Game editing method and apparatus, and electronic device
By configuring the default scene model parameters and automatically generating model data in the game editing scene, the problem of player personalized needs and excessive game packages is solved, and the game service performance is improved.
Patent Information
- Application Number
- PCT/CN2024/126521
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-11-02
- Filing Date
- 2024-10-22
- Publication Date
- 2025-05-08
AI Technical Summary
In the existing game editing scenarios, players cannot meet personalized needs, and the pre-generated model files cause the game to be too large, affecting the performance of the game service.
Provides a game editing method that allows players to parameterize the default scene model in the game editing scene, change the model shape, and automatically generate model data in the game editing scene without pre-storing a large number of model files.
It achieves the satisfaction of players' personalized needs, reduces the size of the game package, and improves the performance of the game service.
Smart Images

Figure CN2024126521_08052025_PF_FP_ABST
Abstract
Description
Game editing method, device and electronic equipment
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This disclosure claims priority to Chinese patent application number 202311453559.5, filed on November 2, 2023, entitled “Game Editing Method, Device and Electronic Device”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to a game editing method, device, and electronic device. Background Art
[0004] In existing game editing scenes, players can create various scene models and edit their positions and sizes. This requires developers to pre-generate corresponding model files using model generation software for players to choose from. If players want to create scene models of different shapes, they must select from the scene models provided by the game. Because the scene models developed by developers are relatively fixed, the scene models provided by the game are limited and cannot meet players' personalized needs, impacting their gaming experience. Furthermore, if developers pre-generate a large number of model files using model generation software, the game package will become too large, impacting game service performance.
[0005] Summary of the Invention
[0006] In view of this, the purpose of the present disclosure is to provide a game editing method, device and electronic device, in which players can configure parameters of the default scene model in the game editing scene and change the shape of the scene model to meet the player's personalized needs; in addition, the method of generating a scene model in the game editing scene is to first generate model data according to the player's selection and configuration, and then generate the corresponding scene model, without the need to pre-store a large number of model files of the scene model, thereby reducing the size of the game package and improving the game service performance.
[0007] In a first aspect, an embodiment of the present disclosure provides a game editing method, which includes: displaying a game editing scene and at least one model control provided by running a game program on a graphical user interface; responding to a specified operation on a first model control, determining a model type corresponding to the first model control and default model attribute parameters corresponding to the model type; generating default model data according to the model type and the default model attribute parameters, and generating a default first scene model corresponding to the first model control in the game editing scene through the default model data; responding to a configuration operation on the default first scene model, updating the default model attribute parameters to target model attribute parameters according to first configuration information corresponding to the configuration operation; generating target model data corresponding to the target model attribute parameters, and replacing the default first scene model with a target first scene model generated according to the target model data; responding to a save instruction on the game editing scene, saving scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model, and target model attribute parameters.
[0008] In a second aspect, an embodiment of the present disclosure provides a game editing device, which includes: a game editing scene display module, configured to execute a display of a game editing scene and at least one model control provided by running a game program on a graphical user interface; a default parameter determination module, configured to execute a response to a specified operation on a first model control, determine the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type; a default model generation module, configured to execute generation of default model data based on the model type and the default model attribute parameters, and generate a default first scene model corresponding to the first model control in the game editing scene through the default model data; a default parameter update module, configured to execute a response to a configuration operation on the default first scene model, and update the default model attribute parameters to target model attribute parameters according to the first configuration information corresponding to the configuration operation; a target model generation module, configured to execute generation of target model data corresponding to the target model attribute parameters, and replace the default first scene model with a target first scene model generated according to the target model data; a game editing scene saving module, configured to execute a response to a save instruction on the game editing scene, and save the scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model and target model attribute parameters.
[0009] In a third aspect, an embodiment of the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement any one of the game editing methods of the first aspect.
[0010] In a fourth aspect, an embodiment of the present disclosure 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 any game editing method of the first aspect.
[0011] The embodiments of the present disclosure bring the following beneficial effects:
[0012] The present disclosure provides a game editing method, device, and electronic device that display a game editing scene and model controls; in response to a specified operation on a first model control, determine the model type and default model attribute parameters corresponding to the first model control, and generate a default first scene model in the game editing scene; in response to a configuration operation on the default first scene model, replace the default first scene model with a target first scene model; and save the scene data of the game editing scene. In this method, players can edit dynamic models while the game is running, configure parameters for the default scene model, and change the shape of the scene model to meet the player's personalized needs; in addition, when generating and editing scene models in the game editing scene, model data is automatically generated based on the player's selection and configuration, and then the corresponding scene model is generated, eliminating the need to pre-store a large number of model files, reducing the size of the game package, and improving game service performance.
[0013] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0014] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given 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 those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0016] FIG1 is a flowchart of a game editing method provided by one embodiment of the present disclosure;
[0017] FIG2 is a schematic diagram of a game editing scenario provided by one embodiment of the present disclosure;
[0018] FIG3 is a schematic diagram of another game editing scenario provided by one embodiment of the present disclosure;
[0019] FIG4 is a schematic diagram of another game editing scenario provided by one embodiment of the present disclosure;
[0020] FIG5 is a schematic diagram of another game editing scenario provided by one embodiment of the present disclosure;
[0021] FIG6 is a schematic diagram of a process for generating a scene model in a game running scene provided by one embodiment of the present disclosure;
[0022] FIG7 is a schematic structural diagram of a game editing device provided by one embodiment of the present disclosure;
[0023] FIG8 is a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION
[0024] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.
[0025] In existing game editing scenes, players can create various scene models in the game editing scene, and can also edit the position and size of the scene models. Specifically, developers are required to generate corresponding model files in advance through model generation software for players to choose. If players want to create scene models of different shapes, they need to choose from the scene models provided by the game. Since the scene models developed by developers are relatively fixed, the scene models provided by the game are limited and cannot meet the personalized needs of players, affecting the players' gaming experience; in addition, if developers generate a large number of model files in advance through model generation software, the game package will be too large, affecting the game service performance. Based on this, the embodiments of the present disclosure provide a game editing method, device and electronic device, which can be applied to mobile phones, computers, notebooks, tablets and other devices, and in particular can be applied to scenes for editing scene models in game editing scenes.
