Method and apparatus for generating virtual vehicle, and electronic device
By using physical simulation technology of graphical user interface and scene components in the game editor, the overall physical simulation is configured for virtual vehicles, which solves the problems of virtual vehicles' motion lag and unreal driving feel, and improves the gaming experience.
Patent Information
- Application Number
- PCT/CN2024/116654
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-27
- Filing Date
- 2024-09-03
- Publication Date
- 2025-04-03
AI Technical Summary
The movement of virtual vehicles in the existing game editors has lag, and it is impossible to truly simulate the acceleration process of the vehicle at startup and the driving feel during steering, affecting the player's gaming experience.
By providing a graphical user interface in the game editor, players can generate and edit virtual vehicles, and use independent physical simulations of scene components to configure overall physical simulations for virtual vehicles, so that they have real physical properties in the game scene.
The real physical performance of virtual vehicles is realized, making them conform to the physical laws of the real world in the game, and improving the player's gaming experience.
Smart Images

Figure CN2024116654_03042025_PF_FP_ABST
Abstract
Description
Method, device and electronic device for generating virtual vehicle
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202311273324.8, filed on September 27, 2023, entitled “Method, device and electronic device for generating a virtual vehicle”, the entire contents of which are incorporated by reference into this disclosure. Technical Field
[0003] The present disclosure relates to the field of game editing technology, and in particular to a method, device, and electronic device for generating a virtual vehicle. Background Art
[0004] In the game editor, players can combine the components provided in the game into a rideable virtual vehicle, and then use the Motion Controller function to enable functions such as opening and closing doors, moving the virtual vehicle forward, and moving backward. In this method, the movement of the virtual vehicle is actually achieved by binding other components on the vehicle to the same component, so that when this component moves, it drives the movement of its bound components. In reality, the bound components will experience a certain lag when being driven, resulting in poor performance. Moreover, the Motion Controller function does not simulate real physical performance, but directly modifies the rotation and displacement of components. This cannot achieve the acceleration process of the vehicle at startup or the driving feel of the vehicle when turning in the real world, which affects the player's gaming experience.
[0005] Summary of the Invention
[0006] The purpose of the present disclosure is to provide a method, device and electronic device for generating a virtual vehicle to simulate the driving feel of a vehicle in the real world and improve the player's gaming experience.
[0007] In a first aspect, the present disclosure provides a method for generating a virtual vehicle, the method comprising: providing a graphical user interface of a game editing stage through a terminal device, wherein the graphical user interface displays at least a portion of a game editing scene, the game editing scene includes multiple scene components, and the multiple scene components are configured with independent physical simulations; in response to a vehicle generation instruction, generating a target virtual vehicle based on a target scene component determined by the vehicle generation instruction, and configuring an overall physical simulation for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; in response to an editing operation on the target virtual vehicle, determining vehicle parameters corresponding to the target virtual vehicle according to the editing operation, wherein the vehicle parameters are used to determine the expression and control method of the target virtual vehicle at runtime.
[0008] In a second aspect, the present disclosure provides a device for generating a virtual vehicle, which includes: an interface providing module, configured to execute a graphical user interface for providing a game editing stage through a terminal device, wherein the graphical user interface displays at least part of a game editing scene, wherein the game editing scene includes multiple scene components, and the multiple scene components are configured with independent physical simulations; a vehicle generating module, configured to execute a response to a vehicle generating instruction, generate a target virtual vehicle based on the target scene component determined by the vehicle generating instruction, and configure an overall physical simulation for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; a vehicle editing module, configured to execute a response to an editing operation on the target virtual vehicle, and determine vehicle parameters corresponding to the target virtual vehicle according to the editing operation, wherein the vehicle parameters are used to determine the expression and control method of the target virtual vehicle at runtime.
[0009] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for generating a virtual vehicle.
[0010] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned method for generating a virtual vehicle.
[0011] The embodiments of the present disclosure bring the following beneficial effects:
[0012] The present disclosure provides a method, device and electronic device for generating a virtual vehicle. First, a graphical user interface of a game editing stage is provided through a terminal device. The graphical user interface displays at least part of a game editing scene, and the game editing scene includes a plurality of scene components configured with independent physical simulations. Then, in response to a vehicle generation instruction, a target virtual vehicle is generated based on the target scene component determined by the vehicle generation instruction, and an overall physical simulation is configured for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene. In response to an editing operation on the target virtual vehicle, vehicle parameters corresponding to the target virtual vehicle are determined according to the editing operation, wherein the vehicle parameters are used to determine the expression form and control method of the target virtual vehicle at runtime. In this method, the physical simulation of the virtual vehicle generated based on the scene component is a whole, so that any collision of any part of the virtual vehicle will cause the vehicle as a whole to generate a force, so that it conforms to the physical laws in the real world, which helps to enhance the player's gaming experience.
[0013] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.
[0014] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0016] FIG1 is a flowchart of a method for generating a virtual vehicle according to an exemplary embodiment of the present disclosure;
[0017] FIG2 is a schematic diagram showing a first control according to one exemplary embodiment of the present disclosure;
[0018] FIG3 is a schematic diagram of a parameter setting panel according to an exemplary embodiment of the present disclosure;
[0019] FIG4 is a schematic diagram of setting a first parameter in one exemplary embodiment of the present disclosure;
[0020] FIG5 is a schematic diagram of another setting of the first parameter in an exemplary embodiment of the present disclosure;
[0021] FIG6 is a schematic diagram of two virtual objects simultaneously manipulating a target virtual vehicle according to one exemplary embodiment of the present disclosure;
[0022] FIG7 is a schematic diagram of an editing window corresponding to a wheel assembly according to an exemplary embodiment of the present disclosure;
[0023] FIG8 is a schematic structural diagram of a device for generating a virtual vehicle according to an exemplary embodiment of the present disclosure;
[0024] FIG9 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure.
[0025] Reference numerals:
[0026] 1- Operation controls for the operating permissions corresponding to the right seat; 2- Operation controls for the operating permissions corresponding to the left seat. DETAILED DESCRIPTION
[0027] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.
[0028] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.
[0029] In the game editor, players can combine the lights, cylinders, and music trampoline light components provided in the game to create a rideable virtual vehicle, and then use the motion function to enable the virtual vehicle to open and close doors, move forward, and move backward. Although players can create vehicles in this way, it has the following drawbacks:
[0030] (1) The movement of the virtual vehicle is actually achieved by binding other components on the virtual vehicle to the same component, so that when this component moves, it drives the bound units to move together; in fact, the bound units will have a certain lag when being driven to move.
[0031] (2) The function of the motion controller does not simulate real physical performance, but is achieved by directly modifying the rotation and displacement of the components. Players must program four motion controllers to make the virtual vehicle move forward, backward, left and right. It is impossible to achieve the acceleration process of the vehicle when starting and the driving feel of the vehicle when turning in the real world.
[0032] (3) The motion device can only drive "kinematic objects", and kinematic objects are not affected by gravity. As a result, players must use some unconventional means to create a vehicle that can go up and down slopes without intersecting the slope and can be affected by external forces.
[0033] (4) The vehicles currently created by players cannot be truly identified as vehicles in the game functions. It is impossible to implement logic that may exist in the game, such as the vehicle being able to regenerate after being destroyed, triggering fireworks after the vehicle enters an area, etc.
[0034] Related technologies also provide two vehicle generation methods. One is based on the splicing of physical components based on voxels. Players splice together components such as wheels, hinges, and shafts, set the properties and control methods of each component, and then let the players control it. The other is to directly provide pre-made vehicles to players, and only allow players to edit the vehicle's appearance, material, speed and other properties. However, the first method has a high entry threshold. It is very difficult for players to build a vehicle with a good driving experience, and this method does not support multiple people driving the same vehicle together. The drawback of the second method is that it greatly limits the player's creative freedom. Players cannot easily create a vehicle with a completely free appearance and freely changeable wheel size, position and number. Moreover, this solution does not support multiple people driving the same vehicle together, and can only be implemented by players writing code themselves.
[0035] Based on the above problems, the embodiments of the present disclosure provide a method, device and electronic device for generating a virtual vehicle. This technology can be applied to the generation, movement and editing of virtual vehicles in game editing scenes.
[0036] In one embodiment of the present disclosure, the method for generating a virtual object can be run on a local terminal device or a server. When the method for generating a virtual object is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0037] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual object generation method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0038] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0039] In one possible implementation, the present disclosure provides a method for generating a virtual vehicle, as shown in FIG1 . The method includes the following specific steps:
[0040] Step S102: providing a graphical user interface of the game editing stage through the terminal device, wherein the graphical user interface displays at least a portion of the game editing scene, the game editing scene including a plurality of scene components, and the plurality of scene components are configured with independent physical simulations.
[0041] The above-mentioned terminal device can be the local terminal device mentioned above, or it can be the client device in the above-mentioned cloud interaction system. Specifically, the terminal device can be a mobile phone, a computer, a tablet computer, etc. The above-mentioned game editing scene is a scene provided by running the game program, and can also be understood as a scene provided by the game editor. Players can edit the editable components according to their needs in the game editing scene, and determine the edited editable components as scene components and set them in the game editing scene. In actual applications, when the player triggers a game editing instruction, the game editing scene can be displayed in the graphical user interface, and the game editing instruction can be determined according to the rules of the game. For example, the editing instruction can be an operation to enter the game editor; it can also be an operation to select a scene map for editing, etc.
