Virtual space display method and device, computer equipment and program
The virtual space display method maintains the player in the 3D environment during spawn point selection in MOBAs, enhancing immersion and reducing resource usage by eliminating the need for simplified plans.
Patent Information
- Application Number
- JP2025542318
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-05-24
- Filing Date
- 2024-03-26
- Publication Date
- 2026-02-25
AI Technical Summary
The existing methods for selecting a spawn point in competitive games, such as MOBAs, involve switching between a simplified floor plan and the virtual game space, which is resource-intensive and disrupts the immersive experience by separating the player from the actual game environment.
A virtual space display method that includes displaying a first local space under a close-up camera view of the 3D virtual space, followed by a gradual camera ascent to a distant view to reveal spawn points, allowing direct selection within the 3D environment without switching to a simplified plan.
This approach enhances the immersive experience by maintaining the player within the 3D virtual space during spawn point selection, reducing resource consumption and improving gameplay efficiency.
Smart Images

Figure 2026506481000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority from a Chinese patent application filed with the China Patent Office on May 24, 2023, bearing application number 2023105960393 and entitled "Virtual space display method, device, equipment, storage medium and program product," the entire contents of which are incorporated herein by reference.
[0002] The present application relates to the field of computer technology, and more particularly to a method and apparatus for displaying a virtual scene, and a computer device and program. [Background technology]
[0003] With the development of computer and internet technologies, more and more competitive games are being developed to provide players with an immersive gaming experience. A competitive game is a game in which multiple user accounts compete in the same virtual game space, such as multiplayer online battle arena games (MOBAs).
[0004] Typically, before a game begins, each user account must select an initial location, i.e., a spawn point (sometimes abbreviated as a spawn point), for the virtual object (virtual target) that they will operate and control in the virtual game space, and then the virtual object can be controlled to move from the spawn point in the virtual game space and compete against virtual objects controlled by other players.
[0005] In a related method, during the spawn point selection step of a game, the game typically provides a simplified floor plan of a virtual game space, allowing the player to select a spawn point for the virtual object from among multiple spawn points in the simplified floor plan. However, the simplified floor plan is not the virtual game space in which the virtual object will be located during the battle, and the player cannot directly see the surrounding environment of the spawn point when selecting a spawn point, resulting in a lack of an immersive game experience and a poor user experience. Furthermore, after selecting an ID (identity) on the simplified floor plan, the player must then switch back to the local space corresponding to the location selected by the player in the virtual game space. This method of selecting a spawn point by switching between the simplified floor plan and the virtual game space is not only cumbersome, but also requires additional configuration and storage of the simplified floor plan, occupying a large amount of processing resources on the terminal and server. Summary of the Invention [Problem to be solved by the invention]
[0006] An object of the present application is to provide a virtual space display method and device, a computer device, and a program. [Means for solving the problem]
[0007] According to the present application, there is provided a virtual space display method, which comprises: Displaying a first local space during a spawn point selection stage of a virtual game, the first local space being a local space of the 3D virtual space under a first close-up camera view (also called a camera viewpoint, a scene view, or a scene angle of view), and the first local space including a target virtual object; displaying a camera gradually rising screen relating to the 3D virtual space, the camera gradually rising screen being a space screen of the 3D virtual space under a gradually rising camera view in the process of the camera view gradually rising from the first close-up camera view to a distant-view camera view; displaying a second local space when the camera view changes to the distant camera view, the second local space being a local space of the 3D virtual space under the distant camera view, the second local space including a plurality of spawn points; and The method includes the step of selecting a target spawn point from among the plurality of spawn points.
[0008] According to the present application, there is further provided a virtual space display device, the device comprising: a first display module for displaying a first local space in a spawn point selection phase of a virtual game, the first local space being a local space of the 3D virtual space under a first close-up camera view, the first local space including a target virtual object; a camera ascending module for displaying a camera gradual ascending screen relating to the 3D virtual space, the camera gradual ascending screen being a space screen of the 3D virtual space under a gradual ascending camera view in a process in which a camera view gradually ascends from the first close-up camera view to a distant-view camera view; a second display module for displaying a second local space when a camera view changes to the distant camera view, the second local space being a local space of the 3D virtual space under the distant camera view, the second local space including a plurality of spawn points; and A spawn point selection module is included for selecting a target spawn point from among the plurality of spawn points.
[0009] The present application further provides a computer device including a memory and a processor connected to the memory, the memory storing computer-readable instructions, the processor executing the computer-readable instructions to perform the steps of the virtual space display method described above.
[0010] The present application further provides a computer-readable storage medium having computer-readable instructions stored therein, the computer-readable instructions being capable of implementing the steps of the above-described virtual space display method when executed by a processor.
[0011] According to the present application, there is further provided a computer program product, which includes computer-readable instructions that, when executed by a processor, implement the steps of the above-described virtual space display method. [Brief explanation of the drawings]
[0012] [Figure 1] FIG. 1 is a diagram illustrating an application environment of a virtual space display method according to an embodiment. [Figure 2] FIG. 10 is a diagram showing an application environment of a virtual space display method according to another embodiment. [Figure 3] FIG. 1 shows a 2D simple planar map for spawn point selection in the related art. [Figure 4] 1 is a flowchart of a virtual space display method according to one embodiment. [Figure 5] FIG. 2 is a diagram illustrating a first local space in a 3D virtual space according to one embodiment. [Figure 6] 10A and 10B are diagrams illustrating the process of a camera rising in one embodiment. [Figure 7] FIG. 10 illustrates a third local space in one embodiment. [Figure 8] 10A and 10B are diagrams illustrating the process of a camera being lowered in one embodiment. [Figure 9] FIG. 10 illustrates operation controls superimposed on a third local space in one embodiment. [Figure 10] FIG. 10 illustrates multiple spawn points marked in one embodiment. [Figure 11] FIG. 10 illustrates spawn point presentation areas that are displayed in an overlapping manner in one embodiment. [Figure 12]FIG. 10 is a diagram illustrating a recommended route displayed in one embodiment. [Figure 13] FIG. 1 illustrates spatial setting information of a 3D virtual map in one embodiment. [Figure 14] FIG. 2 is a timing diagram of a virtual space display method in one embodiment. [Figure 15] 1 is a block diagram showing the configuration of a virtual space display device according to an embodiment. [Figure 16] FIG. 10 is a block diagram showing the configuration of a virtual space display device according to another embodiment. [Figure 17] FIG. 1 is a diagram illustrating the internal configuration of a computer device according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0013] In order to more clearly explain the technical solutions of the embodiments of the present application, the following briefly introduces the drawings that need to be used in the description of the embodiments or prior art. It is obvious that the drawings in the following description are only embodiments of the present application, and those skilled in the art can obtain other drawings based on the disclosed drawings without any creative efforts.
[0014] MOBA: A multiplayer online battle arena game, also known as an action RTS (Role-playing Real-Time Battle System). The game is played as follows: players are usually divided into two teams and compete against each other on their respective game maps (i.e., virtual game spaces). Each player controls a virtual object of their choice through a single interface, and in most cases, each player only needs to control the virtual object of their choice.
[0015] Spawn Point: A spawn point refers to the initial location on the game map where a virtual object representing a player is located, and is typically the starting location where a player's virtual object is located when entering the battle phase of a game.
[0016] 3D space (three-dimensional space): A space obtained by expressing complex and abstract information in a three-dimensional artistic form such as a 3D model, and has the advantage of being intuitive, clear, and easy to understand.
[0017] The virtual space display method provided in the embodiments of the present application can be used in an application environment such as that shown in Fig. 1, in which a terminal 102 communicates with a server 104 via a network. A data storage system can store data that the server 104 needs to process. The data storage system can be integrated into the server 104 or can be located in the cloud or on another server. In one embodiment, the terminal 102 displays a first local space during a spawn point selection phase of a virtual game, the first local space being a local space under a first close-up camera view of the 3D virtual space, the first local space including a target virtual object, and displaying (exhibiting) the virtual object in the first close-up camera view. After the display of the virtual object is completed, a camera gradual ascent screen for the 3D virtual space is displayed, the camera gradual ascent screen being a space screen in which the 3D virtual space is in a gradual ascent camera view as the camera view gradually rises from the first close-up camera view to a distant camera view. When the camera view changes to the distant camera view, a second local space is displayed, the second local space being a local space in which the 3D virtual space is in the distant camera view. The second local space includes a plurality of spawn points, and a target spawn point can be selected from the plurality of spawn points.
[0018] 2 is a block diagram showing the configuration of a game system 100 provided in one exemplary embodiment of the present application. The game system 100 includes a first terminal 120, a server 140, and a second terminal 160.