[0026] In one embodiment of the present disclosure, the game editing method can be run on a local terminal device or a server. When the game editing method 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.
[0027] 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 game editing 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 user 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.
[0028] 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.
[0029] In one possible implementation, the present disclosure provides a method for editing a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above or a client device in the cloud interaction system mentioned above. As shown in FIG1 , the method includes the following steps:
[0030] Step S102, displaying a game editing scene and at least one model control provided by running the game program on a graphical user interface;
[0031] The above-mentioned game editing scene refers to the game scene created by the player in the game. The game editing scene can be an empty game scene or a game scene including some initial scene objects, or it can be a game scene that the player has created and saved in advance (the game scene can be a published scene or an unpublished scene).
[0032] For example, an empty game editing scene can be created, where players can edit various scene contents, including creating non-player characters. Alternatively, a pre-existing game editing scene can be opened and then a non-player character created within it. In other words, a player can save a previously edited game editing scene and then edit it again. Specifically, a non-player character can be created at a target location in the game editing scene, which can be a preset location or a location selected by the player.
[0033] Optionally, the aforementioned game editing scene may be accessed through multiple channels, i.e., the graphical user interface may display multiple modes of operation for the game editing scene provided by the running game program. For example, the game lobby may display a first entrance to the game battle / competitive scene and a second entrance to the game editing scene. Through the second entrance, the graphical user interface will display the game editing scene provided by the running game program, and the player may edit the game editing scene. After completing the editing, the player may choose to save or publish the scene, allowing the current player or other players to enter the edited game scene and play the game.
[0034] This embodiment is implemented in the game editing stage. Optionally, a plurality of model controls are included in the game editing scene, corresponding to scene models of different types or shapes. For example, the model type of the first model control is a cylinder, and the model type of the second model control is a cube.
[0035] For example, as shown in FIG2 , multiple model controls are provided, each of which includes a model thumbnail and a model type, such as "basic block," "invisible block," "basic cylinder," "sphere," "invisible sphere," "basic arrow," etc. Typically, different model types have different editable model attribute parameters.
[0036] Step S104, in response to the designated operation on the first model control, determining the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type;
[0037] The above-mentioned specified operation can be a click operation, a slide operation, a double-click operation, a long press operation, etc.; the above-mentioned default model attribute parameters are used to indicate the model shape of the default first scene model; for example, if the model type is a basic torus, the default model attribute parameters corresponding to the basic torus include at least: roughness, metalness, outer diameter, inner diameter, height, number of inner polygons, number of outer polygons, material UV scaling, chamfer radius, etc. For another example, if the model type is a basic square, the default model attribute parameters corresponding to the basic square include at least: chamfer order, cube radius, chamfer radius, etc. For another example, if the model type is a basic cylinder, the default model attribute parameters corresponding to the basic cylinder include at least: upper base radius, lower base radius, height, number of upper base edges, number of lower base edges, chamfer radius, etc. For another example, if the model type is a basic cone, the default model attribute parameters corresponding to the basic cone include at least: number of bottom edges, chamfer radius, height, and bottom radius.
[0038] Optionally, in response to a sliding operation on the first model control, the model thumbnail corresponding to the first model control is controlled to move to the game editing scene. The model type corresponding to the first model control is first determined. Optionally, each model control has a pre-stored corresponding model type, wherein the model type is pre-configured.
[0039] Then, the default model attribute parameters corresponding to the model type are determined. Optionally, the default model attribute parameters corresponding to the model type are obtained by calling a pre-configured configuration file, which includes default model attribute parameters corresponding to different model types. Alternatively, a pre-configured program code (code file) is called, where different model types have different program codes, and the program code includes default model attribute parameters corresponding to the model type. The program code corresponding to the model type corresponding to the first model control is determined from the pre-configured program code, and then the default model attribute parameters corresponding to the model type are determined from the program code.
[0040] Step S106, generating default model data according to the model type and the default model attribute parameters, and generating a default first scene model corresponding to the first model control in the game editing scene using the default model data;
[0041] The above-mentioned default model data generally includes model resources and physical resources, wherein the model resources are used to generate the model structure and render the model structure, and the physical resources are used to generate the physical effects of the model structure.
[0042] It's important to note that model resources refer to 3D model files used in games. They define the appearance and shape of characters, scenes, and objects in the game. Model resources can include information such as vertices, faces, materials, skeletal animations, and texture maps. Game engines can load and render model resources, making them visible in the game and allowing players to interact with them.
[0043] Physics resources describe the physical properties and behaviors of objects in the game. These properties and behaviors can be simulated and calculated by the physics engine. Physics resources can include parameters such as collision bodies, mass, inertia, friction, and elasticity. By assigning appropriate physics resources to objects, you can achieve more realistic collision effects, object movement, and interactive behaviors. The physics engine can perform physics simulations based on physics resources, allowing objects in the game to dynamically calculate and respond according to real-world physical laws.
[0044] Optionally, the default model attribute parameters can be read through the program code corresponding to the model type, and the default model data, namely vertex coordinates, normal orientation, texture coordinates, vertex colors, etc., can be generated through mathematical calculations. Furthermore, a triangular mesh and a set of physical geometry can be generated based on the topological characteristics of the default first scene model. Once generated, the vertex and face information are assembled into a model and placed in the game editing scene for rendering. The physical geometry is placed in the physics scene to participate in physics calculations.
[0045] For example, if the model type is a basic cylinder, the default model data is generated using the program code corresponding to the basic cylinder and the default model attribute parameters. The game engine then generates the basic cylinder in the game editing scene based on the default model data.