[0042] In a specific embodiment, the above-mentioned editable components are usually components in a component library, and players can generate scene components corresponding to the editable components in the game editing scene by triggering the editable components. The component types and component forms of the editable components included in the above-mentioned component library can be set according to R&D requirements. For example, the component library includes multiple different types of editable components, including: structural components, furniture components, environmental components, mechanism components, biological components and combination components, etc., and each type of editable component also contains multiple editable components. For example, the mechanism component also includes motion mechanism components, functional mechanism components, logic components, object components, floor components and vehicle components, among which the vehicle component can include a vehicle core, a seat component and a wheel component, etc.
[0043] The multiple scene components included in the aforementioned game editing scene are all configured with independent physical simulations. This physical simulation can be enabled by the player on demand or automatically enabled by the system based on player operation. In one specific embodiment, the aforementioned physical simulation includes physical collisions and force effects. The physical collision is used to control the collision effect produced when a scene component collides with a scene component in the game editing scene. That is, when a scene component collides with another scene component, the scene component will not pass through the other scene components, but will instead have a rebound effect. The force effect is controlled by the center of mass and mass of the scene component. That is, the force effect on the scene component will be different depending on the center of mass and mass of the scene component. For example, when the mass of the scene component is large, a slight push on the scene component will not cause the scene component to move. When the mass of the scene component is very small, a slight push on the scene component may cause the scene component to move a distance. The center of mass refers to the center of mass of an object. The geometric center of an object with uniform density and collective symmetry is the center of mass. Under gravity, the center of gravity is the center of mass.
[0044] Step S104, in response to the vehicle generation instruction, a target virtual vehicle is generated based on the target scene components determined by the vehicle generation instruction, and an overall physical simulation is configured for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene.
[0045] The triggering operation of the above-mentioned vehicle generation instruction can be determined according to R&D requirements or player operations. For example, the vehicle generation instruction can be generated by clicking the vehicle generation control displayed in the graphical user interface after selecting the target scene component in the game editing scene; or it can be generated by clicking the vehicle generation control after the scene components included in the game editing scene meet the specified conditions. When the player triggers the vehicle generation instruction, the target scene component will be determined in the game editing scene according to the vehicle generation instruction. The number of target scene components is at least two, and then the physical simulations corresponding to each target scene component are merged to obtain an overall physical simulation, and the overall physical simulation is configured to the target virtual vehicle welded by each target scene component, so that the target virtual vehicle has overall physical properties, that is, the target virtual vehicle has only one center of mass, and the target virtual vehicle collides physically with other scene components as a whole, so that the target virtual vehicle is regarded as a whole when participating in the physical operation in the game.
[0046] In the specific implementation, before generating the target virtual vehicle, the various target scene components that need to be generated are independent of each other, and each target scene component has its own physical simulation, that is, each target scene component is an independent unit; after generating the target virtual vehicle, the various target scene components are welded into a whole, and the target virtual vehicle has an overall physical simulation.
[0047] Step S106 , responding to the editing operation on the target virtual vehicle, and determining vehicle parameters corresponding to the target virtual vehicle according to the editing operation, wherein the vehicle parameters are used to determine the expression form and control method of the target virtual vehicle at runtime.
[0048] The above-mentioned editing operation is usually an editing operation on the vehicle parameters corresponding to the target virtual vehicle. The specific parameters included in the vehicle parameters can be determined according to R&D requirements or according to player settings. In specific implementation, the vehicle parameters are mainly used to determine the performance and control method of the target virtual vehicle during operation; wherein, the performance is controlled by at least one of the following: maximum vehicle speed, vehicle acceleration, wheel steering speed and maximum wheel steering angle of the target virtual vehicle, etc.; the above-mentioned control methods include joystick mode and button mode, that is, the player can control the target virtual vehicle through the joystick controls or buttons displayed in the graphical user interface.
[0049] The disclosed embodiments provide a method for generating a virtual vehicle, in which the physical simulation of the virtual vehicle generated based on scene components is a whole, so that a collision of any part of the virtual vehicle will generate a force on the vehicle as a whole, making it conform to the physical laws of the real world and helping to enhance the player's gaming experience.
[0050] The following preferred embodiments are used to describe a method for generating a target virtual vehicle based on a target scene component.
[0051] Specifically, the above-mentioned specific process of generating a target virtual vehicle in response to a vehicle generation instruction and based on the target scene component determined by the vehicle generation instruction may include: responding to the vehicle generation instruction, determining the target scene component in the game editing scene, and generating a target virtual vehicle based on the target scene component; wherein, each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is jointly determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.
[0052] In specific implementation, each target scene component has its own corresponding component appearance. For example, the appearance of the cylinder component is cylindrical, and the wheel component is tire-shaped. Specifically, players can use the component editing function already provided in the game to assemble the target scene components into the appearance of a virtual vehicle. That is, by moving the position of the target scene components, the target scene components that need to be assembled into the target virtual vehicle can be pre-assembled into a shape with a vehicle appearance, so as to subsequently generate a target virtual vehicle with the vehicle appearance; when the player splices multiple target scene components into a certain vehicle appearance according to his own needs, the player can trigger the vehicle generation instruction to generate the target virtual vehicle based on multiple scene components with a certain vehicle appearance.
[0053] In an optional embodiment, the above-mentioned vehicle generation instruction is determined in the following manner: in response to the existence of a target scene component that meets the requirements for generating a target virtual vehicle among multiple scene components, a first control is provided in the graphical user interface; or in response to a scene component selection operation, when there is a target scene component that meets the requirements for generating a target virtual vehicle among the selected scene components, a first control is provided in the graphical user interface; and in response to a trigger operation on the first control, a vehicle generation instruction is generated.
[0054] The specific target scene component that satisfies the requirements for generating the target virtual vehicle can be determined based on R&D requirements. Specifically, the component is usually an essential component for generating the target virtual vehicle. For example, the essential components can be the vehicle core and the seat component. The essential components can also be other scene components, which can be determined based on R&D requirements. In specific implementation, when a target scene component that satisfies the requirements for generating the target virtual vehicle exists in the game editing scene, or when a target scene component that satisfies the requirements for generating the target virtual vehicle exists in the scene components selected in the game editing scene, a first control will be displayed in the graphical user interface, and when the player triggers the first control, a vehicle generation instruction will be generated.
[0055] As shown in Figure 2, it is a schematic diagram of the first control provided by an embodiment of the present disclosure. The car-shaped component in the rectangular box in Figure 2 is the selected target scene component. The car shape is also the appearance of a vehicle spliced together by multiple target scene components. Multiple controls are displayed below the car shape, among which the "vehicle / combination" control is also the first control. Figure 2 also includes a delete control that can delete the selected target scene component, a move control that can move the selected target scene component, a rotation control that can rotate the selected target scene component, an edit control that can edit the selected target scene component, and an advanced setting control that can set the component parameters of the selected target scene component; Figure 2 also includes two controls in a gray state, namely a binding control and a zoom control, which are unavailable when the target scene component is selected.
[0056] In an optional embodiment, the above-mentioned target scene component includes a first component and at least one second component; the above-mentioned specific process of generating a target virtual vehicle based on the target scene component determined by the vehicle generation instruction in response to the vehicle generation instruction includes: in response to the vehicle generation instruction, controlling the assembly of at least one second component onto the first component to generate a target virtual vehicle in the game editing scene.
[0057] In specific implementations, the aforementioned first and second components are also essential components for generating the target virtual vehicle. The target scene component for generating the target virtual vehicle must include one first component and one or more second components, where the number of second components can be determined based on the vehicle generation instruction or player operation. When the player triggers the vehicle generation instruction, the first component and at least one second component are determined based on the vehicle generation instruction, and the determined second components are assembled onto the first component to form the target virtual vehicle.
[0058] In another optional embodiment, the above-mentioned target scene component also includes a third component; the above-mentioned specific process of controlling the assembly of at least one second component onto the first component in response to the vehicle generation instruction to generate a target virtual vehicle in the game editing scene may also include: controlling the assembly of at least one second component and a third component onto the first component in response to the vehicle generation instruction to generate a target virtual vehicle in the game editing scene.
[0059] In a specific implementation, a target virtual vehicle can be generated from the first and second components. However, the target virtual vehicle's appearance will be relatively simple. Therefore, players can add a third component based on the first and second components to enhance the target virtual vehicle's appearance. The third component can be understood as a decorative object or ornamental component, primarily used to decorate and beautify the target scene component. The third component can also include a wheel component, which can drive the target virtual vehicle to move within the game scene through friction with the ground.
[0060] Furthermore, the above-mentioned specific process of configuring an overall physical simulation for the target virtual vehicle based on the physical simulation corresponding to each target scene component includes: merging the physical simulation corresponding to each target scene component to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle.
[0061] After assembling the target scene components into a target virtual vehicle, you need to configure the overall physics simulation for the target virtual vehicle. This overall physics simulation is achieved by merging the physics simulations corresponding to each target scene component. In practice, after configuring and organizing the physics simulation for the target virtual vehicle, a prompt will pop up in the graphical user interface to inform the player that the target virtual vehicle has been successfully created.
[0062] In an optional embodiment, the organized physical simulation can be obtained in the following manner: merging the physical collisions of each target scene component to obtain a merged physical collision, and configuring the merged physical collision as the overall physical collision of the target virtual vehicle; merging the mass of each target scene component to obtain a merged mass, and configuring the merged mass as the overall mass of the target virtual vehicle; obtaining the overall center of mass based on the center of mass and density of each target scene component, and configuring the overall center of mass as the center of mass of the target virtual vehicle.
