Game scene component generation method and apparatus, storage medium, and electronic device
By providing automatic generation function in the game editing interface, scene components are automatically combined according to the prompt information entered by the user, the problem of low efficiency in game scene component generation in the prior art is solved, and efficient and diversified scene component generation is achieved.
Patent Information
- Application Number
- PCT/CN2024/134936
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-20
- Filing Date
- 2024-11-27
- Publication Date
- 2025-06-26
AI Technical Summary
In the prior art, the generation efficiency of game scene components is low and relies on manual operations, resulting in high labor and time costs.
By providing scene component controls and prompt information input controls in the graphical user interface, the target scene component combination is automatically generated based on the scene component prompt information entered by the user.
It realizes the rapid and efficient generation of game scene components, reduces manpower and time costs, breaks through the limitations of the existing scene component library, and generates a diverse set of scene components, suitable for lightweight scenarios such as mobile games.
Smart Images

Figure CN2024134936_26062025_PF_FP_ABST
Abstract
Description
Game scene component generation method, device, storage medium and electronic device
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application filed on December 20, 2023, with application number 202311766395.1, entitled “Game scene component generation method, device, storage medium and electronic device”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of computer and game technology, and in particular to a method for generating a game scene component, a device for generating a game scene component, a computer-readable storage medium, and an electronic device. Background Art
[0004] Game scenes are usually composed of a certain number of scene components (or models). Scene components are people or objects in the game scene. Modeling and editing people or objects in the game scene is one of the main tasks in building a game scene.
[0005] Currently, modeling and editing game scenes primarily relies on manual work by game developers. For example, the process of generating a single scene component typically involves manually editing its appearance, adjusting its size and position, and rendering its colors and textures to ultimately generate the desired scene component. This approach is labor-intensive and time-consuming, resulting in low efficiency. Summary of the Invention
[0006] The present disclosure provides a game scene component generation method, a game scene component generation device, a computer-readable storage medium and an electronic device, so as to at least to some extent solve the problem of low efficiency in game scene component generation.
[0007] According to a first aspect of the present disclosure, a method for generating a game scene component is provided, the method comprising: displaying a first game editing scene area in a game editing scene in a graphical user interface provided by a running game program, and providing a plurality of scene component controls; the scene component control is configured to respond to and generate a corresponding scene component in the game editing scene according to a first preset operation; providing a prompt information input control in the graphical user interface, and obtaining scene component prompt information input based on the prompt information input control; determining information of a first scene component based on the scene component prompt information; the first scene component is a scene component used to constitute a target scene component combination; the target scene component combination is a scene component combination to be generated corresponding to the scene component prompt information; generating the first scene component based on the information of the first scene component to form the target scene component combination.
[0008] According to a second aspect of the present disclosure, a game scene component generation device is provided, the device comprising: a game editing scene display processing module, configured to display a first game editing scene area in a game editing scene in a graphical user interface provided by a running game program, and provide a plurality of scene component controls; the scene component control is configured to respond to and generate a corresponding scene component in the game editing scene according to a first preset operation; a prompt information interaction processing module, configured to provide a prompt information input control in the graphical user interface, and obtain scene component prompt information input based on the prompt information input control; a first scene component information processing module, configured to determine information of a first scene component according to the scene component prompt information; the first scene component is a scene component used to constitute a target scene component combination; the target scene component combination is a scene component combination to be generated corresponding to the scene component prompt information; a first scene component generation processing module, configured to generate the first scene component based on the information of the first scene component to form the target scene component combination.
[0009] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the game scene component generation method and possible implementation methods thereof of the above-mentioned first aspect are implemented.
[0010] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game scene component generation method of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.