[0019] The first terminal 120 is connected to the server group 120 via a wireless or wired network. The first terminal 120 may be at least one of a smartphone, a game console, a desktop computer, a tablet computer, an e-book reader, an MP3 player, an MP4 player, an AR (Augmented Reality) device, a VR (Virtual Reality) device, and a laptop. A competitive game client (also referred to as an application program) is installed and executed on the first device 120, and is abbreviated as a competitive game client, a game client, a competitive client, or a client. The client may be any one of a real-time competitive game client, a role-playing game client, a multiplayer online tactical game client, a multiplayer online gunfight game client, and a multiplayer online survival game client. The first terminal 120 is used by a first user, and a first user account is logged into the client in the first terminal 120. The first terminal 120 is connected to the server 140 via a wireless or wired network.
[0020] The server 140 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 140 is used to provide back-end services to clients supporting virtual objects. Optionally, the server 140 performs primary computing tasks, while the first terminal 120 and the second terminal 160 perform secondary computing tasks; alternatively, the server 140 performs secondary computing tasks, while the first terminal 120 and the second terminal 160 perform primary computing tasks; or a distributed computing architecture is employed among the server 140, the first terminal 120, and the second terminal 160 to perform collaborative computing. A competitive game client is installed and executed on the second terminal 160, and may be referred to as a competitive game client or simply a client. The client may be any one of a real-time competitive game client, a role-playing game client, a multiplayer online tactical game client, a multiplayer online gunfight game client, and a multiplayer online survival game client. The second terminal 160 is used by a second user. A second user account is logged into the client on the second terminal 120.
[0021] Optionally, the first user account and the second user account are in the same virtual social network (SNS). Optionally, the first user account and the second user account belong to the same team or organization, have a friendship relationship, or have temporary communication privileges. Optionally, the first user account and the second user account belong to different teams or different organizations, or belong to two teams that have an adversarial relationship.
[0022] Optionally, the client installed on the first terminal 120 and the second terminal 160 may be the same, or the clients installed on the two terminals may be the same type of client on different operating system (OS) platforms, including the Android operating system, the IOS operating system, the Windows operating system, and operating systems specific to game consoles.
[0023] The first terminal 120 may generally refer to one of multiple terminals, and the second terminal 160 may also generally refer to one of multiple terminals. The terminal referred to in this embodiment may be the first terminal 120 or the second terminal 160. The terminals in FIGS. 1 and 2 above may be, but are not limited to, various personal computers, laptops, smartphones, tablet computers, IoT devices, and portable wearable devices. IoT devices may be smart speakers, smart TVs, smart air conditioners, smart car devices, etc. Portable wearable devices may be smart watches, smart bracelets, head-mounted devices, etc. The servers in FIGS. 1 and 2 above may be implemented as independent servers or server clusters consisting of multiple servers.
[0024] As will be understood by those skilled in the art, the number of terminals may be greater or less than this. For example, the number of terminals may be only one, or may be tens, hundreds, or even more. The embodiments of the present application do not limit the number and types of terminals. Typically, a number of terminals, for example, eight or ten, are required to participate in one competitive game, and the virtual objects corresponding to the number of terminals may be divided into two opposing teams to compete in a competitive game.
[0025] In related art, during the spawn point selection stage of a virtual game, the spawn point is selected from another 2D simple planar map corresponding to a 3D virtual space. See FIG. 3, which illustrates a 2D simple planar map for selecting a spawn point in related art. As can be seen, this 2D simple planar map is not the 3D virtual space in which virtual objects engage in virtual combat. That is, the point selection process provided by this method is separated from the 3D virtual space in which virtual objects engage in virtual combat. Therefore, when selecting a spawn point, the player cannot directly see the surrounding environment of the spawn point, resulting in a lack of an immersive game experience and a poor user experience. Furthermore, after selecting an ID from the simple planar map, the player must again switch to the local space corresponding to the position selected by the player in the virtual game space. This method of selecting a spawn point by switching between the simple planar map and the virtual game space is not only cumbersome, but also requires the terminal or server to additionally set up and store the simple planar map, occupying a large amount of processing resources on the terminal and server.
[0026] In the virtual space display method provided in the embodiment of the present application, a first local space is displayed in a spawn point selection stage of a virtual game, the first local space being a local space under a first close-up camera view of the 3D virtual space, and the first local space includes a target virtual object. After the target virtual object is displayed, a camera gradually rising screen for the 3D virtual space is displayed. During the process in which the camera view gradually rises from the first close-up camera view to the distant camera view, the space screen in which the 3D virtual space is in the gradually rising camera view is the camera gradually rising screen. When the camera view changes to the distant camera view, a second local space is displayed. The second local space is a local space in which the 3D virtual space is in the distant camera view, and the second local space is a local space in which the 3D virtual space is in the distant camera view. The local space contains multiple spawn points, allowing the target spawn point to be selected directly from the 3D virtual space, i.e., the camera view displaying the virtual object changes directly to a distant camera view in the 3D virtual space, allowing the player to observe the spatial environment in the 3D virtual space when selecting a spawn point, and the change in camera view is a long take, creating a very smooth experience. The camera view switching is performed entirely in the 3D virtual space, eliminating the need to switch to a simplified floor plan and then switch the camera view to select a spawn point, thereby avoiding the interruption of the immersive experience of the 3D virtual space caused by switching between the two, and greatly improving the player's gaming experience. In addition, there is no need to additionally set up and store simplified floor plans on the terminal or server, and furthermore, there is no need to additionally render simplified floor plans, reducing the processing resources required for the terminal and server.
[0027] In one embodiment, as shown in FIG. 4, a virtual space display method is provided, and the method is described by taking the terminal shown in FIG. 1 as an example, and includes the following steps:
[0028] Step 402: Display a first local space during a spawn point selection stage of a virtual game, where the first local space is a local space of the 3D virtual space under a first close-up camera view, and the first local space includes a target virtual object.
[0029] A virtual game is a virtual battle between at least two virtual objects in the same 3D virtual space. The 3D virtual space is a virtual battle map generated based on the virtual space and is the entire virtual space in which the virtual objects can move during the virtual battle. The local space is a portion of the 3D virtual space, and the portion of the space includes at least one virtual object. The virtual object is a virtual character model controlled by a terminal to realize the virtual game. The at least one virtual object includes a target virtual object currently controlled by the terminal and may also include other virtual objects controlled by other terminals. The at least one virtual object may belong to the same side of the virtual game, i.e., a target virtual object and an ally virtual object, or may belong to different sides of the virtual game, i.e., a target virtual object and an enemy virtual object, or may even include both an ally virtual object and an enemy virtual object.
[0030] The 3D virtual space includes a plurality of selectable spawn points, and a player can use the terminal to select one spawn point for a target virtual object to control during a virtual battle as the starting position of the target virtual object during the virtual battle. The first close-up camera view is a camera view for displaying the target virtual object.
[0031] In one embodiment, during the spawn point selection phase of a virtual game, the terminal can display a first local space by default, which is the local space of the 3D virtual space displayed under the default first close-up camera view when a target virtual object in the 3D virtual space is the observation target.
[0032] In this case, the target object may be located at any position in the 3D virtual space, or may be located at any position other than a key position in the 3D virtual space (e.g., a spawn point, an attack area, a tower construction area, etc.), or may be located at any one of a number of spawn points, i.e., the target virtual object is located at a default pre-set spawn point.
[0033] A camera view (camera angle of view) is a viewing angle for observing a 3D virtual space. Different camera views allow different spatial views to be observed, and the terminal can display these spatial views. The spatial view displayed on the terminal may be a spatial view when a target virtual object in the 3D virtual space is observed by a camera model (virtual camera) in the 3D virtual space. Optionally, during the virtual battle phase, the camera model automatically tracks the target virtual object in the 3D virtual space. That is, when the position of the target virtual object in the 3D virtual space changes, the position in the 3D virtual space where the camera model tracks the target virtual object also changes simultaneously. During the spawn point selection phase prior to the virtual battle phase, the camera model can also display different local spaces in the 3D virtual space by observing the virtual 3D space according to different spatial camera view parameters (i.e., camera views) in the 3D virtual space. A camera model refers to a 3D model positioned around a target virtual object in a 3D virtual space. When the camera view (field of view of the virtual camera) of the camera model adopts a first-person field of view, the camera model is positioned near the head of the target virtual object or is positioned at the head of the target virtual object. When the camera view of the camera model adopts a third-person field of view, the camera model may be positioned behind the target virtual object and bound to the target virtual object, or may be located at any position at a preset distance from the target virtual object. The camera model allows the target virtual object in the 3D virtual space to be observed from different angles. Optionally, when the third-person field of view is a first-person over-the-shoulder field of view, the camera model is positioned behind the target virtual object (e.g., the head or shoulders of the target virtual object). Optionally, in addition to the first-person field of view and the third-person field of view, the camera view may further include other field of view angles, for example, a top-down field of view angle and a bird's-eye view angle, and when a top-down field of view angle is adopted, the camera model may be positioned above the head of the target virtual object, and the top-down field of view angle is a field of view at which the 3D virtual space is observed from above in the air.Optionally, the camera model is not actually displayed in the 3D virtual space, ie, the camera model is not displayed in the 3D virtual space displayed in the user interface.