[0063] In another optional embodiment, a second control is displayed in the graphical user interface; in response to a selection operation on a scene component in the game editing scene, a selected first scene component is determined based on the selection operation; in response to a trigger operation on the second control, the first scene component is controlled to be combined so that the combined first scene component is configured as a whole component in the game editing scene. Specifically, the second control can always be displayed in the graphical user interface, or the second control can be displayed in the graphical user interface when the scene component in the game editing scene meets a specified condition. The specified condition can be determined according to R&D requirements. For example, the specified condition can be that the game editing scene includes a specified control, or that the scene component selected by the player includes a specified control, etc.
[0064] In a specific implementation, after selecting the first scene component in the game editing scene, the player triggers the second control, which will combine the first scene components to obtain a combined first scene component; wherein the combined first scene component responds to component adjustment operations as a whole, and each first scene component in the combined first scene component maintains an independent physical simulation. Specifically, the above-mentioned component adjustment operation can be a move operation, a zoom operation, or a color change operation on the combined first scene component. In a specific implementation, the multiple first scene components contained in the combined first scene component still have independent physical simulations, but the player can move and zoom the combined first scene component as a whole, thereby facilitating the player's overall adjustment of the components.
[0065] In a specific implementation, when there is a target scene component in the scene component in the game editing scene that meets the requirements for generating the target virtual vehicle, or when there is a target scene component in the scene component selected by the player that meets the requirements for generating the target virtual vehicle, a first control and a second control will be displayed in the graphical user interface. After the player triggers the first control, it will first determine whether the currently selected target scene component meets the following preset conditions: the selected target scene component includes at least essential components (the essential components are the first component and the second component), the selected target scene component does not include scene components with preset characteristics, and the total occupied area of the selected target scene component is less than the preset range. The preset characteristics can be determined according to R&D requirements. For example, the preset characteristics can be that the target scene component is a trigger area, sticker, special effect or creature, etc. The above-mentioned preset range can also be determined according to R&D requirements or player settings. For example, the preset range can be 6000 or 4000.
[0066] If the target scene component meets the above preset conditions, the following processing is performed: all target scene components that do not have physical collision enabled have physical collision enabled, and all target scene components that have physical collision enabled and force affected are welded to the first component; all target scene components that have physical collision enabled but not force affected have force affected enabled, and then welded to the first component; all target scene components are assembled into a target virtual vehicle, so that the physical collision of the target virtual vehicle becomes a whole. Among them, welding is a physical constraint that refers to merging the physical collision and mass of two or more components with physical collision together, and recalculating the center of mass of the whole based on their respective center of mass and density; these components will be treated as a whole when participating in physical operations in the game.
[0067] If the target scene component does not meet the above preset conditions, information about vehicle generation failure and the reason for vehicle generation failure is displayed in the graphical user interface to inform the player that the vehicle generation failed and how to successfully create a virtual vehicle, thereby helping the player to quickly create a virtual vehicle.
[0068] In the above method, players can use most of the scene components provided in the game editing scene together with the first component and the second component to create a virtual vehicle, without having to worry about whether these scene components originally have physical collisions and force effects turned on; at the same time, the physical collision of the vehicle created by the player needs to be a whole, and a collision on any part of its body will cause the vehicle as a whole to generate force, so that it can conform to the physical laws of the real world.
[0069] The following preferred embodiments are used to describe how to edit vehicle parameters.
[0070] Specifically, the above-mentioned response to the editing operation on the target virtual vehicle and the specific process of determining the vehicle parameters corresponding to the target virtual vehicle based on the editing operation may include: responding to the configuration operation on the target virtual vehicle, displaying a parameter setting panel in a graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure the vehicle parameters of the target virtual vehicle; responding to the setting operation on the parameter setting panel, determining the vehicle parameters of the target virtual vehicle.
[0071] In specific implementation, the specific operations of the above configuration operations can be determined according to R&D requirements or stubborn operations. For example, the configuration operation can be a trigger operation for the setting control displayed in the graphical user interface after the target virtual vehicle is selected; it can also be an operation for selecting the target virtual vehicle, etc. Specifically, the above setting control can be displayed at any position in the graphical user interface. For example, the above setting control can be the advanced setting control in Figure 2. When the player performs position operations on the target virtual object, a parameter setting panel can be displayed in the graphical user interface. The parameter setting panel is used to set the vehicle parameters corresponding to the target virtual vehicle. The parameter setting panel includes a plurality of editable controls, and each editable control can set different vehicle parameters. The vehicle parameters that can be set by each editable control and the setting method can be determined according to R&D requirements and parameter types.
[0072] In actual applications, the above-mentioned vehicle parameters may include one or more of the following: maximum vehicle speed, vehicle acceleration, the distance between the virtual camera and the target virtual vehicle when the virtual object rides the virtual vehicle, the wheel steering speed of the target virtual vehicle, the maximum wheel steering angle, and the control method of the target virtual vehicle. In specific implementation, the distance between the virtual camera and the target virtual vehicle when the virtual object rides the virtual vehicle is used to define the game perspective when the virtual object rides the target virtual vehicle. If the distance is set to be large, a long-range perspective can be achieved. If the distance is set to be small, a driving perspective similar to that of a first-person game can be achieved. The above-mentioned control methods include joystick mode and button mode.
[0073] In an optional embodiment, the parameter setting panel further includes a switch control for controlling whether the target virtual vehicle can be respawned after being destroyed. If the switch control is turned on, the target virtual vehicle can be respawned after being destroyed, and the respawn location is the location where the target virtual vehicle was last saved.
[0074] As shown in Figure 3, a schematic diagram of a parameter setting panel provided by an embodiment of the present disclosure is shown. Figure 3 is a parameter setting panel corresponding to the target virtual vehicle. In this parameter setting panel, the maximum vehicle speed is set to 100, the vehicle acceleration is set to 20, the distance between the virtual camera and the target virtual vehicle when the virtual object rides the virtual vehicle (equivalent to the camera distance when riding in Figure 3) is set to 20, the wheel steering speed of the target virtual vehicle is set to 90, the maximum wheel steering angle is set to 60, and the switch control corresponding to whether to regenerate infinitely is set to the on state. The vehicle control settings in the parameter setting panel are used to set the control method of the target virtual vehicle.
[0075] In an optional embodiment, the above method also includes: in response to a selection operation on the first target scene component in the target virtual vehicle when the target virtual vehicle is selected, selecting the first target scene component; in response to an editing operation on the first target scene component, determining the decoration parameters of the first target scene component based on the editing operation, and the decoration parameters include one or more of the following: component color and whether to be displayed in the game running scene.
[0076] In a specific implementation, the above-mentioned first target scene component can be any one of the multiple target scene components that generate the target virtual vehicle, and which scene component can be determined according to the player's operation. After the player selects the target virtual vehicle, click the first target scene component in the target virtual vehicle again to select the first target scene component; after selecting the first target scene component, the player triggers the setting control to display the editing window corresponding to the first target scene component in the graphical user interface, and the editing window is used to set the decoration parameters of the first target scene component. Specifically, after the target scene component generates the target virtual vehicle, the physical properties of the target scene component cannot be modified, but the non-physical properties of the target scene component can also be edited according to needs, thereby increasing the player's freedom of operation, and the color and other decoration parameters of the target scene component can also be modified at any time according to the player's needs.
[0077] In the above method, after the player creates a vehicle, the player is allowed to modify the parameters of the virtual vehicle through simple editing. At the same time, the virtual vehicles created by the player may be diverse (family passenger cars, tracked vehicles, bulldozers), etc., and the feel of these different types of virtual vehicles may vary greatly in the real world. In this method, the player can further adjust some detailed parameters to achieve the driving feel of the above vehicles. In addition, the present disclosure can meet the needs of players to create custom vehicles by freely combining various scene components provided in the game. The appearance of the vehicle supports complete customization, including the vehicle speed, acceleration, and vehicle control method, which can all be customized by the player, thereby enhancing the player's gaming experience.
[0078] The following preferred embodiments are used to describe the control method and operation authority of the virtual vehicle.
[0079] Specifically, the above-mentioned target scene component includes at least one second component; the above-mentioned vehicle parameter includes a first parameter, which is used to configure corresponding operation permissions for different second components, so that the virtual object using the second component can control the target virtual vehicle according to the corresponding operation permissions of the second component.
[0080] In the specific implementation, players can edit the control mode of the target virtual vehicle during runtime, which can be a joystick mode or a button mode; in the two different control modes, each button or joystick can be customized to be controlled by the player corresponding to the virtual object on the second component.
[0081] In an optional embodiment, the above-mentioned second component can be a vehicle seat component, and the virtual object can sit on the vehicle seat component. As shown in Figure 4, a schematic diagram of the setting of a first parameter provided by an embodiment of the present disclosure is shown in Figure 4. The setting panel of the first parameter of the target virtual vehicle is shown in the setting panel. The vehicle control mode in the setting panel is used to set the control mode of the target virtual vehicle during operation. The control mode in Figure 5 is set to the joystick mode, and the control form and control method corresponding to the joystick mode are displayed in the setting panel; the left joystick in the setting panel in Figure 4 is also the joystick control corresponding to the joystick mode. The operation authority of the joystick control is assigned to the vehicle seat (equivalent to the above-mentioned seat component) 20, and the speaker control is assigned to the vehicle seat 20. Specifically, each vehicle seat contained in the target virtual vehicle corresponds to a unique name, that is, the above-mentioned vehicle seat 20 is the name of a vehicle seat in the target virtual vehicle.