[0046] Model assets are used to define the appearance and shape of objects in the game, while physics assets are used to simulate and calculate the physical behavior of objects. By combining these two, a more realistic and interactive gaming experience can be achieved.
[0047] Step S108, in response to the configuration operation for the default first scene model, updating the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation;
[0048] The above configuration operation can be a click operation, an input operation, a selection operation, etc. Optionally, a plurality of configuration controls are displayed in a graphical user interface, wherein different configuration controls are used to edit different property parameters; in response to the configuration operation for the target configuration control, the default model property parameters are updated to the target model property parameters according to the first configuration information corresponding to the configuration operation. For example, the model type is a basic cylinder, and the configuration control includes a first configuration control for configuring the height of the basic cylinder, a second configuration control for configuring the upper base radius of the basic cylinder, a third configuration control for configuring the lower base radius of the basic cylinder, a fourth configuration control for configuring the number of upper base edges of the basic cylinder, a fifth configuration control for configuring the number of lower base edges of the basic cylinder, and a sixth configuration control for configuring the chamfer radius of the basic cylinder. Players can change the upper base radius, lower base radius, height, number of upper base edges, number of lower base edges, chamfer radius, etc. of the basic cylinder by editing the configuration controls.
[0049] The first configuration information includes some or all of the model attribute parameters, for example, changing the default parameter value of the first attribute parameter to a specified parameter value. Optionally, based on the first configuration information, the attribute parameters that have been changed from the default model attribute parameters are changed to the first configuration information to obtain the target model attribute parameters.
[0050] For example, a schematic diagram of a game editing scene (a game editing scene provided by a computer game) is shown in FIG3 , which includes multiple configuration controls of a basic circle.
[0051] For example, a schematic diagram of a game editing scene (a game editing scene provided by a mobile phone game) is shown in FIG4 , which includes a plurality of configuration controls of a basic cube.
[0052] Step S110, generating target model data corresponding to the target model attribute parameters, and replacing the default first scene model with the target first scene model generated according to the target model data;
[0053] The target model data includes model resources and physical resources, wherein the model resources are used to generate a model structure and render the model structure, and the physical resources are used to generate a physical effect of the model structure.
[0054] Optionally, the target model data includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.
[0055] Optionally, target model data may be generated based on the program code corresponding to the model type and the target model attribute parameters, and then a target first scene model may be generated based on the target model data, and the default first scene model may be updated to the target first scene model, wherein the default first scene model and the target first scene model have different model shapes.
[0056] Optionally, in response to an editing operation on the target first scene model, the target first scene model may also be scaled and rotated.
[0057] Step S112, responding to the save instruction for the game editing scene, saving the scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model and target model attribute parameters.
[0058] The above-mentioned save instruction may be a save instruction generated in response to a trigger operation of a save control for a game editing scene, or a save instruction generated in response to a text or voice save for a game editing scene. The above-mentioned scene data may also be map data, which includes scene resources in the game editing scene and the model type and target model attribute parameters of the added dynamic model. The scene resources include object resources of fixed scene objects in the game editing scene (which can be understood as scene resources of the game editing scene in an unedited state), and model identifiers of scene models added to the game editing scene during the editing phase, wherein the model identifiers include a first identifier and a second identifier. If the model identifier of the first scene model is the first identifier, it indicates that the first scene model is a dynamic model. If the model identifier of the second scene model is the second identifier, it indicates that the second scene model is a static model. The first scene model can change its model shape during the editing phase, while the second scene model cannot change its model shape during the editing phase. It can only change its model material, and can scale and rotate the second scene model.
[0059] The above-mentioned scene data may further include material information of the target first scene model, wherein the material information generally includes a storage path of the material data of the target first scene model.
[0060] An embodiment of the present disclosure provides a game editing method, which displays a game editing scene and at least one model control provided by running a game program on a graphical user interface; responds to a specified operation on a first model control, determines a model type corresponding to the first model control and default model attribute parameters corresponding to the model type; generates default model data according to the model type and the default model attribute parameters, and generates a default first scene model corresponding to the first model control in the game editing scene through the default model data; responds to a configuration operation on the default first scene model, updates the default model attribute parameters to target model attribute parameters according to first configuration information corresponding to the configuration operation; generates target model data corresponding to the target model attribute parameters, and replaces the default first scene model with a target first scene model generated according to the target model data; responds to a save instruction on the game editing scene, saves scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model, and target model attribute parameters. In this method, players can edit dynamic models while the game is running, configure parameters of the default scene model, and change the shape of the scene model to meet the player's personalized needs. In addition, when generating and editing scene models in the game editing scene, model data is automatically generated according to the player's selection and configuration, and then the corresponding scene model is generated. There is no need to pre-store a large number of model files, which reduces the size of the game package and improves the game service performance.
[0061] The following describes the process of generating a dynamic model in the game running scene:
[0062] The above method also includes: in response to a game running instruction, obtaining scene data of a game editing scene; determining, based on the scene data, the model type and target model attribute parameters of a target first scene model whose scene model in the game editing scene is a dynamic model; generating target model data of the target first scene model based on the model type and target model attribute parameters; generating a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating a target first scene model in the game running scene based on the target model data.
[0063] This embodiment is implemented during the game running phase. The game running instruction may be an instruction for running a pre-saved game editing scene, loading the scene data of the pre-saved game editing scene. Optionally, based on the model identifier included in the scene resource, a target first scene model with a first model identifier is determined to be a dynamic model; and the model type and target model attribute parameters of the target first scene model are obtained from the scene data.
[0064] According to the model identifier included in the scene resource, determine whether the scene model included in the game editing scene is a dynamic model. If so, determine that the target first scene model with the model identifier as the first identifier is a dynamic model, and obtain the model type and target model attribute parameters of the pre-saved target first scene model from the scene data.