[0034] The camera model can rotate around a target virtual object as a rotation center. For example, the camera model can rotate around any one point of the target virtual object as a rotation center. During rotation, the camera model not only rotates but also displaces, and the distance between the camera model and the rotation center is maintained constant during rotation. That is, the camera model rotates on the surface of a sphere with the rotation center as the sphere's center. The any one point of the target virtual object can be its head, torso, or any one point around the target virtual object, and the embodiments of the present application are not limited thereto. Optionally, the camera model can also observe the target virtual object at a preset angle in a different direction of the target virtual object.
[0035] In one embodiment, the first local space displayed by default on the terminal is a local space of the 3D virtual space displayed under a first default camera view when a target virtual object is located at a preset spawn point in the 3D virtual space, where the preset spawn point is the default spawn point of the 3D virtual space. In a subsequent step, a player may reselect a spawn point for the virtual object from among several spawn points and start a virtual game from the reselected spawn point. That is, displaying the first local space in the spawn point selection step of the virtual game includes displaying a virtual game interface in the spawn point selection step of the virtual game; and displaying the first local space of the 3D virtual space on the virtual game interface, where the first local space is a local space under a first close-up camera view of the 3D virtual space, the first local space is a local space related to the preset spawn point in the 3D virtual space, and the first local space includes the target virtual object at the preset spawn point. Optionally, the first local space includes a virtual object of a first side of the virtual game, the virtual object of the first side including a target virtual object, and the virtual object of the first side is at a pre-set spawn point.
[0036] In one embodiment, the first local space further includes other virtual objects that belong to the same camp as the target virtual object, and the first close-up camera view is a camera view for displaying all virtual objects in the same camp.
[0037] In some embodiments, the first local space is a static space, i.e., a single default angle at which the target virtual object is displayed. In other embodiments, the first local space is a dynamic space, i.e., the first close-up camera view may include multiple close-up camera views that may be used to observe different details of the target object and display the target virtual object in all directions.
[0038] In one embodiment, displaying a first local space under a first close-up camera view of the 3D virtual space includes: reading space setting information of the 3D virtual space of the virtual game, the space setting information including a preset spawn point in the 3D virtual space and space camera view parameters of the preset spawn point, the space camera view parameters being used to indicate that the camera view corresponding to the preset spawn point in the 3D virtual space is the first close-up camera view; and displaying a first local space based on the first close-up camera view, the first local space being a local space in which the target virtual object is located at the preset spawn point in the 3D virtual space.
[0039] The space setting information is setting information related to a 3D virtual space, and includes a preset spawn point in the 3D virtual space and space camera view parameters for the preset spawn point. The space camera view parameters indicate that the camera view corresponding to the preset spawn point in the 3D virtual space is a first close-up camera view. That is, by reading the space setting information of the 3D virtual space, the terminal can obtain space camera view parameters corresponding to each of multiple spawn points in the 3D virtual space from the space setting information and determine a default spawn point among the multiple spawn points. The space camera view parameters may include the focal length, angle, position, and special effects of the camera view of the camera. As can be understood, a camera view for observing the 3D virtual space can be determined based on the space camera view parameters, and a local space in the 3D virtual space can be observed through the camera view, and the terminal can display the local space. The spatial camera view parameters of the preset spawn point correspond to a first foreground camera view, and based on the first foreground camera view, the device can display a first local space in which the target virtual object is located at the preset spawn point in the 3D virtual space. Optionally, the game application running on the device can provide multiple 3D virtual spaces, each having a corresponding spatial setting parameter.
[0040] Referring to Figure 5, which is a diagram illustrating a first local space in a 3D virtual space according to one embodiment. As shown in Figure 5, during the spawn point selection phase of a virtual game, the interface displays the first local space by default, which is a part of the 3D virtual space. In other words, virtual object models representing all teammates are displayed in the 3D virtual space by default, allowing the player to fully observe the surrounding environment in the 3D virtual space. At this time, close-ups of each virtual object may be played to fully display the skin, movements, and expressions of each virtual object.
[0041] Step 404: Display a camera gradual ascent screen for the 3D virtual space. The camera gradual ascent screen is a space screen in which the 3D virtual space is in a gradual ascent camera view as the camera view gradually rises from a first close-up camera view to a distant view camera view.
[0042] The first close-up camera view is a close-up camera view that can observe a target object in a 3D virtual space. However, due to its limited field of view, it cannot observe the distribution of spawn points in the 3D virtual space, nor can it observe the global space of the 3D virtual space. To allow a player to directly select a spawn point in the 3D virtual space, the terminal displays the target virtual object in a first local space of the 3D virtual space (i.e., the space under the first close-up camera view) and then starts displaying a gradual camera ascent screen of the 3D virtual space. To avoid interrupting the immersive game experience caused by a player leaving the 3D virtual space in which they are engaged in a virtual battle when selecting a spawn point, the gradual camera ascent screen displayed on the terminal is a spatial screen of the 3D virtual space that can be observed as the camera view gradually rises from the first close-up camera view to a distant camera view, i.e., a spatial screen in which the 3D virtual space is in a gradual ascent camera view. The distant camera view is a camera view that allows players to observe the distribution of spawn points in the 3D virtual space and the global space of the 3D virtual space, making it easier for players to understand the environment around their selected spawn point, adopt appropriate playing strategies, and easily achieve playing strategy combinations with players on the same side. This also avoids the problem of each game taking up a large amount of processing resources on the terminal and server due to the long time required for the entire game to be completed due to the long time required for finding and cooperating with allies or for finding and fighting enemy virtual objects. In one embodiment, the distant camera view is a bird's-eye view of the 3D virtual space.
[0043] In one embodiment, after displaying the first local space, the terminal can automatically display a gradual camera ascent screen in the 3D virtual space directly, eliminating the need for the player to perform any operations during this period, such as manually zooming out of the 3D virtual space. For example, the terminal can automatically display a gradual camera ascent screen in the 3D virtual space directly after displaying the target virtual object in the first local space for a preset time period (e.g., 2 seconds). This reduces the number of operations required by the player and the time required for operations before each game starts, thereby enabling games to start as quickly as possible and shortening the time required for each game.
[0044] In one embodiment, the space setting information of the 3D virtual space further includes a camera elevation parameter corresponding to a preset spawn point, and the camera elevation parameter is used to display a plurality of gradually ascending camera views. Displaying a space screen with a camera gradually ascending in the 3D virtual space includes reading space setting information of the 3D virtual space of the virtual game, the space setting information including a plurality of gradually ascending camera views; and displaying a space screen with the 3D virtual space in a plurality of gradually ascending camera views in the process of gradually ascending from a first close-up camera view to a distant camera view based on the plurality of gradually ascending camera views.
[0045] The spatial setting information of the 3D virtual space further includes camera elevation parameters corresponding to preset spawn points, which are used to show multiple ascending camera views. That is, in a fighting game, a preset spawn point can be set for the 3D virtual space, and corresponding camera elevation parameters can be set for the preset spawn point. The camera elevation parameters are used to show multiple ascending camera views, each of which has corresponding spatial camera view parameters, such as the camera focal length, angle, position, special effects of the camera view, etc. In this case, the camera elevation parameters can be understood to be a set of spatial camera view parameters corresponding to each of the multiple ascending camera views. The terminal determines one camera view for observing the 3D virtual space based on one spatial camera view parameter, and can observe one local space of the 3D virtual space through the camera view, and the terminal can display the local space; the terminal obtains multiple continuously changing spatial camera view parameters corresponding to each of multiple gradually ascending camera views, and determines multiple consecutive, gradually ascending camera views for observing the 3D virtual space based on the multiple spatial camera view parameters, and can observe gradually ascending camera screens of the 3D virtual space through these camera views.
[0046] Referring to Figure 6, this illustrates the process of a camera view ascending in one embodiment. As shown in Figure 6, the space displayed on the device gradually ascends from a first local space to the camera view. As the camera view changes, the 3D virtual space gradually becomes larger and larger in the spatial image captured by the ascending camera view, and the elements in the 3D virtual space become smaller and smaller, gradually revealing the global space of the 3D virtual space. During this process, the player can clearly grasp the surrounding environment of the 3D virtual space, allowing the player to grasp the overall 3D virtual space before starting a virtual battle during the point selection stage. In this way, the player can easily understand the surrounding environment of the selected spawn point, adopt an appropriate battle strategy, and easily combine battle strategies with players on the same side. Furthermore, the player is not separated from the 3D virtual space during the virtual battle, so the immersive game experience is not interrupted.
[0047] Step 406: Display a second local space when the camera view changes to a distant camera view, where the second local space is a local space under the distant camera view in the 3D virtual space, and the second local space includes multiple spawn points.