[0082] As shown in Figure 5, it is a schematic diagram of another setting of the first parameter provided by an embodiment of the present disclosure. The setting panel of the first parameter of the target virtual vehicle shown in Figure 5, the vehicle control mode in the setting panel is used to set the control mode of the target virtual vehicle during operation, the control mode in Figure 5 is set to the key mode, and the key form and control method corresponding to the key mode are displayed in the setting panel; the operating authority of the left turn button, right turn button, accelerator button and reverse button in the setting panel in Figure 5 are all assigned to the vehicle seat 20.
[0083] In an optional embodiment, when the second component is a vehicle seat component, in response to a target virtual object sitting on the target vehicle seat component, a pre-configured target operation permission corresponding to the target vehicle seat component is obtained and the target operation permission is configured for the target virtual object; and in response to the target virtual object leaving the target vehicle seat component, the target operation permission configured for the target virtual object is canceled. The target virtual object can be a virtual object controlled by the terminal device, or a virtual object belonging to the same game team as the virtual object controlled by the terminal device.
[0084] In a specific implementation, in response to a target virtual object being configured with a target operation permission, an operation control corresponding to the target operation permission is displayed on a terminal device corresponding to the target virtual object; wherein the operation control is configured to control the target virtual vehicle to perform a corresponding vehicle behavior in a game editing scene and / or a game running scene corresponding to the game editing scene in response to a triggering operation. The display format of the operation control matches the vehicle behavior, which includes vehicle direction control behavior and / or vehicle speed control behavior.
[0085] In actual applications, a player manipulating a target virtual object controls the target virtual vehicle using operation controls. Different operation controls are used to control different behaviors of the target virtual vehicle. For example, the operation controls may include controls corresponding to vehicle direction control behaviors and controls corresponding to vehicle speed control behaviors. Vehicle directions may include four directions: front, back, left, and right, as well as 360-degree directions.
[0086] In an optional embodiment, the display format of the operation control is also related to the control mode of the vehicle parameter configuration. When the control mode is joystick mode, the operation control is usually a joystick control or a speaker control, etc.; when the control mode is button control, the operation control is in the form of a button.
[0087] In an optional embodiment, when multiple virtual objects are riding on different second components of the target virtual vehicle, a vehicle behavior trigger instruction is received from the terminal devices corresponding to the multiple virtual objects, and the operating state of the target virtual vehicle is controlled based on the vehicle behavior trigger instruction; wherein the vehicle behavior trigger instruction is triggered by a trigger operation on an operating control in the terminal devices corresponding to the multiple virtual objects. In a specific implementation, if the target virtual vehicle has multiple second components, the target virtual vehicle can ride on multiple virtual objects. Through the operating authority set by the first parameter, different virtual objects can control the target virtual vehicle separately according to the operating authority, thereby realizing the ability of multiple virtual objects to ride and drive the target virtual vehicle together.
[0088] As shown in Figure 6, it is a schematic diagram of two virtual objects implementing the present disclosure manipulating the target virtual vehicle at the same time. The target virtual vehicle in Figure 6 includes two second components, each of which has a virtual object riding on it. The right image in Figure 6 shows the graphical user interface corresponding to the virtual object on the left seat in the target virtual vehicle. The control labeled 2 in the graphical user interface is the operation control for the operation permission corresponding to the left seat, and the operation control is a left turn button and a right turn button; the left image in Figure 6 shows the graphical user interface corresponding to the virtual object on the right seat in the target virtual vehicle. The control labeled 1 in the graphical user interface is the operation control for the operation permission corresponding to the right seat, and the operation control is a forward button and a backward button. Figure 7 can realize the performance of two different players controlling forward movement, left and right turns respectively, thereby realizing the ability of multiple people riding and driving together.
[0089] In an optional embodiment, the target scene component further includes a wheel assembly, and the vehicle parameter further includes a second parameter, the second parameter being used to configure corresponding motion properties for the wheel assembly so that the wheel assembly drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene. The second parameter includes one or more of the following: whether the wheel assembly is a steering wheel, whether the wheel assembly is a driving wheel, the steering coefficient of the wheel assembly, the mass of the wheel assembly, the rolling friction coefficient of the wheel assembly, and the static friction coefficient of the wheel assembly.
[0090] In practice, different second parameters can be set to achieve different motion properties for the wheel assembly. For example, a larger wheel assembly mass provides better grip, but also requires greater static friction to overcome during starting. A higher static friction coefficient results in a more responsive wheel assembly during steering, but also increases the risk of rollover.
[0091] In actual application, after the player selects the target virtual vehicle, he clicks on the wheel assembly in the target virtual vehicle again to select the wheel assembly; after selecting the wheel assembly, the player configures the wheel assembly to display the editing window corresponding to the wheel assembly in the graphical user interface, and the editing window is used to set the vehicle parameters of the wheel assembly. As shown in Figure 7, a schematic diagram of an editing window corresponding to a wheel assembly provided by an embodiment of the present disclosure can be shown. In Figure 7, it can be set whether the wheel assembly is a steering wheel, whether it is a driving wheel, the steering coefficient (set to 1.2 in Figure 7), and the mass (set to 10 in Figure 7). The editing window in Figure 7 can also set whether the wheel assembly is displayed during play. If the user wants to customize the appearance of the wheel assembly, he can hide the wheel assembly and then make a wheel assembly by himself through the scene assembly and bind it.
[0092] In an optional embodiment, in response to the wheel assembly being configured with motion attributes, the wheel assembly is controlled to rotate with the motion attributes in the game editing scene and / or the game running scene corresponding to the game editing scene, so as to drive the target virtual vehicle to move. In a specific implementation, when the wheel assembly is in contact with the ground, the wheel assembly will drive the target virtual vehicle to move forward, backward, left, or back on the ground according to the motion attributes set by the second parameter; when the wheel assembly is not in contact with the ground (for example, when the wheel assembly is set on top of the target virtual vehicle), the wheel assembly will rotate according to the motion attributes set by the second parameter, but will not drive the target virtual vehicle to move.
[0093] In an optional embodiment, when there are multiple wheel assemblies, in response to configuration operations for the multiple wheel assemblies, corresponding second parameters may be configured for each wheel assembly, so that each wheel assembly has its own motion properties. For example, if there are four wheel assemblies, two of the wheel assemblies may be configured as drive wheels; all four of the wheel assemblies may be configured as drive wheels; or two of the wheels may be configured as steering wheels, etc., depending on the player's operation.
[0094] In a specific implementation, in response to each wheel assembly being configured with its own motion attribute, the target virtual vehicle is controlled to move based on the sum of the motion attributes.
[0095] In this method, after the player creates a virtual vehicle, he is allowed to modify some key properties through simple editing: maximum speed, acceleration, wheel turning speed, whether the wheel is a drive wheel, etc.; at the same time, this method also allows the player to further adjust some detailed parameters of the virtual vehicle to make the driving feel of the vehicle more in line with real physical conditions.
[0096] The following preferred embodiments are used to describe the method of generating game scene information and running the game.
[0097] Specifically, the graphical user interface includes a first interactive control; in response to a triggering operation on the first interactive control, game scene information corresponding to a game editing scene is generated; wherein the game scene information includes component information of scene components in the game editing scene; and the game scene information is transmitted to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene based on the game scene information through the game program. The terminal device can be a terminal device that touches the first interactive control, or it can be another terminal device that is communicatively connected to the server.
[0098] After the first interactive control is triggered by the terminal device, the game scene information corresponding to the game editing scene can be generated, and the game scene information can be saved in a preset location, which can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it will be uploaded to the server. After the server reviews and approves it, the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the game scene information through the game program, and then experience the game in the game scene. This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC (User Generated Content) function.
[0099] In a specific implementation, players can use the game scene information to experience the game. Specifically, the game experience can be performed through the following steps 20-23:
[0100] Step 20, in response to the game running instruction, displays the game running scene of the game running phase through the graphical user interface, the game running scene including virtual objects and a target virtual vehicle generated according to the component information in the game scene information.
[0101] Step 21 : responding to a movement control operation on a virtual object, controlling the virtual object to move in the game running scene.
[0102] In a specific implementation, the movement control operation can be a sliding operation on a movement control displayed in a graphical user interface, or a dragging operation on a virtual object, etc. Players can control the virtual object to move freely in the game running scene through the movement control operation.
[0103] Step 22 : In response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying a boarding control in the graphical user interface.
[0104] The boarding area corresponding to the target virtual vehicle can be determined based on R&D requirements or player settings. For example, the boarding area can be within a preset range from the target virtual vehicle, or it can be the area calculated by expanding the entire bounding box of the target virtual vehicle by a specified length in each of the six directions: +x, -x, +y, -y, +z, and -z. It can also be a specified area near the set target virtual vehicle. When a virtual object moves to the boarding area corresponding to the target virtual vehicle, a boarding control will be displayed in the graphical user interface, which is used to control the virtual object to board the target virtual vehicle.
[0105] Step 23: In response to the triggering operation of the boarding control, the virtual object is controlled to ride on the target virtual vehicle.