[0011] The technical solution disclosed in this disclosure has the following beneficial effects:
[0012] On the one hand, it provides a solution for quickly and efficiently generating game scene components. It can generate corresponding target scene component combinations based on the scene component prompt information input by the user, without the user having to perform a lot of manual operations to edit and generate scene components, thus reducing manpower and time costs and improving editing efficiency. On the other hand, by generating new scene components by combining existing scene components in the game program, it is possible to break through the limitations of the existing scene component library, generate a large number of diverse target scene component combinations, and enrich the game content. On the other hand, the method of combining scene components does not require the execution of a complete modeling process, which is conducive to controlling the resource size of the generated target scene component combination, thereby reducing the overhead of computing power, storage and other resources and the cost of implementing the solution, and can be applied to lightweight scenarios such as mobile games. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] FIG1 shows a system architecture diagram of one embodiment of the present exemplary embodiment;
[0014] FIG2 is a flowchart showing a method for generating a game scene component according to the present exemplary embodiment;
[0015] FIG3 is a schematic diagram showing a game editing scene and scene component controls according to one exemplary embodiment of the present invention;
[0016] FIG4 is a schematic diagram showing a setting interface of a game editing scene in this exemplary embodiment;
[0017] FIG5 is a schematic diagram showing a prompt information input interface according to this exemplary embodiment;
[0018] FIG6 is a schematic diagram showing a search result corresponding to a scene component control search information in one exemplary embodiment of the present invention;
[0019] FIG7A is a schematic diagram showing one embodiment of the present exemplary embodiment in which the first scene component is not generated;
[0020] FIG7B is a schematic diagram showing one embodiment of the present exemplary embodiment of generating a portion of the first scene component;
[0021] FIG7C is a schematic diagram showing one embodiment of the present exemplary embodiment of generating all first scene components;
[0022] FIG8A is a schematic diagram showing a method of moving or copying a target scene component combination according to one exemplary embodiment of the present invention;
[0023] FIG8B is a schematic diagram showing one method of generating a list according to this exemplary embodiment;
[0024] FIG9 is a schematic structural diagram of a device for generating a game scene component according to one exemplary embodiment of the present invention;
[0025] FIG. 10 is a schematic structural diagram of an electronic device according to the exemplary embodiment. DETAILED DESCRIPTION
[0026] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0027] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0028] The modeling and editing of game scene components are mainly completed manually by game developers, which requires high manpower and time costs. With the development of artificial intelligence technology, solutions for game modeling through artificial intelligence models have emerged in related technologies. For example, by inputting descriptive words into the model, the model can automatically execute the instructions of DCC (Digital Content Creation) software to build models of game scene components, etc. However, the implementation of these solutions requires a large amount of computing power and storage resources. For example, it is impossible to control the number of facets and resource size of the created scene components, resulting in excessively high implementation costs and difficulty in application in lightweight scenarios such as mobile games.
[0029] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a method for generating a game scene component.
[0030] Figure 1 shows the system architecture of the operating environment of this exemplary embodiment. This system architecture may include a terminal device 110 and a server 120. The terminal device may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device. It has a display function and is capable of displaying a graphical user interface (GUI). The GUI may include an operating system interface or an application program interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the game program runs on the terminal device 110, the game editing scene, component preview scene, and the like may be displayed in the GUI, allowing the user to perform editing operations. The server 120 generally refers to the backend system that provides the game service in this exemplary embodiment and may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link for data transmission. The game scene component generation method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.
[0031] In one embodiment, the game scene component generation method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program execution entity and the game screen presentation entity are separated. The storage and execution of the in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing a game or editing a game scene, the user operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0032] In one embodiment, the game scene component generation method can be implemented in a stand-alone game. No server deployment is required, and the entire game program can be installed on the terminal device 110 and the game scene component generation method can be executed.
[0033] In one embodiment, referring to FIG2 , the method for generating a game scene component may include the following steps S210 to S240:
[0034] Step S210: Displaying a first game editing scene area in the game editing scene in a graphical user interface provided by the running game program, and providing a plurality of scene component controls; the scene component controls are configured to respond to and generate corresponding scene components in the game editing scene according to a first preset operation;
[0035] Step S220: providing a prompt information input control in the graphical user interface, and obtaining scene component prompt information based on input into the prompt information input control;
[0036] Step S230, determining information of a first scene component according to the scene component prompt information; the first scene component is a scene component used to form a target scene component combination; the target scene component combination is a scene component combination to be generated corresponding to the scene component prompt information;
[0037] Step S240: Generate a first scene component based on the information of the first scene component to form a target scene component combination.
[0038] In the method shown in Figure 2, on the one hand, a solution for quickly and efficiently generating game scene components is provided, which can generate corresponding target scene component combinations based on the scene component prompt information input by the user, without the user having to perform a large amount of manual operations to edit and generate scene components, reducing manpower and time costs and improving editing efficiency. On the other hand, by generating new scene components by combining existing scene components in the game program, it is possible to break through the limitations of the existing scene component library, generate a large number of diverse target scene component combinations, and enrich the game content. On the other hand, the method of combining scene components does not require the execution of a complete modeling process, which is conducive to controlling the resource size of the generated target scene component combination, thereby reducing the overhead of resources such as computing power and storage and the cost of implementing the solution, and can be applied to lightweight scenarios such as mobile games.
[0039] Each step in Figure 2 is described in detail below.
[0040] Referring to Figure 2, in step S210, the first game editing scene area in the game editing scene is displayed in the graphical user interface provided by the running game program, and multiple scene component controls are provided; the scene component controls are configured to respond to and generate corresponding scene components in the game editing scene according to the first preset operation.
[0041] This exemplary embodiment provides a game editing function for players. The game program in step S210 can be the main game program. When the main game program is running, the user can select a specific option to enter the editing interface and use the editing function. Alternatively, the game program in step S210 can be an editing program that is compatible with the main game program and can be run independently of the main game program. When the editing program is running, the user can use the editing function.