[0048] Specifically, when the camera view changes to a distant camera view, a second local space is displayed on the device. The second local space is the local space displayed when the 3D virtual space is the observation target, and multiple spawn points in the 3D virtual space may be displayed in this local space. That is, as the camera view gradually rises and finally changes to a distant camera view, the second local space displayed includes multiple spawn points in the 3D virtual space, allowing the player to observe the positions of the multiple spawn points in the 3D virtual space and their relationship to the surrounding environment (e.g., the target area).
[0049] In one embodiment, when the camera view changes to a distant camera view, the terminal can mark multiple spawn points in the 3D virtual space in the displayed second local space, and can further mark key points, such as target areas, in the 3D virtual space in the displayed second local space.
[0050] In one embodiment, when the camera view changes to a distant camera view, the terminal can mark the point selection status of other virtual objects in the same camp as the target virtual object in the displayed second local space, allowing players to comprehensively understand the tactical plan and teammate distribution before the virtual match, improving the game experience and avoiding the problem of each game occupying a large amount of processing resources on the terminal and server due to the long time required to find teammates and form combinations or to find and fight enemy virtual objects, which can make the entire game time too long. For example, the terminal can display object information of the corresponding virtual object, such as a nickname or avatar, near the spawn point selected by other players for the corresponding virtual object in the same camp. Furthermore, for example, the terminal can mark corresponding display information at the corresponding spawn point according to the selection status of each spawn point, and the display information can be the number of players selecting the spawn point, the popularity corresponding to the number, etc.
[0051] Optionally, the terminal can further determine, based on the game account information of the current player, whether the current player has the authority to check the point selection status of other virtual objects of the same camp, and if the corresponding authority exists, the terminal can mark the point selection status of other virtual objects in the displayed second local space, and if the corresponding authority does not exist, the terminal does not mark the point selection status of other virtual objects in the displayed second local space. The existence of the corresponding authority may, for example, mean that the current player has purchased a certain prop through the game account, or that the game account is an account of a certain rank, or that the current player has a certain virtual skill.
[0052] In one embodiment, when the camera view changes to a long-distance camera view, the terminal can mark the point selection situations of other virtual objects in the same camp as the target virtual object, i.e., the first camp, in the displayed second local space, and at the same time, mark the point selection situations of other virtual objects in a camp different from the target virtual object, i.e., the second camp, and the marking information formats for different camps can be different, which allows the current player to have an overall understanding of the tactical plan and teammate distribution before the virtual battle, thereby improving the game experience.
[0053] Step 408: A target spawn point is selected from among the multiple spawn points.
[0054] Specifically, there are multiple selectable spawn points in the second local space, and the terminal can set the selected target spawn point as the spawn point in the 3D virtual space of the target virtual object in accordance with a selection operation for a target spawn point from among the multiple spawn points.
[0055] The above-mentioned virtual space display method and device, computer device, storage medium, and computer program product display a first local space under a first close-up camera view of the 3D virtual space in a spawn point selection stage of a virtual game, the first local space being a local space under the first close-up camera view of the 3D virtual space, and the first local space includes a target virtual object. After the target virtual object is displayed, a camera gradual ascent screen for the 3D virtual space is displayed. In the process of the camera view gradually rising from the first close-up camera view to the distant camera view, the space screen in which the 3D virtual space is in the gradual ascent camera view is a camera gradual ascent screen. When the camera view changes to the distant camera view, a second local space is displayed, and the second local space is the 3D virtual space. The first local space is a local space in the distant camera view, and the second local space includes multiple spawn points, allowing a target spawn point to be directly selected in the 3D virtual space. That is, by directly switching from a camera view displaying virtual objects to a distant camera view in the 3D virtual space, the player can observe the spatial environment in the 3D virtual space when selecting a spawn point. The camera view change is a long take, providing a very smooth experience. The camera view switch is performed entirely in the 3D virtual space, eliminating the need to switch to a simplified floor plan and then switch the camera view to select a spawn point. This avoids interrupting the immersive experience of the 3D virtual space caused by switching between the two, and greatly improves the player's gaming experience. Furthermore, there is no need to additionally set up and store a simplified floor plan on the terminal or server, and there is no need to additionally render the simplified floor plan, thereby reducing the processing resources required for the terminal and server.
[0056] In one embodiment, after selecting a target spawn point from among the plurality of spawn points, the method further includes displaying a third local space, the third local space being a local space under a second foreground camera view of the 3D virtual space, and the third local space including a target virtual object located at the target spawn point in the 3D virtual space.
[0057] After the terminal displays the second local space and selects a target spawn point from among a plurality of spawn points in the second local space according to the interactive operation triggered by the player, the terminal can directly display a third local space.
[0058] The device can display a target virtual object at a target spawn point in the 3D virtual space, and the third local space is a local space displayed when the 3D virtual space is in a second foreground camera view when the target virtual object at the target spawn point is being observed in the 3D virtual space. The second foreground camera view is a camera view from which the target virtual object "born" at the target spawn point in the 3D virtual space can be observed. In one embodiment, the second foreground camera view is a first-person view of the target virtual object at the target spawn point.
[0059] Please refer to Figure 7, which is a diagram showing a third local space in one embodiment. As shown in Figure 7, the terminal displays a target virtual object at the selected target spawn point, and the displayed third local space is a part of the 3D virtual space, in which the target virtual object waiting for the virtual battle is displayed, that is, before the virtual battle officially starts, the player can fully observe the surrounding environment of the 3D virtual space.
[0060] In this embodiment, the process from displaying the target virtual object in the first local space to displaying the target virtual object at the target spawn point in the third local space after point selection is completed does not leave the 3D virtual space in which the player is located during the virtual battle, allowing the player to fully observe the surrounding environment in the 3D virtual space, thereby improving the player's immersive gaming experience.
[0061] In one embodiment, before displaying the third local space of the 3D virtual space, the method further includes displaying a camera progressive descent screen related to the 3D virtual space, where the camera progressive descent screen is a space screen under a progressive descent camera view of the 3D virtual space as the camera view gradually descends from a distant camera view to a second close-up camera view, and displaying the third local space includes displaying the third local space when the camera view changes to the second close-up camera view, where the third local space is a local space under the second close-up camera view of the 3D virtual space, and the third local space is a local space related to a location of a target spawn point in the 3D virtual space, and the third local space includes a target virtual object at the target spawn point.
[0062] In this embodiment, multiple spawn points in the 3D virtual space are displayed using a distant camera view, and after the spawn point selection is completed, a camera descent screen in the 3D virtual space begins to be displayed, and a third local space is displayed when the descent is completed. To avoid the sense of disjointedness that occurs when the player directly returns to the close-up camera view after selecting a target spawn point, the camera descent screen displayed on the terminal is a spatial screen of the 3D virtual space that can be observed as the camera view gradually descends from the distant camera view to the second close-up camera view, i.e., a spatial screen of the 3D virtual space under the gradually descending camera view.
[0063] In one embodiment, after the terminal displays the above-mentioned second local space, when the player selects a spawn point in the second local space as the target spawn point of the target virtual object, the terminal can automatically and directly display the camera sequentially descending screen of the 3D virtual space, without any operation by the player, for example, the player does not need to manually zoom in on the 3D virtual space.
[0064] In one embodiment, displaying a camera sequentially descending screen of the 3D virtual space includes: reading space setting information of the 3D virtual space of the virtual game, the space setting information including camera descent parameters corresponding to each spawn point, the camera descent parameters being used to display a plurality of sequentially descending camera views; and displaying a plurality of space screens in the plurality of sequentially descending camera views of the 3D virtual space in the process of gradually descending from a distant camera view to a second close-up camera view based on the sequentially descending camera views indicated by the camera descent parameters corresponding to the target spawn point.
[0065] The spatial setting information of the 3D virtual space further includes camera descent parameters corresponding to the selected target spawn point, which are used to display multiple descending camera views. That is, in a fighting game, a corresponding camera descent parameter can be set for each spawn point in the 3D virtual space, which is used to display multiple descending camera views, each of which has corresponding spatial camera view parameters, such as the camera focal length, angle, position, special effects of the camera view, etc. In this case, the camera descent parameters may be understood as a set of spatial camera view parameters corresponding to each of the multiple descending camera views. The terminal can determine one camera view for observing the 3D virtual space based on one spatial camera view parameter, and one local space in the 3D virtual space can be observed through the camera view, and the terminal can display the local space; the terminal can obtain multiple continuously changing spatial camera view parameters corresponding to each of multiple sequentially descending camera views, and use the multiple spatial camera view parameters to determine multiple consecutive, sequentially descending camera views for observing the 3D virtual space, and these camera views can observe multiple sequentially descending camera screens of the 3D virtual space.