[0106] The aforementioned triggering action for the boarding control can be a click, long press, or swipe, depending on development requirements. When the player triggers the boarding control, the virtual subject can board the target virtual vehicle. Specifically, after clicking the boarding control, the virtual subject will sit in the seat component closest to the virtual subject. The graphical user interface will then display the control controls for the seat component the virtual subject is currently seated in, allowing the player to control the target virtual vehicle using these control controls.
[0107] It should be noted that the virtual object will still retain its independent physical collision on the seat assembly, so that it can trigger an event when entering the event trigger area and be destroyed when entering the destruction area.
[0108] In one embodiment, in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, a reset vehicle control is displayed in the graphical user interface. In response to a triggering operation on the reset vehicle control, the overturned target virtual vehicle is restored to its upright position. The player can use the reset vehicle control to control the placement of the target virtual vehicle, thereby enhancing the gaming experience.
[0109] In the above method, through the vehicle parameters corresponding to the target virtual vehicle, when the virtual object target rides the virtual vehicle, the corresponding operation controls can be displayed, and the target virtual vehicle can be manipulated through the operation controls.
[0110] In accordance with the above method embodiment, the present disclosure further provides a device for generating a virtual vehicle, as shown in FIG8 , which includes:
[0111] The interface providing module 90 is configured to execute a graphical user interface for providing a game editing stage through a terminal device, wherein the graphical user interface displays at least a portion of a game editing scene, wherein the game editing scene includes multiple scene components, and the multiple scene components are configured with independent physical simulations.
[0112] The vehicle generation module 91 is configured to execute a target virtual vehicle in response to a vehicle generation instruction, generate a target virtual vehicle based on the target scene components determined by the vehicle generation instruction, and configure an overall physical simulation for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene.
[0113] The vehicle editing module 92 is configured to execute an editing operation in response to the target virtual vehicle, and determine the vehicle parameters corresponding to the target virtual vehicle according to the editing operation, wherein the vehicle parameters are used to determine the performance and control method of the target virtual vehicle at runtime.
[0114] The above-mentioned virtual vehicle generation device generates a physical simulation of the virtual vehicle based on the scene component as a whole, so that any collision of any part of the virtual vehicle will cause the vehicle as a whole to generate force, making it conform to the physical laws in the real world, which helps to enhance the player's gaming experience.
[0115] Specifically, the above-mentioned physical simulation includes physical collision and force influence; among them, physical collision is used to control the collision effect when the scene component collides with the scene component in the game editing scene; the force influence is controlled by the center of mass and mass of the scene component.
[0116] In a specific implementation, the above-mentioned vehicle generation module 91 is configured to execute: in response to a vehicle generation instruction, determine the target scene component in the game editing scene, and generate a target virtual vehicle based on the target scene component; wherein, each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.
[0117] Furthermore, the above-mentioned device also includes an instruction generation module, which is configured to execute: in response to the existence of a target scene component that meets the requirements for generating a target virtual vehicle among multiple scene components, providing a first control in the graphical user interface; or in response to a scene component selection operation, when there is a target scene component that meets the requirements for generating a target virtual vehicle among the selected scene components, providing a first control in the graphical user interface; and generating a vehicle generation instruction in response to a trigger operation on the first control.
[0118] Furthermore, the vehicle generation module 91 is further configured to execute: merging the physical simulations corresponding to the target scene components to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle.
[0119] In a specific implementation, the above-mentioned vehicle generation module 91 is also configured to perform: merging the physical collisions of each target scene component to obtain a merged physical collision, and configuring the merged physical collision as the overall physical collision of the target virtual vehicle; merging the masses of each target scene component to obtain a merged mass, and configuring the merged mass as the overall mass of the target virtual vehicle; obtaining the overall center of mass based on the center of mass and density of each target scene component, and configuring the overall center of mass as the center of mass of the target virtual vehicle.
[0120] In actual applications, the above-mentioned target scene component includes a first component and at least one second component; the above-mentioned vehicle generation module 91 is also configured to execute: in response to the vehicle generation instruction, control the assembly of at least one second component onto the first component to generate a target virtual vehicle in the game editing scene.
[0121] Furthermore, the above-mentioned target scene component also includes a third component; the above-mentioned vehicle generation module 91 is also configured to execute: in response to the vehicle generation instruction, control the assembly of at least one second component and a third component onto the first component to generate a target virtual vehicle in the game editing scene.
[0122] Furthermore, a second control is displayed in the graphical user interface; the above-mentioned device also includes a component combination module, which is configured to perform: responding to a selection operation on a scene component in a game editing scene, and determining a selected first scene component based on the selection operation; responding to a trigger operation on the second control, and controlling the combination of the first scene components so that the combined first scene components are configured as a whole component in the game editing scene.
[0123] In a specific implementation, the above-mentioned vehicle editing module 92 is configured to perform: in response to a configuration operation on a target virtual vehicle, display a parameter setting panel in a graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure the vehicle parameters of the target virtual vehicle; in response to a setting operation on the parameter setting panel, determine the vehicle parameters of the target virtual vehicle.
[0124] In actual applications, the above-mentioned vehicle parameters include one or more of the following: maximum vehicle speed, vehicle acceleration, the distance between the virtual camera and the target virtual vehicle when the virtual object rides the virtual vehicle, the wheel steering speed of the target virtual vehicle, the maximum wheel steering angle and the control method of the target virtual vehicle.
[0125] Furthermore, the parameter setting panel also includes a switch control; the switch control is used to control whether the target virtual vehicle can be reborn after being destroyed.
[0126] In a specific implementation, the above-mentioned target scene component includes at least one second component, and the vehicle parameter includes a first parameter. The first parameter is used to configure corresponding operation permissions for different second components so that the virtual object using the second component can control the target virtual vehicle according to the corresponding operation permissions of the second component.
[0127] Furthermore, the above-mentioned second component is a seat component, and the above-mentioned device also includes a permission configuration module, which is configured to execute: in response to the target virtual object riding on the target seat component, obtaining the pre-configured target operation permission corresponding to the target seat component, and configuring the target operation permission for the target virtual object; in response to the target virtual object leaving the target seat component, canceling the target operation permission configured for the target virtual object.
[0128] In a specific implementation, the above-mentioned device also includes a control display module, which is configured to execute: in response to the target virtual object being configured with a target operation permission, an operation control corresponding to the target operation permission is displayed in a terminal device corresponding to the target virtual object; wherein the operation control is configured to control the target virtual vehicle to perform corresponding vehicle behavior in the game editing scene and / or the game running scene corresponding to the game editing scene in response to a trigger operation.
[0129] In actual applications, the display form of the above-mentioned operation controls matches the vehicle behavior, and the vehicle behavior includes vehicle direction control behavior and / or vehicle speed control behavior.
[0130] Furthermore, the above-mentioned device also includes a vehicle operation module, which is configured to execute: when multiple virtual objects are riding on different second components of the target virtual vehicle, receive vehicle behavior trigger instructions sent by terminal devices corresponding to the multiple virtual objects, and control the operation status of the target virtual vehicle based on the vehicle behavior trigger instructions; wherein, the vehicle behavior trigger instructions are triggered by a trigger operation acting on the operation control in the terminal devices corresponding to the multiple virtual objects.
[0131] Furthermore, the above-mentioned target scene component also includes a wheel component, and the vehicle parameter also includes a second parameter, which is used to configure corresponding motion properties for the wheel component so that the wheel component drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene.
[0132] In a specific implementation, the above-mentioned vehicle operation module is configured to execute: in response to the wheel component being configured with motion attributes, the wheel component is controlled to rotate with the motion attributes in the game editing scene and / or the game operation scene corresponding to the game editing scene to drive the target virtual vehicle to move.
[0133] Furthermore, when there are multiple wheel assemblies, the vehicle editing module 92 is configured to execute: in response to configuration operations for multiple wheel assemblies, configure corresponding second parameters for each wheel assembly so that each wheel assembly is configured with its own motion properties.
[0134] Furthermore, the vehicle editing module 92 is configured to execute: in response to each wheel assembly being configured with its own motion attribute, controlling the movement of the target virtual vehicle based on the sum of the motion attributes.
[0135] In a specific implementation, the above-mentioned second parameter includes one or more of the following: whether the wheel assembly is a steering wheel, whether the wheel assembly is a driving wheel, the steering coefficient of the wheel assembly, the mass of the wheel assembly, the rolling friction coefficient of the wheel assembly and the static friction coefficient of the wheel assembly.
[0136] Furthermore, the above-mentioned device also includes a component editing module, which is configured to execute: in response to a selection operation on the first target scene component in the target virtual vehicle when the target virtual vehicle is selected, the first target scene component is selected; in response to an editing operation on the first target scene component, the decoration parameters of the first target scene component are determined based on the editing operation, and the decoration parameters include one or more of the following: component color and whether to be displayed in the game running scene.
[0137] Furthermore, the above-mentioned graphical user interface includes a first interactive control, and the above-mentioned device also includes a map generation module, which is configured to perform: responding to a trigger operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene components in the game editing scene; controlling the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
[0138] Furthermore, the above-mentioned device also includes an operation module, which is configured to execute: in response to a game operation instruction, display a game operation scene of the game operation stage through a graphical user interface, the game operation scene including a virtual object and a target virtual vehicle generated according to component information in the game scene information; in response to a movement control operation on the virtual object, control the virtual object to move in the game operation scene; in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, display the boarding control in the graphical user interface; in response to a trigger operation on the boarding control, control the virtual object to ride on the target virtual vehicle.