[0042] The graphical user interface provided by the game program includes one or more interfaces. Users can use the editing function to edit game scenes. They can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. A game editing scene is a game scene displayed in an edited state. A game editing scene includes one or more scene components. These can be pre-installed (for example, the game program may provide multiple preset game scenes of different styles, and users can select a preset game scene to edit, which initially comes with pre-installed scene components) or user-generated. A scene component is a person or object (or a part of a person or object) in the game editing scene. A scene component can be an object generated, used, or edited during the game editing phase and configured to generate a corresponding virtual model during the game runtime. Virtual models can be configured with either visual or non-visual effects. That is, during the game runtime, the virtual model corresponding to a scene component can be a visible object with a specific appearance or an invisible object (for example, the "spawn point," the initial location of the player character in the game, is a scene component with a specific size and shape but is invisible in the game). In games, scene components and their corresponding virtual models usually have the same appearance, so they can be considered the same object and are not specifically distinguished in this article. In programs, scene components and virtual models can be stored as different types of program objects.
[0043] In a game editing scene, users can edit the game scene's environment, such as background, weather, and lighting. They can also edit scene components, such as adding or deleting a scene component and setting its properties. When displaying the game editing scene, multiple scene component controls can be provided to generate corresponding scene components in the game editing scene in response to and based on the user's first preset operation. Scene component controls can be divided into different component types. Figure 3 shows a schematic diagram of a game editing scene and scene component controls. Referring to Figure 3, scene component controls can be provided in the form of a list (including one or more levels of lists, with Figure 3 showing a second-level list), with the list showing one or more levels of component types. For example, "structure," "object," "environment," "mechanism," "creature," and "combination" are first-level component types. Each first-level component type includes one or more second-level component types. For example, the first-level component type "object" includes second-level component types such as "furniture," "interior decoration," and "lamp." Each second-level component type includes one or more scene component controls. For example, the second-level component type "furniture" includes scene component controls such as "log coffee table," "round low table," "small wooden table," and "European-style table." The user can perform a first preset operation on the scene component control, such as a click or drag operation, to generate the corresponding scene component in the game editing scene. For example, in Figure 3, the user drags the "Round Low Table" scene component control to a certain location in the game editing scene to trigger the generation of the Round Low Table scene component at that location. This disclosure does not limit the form or appearance of the scene component control. The scene component control can display the name of the scene component or the icon of the scene component.
[0044] In one embodiment, a scene component control is configured with a corresponding scene component template, which includes pre-edited scene component parameters. Scene component parameters may include one or more parameters such as shape, color, texture, transparency, material, size, and orientation, and may also include other parameters. When users edit a scene component in a game editing scene, they need to set the scene component parameters for the scene component. When a scene component is generated in the game editing scene using the scene component control, the scene component parameters in the scene component template corresponding to the scene component control can be called to quickly generate the scene component based on these parameters. It can be understood that the scene component control is a pre-edited, templated scene component. The scene component parameters are configured in the form of a template and provided to the user in the form of a scene component control. When users use the scene component control, they are effectively applying the scene component template. This improves editing efficiency. Of course, after a scene component is generated, its scene component parameters can be modified, such as by scaling, changing its size, rotating, and changing its orientation, or by color setting, changing its color and transparency.
[0045] Game programs can include built-in scene component controls, such as game developers pre-editing scene component templates and configuring them as scene component controls for players to use. Furthermore, players can also be allowed to configure scene component controls. For example, players can model scene components in the game editing scene or other editing interface and save the scene component parameters to form a scene component template and configure it as a scene component control.
[0046] In one embodiment, users can edit and update scene component controls. For example, they can modify the scene component template corresponding to the scene component control, modify the scene component parameters therein, save the changes, and then update the scene component template corresponding to the scene component control. When subsequently generating a scene component in a game editing scene using the scene component control, the scene component parameters in the updated scene component template can be used to generate the scene component.
[0047] In one embodiment, multiple scene components can be combined into a scene component combination. In this way, complex and diverse components of people or objects can be formed in the game. For the scene component combination, corresponding scene component controls can also be configured. For example, the user can combine the block component onto the circular surface of the cylinder component to form a mechanism component in the form of a roller. A new scene component control can be configured based on the scene component parameters of the mechanism component. Subsequently, the user can use the scene component control to generate a mechanism component in the game editing scene. This makes it possible to generate a scene component combination with one click, which is very convenient.
[0048] For ease of distinction, a single scene component can be referred to as a base scene component. It cannot be split and can be considered the smallest component in a game editing scene. Unless otherwise specified, the scene component mentioned in this article can refer to either a base scene component or a combination of scene components.