[0066] 8, which illustrates a process of a camera view descending in one embodiment. As shown in FIG. 8, the space displayed on the terminal gradually descends from the second local space according to the camera view. During the process of the camera view changing, the spatial image of the 3D virtual space under the gradually descending camera view becomes smaller and smaller, and the elements in the 3D virtual space become larger and larger, so that the spatial details of the target spawn point in the 3D virtual space are gradually displayed. During this process, the player can clearly grasp the surrounding environment of the 3D virtual space. Therefore, during the point selection stage, the player can grasp the overall surrounding environment of the target spawn point where he or she is located before starting the virtual battle. Furthermore, the player does not leave the 3D virtual space where he or she is located during the virtual battle, so that the immersive game experience is not interrupted.
[0067] In one embodiment, after displaying the third local space of the 3D virtual space, the method further includes: overlaying and displaying an operation control for controlling the target virtual object in the third local space; and controlling the target virtual object to move from the target spawn point in the 3D virtual space in response to a trigger operation on the operation control.
[0068] The operation controls are controls that can control the movement of a target virtual object or the installation of a virtual tool. For example, these controls may include a backpack control, a direction control, an external audio playback switch, a microphone switch, a control for moving a virtual character, a control for controlling the virtual character to perform a preset action, a control for controlling the virtual character to install a virtual tool, etc. The third local space may also include display elements such as conversation messages, chat controls, and a reduced map of the 3D virtual space.
[0069] 9, which is a diagram illustrating operation controls superimposed on the third local space in one embodiment. As shown in FIG. 9, when the camera view changes to the second close-up camera view, operation controls are displayed in the third local space. At this time, the player can use these operation controls to control the target virtual object at the spawn point to start a virtual battle, for example, to control the target virtual object to perform operations such as moving and shooting.
[0070] In one embodiment, after displaying a second local space under a distant camera view of the 3D virtual space, the method includes: marking a plurality of spawn points in the second local space, the plurality of spawn points including preset spawn points of a target virtual object, the preset spawn points being marked in a first style, and other spawn points among the plurality of spawn points other than the preset spawn points being marked in a second style, the first style representing a selected state, and the second style representing a non-selected state.
[0071] When the camera view changes to a distant camera view, a second local space under the distant camera view of the 3D virtual space displayed on the terminal includes a plurality of spawn points, the terminal can mark the plurality of spawn points, and a preset spawn point among the plurality of spawn points is selected by default, the preset spawn point is marked in a first style, and other spawn points among the plurality of spawn points are marked in a second style, the first style representing a selected state, and the second style representing a non-selected state.
[0072] 10, which illustrates how multiple spawn points are marked in one embodiment. As shown in FIG. 10, the multiple spawn points in the second local space are all marked with diamonds, with the selected spawn point 1 being marked with a solid diamond, and the unselected spawn points 2 and 3 being marked with hollow diamonds. Of course, the embodiment of the present application is not limited to the manner in which the spawn points are marked, as long as the selected state and the unselected state can be represented in different ways.
[0073] In one embodiment, selecting a target spawn point from the plurality of spawn points includes updating a display style of the preset spawn point to a second style and updating a display style of the target spawn point to a first style in response to a selection operation on the target spawn point from the plurality of spawn points.
[0074] In this embodiment, when the player triggers a selection operation on the target spawn point by triggering a corresponding operation on the marked spawn point, the display style of the pre-set spawn point in the displayed second local space can be updated to a second style, and the display style of the selected target spawn point can be updated to a first style, thereby indicating that the currently selected target spawn point is the spawn point where the target virtual object will engage in a virtual battle.
[0075] In one embodiment, the method further includes: overlaying and displaying a spawn point display area in the second local space; and displaying a selection frame corresponding to each spawn point in the spawn point display area, where object information in the selection frame indicates that the corresponding virtual object selects the corresponding spawn point, and object information of the target virtual object is in the selection frame corresponding to the preset spawn point.
[0076] The spawn point display area is used to display information indicating which spawn points are selected by multiple virtual objects participating in the current virtual game (which may be virtual objects belonging to the same camp as the target virtual object). The terminal can obtain from the server which spawn points have been selected by virtual objects belonging to the same camp as the target virtual object. The spawn point display area includes a selection box corresponding to each spawn point, and object information of the virtual object that selected the spawn point is displayed within the selection box. The object information may be attribute information of the virtual object, such as a representative avatar of the virtual object, or may further be account information of the virtual object's controlling account, such as an account avatar or account nickname. The object information within the corresponding selection box indicates that the corresponding virtual object has selected the spawn point. In this way, during the player's spawn point selection process, the spawn point selection status of other virtual objects (e.g., other virtual objects belonging to the same camp) can be displayed in real time, allowing the player to grasp the overall tactical plan and teammate distribution before the virtual match, thereby improving the game experience. Optionally, in the spawn point presentation area, the object information of the target virtual object controlled by the terminal is displayed in a different style from the object information of other virtual objects in the corresponding selection frame, for example, the object information of the teammate's virtual object (color value of which is, for example, 75FBC3 100%) and the target virtual object controlled by the player (color value of which is, for example, FF874D 100%) are distinguished by color values.
[0077] In one embodiment, according to a selection operation on a target spawn point in the second local space, the display style of the preset spawn point is updated to a second style, the display style of the target spawn point is updated to a first style, and the object information of the target virtual object is switched into a selection frame corresponding to the target spawn point.
[0078] Specifically, when a player triggers a click selection operation on a spawn point marked in the second local space, the object information can be simultaneously updated within a selection box corresponding to the click-selected spawn point.
[0079] In one embodiment, the method further includes: in the spawn point presentation area, displaying object information of other virtual objects in the first camp where the target virtual object is located in a selection frame corresponding to the selected spawn point, where the other virtual objects are virtual objects other than the target virtual object in the first camp.
[0080] 11 , which illustrates a spawn point display area superimposed on a second local space in one embodiment. As shown in part (a) of FIG. 11 , the preset spawn point 1 selected by default is marked with a solid diamond, and the unselected spawn points 2 and 3 are marked with hollow diamonds. In the spawn point display area, the selection box corresponding to spawn point 1 contains object information of the target virtual object and also contains object information of other virtual objects of the same camp. The selection box corresponding to spawn point 2 also contains object information of other virtual objects of the same camp. The selection box corresponding to spawn point 3 does not contain any object information, indicating that no other virtual objects of the same camp have currently selected spawn point 3. When a player clicks to select spawn point 2, spawn point 2 is marked with a solid diamond, and the unselected spawn points 1 and 3 are marked with hollow diamonds. At the same time, the object information of the target virtual object moves from the selection box corresponding to spawn point 1 to the selection box corresponding to spawn point 2. The player can use the confirmation control to confirm that spawn point 2 is selected as the spawn point of the target virtual object, and then the camera's gradual descent screen in the 3D virtual space can begin to be displayed.
[0081] In one embodiment, in response to a trigger operation on a selection frame corresponding to a target spawn point among multiple spawn points, the object information of the target virtual object is switched into the selection frame corresponding to the target spawn point, and the display style of the preset spawn point in the second local space is updated to a second style, and the display style of the target spawn point in the second local space is updated to a first style.
[0082] Specifically, when a player selects a spawn point using the spawn point display area displayed in the second local space, the style of the selected spawn point in the second local space may simultaneously change to a second style representing the selected state.
[0083] In one embodiment, the method further includes: marking a plurality of target areas in a second local space; and overlaying a recommended route (recommended path) from a pre-set spawn point to each target area in the second local space.
[0084] The target area is an area where the virtual object needs to go in the virtual game. A plurality of spawn points marked in the second local space may be located near the target area. In the process of the player selecting points, the terminal can mark a plurality of spawn points in the second local space and also mark a plurality of target areas in the second local space, and can further display recommended routes from the selected spawn points to each target area.
[0085] In one embodiment, the method further includes, in response to a selection operation for a target spawn point from the plurality of spawn points, canceling the display of recommended routes from the pre-set spawn point to each target area, and overlaying and displaying recommended routes from the target spawn point to each target area in the second local space.
[0086] In this embodiment, in the process of the player switching between multiple spawn points, the recommended route displayed in the second local space is also switched according to the selected spawn point.
[0087] 12, which is a diagram illustrating a recommended route displayed in one embodiment. As shown in portion (a) of FIG. 12, when spawn point 1 is selected, recommended routes from spawn point 1 to target area A and from spawn point 1 to target area B are displayed. As shown in portion (b) of FIG. 12, when spawn point 2 is selected, recommended routes from spawn point 2 to target area A and from spawn point 2 to target area B are displayed.
[0088] 13, which is a diagram illustrating space setting information of a 3D virtual map in one embodiment. As shown in FIG. 13, the space setting information indicates three spawn points 1, 2, and 3 in the 3D virtual space, and also indicates space camera views v1, v2, and v3 corresponding to each spawn point, where the space camera views corresponding to each spawn point are determined by corresponding space camera view parameters.