[0065] Optionally, target model data of the target first scene model is generated according to the model type and target model attribute parameters through a designated thread. The designated thread is a thread corresponding to the model type corresponding to the target first scene model. Optionally, a virtual machine can be used as a way to implement a thread. Optionally, the program code (code file) corresponding to the model type is called according to the model type, and the target model data of the target first scene model is generated according to the program code and the target model attribute parameters; then, through the game engine, a game running scene corresponding to the game editing scene is generated according to the scene resources, and at the same time, the target first scene model is generated in the game running scene according to the target model data.
[0066] In some optional embodiments, it is determined that the dynamic model with the model identifier as the first identifier includes multiple ones, and the following steps need to be performed in parallel for each scene model: determine the model type and target model attribute parameters of the dynamic model; generate target model data of the dynamic model based on the model type and target model attribute parameters; generate a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generate a dynamic model in the game running scene based on the target model data.
[0067] The following describes the process of editing a static scene model in the game editing scene:
[0068] The above method also includes: responding to a specified operation on the second model control, obtaining second model data of the second scene model corresponding to the second model control from a specified file; and generating a second scene model in the game editing scene based on the second model data.
[0069] This embodiment is implemented during the game editing phase. The aforementioned designation operations for the first model control are identical to those for the first model control, and will not be further elaborated here. The aforementioned designation file typically refers to the game's system file, which stores model data for various static models. This static model data includes model resources and physics resources. Similarly, the aforementioned second model data includes model resources and physics resources for the second scene model.
[0070] Optionally, in response to a save instruction, the scene data of the game editing scene is saved, the scene data including the scene resources of the game editing scene, and the model type of the scene model can also be saved, the scene resources including the object resources of the fixed scene objects in the game editing scene (which can be understood as the scene resources of the game editing scene in an unedited state), and the model identifier of the scene model added to the game editing scene during the editing phase, wherein the model identifier includes a first identifier and a second identifier. If the model identifier of the first scene model is the first identifier, it indicates that the first scene model is a dynamic model. That is, after editing a static model in the game editing scene, the model attribute parameters of the static model will not be saved.
[0071] When editing a static scene model in the game editing scene, the game system can directly load the model data to generate the static model. Unlike editing a dynamic model, when editing a dynamic model, the model data is not directly obtained. Instead, the model data is dynamically generated based on the player's parameter configuration for the model, and the model is dynamically updated.
[0072] Optionally, in response to a second configuration operation for the second scene model, second configuration information corresponding to the second configuration operation is determined, where the second configuration information includes material parameters, scaling, and rotation parameters. The second configuration information is used to adjust the material, scaling ratio, and rotation angle of the second scene model when generating the second scene model based on the second scene data of the second scene model.
[0073] For example, FIG5 is a schematic diagram of a game editing scene, which includes three configuration controls: the material, scaling ratio, and rotation angle of a basic cube.
[0074] The following describes the process of generating a static scene model in the game running scene:
[0075] The above method also includes: in response to a game running instruction, obtaining scene data of a game editing scene; determining, based on the scene data, that the scene model in the game editing scene is a second scene model of a static model; obtaining second model data of the second scene model from a specified file; generating a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating a second scene model in the game running scene based on the second model data.
[0076] This embodiment is implemented during the game running phase. The game running instruction may be a running instruction for a pre-saved game editing scene, loading the scene data of the pre-saved game editing scene. Optionally, based on the model identifier included in the scene resource, a second scene model having a second model identifier is determined to be a static model; second model data of the second scene model is obtained from a specified file; and a game running scene corresponding to the game editing scene is generated by the game engine based on the scene resource of the game editing scene in the scene data; and based on the second model data, the second scene model is generated in the game running scene.
[0077] Regarding the above steps of generating dynamic models and static models in the game running scene, exemplarily, as shown in the model generation diagram in Figure 6, first load the map data (corresponding to the aforementioned scene data), and then determine whether the scene model included in the game editing scene is a dynamic model based on the map data. If it is a dynamic model, the model type and parameters of the dynamic model are parsed (that is, the model type of the dynamic model and the model attribute parameters configured in the editing stage are determined from the scene data). If a dynamic model is included, the model data of each dynamic model is generated asynchronously through different threads, that is, model resources and physical resources suitable for the game engine are generated.
[0078] If it is a static model instead of a dynamic model, the model type and parameters of the dynamic model are parsed (i.e., the model type of the static model and the material parameters, scaling and rotation parameters configured in the editing phase are determined from the scene data). The model type can be understood as the model name of the static model. The model resources and physical resources are then loaded from the file system. Finally, the dynamic model and the static model are generated in the game running scene.
[0079] Through the above method, it can be understood that the operation and editing methods of editing dynamic models and static models in the game editing stage are different. When editing a dynamic model, the shape of the model can be changed, but when editing a static model, only the scale and rotation ratio of the model, as well as the model material, can be changed. In addition, the development of editing dynamic models and static models in the game editing scene is also different. If the dynamic model can be edited in the control game editing scene, the developer will pre-package the program code corresponding to the dynamic model into the game package to facilitate the subsequent generation of model data through the program code according to the model attribute parameters configured by the player. This method not only improves the flexibility of configuring the scene model, but also reduces the package size.
[0080] If static models can be edited in the control game editing scene, the developer will pre-package the model data of the static models into the game package to facilitate direct loading of the corresponding model data when subsequent players configure the static models. However, a game editing scene usually includes a large number of scene models. If the model data of each scene model is packaged into the game package, it will cause the game package to be too large.
[0081] Similarly, the methods for generating dynamic models and static models during the game runtime are different. The main difference is that when generating dynamic models, there is no need to load the corresponding model data. Instead, the corresponding dynamic model is generated based on the program code and the model attribute parameters configured during the editing phase. When generating static models, the corresponding model data needs to be loaded.
[0082] A possible implementation method of the above-mentioned step of determining the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type is: calling the first code file corresponding to the model type corresponding to the first model control, and the first code file includes the default model attribute parameters corresponding to the model type.