[0049] In one embodiment, a second virtual camera may be provided in the game editing scene. To distinguish them, this document refers to the virtual camera in the component preview scene as the first virtual camera, and the virtual camera in the game editing scene as the second virtual camera. A virtual camera is a shooting tool in the game program that simulates a real camera, and the second virtual camera is used to shoot to form the image in the game editing scene. The second virtual camera can be set at any position in the game editing scene and shoot the scene from any perspective, that is, it can have any posture, and its posture can be fixed or dynamically changing. In addition, any number of second virtual cameras can be provided in the game editing scene, and different second virtual cameras can capture different game scene images. For example, two second virtual cameras are provided in the game editing scene, one for shooting the main screen of the game editing scene, and the other for shooting the auxiliary screen of the game editing scene. When the main screen shows the front of a scene component, the auxiliary screen can show the side or back of the scene component, etc., to help users see more comprehensive information.
[0050] The game editing scene can present two different perspectives, namely the observation perspective and the game perspective. The user can set which perspective to use in the game editing scene. For example, Figure 4 shows the setting interface of the game editing scene. The interface provides an option control for the perspective, and the user can choose to use the observation perspective or the game perspective. The observation perspective refers to observing the game editing scene from a third-person perspective. In the observation perspective, the user can not control the game character in the game editing scene, but directly control the second virtual camera to move the perspective (the virtual camera is not displayed). The game perspective refers to observing the game editing scene from a first-person perspective. In the game perspective, the user can control a game character in the game editing scene. The game character can be bound to the second virtual camera, that is, the positional relationship between the game character and the second virtual camera is fixed. For example, the game character can be located at the focus of the second virtual camera. When the user controls the game character to move, the second virtual camera moves synchronously, thereby moving the perspective. Of course, in the observation perspective, it is also possible to set an invisible game character in the game editing scene, which is equivalent to hiding the game character in the game perspective. When the user moves the perspective, the second virtual camera can be moved by moving the game character. In the observation perspective or game perspective, a virtual joystick, up or down controls, etc. can be set in the game editing scene, and the user can move the second virtual camera or move the game character by operating these controls.
[0051] In addition, other setting controls may be provided in the setting interface of the game editing scene, such as a "grid display" setting control for setting the grid display mode in the game editing scene, a "lens speed" setting control for setting the movement speed of the second virtual camera or the movement speed of the virtual object controlled by the player in the game running scene, etc. This disclosure is not particularly limited.
[0052] The first game editing scene area is a local area in the game editing scene, which can be a default editing area or a currently displayed area. For example, when entering the game editing scene, the virtual character or the second virtual camera controlled by the user can be in a default position in the game editing scene (such as the origin, or other preset coordinate points), and an area of a certain size can be determined as the first game editing scene area with the default position as the center. Alternatively, a certain boundary can be set in the game editing scene (the boundary can be invisible, such as an "air wall"), and the user is not allowed to edit in the area outside the boundary, then the area within the boundary is the first game editing scene area.
[0053] Continuing to refer to FIG. 2 , in step S220 , a prompt information input control is provided in the graphical user interface, and scene component prompt information input based on the prompt information input control is obtained.
[0054] The scene component prompt information is information input by the user or automatically generated by the game program to describe the required scene components. It can be information of any modality or type, such as text, voice, or image. In one embodiment, the scene component prompt information can be descriptive information based on natural language, such as text description information. The prompt information input control is used to input the scene component prompt information, such as a text input control, a voice input control, etc. The prompt information input control can be provided in the game editing scene, or in other editing or setting interfaces.
[0055] In one embodiment, providing a prompt information input control in a graphical user interface and obtaining scene component prompt information based on input of the prompt information input control may include the following steps:
[0056] In response to a third preset operation, displaying a prompt information input interface in the graphical user interface, and providing a prompt information input control in the prompt information input interface;
[0057] In response to a fourth preset operation, scene component prompt information input based on the prompt information input control is obtained.
[0058] Among them, the third preset operation can be a trigger operation to start the scene component generation process. The prompt information input interface is an interface for inputting scene component prompt information, which can be a sub-interface in the game editing scene, or an editing interface outside the game editing scene. The prompt information input interface includes a prompt information input interface, and can also include other information or controls. The fourth preset operation is an operation of inputting scene component prompt information through the prompt information input control. For example, the prompt information input control is a text input control. The fourth preset operation can be an operation of the user inputting text in the text input control and confirming it, thereby using the text entered by the user as the scene component prompt information.
[0059] In one embodiment, a generator control is provided in the game editing scene, and the third preset operation is a triggering operation on the generator control. For example, the game editing scene provides generator controls for generating different types of scene components, such as a picture wall generator control, a pixel text generator control, a flower generator control, a building generator control, and a universal generator control. When a user triggers the universal generator control (e.g., clicks it), a prompt information input interface is displayed.