[0089] Referring to FIG. 14, FIG. 14 is a timing diagram of a virtual space display method according to one embodiment. As shown in FIG. 14, at the point selection start stage of a virtual game, after a player selects a virtual figure as a control object in the virtual battle, the battle game client reads space setting information for the 3D virtual space. The space setting information includes preset spawn points in the 3D virtual space and space camera view parameters for the preset spawn points, as well as camera ascent parameters corresponding to the preset spawn points and camera descent parameters corresponding to each spawn point. The space camera view parameters indicate that the camera view corresponding to the preset spawn point in the 3D virtual space is a first close-up camera view. The terminal displays a first local space corresponding to the preset spawn point where the target virtual object is located based on the first close-up camera view. Thereafter, without the player needing to perform any operation, the terminal displays a corresponding camera gradual ascent screen based on the camera ascent parameter corresponding to the preset spawn point, and the camera view gradually ascends until it reaches (remains at) a distant camera view providing a bird's-eye view of the 3D virtual space. The bird's-eye view includes multiple spawn points in the 3D virtual space, and the second local space is displayed at this time. In the second local space, a pre-set spawn point is selected by default. When the player switches to select another spawn point, the style of each spawn point in the second local space changes accordingly, and the recommended route is displayed at the same time. In addition, the objects in the selection boxes corresponding to each spawn point in the spawn point display area also change at the same time.After the player confirms that the target spawn point therein is the spawn point of the target virtual object, the terminal triggers a point selection completion command, which can trigger the terminal to do the following: read camera descent parameters corresponding to the target spawn point, and display a corresponding camera sequential descent screen based on the camera descent parameters, the camera view sequentially descends until it is switched to the first-person viewing angle of the target virtual object located at the target spawn point, i.e., the second close-up camera view, and at this time, the terminal displays a third local space, i.e., the space screen where the camera view is switched, and the terminal superimposes operation controls for controlling the target virtual object on the third local space, thereby carrying out the virtual game battle stage.
[0090] In one specific embodiment, the virtual space display method executed by the terminal includes the following steps:
[0091] 1. When selecting the spawn point for the virtual game, display the virtual game interface; 2. Reading space setting information of the 3D virtual space of the virtual game, the space setting information including a preset spawn point in the 3D virtual space and a space camera view parameter of the preset spawn point, the space camera view parameter indicating that the camera view corresponding to the preset spawn point in the 3D virtual space is a first close-up camera view; 3. Display a first local space on the virtual game interface based on the first close-up camera view, where the first local space is the local space where the target virtual object is located at the preset spawn point in the 3D virtual space; 4. Displaying virtual objects of a first team in the virtual game in a first local space, where the virtual objects of the first team include a target virtual object; 5. After the display of the virtual object is completed, read the space setting information of the 3D virtual space of the virtual game, the space setting information includes a camera elevation parameter corresponding to the preset spawn point, and the camera elevation parameter is used to display multiple camera views that gradually ascend; 6. Based on the gradually ascending multiple camera views, the 3D virtual space displays multiple space screens in the gradually ascending multiple camera views during the process of gradually ascending from a first close-up camera view to a distant camera view; 7. When the camera view changes to a distant camera view, a second local space is displayed under the distant camera view in the 3D virtual space, and the second local space includes multiple spawn points; 8. Marking a plurality of spawn points in a second local space, the plurality of spawn points including a preset spawn point of a target virtual object, the preset spawn point being marked in a first style, and other spawn points among the plurality of spawn points being marked in a second style, the first style representing a selected state, and the second style representing a non-selected state; 9. A spawn point display area is superimposed on the second local space, and a selection frame corresponding to each spawn point is displayed in the spawn point display area, and the object information in the selection frame indicates that the corresponding spawn point is selected, and the object information of the target virtual object is located in the selection frame corresponding to the preset spawn point; 10. According to the switching operation of a spawn point among a plurality of spawn points, update the display style of the preset spawn point to a second style, update the display style of the switched spawn point to a first style, and switch the object information of the target virtual object into a selection frame corresponding to the switched spawn point; 11. According to a trigger operation on a selection frame corresponding to a target spawn point among a plurality of spawn points, switch the object information of the target virtual object into the selection frame corresponding to the target spawn point, and update the display style of the preset spawn point in the second local space to a second style, and update the display style of the target spawn point in the second local space to a first style; 12. According to the selection confirmation operation for the target spawn point, the target spawn point is set as the spawn point when the target virtual object engages in virtual battle; 13. Reading space setting information of the 3D virtual space of the virtual game, the space setting information including camera descent parameters corresponding to each spawn point, the camera descent parameters being used to display multiple camera views descending sequentially; 14. According to the camera descent parameters corresponding to the target spawn point, the 3D virtual space displays a space screen of the camera views that descend sequentially, in the process of gradually descending from the distant camera view to the second close-up camera view; 15. When the camera view changes to the second close-up camera view, a third local space is displayed in which the target virtual object is located at a target spawn point in the 3D virtual space, and the third local space is a local space in which the camera view is the second close-up camera view and the target virtual object is located at a target spawn point in the 3D virtual space; 16. Overlaying an operation control for controlling the target virtual object in the third local space; and 17. Control the target virtual object to move in the 3D virtual space from the target spawn point according to the trigger operation on the operation control.
[0092] An application scenario is further provided in an embodiment of the present application. When a competitive game client is launched and enters a spawn point selection phase, the competitive game client begins reading spatial setting parameters for the spawn point selection phase corresponding to the current 3D map. The spatial setting information includes a preset spawn point in the current 3D map, spatial camera view parameters for the preset spawn point, and camera elevation parameters corresponding to the preset spawn point, thereby enabling a camera view and a bird's-eye view for displaying the character on the 3D map to be confirmed. Next, a camera view animation is played based on the read camera elevation parameters, and the camera view ultimately stays at a bird's-eye view angle overlooking the entire 3D map, allowing the player to obtain key point position information for the entire 3D map (e.g., multiple selectable spawn points, target areas, progression paths, etc.). After the camera view animation stays at the bird's-eye view angle, selection frames for each selectable spawn point on the 3D map are displayed in a list on the right side of the interface, and the preset spawn point is selected by default. The selected and unselected states can be synchronized with the display style of the spawn point on the 3D map. The object information of the selected virtual object is read and displayed to the right of the selected spawn point option. When a player clicks on a spawn point selection box that is in an unselected state, the selection box for the clicked spawn point and the style of the spawn point on the 3D map can also be switched to the selected state. Next, the terminal generates and renders a recommended route based on the connecting line between the position of the spawn point selected by the player and the target area on the map, and displays it in the current space. After clicking the "Confirm" button, the terminal sends an end command to the battle game client, restores the camera view to a first-person view, and sends the 3D model of the target virtual object to the target spawn point in space.After the 3D model of the target virtual object and the camera view are all returned to their original positions, operation controls for controlling the virtual object are displayed, and at this time, all operation controls are activated and the players enter a virtual battle state.
[0093] It should be understood that although the steps in the flowcharts according to the above-described embodiments are displayed sequentially according to the arrows, these steps are not necessarily executed sequentially according to the order of the arrows. Unless otherwise specified, the execution order of these steps is not limited, and these steps may be executed in other orders. Furthermore, at least some of the steps in the flowcharts according to the above-described embodiments may include multiple steps or multiple stages, and these steps or stages may not necessarily be executed at the same time but may be executed at different times. The execution order of these steps or stages is also not necessarily sequential, and they may be executed alternately with other steps or at least some of the steps or stages in other steps.
[0094] Based on the same inventive idea, an embodiment of the present application further provides a virtual space display device for realizing the above-mentioned virtual space display method. The realization scheme provided by the device for solving the problem is the same as the realization scheme described in the above-mentioned method, so that the specific limitations of one or more embodiments of the virtual space display device provided below can refer to the limitations of the above-mentioned virtual space display method.
[0095] In one embodiment, as shown in FIG. 15, a virtual space display device 1500 is provided that includes a first display module 1502, a camera elevation module 1504, a second display module 1506, and a spawn point selection module 1508.
[0096] The first display module 1502 is used to display a first local space in a spawn point selection stage of a virtual game, the first local space being a local space under a first close-up camera view of the 3D virtual space, and the first local space includes a target virtual object; The camera ascending module 1504 is used to display a camera ascending screen of the 3D virtual space, where the camera ascending screen is a space screen in which the 3D virtual space is in a gradually ascending camera view while the camera view gradually ascends from a first close-up camera view to a distant camera view; the second display module 1506 is used to display a second local space when the camera view changes to a distant camera view, the second local space being a local space under the distant camera view of the 3D virtual space, and the second local space includes a plurality of spawn points; and The spawn point selection module 1508 is used to select a target spawn point from among a plurality of spawn points.