[0139] In a specific implementation, the above-mentioned device also includes a vehicle reset module, which is configured to execute: in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying the reset vehicle control in the graphical user interface; in response to the trigger operation for the reset vehicle control, restoring the target virtual vehicle in an overturned state.
[0140] The virtual vehicle generation device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding content in the aforementioned method embodiment.
[0141] An embodiment of the present disclosure also provides an electronic device, as shown in FIG9 , which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for generating a virtual vehicle.
[0142] Specifically, the above-mentioned method for generating a virtual vehicle includes: providing a graphical user interface of the game editing stage through a terminal device, wherein the graphical user interface displays at least part of the game editing scene, the game editing scene includes multiple scene components, and the multiple scene components are configured with independent physical simulations; in response to a vehicle generation instruction, a target virtual vehicle is generated based on the target scene component determined by the vehicle generation instruction, and an overall physical simulation is configured for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; in response to an editing operation on the target virtual vehicle, vehicle parameters corresponding to the target virtual vehicle are determined according to the editing operation, wherein the vehicle parameters are used to determine the expression and control method of the target virtual vehicle at runtime.
[0143] The above-mentioned method for generating a virtual vehicle is based on the physical simulation of the virtual vehicle generated by the scene component as a whole, so that any collision of any part of the virtual vehicle will cause the vehicle as a whole to generate a force, making it conform to the physical laws in the real world, which helps to enhance the player's gaming experience.
[0144] In an optional embodiment, the above-mentioned physical simulation includes physical collision and force influence; wherein, physical collision is used to control the collision effect when the scene component collides with the scene component in the game editing scene; the force influence is controlled by the center of mass and mass of the scene component.
[0145] In an optional embodiment, the above-mentioned step of generating a target virtual vehicle in response to a vehicle generation instruction and based on the target scene component determined by the vehicle generation instruction includes: determining the target scene component in the game editing scene in response to the vehicle generation instruction, and generating a target virtual vehicle based on the target scene component; wherein, each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.
[0146] In an optional embodiment, the above method also includes: in response to the presence of a target scene component that meets the requirements for generating a target virtual vehicle among multiple scene components, providing a first control in the graphical user interface; or in response to a scene component selection operation, when there is a target scene component that meets the requirements for generating a target virtual vehicle among the selected scene components, providing a first control in the graphical user interface; and generating a vehicle generation instruction in response to a trigger operation on the first control.
[0147] In an optional embodiment, the above-mentioned step of configuring an overall physical simulation for the target virtual vehicle based on the physical simulation corresponding to each target scene component includes: merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle.
[0148] In an optional embodiment, the above-mentioned steps of merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle include: merging the physical collisions of each target scene component to obtain a merged physical collision, and configuring the merged physical collision as the overall physical collision of the target virtual vehicle; merging the mass of each target scene component to obtain a merged mass, and configuring the merged mass as the overall mass of the target virtual vehicle; obtaining the overall center of mass based on the center of mass and density of each target scene component, and configuring the overall center of mass as the center of mass of the target virtual vehicle.
[0149] In an optional embodiment, the above-mentioned target scene component includes a first component and at least one second component; the above-mentioned step of generating a target virtual vehicle based on the target scene component determined by the vehicle generation instruction in response to the vehicle generation instruction includes: in response to the vehicle generation instruction, controlling the assembly of at least one second component onto the first component to generate a target virtual vehicle in the game editing scene.
[0150] In an optional embodiment, the target scene component further includes a third component; the step of controlling the assembly of at least one second component onto the first component in response to a vehicle generation instruction to generate a target virtual vehicle in the game editing scene includes: controlling the assembly of at least one second component and a third component onto the first component in response to a vehicle generation instruction to generate a target virtual vehicle in the game editing scene.
[0151] In an optional embodiment, a second control is displayed in the graphical user interface; the above method also includes: responding to a selection operation on a scene component in a game editing scene, determining a selected first scene component based on the selection operation; responding to a trigger operation on the second control, controlling the combination of the first scene components so that the combined first scene components are configured as a whole component in the game editing scene.
[0152] In an optional embodiment, the above-mentioned step of responding to the editing operation on the target virtual vehicle and determining the vehicle parameters corresponding to the target virtual vehicle based on the editing operation includes: responding to the configuration operation on the target virtual vehicle, displaying a parameter setting panel in a graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure the vehicle parameters of the target virtual vehicle; and determining the vehicle parameters of the target virtual vehicle in response to the setting operation on the parameter setting panel.
[0153] In an optional embodiment, the above-mentioned vehicle parameters include one or more of the following: maximum vehicle speed, vehicle acceleration, the distance between the virtual camera and the target virtual vehicle when the virtual object rides the virtual vehicle, the wheel steering speed of the target virtual vehicle, the maximum wheel steering angle and the control method of the target virtual vehicle.
[0154] In an optional embodiment, the parameter setting panel further includes a switch control; the switch control is used to control whether the target virtual vehicle can be reborn after being destroyed.
[0155] In an optional embodiment, the above-mentioned target scene component includes at least one second component, and the vehicle parameter includes a first parameter, which is used to configure corresponding operation permissions for different second components so that the virtual object using the second component can control the target virtual vehicle according to the corresponding operation permissions of the second component.
[0156] In an optional embodiment, the second component is a vehicle seat component, and the above method further includes: in response to the target virtual object riding on the target vehicle seat component, obtaining a pre-configured target operation permission corresponding to the target vehicle seat component, and configuring the target operation permission for the target virtual object; in response to the target virtual object leaving the target vehicle seat component, canceling the target operation permission configured for the target virtual object.
[0157] In an optional embodiment, the above method also includes: in response to the target virtual object being configured with target operation permissions, displaying operation controls corresponding to the target operation permissions in a terminal device corresponding to the target virtual object; wherein the operation controls are configured to control the target virtual vehicle to perform corresponding vehicle behaviors in the game editing scene and / or the game running scene corresponding to the game editing scene in response to a trigger operation.
[0158] In an optional embodiment, the display form of the above-mentioned operation controls matches the vehicle behavior, and the vehicle behavior includes vehicle direction control behavior and / or vehicle speed control behavior.
[0159] In an optional embodiment, the above method also includes: when multiple virtual objects are riding on different second components of the target virtual vehicle, receiving vehicle behavior trigger instructions sent by terminal devices corresponding to the multiple virtual objects, and controlling the operating status of the target virtual vehicle based on the vehicle behavior trigger instructions; wherein, the vehicle behavior trigger instructions are triggered by a trigger operation acting on the operation control in the terminal devices corresponding to the multiple virtual objects.
[0160] In an optional embodiment, the above-mentioned target scene component also includes a wheel component, and the vehicle parameter also includes a second parameter, which is used to configure corresponding motion properties for the wheel component so that the wheel component drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene.
[0161] In an optional embodiment, the step of the wheel component driving the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene includes: in response to the wheel component being configured with motion attributes, controlling the wheel component to rotate with the motion attributes in the game editing scene and / or the game running scene corresponding to the game editing scene to drive the target virtual vehicle to move.
[0162] In an optional embodiment, when there are multiple wheel assemblies, the step of responding to an editing operation on the target virtual vehicle and determining the vehicle parameters corresponding to the target virtual vehicle according to the editing operation includes: responding to a configuration operation on multiple wheel assemblies, configuring corresponding second parameters for each wheel assembly so that each wheel assembly is configured with its own motion attributes.
[0163] In an optional embodiment, the above method further includes: in response to each wheel assembly being configured with its own motion attribute, controlling the target virtual vehicle to move based on the sum of the motion attributes.
[0164] In an optional embodiment, the above-mentioned second parameter includes one or more of the following: whether the wheel assembly is a steering wheel, whether the wheel assembly is a driving wheel, the steering coefficient of the wheel assembly, the mass of the wheel assembly, the rolling friction coefficient of the wheel assembly and the static friction coefficient of the wheel assembly.
[0165] In an optional embodiment, the above method also includes: in response to a selection operation on the first target scene component in the target virtual vehicle when the target virtual vehicle is selected, selecting the first target scene component; in response to an editing operation on the first target scene component, determining the decoration parameters of the first target scene component based on the editing operation, the decoration parameters including one or more of the following: component color and whether to be displayed in the game running scene.
[0166] In an optional embodiment, the above-mentioned graphical user interface includes a first interactive control; the above-mentioned method also includes: responding to a trigger operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene components in the game editing scene; controlling the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
[0167] In an optional embodiment, the above method also includes: in response to a game running instruction, displaying a game running scene of the game running stage through a graphical user interface, the game running scene including a virtual object and a target virtual vehicle generated according to component information in the game scene information; in response to a movement control operation on the virtual object, controlling the virtual object to move in the game running scene; in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying the boarding control in the graphical user interface; in response to a trigger operation on the boarding control, controlling the virtual object to ride on the target virtual vehicle.
[0168] In an optional embodiment, the above method also includes: in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying a reset vehicle control in the graphical user interface; in response to the trigger operation for the reset vehicle control, restoring the target virtual vehicle in an overturned state.
[0169] Furthermore, the electronic device shown in FIG9 further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0170] Memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. Buses can be classified as address buses, data buses, control buses, etc. For ease of illustration, FIG9 shows only one bidirectional arrow, but this does not mean that there is only one bus or only one type of bus.