[0060] Figure 5 shows a schematic diagram of the prompt information input interface. This interface includes a prompt information input control 501, which is a text input field, and a confirmation generation control 502 (i.e., a "preview" control). The user enters text information in the prompt information input control 501 and clicks the confirmation generation control 502, which is the fourth preset operation. The prompt information input control 501 can limit the length of the text entered by the user, such as limiting the input to a maximum of 30 characters, to prevent users from entering overly long or complex scene component prompt information, which would cause server pressure.
[0061] In one embodiment, providing a prompt information input control in a graphical user interface and obtaining scene component prompt information based on input of the prompt information input control may include the following steps:
[0062] Providing a scene component control search control in the graphical user interface as a prompt information input control;
[0063] Gets the scene component control search information based on the scene component control search control input as scene component prompt information.
[0064] As shown in reference figure 6, since the number of scene component controls and component types may be large, in order to facilitate users to find scene component controls, a scene component control search control 601 is provided, which is used to search for scene component controls by entering keywords. It should be understood that when the user searches for a scene component control, the purpose is to find a specific scene component control, and then use the scene component control to generate a corresponding scene component in the game editing scene. In this exemplary embodiment, the scene component control search control 601 can be used as a prompt information input control, and the scene component control search information entered by the user in the scene component control search control 601 can be used as the scene component prompt information. The target scene component combination is generated based on the scene component control search information to meet user needs.
[0065] In one embodiment, the game scene component generation method may further include the following steps:
[0066] According to the scene component control search information, searching for a scene component control that matches the scene component control search information, and displaying the scene component control in the search results corresponding to the scene component control search information;
[0067] When the information of the first scene component is determined, a control corresponding to the target scene component combination is generated and displayed in the search result corresponding to the scene component control search information.
[0068] In particular, based on the scene component control search information, a search may be performed within a scene component control set preset by the editing function of the game program, such as searching within all existing scene component controls. When generating a control corresponding to a target scene component combination, a triggering operation on the control corresponding to the target scene component combination may be responsive to generating the target scene component combination within the game editing scene. For example, a first scene component may be generated within the game editing scene based on information about the first scene component to form the target scene component combination.
[0069] As an example, referring to FIG6 , a user enters "soccer" in the scene component control search control 601 to search for information about scene component controls. On the one hand, a scene component control matching "soccer" can be searched across all scene component controls. For example, if three scene component controls, "soccer," "basketball," and "balloon," are found, they will be displayed in the search results. On the other hand, using "soccer" as the scene component prompt information, step S230 is executed to obtain information about the first scene component and generate a control 602 corresponding to the target scene component combination. This control 602 can also be displayed in the search results. The user can use control 602 to generate the corresponding soccer scene component in the game editing scene. It should be understood that if multiple target scene component combinations are generated, multiple corresponding controls can be provided. For example, FIG6 shows the generated result "AI Soccer 1" (AI stands for artificial intelligence, and here it represents a soccer ball generated by AI, numbered 1). In addition, "AI Soccer 2," "AI Soccer 3," and so on can also be obtained. In this exemplary embodiment, when searching for scene component controls, the user can provide search results beyond existing scene component controls, allowing the user to edit and generate a more diverse range of scene components in the game editing scene.
[0070] In one embodiment, when a prompt information input control is provided in a graphical user interface, the game scene component generation method may further include the following steps:
[0071] Display sample prompt information; sample prompt information is used as scene component prompt information when no scene component prompt information is entered.
[0072] Among them, the sample prompt information can be displayed when entering the prompt information input interface or displaying the prompt information input control. It can be displayed in or around the prompt information input control, and can serve as a demonstration reference for users to input scene component prompt information. The sample prompt information can be randomly generated, or adopt more standardized scene component prompt information input by other users, or adopt scene component prompt information that is frequently input by users, etc. In one embodiment, the sample prompt information can be displayed as text with a certain degree of transparency or gray, while when the user enters the scene component prompt information in the prompt information input control, it is displayed as text without transparency or white, so as to distinguish it.
[0073] If the user does not enter the scene component prompt information in the prompt information input control and perform the confirmation generation operation (such as clicking the "Preview" control), the sample prompt information is used as the scene component prompt information. For example, after entering the prompt information input interface shown in Figure 5, the sample prompt information is displayed in the prompt information input control 501. If the user clicks the confirmation generation control 502 without entering any scene component prompt information, the sample prompt information is used as the scene component prompt information, and subsequent steps S230 and S240 are executed to generate the corresponding target scene component combination.
[0074] In one embodiment, the game scene component generation method may further include the following steps:
[0075] Providing random information generation controls in the graphical user interface;
[0076] In response to the fifth preset operation, random information is generated according to the preset rules as the scene component prompt information; the fifth preset operation includes a triggering operation on the random information generation control.