[0097] In one embodiment, the first display module 1502 is further used to: display a virtual game interface during a spawn point selection phase of a virtual game; display a first local space of the 3D virtual space in the virtual game interface, the first local space being a local space under a first close-up camera view of the 3D virtual space, the first local space being a local space relative to a preset spawn point in the 3D virtual space, and the first local space including a target virtual object located at the preset spawn point.
[0098] In one embodiment, the first display module 1502 is further used to: read space setting information of the 3D virtual space of the virtual game, where the space setting information includes a preset spawn point in the 3D virtual space and space camera view parameters of the preset spawn point, where the space camera view parameters indicate that the camera view corresponding to the preset spawn point in the 3D virtual space is a first close-up camera view; and display a first local space in which the target virtual object is at the preset spawn point in the 3D virtual space based on the first close-up camera view.
[0099] In one embodiment, the spatial setting information further includes camera elevation parameters corresponding to pre-defined spawn points, the camera elevation parameters being used to show multiple ascending camera views.
[0100] The camera elevation module 1504 is further used to display multiple space screens in the gradually ascending multiple camera views, in which the 3D virtual space gradually ascends from a first close-up camera view to a distant camera view, based on the gradually ascending multiple camera views.
[0101] In one embodiment, as shown in FIG. 16, the device 1500 further includes: a third display module 1512 used to display a third local space, the third local space being a local space under a second close-up camera view of the 3D virtual space, the third local space including a target virtual object at a target spawn point in the 3D virtual space;
[0102] In one embodiment, as shown in FIG. 16, the device 1500 further includes: Camera descent module 1510: Used to display a camera descent screen of the 3D virtual space. The camera descent screen is a spatial screen under the descent camera view of the 3D virtual space as the camera view gradually descends from a distant camera view to a second close-up camera view.
[0103] The third display module 1512 is further used to: display a third local space when the camera view changes to a second foreground camera view, the third local space being a local space under the second foreground camera view in the 3D virtual space, the third local space being a local space relative to the location of a target spawn point in the 3D virtual space, and the third local space including a target virtual object at the target spawn point.
[0104] In one embodiment, the third display module 1512 is further used to: read space setting information of the 3D virtual space of the virtual game, the space setting information including camera descent parameters corresponding to each spawn point, the camera descent parameters being used to display multiple descending camera views; and display multiple space screens under the multiple descending camera views of the 3D virtual space in the process of gradually descending from a distant camera view to a second close-up camera view based on the multiple descending camera views indicated by the camera descent parameters corresponding to the target spawn point.
[0105] In one embodiment, the device 1500 further includes: An operation control display module: displays an operation control for controlling a target virtual object in a third local space; and is used to control the target virtual object to move from the target spawn point in the 3D virtual space in response to a trigger operation on the operation control.
[0106] In one embodiment, the second display module 1506 is further used to mark a plurality of spawn points in the second local space, the plurality of spawn points including preset spawn points of the target virtual object, the preset spawn points being marked in a first style, and other spawn points among the plurality of spawn points other than the preset spawn points being marked in a second style, the first style representing a selected state, and the second style representing a non-selected state.
[0107] In one embodiment, the spawn point selection module 1508 is further used to update the display style of the preset spawn point to a second style and update the display style of the target spawn point to a first style in response to a selection operation for the target spawn point from among the plurality of spawn points.
[0108] In one embodiment, the spawn point selection module 1508 is further used to: overlay and display a spawn point display area in the second local space; and display a selection frame corresponding to each spawn point in the spawn point display area, where the object information in the selection frame indicates that the corresponding virtual object has selected the corresponding spawn point, and the object information of the target virtual object is located within the selection frame corresponding to the preset spawn point.
[0109] In one embodiment, the spawn point selection module 1508 is further used to: switch the object information of the target virtual object into the selection box corresponding to the target spawn point in response to a trigger operation on the selection box corresponding to the target spawn point among the multiple spawn points; update the display style of the preset spawn point in the second local space to a second style; and update the display style of the target spawn point in the second local space to a first style.
[0110] In one embodiment, the spawn point selection module 1508 is further used to: update the display style of the pre-set spawn point to a second style, update the display style of the target spawn point to a first style, and switch the object information of the target virtual object into a selection frame corresponding to the target spawn point in response to a selection operation on the target spawn point in the second local space.
[0111] In one embodiment, the spawn point selection module 1508 is further used to: display, in the spawn point presentation area, object information of other virtual objects of the first camp where the target virtual object is located, within a selection frame corresponding to the selected spawn point.
[0112] In one embodiment, the spawn point selection module 1508 is further used to mark multiple target areas in the second local space; and overlay, in the second local space, a recommended route from the pre-defined spawn point to each target area.
[0113] In one embodiment, the spawn point selection module 1508 is further configured to cancel the display of recommended routes from the pre-set spawn point to each target area in response to a selection operation for a target spawn point among the plurality of spawn points, and overlay the recommended routes from the target spawn point to each target area in the second local space.
[0114] The above-mentioned virtual space display device 1500 displays a first local space during the spawn point selection stage of the virtual game. The first local space is a local space under a first close-up camera view of the 3D virtual space, and the first local space includes a target virtual object. After the target virtual object is displayed, a camera gradual ascent screen for the 3D virtual space is displayed. During the process in which the camera view gradually rises from the first close-up camera view to the distant camera view, the space screen in which the 3D virtual space is in the gradually ascent camera view is the camera gradual ascent screen. When the camera view changes to the distant camera view, a second local space is displayed. The second local space is a local space in which the 3D virtual space is in the distant camera view, and the second local space includes multiple spawn points, thereby directly displaying the 3D virtual space. This allows the player to select a target spawn point, that is, by directly switching from a camera view displaying virtual objects to a long-distance camera view in the 3D virtual space, the player can observe the spatial environment in the 3D virtual space when selecting a spawn point, and the change in camera view is a long take, providing a very smooth experience. The camera view switching is performed entirely in the 3D virtual space, and there is no need to switch to a simplified floor plan and then switch the camera view to select a spawn point. This avoids the interruption of the immersive experience of the 3D virtual space that would be caused by switching between the two, greatly improving the player's gaming experience. Furthermore, there is no need to set up and store additional simplified floor plans on the terminal or server, and there is no need to render additional simplified floor plans, thereby reducing the processing resources that need to be occupied by the terminal and server.
[0115] Each module in the above-described virtual space display device 1500 may be realized in whole or in part by software, hardware, or a combination thereof. Each module may be embedded in a processor in a computer device in the form of hardware or provided independently therefrom, or may be stored in a memory device in the form of software, so that the processor can call and execute operations corresponding to each module.
[0116] In one embodiment, a computer device is provided, which may be a terminal and whose internal configuration may be as shown in FIG. 17. The computer device includes a processor, a memory, an input / output interface, a communication interface, a display unit, and an input device. The processor, the memory, and the input / output interface are connected by a system bus, and the communication interface, the display unit, and the input device are connected to the system bus by the input / output interface. The processor of the computer device is used to provide calculation and control capabilities. The memory of the computer device includes a non-volatile storage medium, a memory, etc. The non-volatile storage medium stores an operating system and computer-readable instructions. The memory provides an environment for executing the operating system and the computer-readable instructions in the non-volatile storage medium. The input / output interface of the computer device is used to exchange information between the processor and an external device. The communication interface of the computer device is used to communicate with an external terminal via a wired or wireless method, which may be realized via Wi-Fi, a mobile cellular network, NFC, or other technologies. When executed by the processor, the computer-readable instructions realize a virtual space display method. The display unit of the computer device is used to form a visible screen, which may be a display screen, a projection device or a virtual reality imaging device, the display screen may be a liquid crystal display screen or an electronic ink display screen, and the input device of the computer device may be a touch layer covering the display screen, or may be a key, trackball or touch panel installed on the outer shell of the computer device, or may even be an external keyboard, touch panel, mouse, etc.
[0117] As will be understood by those skilled in the art, the configuration shown in FIG. 17 is a block diagram of only a portion of the configuration related to the scheme of the present application, and does not limit the computer device to which the scheme of the present application is applied; a specific computer device may include more or fewer components than those shown, or may combine some components, or may adopt a different component arrangement.
[0118] In one embodiment, a computer device is provided, which includes a memory and a processor, wherein the memory stores computer-readable instructions, and the processor, when executing the computer-readable instructions, implements the steps of the virtual space display method provided in the embodiments of the present application.
[0119] In one embodiment, a computer-readable storage medium is provided having computer-readable instructions stored therein, which, when executed by a processor, implement the steps of the virtual space display method provided in the embodiments of the present application.
[0120] In one embodiment, a computer program product is provided, which includes computer-readable instructions that, when executed by a processor, implement the steps of the virtual space display method provided in the embodiments of the present application.
[0121] All user information (including, but not limited to, user device information, user personal information, etc.) and data (including, but not limited to, analytical data, stored data, display data, etc.) related to this application are information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, legislation and standards of the relevant countries and regions.