[0083] A possible implementation of the above step of generating default model data according to the model type and default model attribute parameters is as follows: generating the default model data according to a first code file corresponding to the model type corresponding to the first model control.
[0084] The first code file is pre-written by the developer. Different model types usually have different code files. Optionally, running the first code file can generate default model data.
[0085] Optionally, the first code file corresponding to the model type corresponding to the first model control is used to read the default model attribute parameters and generate the default model data through mathematical calculations. The code files corresponding to different model types are generated by the program according to the art UV rules. The model attribute parameters are made available to the player, such as the inner diameter length, the number of inner diameter edges, the number of chamfer edges, etc. After the player completes editing the model, if the model data of the model is subsequently used in the game running scene corresponding to the game editing scene, the corresponding model data will be dynamically generated instead of being obtained from the specified file.
[0086] Model data generated through program code effectively controls seam errors when generating scene models or splicing them together, and allows for more accurate occupancy estimates based on the point, line, and surface data used during model generation. While achieving the same visual effect, procedurally generated objects utilize underlying splicing, eliminating the numerous individual objects required by player-assembled models. This results in lower runtime overhead and reduces the use of occupancy values.
[0087] Specifically, because the model data generated by the program code can accurately calculate the various parameters of the splicing points / lines / surfaces based on the mathematical properties of the geometry itself when generating or splicing the model, it ensures its mathematical continuity. This is far more accurate than the player's visual adjustment of the position.
[0088] Whether it is an ordinary model or a procedural model, there is a corresponding running cost in the game. Therefore, the concept of occupancy value is set in advance for different dynamic models. At the same time, the total amount of occupancy value available in a map is fixed, which limits the cartographer from making maps that far exceed the computing power of the device and ensures the player's gaming experience.
[0089] For traditional models, since their point, line, and surface data are fixed, their occupancy values are often also fixed. However, the point, line, and surface data of dynamic models changes dynamically based on user input parameters. For example, if a spline has many turns, more surfaces will be generated to smooth the curves compared to if there were no turns, resulting in a corresponding increase in occupancy values.
[0090] A possible implementation method of the above-mentioned step of updating the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation is: according to the first configuration information corresponding to the configuration operation, the default model attribute parameters included in the first code file corresponding to the model type corresponding to the first model control are updated to the target model attribute parameters.
[0091] A possible implementation of the above step of generating target model data corresponding to the target model attribute parameters is as follows: reading the target model attribute parameters according to the first code file, and generating the target model data corresponding to the target model attribute parameters through mathematical calculation.
[0092] In the game running scenario, the above-mentioned step of generating target model data of the target first scene model according to the model type and target model attribute parameters, a possible implementation method is: calling the first code file corresponding to the model type, reading the target model attribute parameters according to the first code file, and generating the target model data of the target first scene model through mathematical calculation.
[0093] Generate target model data for the target first scene model. This can include vertex coordinates, normal orientations, texture coordinates, vertex colors, and more. Based on the topological features of the default first scene model, a triangular mesh and a collection of physical geometry are generated. Once generated, the vertex and face information is assembled into a model and placed in the game editing scene for rendering. The physical geometry is placed in the physics scene for physics calculations.
[0094] The above method also includes: in response to the third scene model and the target model attribute parameters being consistent with those of the target first scene model, generating a third scene model in the game running scene based on the target model data of the target first scene model.
[0095] In a game running scenario, if the model types and target model attribute parameters of multiple dynamic models are exactly the same, the step of generating target model data based on the model type and target model attribute parameters only needs to be executed once, and the generated target model data can be reused. This approach improves game service performance.
[0096] Corresponding to the above method embodiment, the present disclosure provides a game editing device, as shown in FIG7 , which includes:
[0097] The game editing scene display module 71 is configured to display the game editing scene and at least one model control provided by running the game program on a graphical user interface;
[0098] The default parameter determination module 72 is configured to execute, in response to a specified operation on the first model control, determine a model type corresponding to the first model control and default model attribute parameters corresponding to the model type;
[0099] The default model generation module 73 is configured to generate default model data according to the model type and the default model attribute parameters, and generate a default first scene model corresponding to the first model control in the game editing scene through the default model data;
[0100] The default parameter updating module 74 is configured to execute a configuration operation in response to the default first scene model and update the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation;
[0101] The target model generating module 75 is configured to generate target model data corresponding to the target model attribute parameters and replace the default first scene model with the target first scene model generated according to the target model data;
[0102] The game editing scene saving module 76 is configured to execute a save instruction in response to the game editing scene and save the scene data of the game editing scene; the scene data includes: the scene resources of the game editing scene, the model type of the target first scene model and the target model attribute parameters.
[0103] An embodiment of the present disclosure provides a game editing device, which displays a game editing scene and at least one model control provided by running a game program on a graphical user interface; responds to a specified operation on a first model control, determines a model type corresponding to the first model control and default model attribute parameters corresponding to the model type; generates default model data according to the model type and the default model attribute parameters, and generates a default first scene model corresponding to the first model control in the game editing scene through the default model data; responds to a configuration operation on the default first scene model, updates the default model attribute parameters to target model attribute parameters according to first configuration information corresponding to the configuration operation; generates target model data corresponding to the target model attribute parameters, and replaces the default first scene model with a target first scene model generated according to the target model data; responds to a save instruction on the game editing scene, saves scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model and target model attribute parameters. In this method, players can edit dynamic models while the game is running, configure parameters of the default scene model, and change the shape of the scene model to meet the player's personalized needs. In addition, when generating and editing scene models in the game editing scene, model data is automatically generated according to the player's selection and configuration, and then the corresponding scene model is generated. There is no need to pre-store a large number of model files, which reduces the size of the game package and improves the game service performance.
[0104] The above-mentioned device also includes: a first game running module, which is configured to execute in response to a game running instruction and obtain scene data of a game editing scene; determine, based on the scene data, the model type and target model attribute parameters of a target first scene model whose scene model in the game editing scene is a dynamic model; generate target model data of the target first scene model based on the model type and target model attribute parameters; generate a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generate a target first scene model in the game running scene based on the target model data.