[0077] Among them, the random information generation control can be used as a supporting control for the prompt information input control and displayed together with the prompt information input control. For example, with reference to Figure 5, the prompt information input interface includes a random information generation control 503, which can be an icon of a dice to express the meaning of random, or other text or icons that can express the meaning of random. The fifth preset operation is the operation of randomly generating the prompt information of the scene component, such as the triggering operation and the confirmation generation operation of the random information generation control. For example, in Figure 5, the operation of the user clicking the random information generation control 503 and confirming the generation control 502 is the fifth preset operation.
[0078] The preset rules are restrictions on random information, so that the generated random information describes a certain object and avoids obtaining random information unrelated to the scene component. For example, if the preset rule is a noun plus multiple adjectives, then one can be randomly selected from the noun vocabulary, and multiple can be randomly selected from the adjective vocabulary to form the random information. If the preset rule is no more than 30 words, then the number of words in the random information can be limited to no more than 30, and so on. In this way, more standardized random information is obtained to serve as the scene component prompt information.
[0079] In one embodiment, the above-mentioned generation of random information according to a preset rule may include the following steps:
[0080] randomly determining a target object type cue word from a plurality of object type cue words;
[0081] Determine a target feature dimension from the feature dimensions under the target object type corresponding to the target object type prompt word, and randomly determine a target feature prompt word from the feature prompt words of the target feature dimension;
[0082] Generate random information based on the target object type prompt word and the target feature prompt word.
[0083] Among them, the object type refers to the type of scene component generated by the prompt information, such as the object types of table, chair, sofa, cabinet, bed, etc. The object type prompt word is a word used to describe the object type, such as the name of the object type such as "table", "chair", "sofa", "cabinet", "bed", etc. For example, if scene components under the five object types of table, chair, sofa, cabinet, and bed can be generated, then five object type prompt words can be provided, and the game program randomly selects the target object type prompt word from them, which is equivalent to randomly determining that the object type of the scene component to be generated is the target object type.
[0084] In one embodiment, object types can have multiple levels, such as primary object types and secondary object types, and a primary object type can include one or more secondary object types. For example, a primary object type of chair includes secondary object types such as sun loungers, benches, and Chinese chairs. Secondary object types are further subdivided object types under a primary object type. Based on this, the target object type prompt words of each level can be determined sequentially from the lowest level to the highest level. Taking two levels as an example, the above-mentioned random determination of the target object type prompt word from multiple object type prompt words can include the following steps:
[0085] randomly determining a target first-level object type cue word from a plurality of first-level object type cue words;
[0086] If the target first-level object type corresponding to the target first-level object type prompt word includes multiple second-level object types, the target second-level object type prompt word is randomly determined from the second-level object type prompt words corresponding to the multiple second-level object types.
[0087] For example, multiple first-level object type prompts include "table," "chair," "sofa," "cabinet," and "bed." "Chair" is randomly determined as the target first-level object type prompt, i.e., the object type "item" is selected as the target first-level object type. Secondary object types under this target type include furniture, interior decoration, and lamps. A target second-level object type prompt can be randomly determined from the second-level object type prompts "sun lounge," "bench," "lounge chair," and "rocking chair." For example, "sun lounge" is randomly selected. Thus, two target object type prompts, "chair" and "sun lounge," are obtained.
[0088] If the target first-level object type corresponding to the target first-level object type prompt word includes a second-level object type, the second-level object type prompt word corresponding to the second-level object type is used as the target second-level object type prompt word.
[0089] It should be understood that the above explanation uses two levels of object types as an example. If there are three or more levels of object types, a target object type prompt word can be randomly determined at each level until the target object type prompt word at the highest level is obtained. For example, if the target second-level object type corresponding to the target second-level object type prompt word includes multiple third-level object types, a target third-level object type prompt word can be further randomly determined from the third-level object type prompt words corresponding to the multiple third-level object types. Using a similar approach, a target fourth-level object type prompt word, a target fifth-level object type prompt word, and so on can be obtained.
[0090] The scene component under the target object type (if there are multiple levels of object types, the target object type can be the target object type of the highest level) can have one or more feature dimensions, and the feature dimension refers to the feature or attribute of the scene component in a certain aspect. For example, under the target object type of sun lounger, the feature dimensions can include: whether there is a backrest, whether there are armrests, whether it is foldable, how many legs it has, and so on. One or more target feature dimensions can be determined from the feature dimensions under the target object type. The target feature dimensions can be randomly selected, or the target feature dimensions can be determined in a certain order (such as according to the feature significance, the feature of whether there is a backrest is the most significant, and this feature dimension is given priority as the target feature dimension). Each feature dimension has one or more feature prompt words, such as the feature dimension of "whether there is a backrest", whose feature prompt words are "backrest", "no backrest", and the feature dimension of "how many legs there are", whose feature prompt words are "3 legs", "4 legs", etc. A random selection can be made from the feature prompt words of the target feature dimension as the target feature prompt word.