[0122] As will be understood by those skilled in the art, the execution of all or part of the steps in the method embodiments described above may be completed by computer-readable instructions instructing related hardware. The computer-readable instructions may be stored in a non-volatile computer-readable storage medium, and the computer-readable instructions, when executed, may include the steps of each method embodiment described above. The storage devices, databases, and other media used in the embodiments provided in this application all include at least one of non-volatile and volatile storage devices. Non-volatile storage devices may include read-only memory (ROM), magnetic tape, floppy disks, flash memory, optical storage devices, high-density embedded non-volatile storage devices, ReRAM, magnetoresistive random access memory (MRAM), ferroelectric random access memory (FRAM), and phase change memory (PCM). Volatile storage devices may include random access memory (RAM), external high-speed buffering storage, etc. For example, and not by way of limitation, RAM may be in multiple forms, such as static random access memory (SRAM), dynamic random access memory (DRAM), etc. The database in each embodiment provided herein may include at least one of a relational database and a non-relational database. The non-relational database may include, but is not limited to, a distributed database based on blockchain. The processor in each embodiment provided herein may include, but is not limited to, a general-purpose processor, a central processing unit, a graphics processor, a digital signal processor, a programmable logic unit, a data processing logic unit based on quantum computing, etc.
[0123] Although the preferred embodiment of the present application has been described above, the present application is not limited to this embodiment, and any modification to the present application falls within the technical scope of the present application as long as it does not depart from the spirit of the present application.
Claims
1. A method for displaying a virtual scene, executed by a terminal, comprising: displaying a first local space during a spawn point selection stage of a virtual game, the first local space being a local space of the 3D virtual space in a first close-up camera view, and the first local space including a target virtual object; a step of displaying a camera gradually rising screen relating to the 3D virtual space, the camera gradually rising screen being a space screen of the 3D virtual space in a gradually rising camera view during a process in which a camera view gradually rises from the first close-up camera view to a distant-view camera view; displaying a second local space when the camera view changes to the distant camera view, the second local space being a local space of the 3D virtual space in the distant camera view, the second local space including a plurality of spawn points; and The method includes selecting a target spawn point from among the plurality of spawn points.
2. 2. The method of claim 1, The step of displaying a first local space in the spawn point selection step of the virtual game includes: displaying a virtual game interface during the spawn point selection stage of the virtual game; and The method includes a step of displaying a first local space of the 3D virtual space on the virtual game interface, the first local space being a local space of the 3D virtual space in the first close-up camera view, the first local space being a local space relative to a preset spawn point in the 3D virtual space, and the first local space including the target virtual object located at the preset spawn point.
3. 3. The method of claim 2, The step of displaying a first local space of the 3D virtual space on the virtual game interface includes: The method includes a step of displaying a first local space of the 3D virtual space in the virtual game interface, the first local space including virtual objects of a first camp of the virtual game, the virtual objects of the first camp including the target virtual object, and the virtual objects of the first camp being located at the preset spawn point.
4. 2. The method of claim 1, The step of displaying the first local space includes: reading space setting information of the 3D virtual space of the virtual game, the space setting information including a preset spawn point in the 3D virtual space and a space camera view parameter of the preset spawn point, the space camera view parameter indicating that a camera view corresponding to the preset spawn point in the 3D virtual space is the first close-up camera view; and The method includes a step of displaying a first local space based on the first close-up camera view, the first local space being a local space in which the target virtual object is located at the pre-set spawn point in the 3D virtual space.
5. 5. The method of claim 4, the spatial setting information further includes camera elevation parameters corresponding to the preset spawn points, the camera elevation parameters being used to show a plurality of progressively ascending camera views; The step of displaying a camera gradually rising screen relating to the 3D virtual space includes: The method includes a step of displaying a plurality of spatial screens of the 3D virtual space in the gradually ascending plurality of camera views, in a process of gradually ascending from the first close-up camera view to a distant-view camera view, based on the gradually ascending plurality of camera views.
6. 2. The method of claim 1, After selecting a target spawn point from among the plurality of spawn points, the method further comprises: a step of displaying a third local space, the third local space being a local space of the 3D virtual space in a second close-up camera view, the third local space including the target virtual object located at the target spawn point in the 3D virtual space.
7. 7. The method of claim 6, Before the step of displaying the third local space, the method further comprises: a step of displaying a camera sequential descent screen relating to the 3D virtual space, the camera sequential descent screen being a spatial screen of the 3D virtual space in a sequential descent camera view during a process in which a camera view gradually descends from the distant camera view to the second close-up camera view; The step of displaying the third local space includes: displaying the third local space when a camera view changes to the second foreground camera view, wherein the third local space is a local space of the 3D virtual space in the second foreground camera view, the third local space is a local space relative to a location of the target spawn point in the 3D virtual space, and the third local space includes the target virtual object located at the target spawn point.
8. 8. The method of claim 7, The step of displaying a camera sequentially descending screen relating to the 3D virtual space includes: reading space setting information of the 3D virtual space of the virtual game, the space setting information including camera descent parameters corresponding to each spawn point, the camera descent parameters being used to show multiple camera views that descend sequentially; and The method includes a step of displaying a plurality of space screens of the 3D virtual space under the plurality of successively descending camera views in a process of successively descending from the distant camera view to the second close-up camera view based on the plurality of successively descending camera views indicated by a camera descent parameter corresponding to the target spawn point.
9. 7. The method of claim 6, After the step of displaying the third local space, the method further comprises: Displaying an operation control for controlling the target virtual object in the third local space in an overlaid manner; and The method includes a step of controlling the target virtual object to move in the 3D virtual space from the target spawn point in response to a trigger operation on the operation control.
10. 2. The method of claim 1, After the step of displaying the second local space, the method further comprises: marking a plurality of spawn points in the second local space, the plurality of spawn points including preset spawn points of the target virtual object, the preset spawn points being marked with a first style, and other spawn points of the plurality of spawn points other than the preset spawn points being marked with a second style, the first style representing a selected state, and the second style representing a non-selected state.
11. 11. The method of claim 10, The step of selecting a target spawn point from among the plurality of spawn points includes: The method includes a step of updating the display style of the preset spawn point to the second style and updating the display style of the target spawn point to the first style in response to a selection operation on a target spawn point from among the plurality of spawn points.
12. The method of claim 10, further comprising: Displaying a spawn point display area in the second local space in an overlapping manner; and displaying a selection frame corresponding to each spawn point in the spawn point presentation area, wherein object information in the selection frame indicates that a corresponding virtual object has selected the corresponding spawn point, and object information of the target virtual object is in the selection frame corresponding to the preset spawn point.
13. 13. The method of claim 12, further comprising: in response to a trigger operation on a selection frame corresponding to a target spawn point among the plurality of spawn points, switching object information of the target virtual object into a selection frame corresponding to the target spawn point, updating a display style of the pre-set spawn point in the second local space to the second style, and updating a display style of the target spawn point in the second local space to the first style.
14. 13. The method of claim 12, further comprising: The method includes the steps of, in response to a selection operation on a target spawn point in the second local space, updating a display style of the pre-set spawn point to the second style, updating a display style of the target spawn point to the first style, and switching object information of the target virtual object into a selection frame corresponding to the target spawn point.
15. 13. The method of claim 12, further comprising: The method includes a step of displaying, in the spawn point presentation area, object information of other virtual objects in the first camp where the target virtual object is located within a selection frame corresponding to the selected spawn point, wherein the other virtual objects are virtual objects in the first camp other than the target virtual object.
16. The method of claim 10, further comprising: Marking a plurality of target regions in the second local space; and and displaying a recommended route from the preset spawn point to each of the target areas overlaid on the second local space.
17. 17. The method of claim 16, further comprising: The method includes a step of canceling the display of recommended routes from the preset spawn point to each of the target areas in response to a selection operation for a target spawn point from the plurality of spawn points, and displaying recommended routes from the target spawn point to each of the target areas superimposed on the second local space.
18. 1. A device for displaying a virtual scene, comprising: a first display module for displaying a first local space during a spawn point selection phase of a virtual game, the first local space being a local space of the 3D virtual space in a first close-up camera view, and including a target virtual object; a camera ascending module for displaying a camera gradual ascending screen relating to the 3D virtual space, the camera gradual ascending screen being a space screen of the 3D virtual space in a gradual ascending camera view during a process in which a camera view gradually ascends from the first close-up camera view to a distant-view camera view; a second display module for displaying a second local space when a camera view changes to the distant camera view, the second local space being a local space of the 3D virtual space in the distant camera view, the second local space including a plurality of spawn points; and a spawn point selection module for selecting a target spawn point from among the plurality of spawn points.
19. A computer device comprising: a processor; and a memory coupled to the processor; The storage device stores a computer program, A computing device, wherein the processor is configured to execute a computer program to implement the method of any one of claims 1 to 17.
20. A program for causing a computer to execute the method according to any one of claims 1 to 17.
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