[0171] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0172] An embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual vehicle generation method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0173] Specifically, the above-mentioned method for generating a virtual vehicle includes: providing a graphical user interface of the game editing stage through a terminal device, wherein the graphical user interface displays at least part of the game editing scene, the game editing scene includes multiple scene components, and the multiple scene components are configured with independent physical simulations; in response to a vehicle generation instruction, a target virtual vehicle is generated based on the target scene component determined by the vehicle generation instruction, and an overall physical simulation is configured for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; in response to an editing operation on the target virtual vehicle, vehicle parameters corresponding to the target virtual vehicle are determined according to the editing operation, wherein the vehicle parameters are used to determine the expression and control method of the target virtual vehicle at runtime.
[0174] The above-mentioned method for generating a virtual vehicle is based on the physical simulation of the virtual vehicle generated by the scene component as a whole, so that any collision of any part of the virtual vehicle will cause the vehicle as a whole to generate a force, making it conform to the physical laws in the real world, which helps to enhance the player's gaming experience.
[0175] In an optional embodiment, the above-mentioned physical simulation includes physical collision and force influence; wherein, physical collision is used to control the collision effect when the scene component collides with the scene component in the game editing scene; the force influence is controlled by the center of mass and mass of the scene component.
[0176] In an optional embodiment, the above-mentioned step of generating a target virtual vehicle in response to a vehicle generation instruction and based on the target scene component determined by the vehicle generation instruction includes: determining the target scene component in the game editing scene in response to the vehicle generation instruction, and generating a target virtual vehicle based on the target scene component; wherein, each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.
[0177] In an optional embodiment, the above method also includes: in response to the presence of a target scene component that meets the requirements for generating a target virtual vehicle among multiple scene components, providing a first control in the graphical user interface; or in response to a scene component selection operation, when there is a target scene component that meets the requirements for generating a target virtual vehicle among the selected scene components, providing a first control in the graphical user interface; and generating a vehicle generation instruction in response to a trigger operation on the first control.
[0178] In an optional embodiment, the above-mentioned step of configuring an overall physical simulation for the target virtual vehicle based on the physical simulation corresponding to each target scene component includes: merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle.
[0179] In an optional embodiment, the above-mentioned steps of merging the physical simulations corresponding to each target scene component to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle include: merging the physical collisions of each target scene component to obtain a merged physical collision, and configuring the merged physical collision as the overall physical collision of the target virtual vehicle; merging the mass of each target scene component to obtain a merged mass, and configuring the merged mass as the overall mass of the target virtual vehicle; obtaining the overall center of mass based on the center of mass and density of each target scene component, and configuring the overall center of mass as the center of mass of the target virtual vehicle.
[0180] In an optional embodiment, the above-mentioned target scene component includes a first component and at least one second component; the above-mentioned step of generating a target virtual vehicle based on the target scene component determined by the vehicle generation instruction in response to the vehicle generation instruction includes: in response to the vehicle generation instruction, controlling the assembly of at least one second component onto the first component to generate a target virtual vehicle in the game editing scene.
[0181] In an optional embodiment, the target scene component further includes a third component; the step of controlling the assembly of at least one second component onto the first component in response to a vehicle generation instruction to generate a target virtual vehicle in the game editing scene includes: controlling the assembly of at least one second component and a third component onto the first component in response to a vehicle generation instruction to generate a target virtual vehicle in the game editing scene.
[0182] In an optional embodiment, a second control is displayed in the graphical user interface; the above method also includes: responding to a selection operation on a scene component in a game editing scene, determining a selected first scene component based on the selection operation; responding to a trigger operation on the second control, controlling the combination of the first scene components so that the combined first scene components are configured as a whole component in the game editing scene.
[0183] In an optional embodiment, the above-mentioned step of responding to the editing operation on the target virtual vehicle and determining the vehicle parameters corresponding to the target virtual vehicle based on the editing operation includes: responding to the configuration operation on the target virtual vehicle, displaying a parameter setting panel in a graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure the vehicle parameters of the target virtual vehicle; and determining the vehicle parameters of the target virtual vehicle in response to the setting operation on the parameter setting panel.
[0184] In an optional embodiment, the above-mentioned vehicle parameters include one or more of the following: maximum vehicle speed, vehicle acceleration, the distance between the virtual camera and the target virtual vehicle when the virtual object rides the virtual vehicle, the wheel steering speed of the target virtual vehicle, the maximum wheel steering angle and the control method of the target virtual vehicle.
[0185] In an optional embodiment, the parameter setting panel further includes a switch control; the switch control is used to control whether the target virtual vehicle can be reborn after being destroyed.
[0186] In an optional embodiment, the above-mentioned target scene component includes at least one second component, and the vehicle parameter includes a first parameter, which is used to configure corresponding operation permissions for different second components so that the virtual object using the second component can control the target virtual vehicle according to the corresponding operation permissions of the second component.
[0187] In an optional embodiment, the second component is a vehicle seat component, and the above method further includes: in response to the target virtual object riding on the target vehicle seat component, obtaining a pre-configured target operation permission corresponding to the target vehicle seat component, and configuring the target operation permission for the target virtual object; in response to the target virtual object leaving the target vehicle seat component, canceling the target operation permission configured for the target virtual object.
[0188] In an optional embodiment, the above method also includes: in response to the target virtual object being configured with target operation permissions, displaying operation controls corresponding to the target operation permissions in a terminal device corresponding to the target virtual object; wherein the operation controls are configured to control the target virtual vehicle to perform corresponding vehicle behaviors in the game editing scene and / or the game running scene corresponding to the game editing scene in response to a trigger operation.
[0189] In an optional embodiment, the display form of the above-mentioned operation controls matches the vehicle behavior, and the vehicle behavior includes vehicle direction control behavior and / or vehicle speed control behavior.
[0190] In an optional embodiment, the above method also includes: when multiple virtual objects are riding on different second components of the target virtual vehicle, receiving vehicle behavior trigger instructions sent by terminal devices corresponding to the multiple virtual objects, and controlling the operating status of the target virtual vehicle based on the vehicle behavior trigger instructions; wherein, the vehicle behavior trigger instructions are triggered by a trigger operation acting on the operation control in the terminal devices corresponding to the multiple virtual objects.
[0191] In an optional embodiment, the above-mentioned target scene component also includes a wheel component, and the vehicle parameter also includes a second parameter, which is used to configure corresponding motion properties for the wheel component so that the wheel component drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene.
[0192] In an optional embodiment, the step of the wheel component driving the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene includes: in response to the wheel component being configured with motion attributes, controlling the wheel component to rotate with the motion attributes in the game editing scene and / or the game running scene corresponding to the game editing scene to drive the target virtual vehicle to move.
[0193] In an optional embodiment, when there are multiple wheel assemblies, the step of responding to an editing operation on the target virtual vehicle and determining the vehicle parameters corresponding to the target virtual vehicle according to the editing operation includes: responding to a configuration operation on multiple wheel assemblies, configuring corresponding second parameters for each wheel assembly so that each wheel assembly is configured with its own motion attributes.
[0194] In an optional embodiment, the above method further includes: in response to each wheel assembly being configured with its own motion attribute, controlling the target virtual vehicle to move based on the sum of the motion attributes.
[0195] In an optional embodiment, the above-mentioned second parameter includes one or more of the following: whether the wheel assembly is a steering wheel, whether the wheel assembly is a driving wheel, the steering coefficient of the wheel assembly, the mass of the wheel assembly, the rolling friction coefficient of the wheel assembly and the static friction coefficient of the wheel assembly.
[0196] In an optional embodiment, the above method also includes: in response to a selection operation on the first target scene component in the target virtual vehicle when the target virtual vehicle is selected, selecting the first target scene component; in response to an editing operation on the first target scene component, determining the decoration parameters of the first target scene component based on the editing operation, the decoration parameters including one or more of the following: component color and whether to be displayed in the game running scene.
[0197] In an optional embodiment, the above-mentioned graphical user interface includes a first interactive control; the above-mentioned method also includes: responding to a trigger operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene components in the game editing scene; controlling the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
[0198] In an optional embodiment, the above method also includes: in response to a game running instruction, displaying a game running scene of the game running stage through a graphical user interface, the game running scene including a virtual object and a target virtual vehicle generated according to component information in the game scene information; in response to a movement control operation on the virtual object, controlling the virtual object to move in the game running scene; in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying the boarding control in the graphical user interface; in response to a trigger operation on the boarding control, controlling the virtual object to ride on the target virtual vehicle.
[0199] In an optional embodiment, the above method also includes: in response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying a reset vehicle control in the graphical user interface; in response to the trigger operation for the reset vehicle control, restoring the target virtual vehicle in an overturned state.
[0200] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0201] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0202] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A method for generating a virtual vehicle, the method comprising: Providing a graphical user interface in a game editing stage through a terminal device, wherein the graphical user interface displays at least a portion of a game editing scene, wherein the game editing scene includes a plurality of scene components, and the plurality of scene components are configured with independent physical simulations; In response to a vehicle generation instruction, a target virtual vehicle is generated based on the target scene components determined by the vehicle generation instruction, and an overall physical simulation is configured for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; In response to an editing operation on the target virtual vehicle, vehicle parameters corresponding to the target virtual vehicle are determined according to the editing operation, wherein the vehicle parameters are used to determine a presentation form and a control method of the target virtual vehicle at runtime.