[0091] The target object type prompt words and target feature prompt words obtained above are combined, for example, by concatenating them with delimiters such as commas, and by adding start and end characters, to form random information. If the target object type prompt words include target object type prompt words from multiple levels, the target object type prompt words from each level can be used in the random information, or only the target object type prompt words from the highest level can be used.
[0092] In one embodiment, the random information generated according to the preset rules may further include the following steps:
[0093] The target color cue word is randomly determined from multiple color cue words and added to the random information.
[0094] The color prompt words can be color names, such as yellow, bright yellow, light yellow, and cream yellow, or color style words, such as bright, rich, and elegant. A color prompt word can be randomly selected from the color prompt words as the target color prompt word and added to the random information, that is, the random information includes descriptive information about the color.
[0095] The above method of generating random information by randomly determining the target object type prompt word, target feature prompt word, and target color prompt word can ensure that the keywords in the random information are mutually correlated and adapted, which is conducive to the subsequent generation of high-quality target scene component combinations.
[0096] In one embodiment, in response to a triggering operation on the random information generation control, random information is generated and overwrites the information already entered in the prompt information input control. For example, if a user has already entered some words in the prompt information input control and clicks the random information generation control, the generated random information will overwrite the words entered by the user.
[0097] In one embodiment, in response to a triggering operation on a random information generation control, random information is generated and added to the prompt information input control. For example, if a user has already entered some words in the prompt information input control and then clicks the random information generation control, the generated random information is added to the prompt information input control and coexists with the user-entered words. In this way, the user-entered information and the random information can be combined to generate a scene component prompt information.
[0098] In one embodiment, in response to the triggering operation of the confirmation generation control, the current information in the prompt information input control is used as the scene component prompt information. In order to prevent users from frequently using the scene component generation function and causing excessive pressure on the server or terminal device, usage restrictions can be set for the confirmation generation control, such as setting a cooling time (such as 15 seconds) for the confirmation generation control. After the confirmation generation control is triggered once, the confirmation generation control is set to an unusable state within the cooling time, and is reset to a usable state after the cooling time ends. Different colors, transparency, etc. can be used to distinguish them. For example, when the confirmation generation control is in an unusable state, it is set to gray, or a locked icon is added.
[0099] The above describes the interactive process of obtaining scene component prompt information. Continuing with FIG2 , in step S230 , information about a first scene component is determined based on the scene component prompt information; the first scene component is the scene component used to form a target scene component combination; the target scene component combination is the scene component combination to be generated corresponding to the scene component prompt information.
[0100] In this exemplary embodiment, the user is supported to input scene component prompt information (or use sample prompt information, random information, etc. as scene component prompt information) to generate a scene component, and a new scene component is generated by combining existing scene components. Therefore, the scene component to be generated is a scene component combination, which is called a target scene component combination. The scene components used to form the target scene component combination are called first scene components, and the first scene components can all be scene components already existing in the game program, such as scene components generated by scene component controls. The target scene component combination can be composed of one or more first scene components.
[0101] In one embodiment, the scene component prompt information can be verified first, such as verifying that the scene component prompt information does not contain illegal or malicious information. If the verification is passed, the information of the first scene component is determined based on the scene component prompt information.
[0102] The information of the first scene component refers to the configuration or editing information of the first scene component used to form the target scene component combination, that is, when the first scene component is configured according to the information, the target scene component combination can be formed. Exemplarily, the information of the first scene component may include but is not limited to the following information: component type, that is, the scene component of which component type the first scene component is; the number of components, that is, the number of first scene components required, which may include the number of each component type, such as 3 square components and 2 cylindrical components required; relative pose, which refers to the relative pose relationship between different first scene components, thereby determining how to place each first scene component when combining the first scene components; morphological information, which refers to attribute information that affects the morphological appearance, which may include size, color, texture, material, etc.
[0103] In one embodiment, the determining of the information of the first scene component according to the scene component prompt information may include the following steps:
[0104] Sending the scene component prompt information to the server, so that the server processes the scene component prompt information using a pre-trained component generation model to obtain information of the first scene component;
[0105] Receive the information of the first scene component returned by the server.
[0106] The component generation model may be any type of machine learning model, such as a Large Language Model (LLM). The server may parse the scene component prompt information through the component generation model, output the information of the first scene component, and return it to the terminal device.
[0107] In one embodiment, the component generation model may also be deployed on the terminal side, and the terminal device may run the component generation model locally, process the scene component prompt information, and obtain the information of the first scene component.
[0108] Continuing to refer to FIG. 2 , in step S240 , a first scene component is generated based on the information of the first scene component to form a target scene component combination.
[0109] The first scene component can be generated in a game editing scene or other editing interface. The process of generating the first scene component can include loading a program object of the first scene component (such as game resources, parameters, code, etc. including the first scene component), rendering the first scene component, etc. After the first scene component is generated based on the information of the first scene component, the first scene components are arranged and combined according to their positional relationships, and the generated first scene components, as a whole, form a target scene component combination.