[0105] The above-mentioned device also includes: a second scene model generation module, which is configured to execute a response to a specified operation on the second model control, obtain the second model data of the second scene model corresponding to the second model control from a specified file; and generate a second scene model in the game editing scene based on the second model data.
[0106] The above-mentioned device also includes: a second game running module, which is configured to execute in response to the game running instruction and obtain the scene data of the game editing scene; determine, based on the scene data, that the scene model in the game editing scene is a second scene model of a static model; obtain the second model data of the second scene model from a specified file; generate a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generate a second scene model in the game running scene based on the second model data.
[0107] The above-mentioned default parameter determination module is further configured to execute: calling a first code file corresponding to the model type corresponding to the first model control, where the first code file includes default model attribute parameters corresponding to the model type.
[0108] The above-mentioned default model generation module is further configured to execute: generating default model data according to the first code file corresponding to the model type corresponding to the first model control.
[0109] The above-mentioned default parameter updating module is further configured to execute: according to the first configuration information corresponding to the configuration operation, update the default model attribute parameters included in the first code file corresponding to the model type corresponding to the first model control to the target model attribute parameters.
[0110] The target model generation module is further configured to execute: reading the marked model attribute parameters according to the first code file, and generating target model data corresponding to the target model attribute parameters through mathematical calculation.
[0111] The model shape of the target first scene model is different from the model shape of the default first scene model.
[0112] The above-mentioned scene resource includes a model identifier of the scene model; the model identifier includes a first identifier and a second identifier, the first identifier indicates that the scene model is a dynamic model, and the second identifier indicates that the scene model is a static model.
[0113] The above scene data also includes material information of the target first scene model.
[0114] The above-mentioned first game running module is further configured to execute: calling the first code file corresponding to the model type, reading the target model attribute parameters according to the first code file, and generating target model data of the target first scene model through mathematical calculation.
[0115] The target model data includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.
[0116] The above-mentioned first game running module is also configured to execute: in response to the model type and target model attribute parameters of the third scene model being consistent with those of the target first scene model, generating a third scene model in the game running scene based on the target model data of the target first scene model.
[0117] The above-mentioned first game running module is also configured to execute: according to the model identifier included in the scene resource, determine that the target first scene model with the model identifier as the first identifier is a dynamic model; obtain the model type and target model attribute parameters of the target first scene model from the scene data.
[0118] The second module for running the game is further configured to execute: according to the model identifier included in the scene resource, determining that the second scene model with the model identifier being the second identifier is a static model.
[0119] The game editing device provided in the embodiment of the present disclosure has the same technical features as the game editing method provided in the above embodiment, and therefore can also solve the same technical problems and achieve the same technical effects.
[0120] This embodiment further provides an electronic device, including 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 game editing method. The electronic device can be a server or a terminal device.
[0121] As shown in FIG8 , the electronic device includes a processor 100 and a memory 101 . The memory 101 stores machine-executable instructions that can be executed by the processor 100 . The processor 100 executes the machine-executable instructions to implement the above-mentioned game editing method.
[0122] Furthermore, the electronic device shown in FIG8 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0123] Among them, the memory 101 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 8, but it does not mean that there is only one bus or one type of bus.
[0124] The processor 100 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 100 or by instructions in the form of software. The above-mentioned processor 100 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 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0125] The processor in the electronic device can implement the following operations in the game editing method by executing machine-executable instructions:
[0126] Displaying a game editing scene and at least one model control provided by running a game program on a graphical user interface; responding to a specified operation on a first model control, determining a model type corresponding to the first model control and default model attribute parameters corresponding to the model type; generating default model data according to the model type and the default model attribute parameters, and generating a default first scene model corresponding to the first model control in the game editing scene through the default model data; responding to a configuration operation on the default first scene model, updating the default model attribute parameters to target model attribute parameters according to first configuration information corresponding to the configuration operation; generating target model data corresponding to the target model attribute parameters, and replacing the default first scene model with a target first scene model generated according to the target model data; responding to a save instruction on the game editing scene, saving scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model, and target model attribute parameters. In this method, players can edit dynamic models while the game is running, configure parameters of the default scene model, and change the shape of the scene model to meet the player's personalized needs. In addition, when generating and editing scene models in the game editing scene, model data is automatically generated according to the player's selection and configuration, and then the corresponding scene model is generated. There is no need to pre-store a large number of model files, which reduces the size of the game package and improves the game service performance.
[0127] The above method also includes: in response to a game running instruction, obtaining scene data of a game editing scene; determining, based on the scene data, the model type and target model attribute parameters of a target first scene model whose scene model in the game editing scene is a dynamic model; generating target model data of the target first scene model based on the model type and target model attribute parameters; generating a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating a target first scene model in the game running scene based on the target model data.
[0128] The above method also includes: responding to a specified operation on the second model control, obtaining second model data of the second scene model corresponding to the second model control from a specified file; and generating a second scene model in the game editing scene based on the second model data.
[0129] The above method also includes: in response to a game running instruction, obtaining scene data of a game editing scene; determining, based on the scene data, that the scene model in the game editing scene is a second scene model of a static model; obtaining second model data of the second scene model from a specified file; generating a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating a second scene model in the game running scene based on the second model data.
[0130] The above step of determining the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type includes: calling a first code file corresponding to the model type corresponding to the first model control, wherein the first code file includes the default model attribute parameters corresponding to the model type.
[0131] The above step of generating default model data according to the model type and default model attribute parameters includes: generating default model data according to a first code file corresponding to the model type corresponding to the first model control.
[0132] The above-mentioned step of updating the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation includes: updating the default model attribute parameters included in the first code file corresponding to the model type corresponding to the first model control to the target model attribute parameters according to the first configuration information corresponding to the configuration operation.