2. The method according to claim 1, wherein: The physical simulation includes physical collision and force influence; wherein the physical collision is used to control the collision effect when the scene component collides with the scene component in the game editing scene; the force influence is controlled by the center of mass and mass of the scene component.
3. The method according to claim 1, wherein: The step of generating a target virtual vehicle in response to the vehicle generation instruction and based on the target scene component determined by the vehicle generation instruction comprises: In response to a vehicle generation instruction, a target scene component is determined in the game editing scene, and a target virtual vehicle is generated based on the target scene component; Among them, each target scene component has its own corresponding component appearance, and the vehicle appearance of the target virtual vehicle is determined by the relative position of each target scene component in the game editing scene and the component appearance corresponding to each target scene component.
4. The method according to claim 1, wherein: The method further comprises: In response to the presence of a target scene component that satisfies the generation of a target virtual vehicle among the multiple scene components, a first control is provided in the graphical user interface; or in response to a scene component selection operation, when the target scene component that satisfies the generation of a target virtual vehicle exists among the selected scene components, a first control is provided in the graphical user interface; In response to a trigger operation on the first control, the vehicle generation instruction is generated.
5. The method according to claim 1, wherein: The step of configuring an overall physical simulation for the target virtual vehicle according to the physical simulation corresponding to each target scene component comprises: The physical simulations corresponding to the target scene components are combined to obtain an overall physical simulation, and the overall physical simulation is configured for the target virtual vehicle.
6. The method according to claim 5, wherein: The step of merging the physical simulations corresponding to the target scene components to obtain an overall physical simulation, and configuring the overall physical simulation for the target virtual vehicle includes: Merging the physical collisions of the target scene components to obtain a merged physical collision, and configuring the merged physical collision as the overall physical collision of the target virtual vehicle; Combining the masses of the target scene components to obtain a combined mass, and configuring the combined mass as the overall mass of the target virtual vehicle; According to the center of mass and density of each target scene component, the overall center of mass is obtained, and the overall center of mass is configured as the center of mass of the target virtual vehicle.
7. The method according to claim 1, wherein: The target scene component includes a first component and at least one second component; The step of generating a target virtual vehicle in response to the vehicle generation instruction and based on the target scene component determined by the vehicle generation instruction comprises: In response to the vehicle generation instruction, the at least one second component is controlled to be assembled onto the first component to generate a target virtual vehicle in the game editing scene.
8. The method according to claim 7, wherein: The target scene component also includes a third component; The step of controlling, in response to the vehicle generation instruction, to assemble the at least one second component onto the first component to generate a target virtual vehicle in the game editing scene comprises: In response to the vehicle generation instruction, the at least one second component and the third component are controlled to be assembled onto the first component to generate a target virtual vehicle in the game editing scene.
9. The method according to claim 1, wherein: A second control is displayed in the graphical user interface; the method further includes: In response to a selection operation on a scene component in the game editing scene, a first scene component selected is determined based on the selection operation. Scene component; In response to a trigger operation on the second control, the first scene components are controlled to be combined so that the combined first scene components are configured as a whole component in the game editing scene.
10. The method according to claim 1, wherein: The step of responding to an editing operation on the target virtual vehicle and determining vehicle parameters corresponding to the target virtual vehicle according to the editing operation comprises: In response to a configuration operation for the target virtual vehicle, a parameter setting panel is displayed in the graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure vehicle parameters of the target virtual vehicle; In response to a setting operation on the parameter setting panel, vehicle parameters of the target virtual vehicle are determined.
11. The method according to claim 1, wherein: The vehicle parameters include one or more of the following: maximum vehicle speed, vehicle acceleration, the distance between the virtual camera and the target virtual vehicle when the virtual object rides the virtual vehicle, the wheel steering speed of the target virtual vehicle, the maximum wheel steering angle and the control method of the target virtual vehicle.
12. The method according to claim 10, wherein: The parameter setting panel also includes a switch control; the switch control is used to control whether the target virtual vehicle can be reborn after being destroyed.
13. The method according to claim 1, wherein: The target scene component includes at least one second component, and the vehicle parameter includes a first parameter, which is used to configure corresponding operation permissions for different second components so that the virtual object using the second component can control the target virtual vehicle according to the corresponding operation permissions of the second component.
14. The method according to claim 13, wherein: The second component is a vehicle seat component, and the method further comprises: In response to a target virtual object sitting on a target vehicle seat assembly, obtaining a pre-configured target operation authority corresponding to the target vehicle seat assembly, and configuring the target operation authority for the target virtual object; In response to the target virtual object leaving the target vehicle seat component, the target operation authority configured for the target virtual object is cancelled.
15. The method according to claim 14, wherein: The method further comprises: In response to the target virtual object being configured with the target operation permission, displaying an operation control corresponding to the target operation permission in a terminal device corresponding to the target virtual object; Among them, the operation control is configured to control the target virtual vehicle to perform corresponding vehicle behavior in the game editing scene and / or the game running scene corresponding to the game editing scene in response to a trigger operation.
16. The method according to claim 15, wherein: The display form of the operation control matches the vehicle behavior, and the vehicle behavior includes vehicle direction control behavior and / or vehicle speed control behavior.
17. The method according to claim 15, wherein: The method further comprises: When a plurality of virtual objects are riding on different second components of the target virtual vehicle, receiving a vehicle behavior trigger instruction sent by a terminal device corresponding to the plurality of virtual objects, and controlling the operating state of the target virtual vehicle based on the vehicle behavior trigger instruction; Among them, the vehicle behavior trigger instruction is triggered by a trigger operation acting on an operation control in a terminal device corresponding to the multiple virtual objects.
18. The method according to claim 1, wherein: The target scene component also includes a wheel component, and the vehicle parameter also includes a second parameter, which is used to configure corresponding motion properties for the wheel component so that the wheel component drives the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene.
19. The method according to claim 18, wherein: The step of the wheel assembly driving the target virtual vehicle to move in the game editing scene and / or the game running scene corresponding to the game editing scene includes: In response to the wheel assembly being configured with the motion attribute, the wheel assembly is controlled to rotate with the motion attribute in the game editing scene and / or the game running scene corresponding to the game editing scene, so as to drive the target virtual vehicle to move.
20. The method according to claim 18, wherein: When there are multiple wheel assemblies, the step of responding to an editing operation on the target virtual vehicle and determining vehicle parameters corresponding to the target virtual vehicle according to the editing operation includes: In response to the configuration operation for the plurality of wheel assemblies, the corresponding second parameter is configured for each wheel assembly, so that each wheel assembly is configured with its own motion attribute.
21. The method according to claim 20, wherein: The method further comprises: In response to each of the wheel assemblies being configured with a respective motion attribute, the movement of the target virtual vehicle is controlled based on the sum of the motion attributes.
22. The method according to claim 18, wherein: The second parameter includes one or more of the following: whether the wheel assembly is a steering wheel, whether the wheel assembly is a driving wheel, the steering coefficient of the wheel assembly, the mass of the wheel assembly, the rolling friction coefficient of the wheel assembly and the static friction coefficient of the wheel assembly.
23. The method according to claim 1, wherein: The method further comprises: In response to a selection operation on a first target scene component in the target virtual vehicle when the target virtual vehicle is in a selected state, the first target scene component is selected; In response to an editing operation on the first target scene component, decoration parameters of the first target scene component are determined based on the editing operation, and the decoration parameters include one or more of the following: component color and whether to display in the game running scene.
24. The method according to claim 1, wherein: The graphical user interface includes a first interactive control; the method further includes: In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of scene components in the game editing scene; Control the transmission of the game scene information to a server; wherein the server is configured to be connected to a terminal device for communication, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
25. The method according to claim 24, wherein: The method further comprises: In response to the game running instruction, displaying the game running scene of the game running stage through the graphical user interface, the game running scene including virtual objects and a target virtual vehicle generated according to the component information in the game scene information; In response to a movement control operation on the virtual object, controlling the virtual object to move in the game running scene; In response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying a boarding control in the graphical user interface; In response to a trigger operation on the boarding control, the virtual object is controlled to ride on the target virtual vehicle.
26. The method according to claim 25, wherein: The method further comprises: In response to the virtual object moving to the boarding area corresponding to the target virtual vehicle, displaying a reset vehicle control in the graphical user interface; In response to the triggering operation for resetting the vehicle control, the target virtual vehicle in the overturned state is straightened.
27. A device for generating a virtual vehicle, the device comprising: An interface providing module is configured to execute providing a graphical user interface of a game editing stage through a terminal device, wherein at least a part of a game editing scene is displayed in the graphical user interface, wherein the game editing scene includes a plurality of scene components, and the plurality of scene components are configured with independent physical simulations; A vehicle generation module is configured to execute in response to a vehicle generation instruction, generate a target virtual vehicle based on the target scene components determined by the vehicle generation instruction, and configure an overall physical simulation for the target virtual vehicle according to the physical simulation corresponding to each target scene component, so that the target virtual vehicle has overall physical properties in the game editing scene and / or the game running scene corresponding to the game editing scene; The vehicle editing module is configured to execute an editing operation in response to the target virtual vehicle, and determine vehicle parameters corresponding to the target virtual vehicle according to the editing operation, wherein the vehicle parameters are used to determine the expression and control method of the target virtual vehicle at runtime.
28. An electronic device, comprising a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the method for generating a virtual vehicle as described in any one of claims 1 to 26.
29. A computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method for generating a virtual vehicle as described in any one of claims 1 to 26.
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