped.

[0186] It should be noted that the description of the apparatus in this application embodiment is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, therefore, it will not be repeated. For any technical details not covered in the virtual scene interactive processing apparatus provided in this application embodiment, please refer to... Figure 3 , Figure 4 ,or Figure 5 The meaning is understood in accordance with the description of any of the accompanying drawings.

[0187] This application provides a computer program product, which includes a computer program or computer-executable instructions. The processor of an electronic device reads the computer-executable instructions from a computer-readable storage medium, and executes the computer-executable instructions, causing the electronic device to perform the virtual scene interaction processing method described above in this application.

[0188] This application provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are executed by a processor, they cause the processor to execute the interactive processing method for a virtual scene provided in this application. For example, ... Figure 3 , Figure 4 ,or Figure 5 The interactive processing method for the virtual scene is shown.

[0189] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0190] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0191] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be part of a file of other programs or data, such as in one or more scripts stored in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files storing one or more modules, subroutines, or code sections).

[0192] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0193] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for interactive processing of virtual scenes, characterized in that, The method includes: Displaying a virtual scene, wherein the virtual scene includes a first virtual object and a second virtual object wearing virtual equipment in a complete state; In response to an attack-triggered operation against the virtual equipment, the first virtual object is controlled to attack the virtual equipment worn by the second virtual object, thereby reducing the durability of the virtual equipment. In response to the virtual equipment's durability value dropping to a preset durability threshold, the virtual equipment is de-displayed, and a fragment scattering effect is played at the corresponding position of the second virtual object; In response to the completion of the fragment scattering effect, the virtual equipment in a damaged state is displayed at the corresponding position of the second virtual object.

2. The method according to claim 1, characterized in that, Playing the fragment scattering effect at the corresponding position of the second virtual object includes: At the location of the body part of the second virtual object wearing the virtual equipment, a fragment scattering effect is played, wherein at least some of the fragments in the fragment scattering effect scatter in the opposite direction to the attack direction corresponding to the attack trigger operation.

3. The method according to claim 1, characterized in that, Playing the fragment scattering effect at the corresponding position of the second virtual object includes: At the location of the body part of the second virtual object wearing the virtual equipment, a fragment scattering effect is played. The fragments in the fragment scattering effect rotate during the scattering process, and the size of the fragments gradually decreases or the transparency of the fragments gradually increases with the scattering distance.

4. The method according to claim 1, characterized in that, Playing the fragment scattering effect at the corresponding position of the second virtual object includes: At the location of the body part of the second virtual object wearing the virtual equipment, a fragment scattering effect is played, wherein at least one of the scattering range, number of fragments, and scattering speed corresponding to the fragment scattering effect is positively correlated with the attack intensity corresponding to the attack triggering operation.

5. The method according to claim 1, characterized in that, When the virtual equipment belongs to a preset category of virtual equipment, playing the fragment scattering effect at the corresponding position of the second virtual object includes: At the location of the body part of the second virtual object where the virtual equipment is worn, a fragment scattering effect is played, wherein the fragments in the fragment scattering effect have exclusive visual effects corresponding to the preset category.

6. The method according to claim 1, characterized in that, Playing the fragment scattering effect at the corresponding position of the second virtual object includes: In response to the attack type corresponding to the attack triggering operation being a preset attack type, a fragment scattering effect is played in slow motion at the location of the body part of the second virtual object where the virtual equipment is worn.

7. The method according to claim 1, characterized in that, Playing the fragment scattering effect at the corresponding position of the second virtual object includes: At the location of the body part of the second virtual object wearing the virtual equipment, multiple fragments are displayed, and the multiple fragments are controlled to scatter away from the second virtual object. The appearance parameters of the fragments are consistent with the appearance parameters of the virtual equipment when it is in the complete state.

8. The method according to claim 7, characterized in that, The step of displaying multiple fragments at the location of the body part of the second virtual object where it wears the virtual equipment, and controlling the multiple fragments to scatter away from the second virtual object, includes: Create particle components in the virtual scene and obtain the appearance parameters of the virtual equipment when it is in the complete state; The appearance parameters are written to the particle component, and the particle component is activated to cause the particle component to perform the following processing: At the location of the body part of the second virtual object where the virtual equipment is worn, multiple fragments conforming to the appearance parameters are generated, and the multiple fragments are controlled to scatter away from the second virtual object.

9. The method according to claim 1, characterized in that, Playing the fragment scattering effect at the corresponding position of the second virtual object includes: At the corresponding position of the second virtual object, a fragment scattering effect is played with a first display effect. In the client used to control the second virtual object, the fragment scattering effect is presented with a second display effect. The first display effect and the second display effect differ in at least one of the following: effect duration, number of fragments, brightness, color saturation, and screen vibration intensity.

10. The method according to claim 1, characterized in that, When playing the fragment scattering effect at the corresponding position of the second virtual object, the method further includes: The virtual scene displays a notification message indicating that the virtual equipment has been destroyed, wherein the notification message includes at least one of text notification, icon notification, and equipment status indicator.