[0133] The step of generating target model data corresponding to the target model attribute parameters includes: reading the target model attribute parameters according to the first code file, and generating the target model data corresponding to the target model attribute parameters through mathematical calculation.
[0134] The model shape of the target first scene model is different from the model shape of the default first scene model.
[0135] The above-mentioned scene resource includes a model identifier of the scene model; the model identifier includes a first identifier and a second identifier, the first identifier indicates that the scene model is a dynamic model, and the second identifier indicates that the scene model is a static model.
[0136] The above scene data also includes material information of the target first scene model.
[0137] The above-mentioned step of generating target model data of the target first scene model based on the model type and target model attribute parameters includes: calling the first code file corresponding to the model type, reading the target model attribute parameters according to the first code file, and generating the target model data of the target first scene model through mathematical calculation.
[0138] The target model data includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.
[0139] The above method also includes: in response to the third scene model and the target model attribute parameters being consistent with those of the target first scene model, generating a third scene model in the game running scene based on the target model data of the target first scene model.
[0140] The above-mentioned step of determining the model type and target model attribute parameters of the target first scene model whose scene model in the game editing scene is a dynamic model based on the scene data includes: determining that the target first scene model whose model identifier is the first identifier is a dynamic model based on the model identifier included in the scene resource; and obtaining the model type and target model attribute parameters of the target first scene model from the scene data.
[0141] The step of determining, based on the scene data, that the scene model in the game editing scene is the second scene model of the static model includes: determining, based on the model identifier included in the scene resource, that the second scene model having the second identifier as the static model.
[0142] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game editing method.
[0143] The machine-executable instructions stored in the machine-readable storage medium can implement the following operations in the game editing method by executing the machine-executable instructions:
[0144] Displaying a game editing scene and at least one model control provided by running a game program on a graphical user interface; responding to a specified operation on a first model control, determining a model type corresponding to the first model control and default model attribute parameters corresponding to the model type; generating default model data according to the model type and the default model attribute parameters, and generating a default first scene model corresponding to the first model control in the game editing scene through the default model data; responding to a configuration operation on the default first scene model, updating the default model attribute parameters to target model attribute parameters according to first configuration information corresponding to the configuration operation; generating target model data corresponding to the target model attribute parameters, and replacing the default first scene model with a target first scene model generated according to the target model data; responding to a save instruction on the game editing scene, saving scene data of the game editing scene; the scene data includes: scene resources of the game editing scene, model type of the target first scene model, and target model attribute parameters. In this method, players can edit dynamic models while the game is running, configure parameters of the default scene model, and change the shape of the scene model to meet the player's personalized needs. In addition, when generating and editing scene models in the game editing scene, model data is automatically generated according to the player's selection and configuration, and then the corresponding scene model is generated. There is no need to pre-store a large number of model files, which reduces the size of the game package and improves the game service performance.
[0145] The above method also includes: in response to a game running instruction, obtaining scene data of a game editing scene; determining, based on the scene data, the model type and target model attribute parameters of a target first scene model whose scene model in the game editing scene is a dynamic model; generating target model data of the target first scene model based on the model type and target model attribute parameters; generating a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating a target first scene model in the game running scene based on the target model data.
[0146] The above method also includes: responding to a specified operation on the second model control, obtaining second model data of the second scene model corresponding to the second model control from a specified file; and generating a second scene model in the game editing scene based on the second model data.
[0147] The above method also includes: in response to a game running instruction, obtaining scene data of a game editing scene; determining, based on the scene data, that the scene model in the game editing scene is a second scene model of a static model; obtaining second model data of the second scene model from a specified file; generating a game running scene corresponding to the game editing scene based on the scene resources of the game editing scene in the scene data; and generating a second scene model in the game running scene based on the second model data.
[0148] The above step of determining the model type corresponding to the first model control and the default model attribute parameters corresponding to the model type includes: calling a first code file corresponding to the model type corresponding to the first model control, wherein the first code file includes the default model attribute parameters corresponding to the model type.
[0149] The above step of generating default model data according to the model type and default model attribute parameters includes: generating default model data according to a first code file corresponding to the model type corresponding to the first model control.
[0150] The above-mentioned step of updating the default model attribute parameters to the target model attribute parameters according to the first configuration information corresponding to the configuration operation includes: updating the default model attribute parameters included in the first code file corresponding to the model type corresponding to the first model control to the target model attribute parameters according to the first configuration information corresponding to the configuration operation.
[0151] The step of generating target model data corresponding to the target model attribute parameters includes: reading the target model attribute parameters according to the first code file, and generating the target model data corresponding to the target model attribute parameters through mathematical calculation.
[0152] The model shape of the target first scene model is different from the model shape of the default first scene model.
[0153] The above-mentioned scene resource includes a model identifier of the scene model; the model identifier includes a first identifier and a second identifier, the first identifier indicates that the scene model is a dynamic model, and the second identifier indicates that the scene model is a static model.
[0154] The above scene data also includes material information of the target first scene model.
[0155] The above-mentioned step of generating target model data of the target first scene model based on the model type and target model attribute parameters includes: calling the first code file corresponding to the model type, reading the target model attribute parameters according to the first code file, and generating the target model data of the target first scene model through mathematical calculation.
[0156] The target model data includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.
[0157] The above method also includes: in response to the third scene model and the target model attribute parameters being consistent with those of the target first scene model, generating a third scene model in the game running scene based on the target model data of the target first scene model.
[0158] The above-mentioned step of determining the model type and target model attribute parameters of the target first scene model whose scene model in the game editing scene is a dynamic model based on the scene data includes: determining that the target first scene model whose model identifier is the first identifier is a dynamic model based on the model identifier included in the scene resource; and obtaining the model type and target model attribute parameters of the target first scene model from the scene data.
[0159] The step of determining, based on the scene data, that the scene model in the game editing scene is the second scene model of the static model includes: determining, based on the model identifier included in the scene resource, that the second scene model having the second identifier as the static model.
[0160] The computer program products of the game editing methods, devices, electronic devices, and systems provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.
[0161] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0162] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.
[0163] 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 server, 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.
[0164] 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.
[0165] Finally, it should be noted that the above 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 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 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 should be based on the scope of protection of the claims.
Claims
1. A game editing method, the method comprising: Displaying a game editing scene and at least one model control provided by running the game program on a graphical user interface; In response to a specified operation on a first model control, determining a model type corresponding to the first model control and a default model attribute parameter corresponding to the model type; Generate default model data according to the model type and the default model attribute parameters, and generate a default first scene model corresponding to the first model control in the game editing scene through the default model data; In response to a configuration operation for the default first scene model, updating the default model attribute parameters to target model attribute parameters according to first configuration information corresponding to the configuration operation; Generate target model data corresponding to the target model attribute parameters, and replace the default first scene model with a target first scene model generated according to the target model data; In response to a save instruction for the game editing scene, save the scene data of the game editing scene; The scene data includes: scene resources of the game editing scene, model type of the target first scene model and target model attribute parameters.
2. The method according to claim 1, wherein: The method further comprises: In response to a game running instruction, acquiring scene data of the game editing scene; Determine, according to the scene data, a model type and target model attribute parameters of a target first scene model whose scene model in the game editing scene is a dynamic model; Generate target model data of the target first scene model according to the model type and the target model attribute parameters; Generate a game running scene corresponding to the game editing scene according to the scene resources of the game editing scene in the scene data; The target first scene model is generated in the game running scene according to the target model data.
3. The method according to claim 1, wherein: The method further comprises: In response to a specified operation on a second model control, obtaining second model data of a second scene model corresponding to the second model control from a specified file; The second scene model is generated in the game editing scene based on the second model data.
4. The method according to claim 3, wherein: The method further comprises: In response to a game running instruction, acquiring scene data of the game editing scene; Determine, according to the scene data, a second scene model in the game editing scene as a static model; Acquire second model data of the second scene model from the specified file; Generate a game running scene corresponding to the game editing scene according to the scene resources of the game editing scene in the scene data; According to the second model data, the second scene model is generated in the game running scene.
5. The method according to claim 1, wherein: The step of determining a model type corresponding to the first model control and a default model attribute parameter corresponding to the model type comprises: A first code file corresponding to the model type corresponding to the first model control is called, wherein the first code file includes the default model attribute parameters corresponding to the model type.
6. The method according to claim 1, wherein: The step of generating default model data according to the model type and the default model attribute parameters comprises: The default model data is generated according to a first code file corresponding to the model type corresponding to the first model control.
7. The method according to claim 1, wherein: The step of updating the default model attribute parameters to target model attribute parameters according to the first configuration information corresponding to the configuration operation includes: According to the first configuration information corresponding to the configuration operation, the default model attribute parameters included in the first code file corresponding to the model type corresponding to the first model control are updated to target model attribute parameters.
8. The method according to claim 7, wherein: The step of generating target model data corresponding to the target model attribute parameters comprises: The target model attribute parameters are read according to the first code file, and target model data corresponding to the target model attribute parameters are generated through mathematical calculation.
9. The method according to claim 1, wherein: A model shape of the target first scene model is different from a model shape of the default first scene model.
10. The method according to claim 1, wherein: The scene resource includes a model identifier of a scene model; the model identifier includes a first identifier and a second identifier, the first identifier indicates that the scene model is a dynamic model, and the second identifier indicates that the scene model is a static model.
11. The method according to claim 1, wherein: The scene data also includes material information of the target first scene model.
12. The method according to claim 2, wherein: The step of generating target model data of the target first scene model according to the model type and the target model attribute parameters comprises: The first code file corresponding to the model type is called, the target model attribute parameters are read according to the first code file, and the target model data of the target first scene model is generated through mathematical calculation.
13. The method according to claim 1 or 2, wherein: The target model data includes: model resources and physical data; wherein the model resources are used to determine and render the model structure of the target first scene model, and the physical data are used to determine the physical properties of the target first scene model.
14. The method according to claim 2, wherein: The method further comprises: In response to the third scene model being consistent with the model type and target model attribute parameters of the target first scene model, the third scene model is generated in the game running scene based on the target model data of the target first scene model.
15. The method according to claim 2, wherein: The step of determining, according to the scene data, a model type and target model attribute parameters of a target first scene model in which the scene model in the game editing scene is a dynamic model comprises: According to the model identifier included in the scene resource, determining that the target first scene model whose model identifier is the first identifier is a dynamic model; The model type and target model attribute parameters of the target first scene model are obtained from the scene data.
16. The method according to claim 4, wherein: The step of determining, according to the scene data, a second scene model in which the scene model in the game editing scene is a static model comprises: According to the model identifier included in the scene resource, it is determined that the second scene model whose model identifier is the second identifier is a static model.
17. A game editing device, comprising: A game editing scene display module is configured to display a game editing scene and at least one model control provided by running a game program on a graphical user interface; a default parameter determination module, configured to execute a response to a specified operation on a first model control, determine a model type corresponding to the first model control and a default model attribute parameter corresponding to the model type; a default model generation module, configured to generate default model data according to the model type and the default model attribute parameters, and generate a default first scene model corresponding to the first model control in the game editing scene through the default model data; A default parameter updating module is configured to execute a configuration operation in response to the default first scene model, and update the default model attribute parameters to target model attribute parameters according to first configuration information corresponding to the configuration operation; A target model generation module is configured to generate target model data corresponding to the target model attribute parameters, and replace the default first scene model with a target first scene model generated according to the target model data; The game editing scene saving module is configured to execute a save instruction in response to the game editing scene and save the game editing scene. Scene data of the game editing scene; The scene data includes: scene resources of the game editing scene, model type of the target first scene model and target model attribute parameters.
18. An electronic device comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the game editing method described in any one of claims 1-16.
19. 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 game editing method described in any one of claims 1-16.
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