11. The method according to claim 1, characterized in that, When playing the fragment scattering effect at the corresponding position of the second virtual object, the method further includes: The sound effect of the virtual equipment breaking is played synchronously. For the first virtual object, the second virtual object, and the third virtual object, the sound effect played is different in at least one of volume, timbre, and spatial orientation. The third virtual object is a virtual object in the virtual scene that observes the interaction between the first virtual object and the second virtual object.

12. The method according to claim 1, characterized in that, When playing the fragment scattering effect at the corresponding position of the second virtual object, the method further includes: Add a local highlight outline effect to the outline of the second virtual object, or increase the screen brightness at the corresponding position of the second virtual object, to highlight the breaking process of the virtual equipment.

13. The method according to claim 1, characterized in that, After playing the fragment scattering effect at the corresponding position of the second virtual object, the method further includes: Record the segment corresponding to the fragment scattering effect, wherein the segment is used to re-present the fragment scattering effect in the settlement interface or the highlight replay interface.

14. The method according to claim 1, characterized in that, When the durability value of the virtual equipment decreases to a preset durability threshold, the method further includes: The edge area of ​​the display screen on the client used to control the second virtual object is presented with a screen shattering mask, or the display screen is presented with a momentary blurring and distortion effect.

15. The method according to claim 1, characterized in that, When the durability value of the virtual equipment decreases to a preset durability threshold, the method further includes: In the client used to control the third virtual object, the fragment scattering effect is played in a simplified display mode that reduces the number of fragments or turns off the lighting and shadow rendering. The third virtual object is a virtual object in the virtual scene that observes the interaction between the first virtual object and the second virtual object.

16. The method according to claim 1, characterized in that, Before the durability value of the virtual equipment decreases to a preset durability threshold, the method further includes: In response to the virtual equipment's durability value dropping to a preset durability value range, a damaged visual effect is displayed on the virtual equipment, wherein different durability value ranges correspond to different degrees of the damaged visual effect. Before canceling the display of the virtual equipment, the method further includes: A crack spreading effect is displayed on the virtual equipment, which is used to indicate that the virtual equipment is about to break.

17. The method according to claim 1, characterized in that, The process of canceling the display of the virtual equipment includes: Determine the hit location of the attack triggering operation on the virtual device; Starting from the hit location, the surface material of the virtual equipment is controlled to perform an outward spreading ablation rendering action until the virtual equipment is completely invisible.

18. The method according to claim 1, characterized in that, After canceling the display of the virtual equipment, the method further includes: Stop displaying the energy-wrapped light effect that is attached to the body of the second virtual object due to wearing the virtual equipment, and restore the basic appearance of the second virtual object when it is not wearing the equipment.

19. The method according to claim 1, characterized in that, After canceling the display of the virtual equipment, the method further includes: Perform at least one of the following processes: Remove the protective collision object surrounding the corresponding part of the second virtual object and associated with the virtual equipment, and enable the impact collision object of the second virtual object body; Remove the equipped status flag attached to the second virtual object and cancel the attribute bonus effect provided by the virtual equipment to the second virtual object.

20. The method according to any one of claims 1 to 19, characterized in that, The virtual equipment that is presented in a damaged state at the corresponding position of the second virtual object includes: Obtain the base model of the virtual equipment when it is in the complete state; According to the preset damage rules, some three-dimensional mesh surfaces on the basic model are removed to obtain the damaged model; At the corresponding location of the second virtual object, the damage model corresponding to the virtual equipment is loaded.

21. The method according to any one of claims 1 to 19, characterized in that, When the virtual equipment in a damaged state is displayed at the corresponding position of the second virtual object, the method further includes: Using the virtual equipment in a damaged state as the emission source, it presents smoke particle effects that drift outwards or spark particle effects that flash intermittently. In response to the virtual equipment's durability being restored or the virtual equipment being removed, the smoke particle effect or the spark particle effect is stopped.

22. An interactive processing device for a virtual scene, characterized in that, The device includes: A display module is used to display a virtual scene, wherein the virtual scene includes a first virtual object and a second virtual object wearing virtual equipment in a complete state; A control module is configured to respond to an attack-triggered operation against the virtual equipment by controlling the first virtual object to attack the virtual equipment worn by the second virtual object, thereby reducing the durability of the virtual equipment. The display module is also used to cancel the display of the virtual equipment and play a fragment scattering effect at the corresponding position of the second virtual object in response to the durability value of the virtual equipment dropping to a preset durability value threshold. The display module is also used to display the virtual equipment in a damaged state at the corresponding position of the second virtual object in response to the completion of the fragment scattering effect.

23. An electronic device, characterized in that, include: Memory is used to store executable instructions for a computer; A processor, when executing computer-executable instructions stored in the memory, implements the interactive processing method of the virtual scene according to any one of claims 1 to 21.

24. A computer-readable storage medium storing computer-executable instructions, characterized in that, When the computer-executable instructions are executed by the processor, they implement the interactive processing method of the virtual scene according to any one of claims 1 to 21.

25. A computer program product comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by the processor, the interactive processing method of the virtual scene as described in any one of claims 1 to 21 is implemented.