[0110] In one embodiment, the above-mentioned step of generating the first scene component based on the information of the first scene component to form the target scene component combination may include the following steps:
[0111] Based on the component type of the first scene component, obtain the first scene component of the corresponding component type;
[0112] Setting the shape of the first scene component according to the shape information of the first scene component;
[0113] According to the relative positions between different first scene components, the first scene components after setting the form are combined to form a target scene component combination.
[0114] For example, based on the component type of the first scene component, each first scene component can be obtained, such as the corresponding first scene components can be obtained one by one according to the component type of each first scene component. Next, the morphology of each first scene component can be set according to the morphological information of each first scene component, such as setting the size, color, texture, material, etc. Finally, according to the relative posture between different first scene components, the direction and position are adjusted and then combined to form a target scene component combination. It should be understood that the order of the above steps can be reversed. For example, based on the component type of the first scene component, the first scene component of the corresponding component type can be obtained, and then the first scene components can be combined according to the relative posture between different first scene components. Finally, according to the morphological information of the first scene component, the morphology of the first scene component can be set. In this way, the target scene component combination can also be formed.
[0115] In one embodiment, the above-mentioned step of generating the first scene component based on the information of the first scene component to form the target scene component combination may include the following steps:
[0116] In the game editing scene, a first scene component is generated based on the information of the first scene component to form a target scene component combination.
[0117] For example, a first scene component can be generated in the game field of view corresponding to the game editing scene before entering the component preview scene or the prompt information input interface, so that the user can directly see the generation process of the first scene component or the target scene component combination after generation in the game editing scene.
[0118] In one embodiment, the above-mentioned step of generating the first scene component based on the information of the first scene component to form the target scene component combination may include the following steps:
[0119] A first scene component is generated based on information of the first scene component in the component preview scene to form a target scene component combination.
[0120] The component preview scene is a scene used to preview the generated target scene component combination. Exemplarily, the component preview scene is at least one of the following:
[0121] ① Determine a second game editing scene area from the game editing scene as a component preview scene. The second game editing scene area is a local area in the game editing scene, which is different from the first game editing scene area. In one embodiment, the game field of view corresponding to the second game editing scene area does not include the scene components in the first game editing scene area. In this way, when the second game editing scene area is used as the component preview scene, the user will not see the scene components edited and generated in the game editing scene in the component preview scene. In one embodiment, the distance between the second game editing scene area and the scene components generated in the game editing scene can be set to exceed the maximum field of view distance, or the distance between the second game editing scene area and the first game editing scene area can exceed the maximum field of view distance. The maximum field of view distance can be the maximum distance that a virtual camera (such as the first virtual camera or the second virtual camera) can image. If the distance between a scene component and the virtual camera exceeds the maximum field of view distance, even if the scene component is within the imaging angle of the virtual camera, the scene component will not be presented in the captured image. Therefore, when the second game editing scene area is used as the component preview scene and the first virtual camera in the component preview scene is used to shoot the image of the component preview scene, the scene components generated in the game editing scene will not be shot. In this way, only the generated target scene component combination is displayed in the component preview scene, which is convenient for user observation.
[0122] ② Create a game scene as a component preview scene. For example, you can create a blank game scene as a component preview scene. This scene does not contain any scene components other than the target scene component combination. You can also set the background, theme, etc. of this scene to be the same as the game editing scene. In this way, users can observe the target scene component combination in the component preview scene to accurately estimate its effect in the game editing scene.
[0123] In one embodiment, a first virtual camera is provided in the component preview scene for capturing images in the component preview scene. The first virtual camera can be provided at any position in the component preview scene and capture the scene from any perspective, i.e., it can have any posture, which can be fixed or dynamically changing. Accordingly, the above-mentioned generation of the first scene component based on the information of the first scene component in the component preview scene to form the target scene component combination can include the following steps:
[0124] At the current orientation of the first virtual camera and at a first preset distance from the first virtual camera, a first scene component is generated based on information of the first scene component to form a target scene component combination.
[0125] Among them, the current direction of the first virtual camera refers to the direction in which its lens is facing, which can be the direction of the optical axis of the first virtual camera. The first preset distance can be the focal length of the first virtual camera, and can also be determined according to the size of the target scene component combination. At the current direction of the first virtual camera and the first preset distance from the first virtual camera, the first scene component is generated based on the information of the first scene component, which can make all the first scene components appear in the middle of the component preview scene screen and present an appropriate size, avoiding the target scene component combination from exceeding the screen range of the component preview scene, and also avoiding the target scene component combination from being too small in the screen, thus presenting the best observation state for the user.
[0126] In one embodiment, a first virtual camera is provided in the component preview scene for shooting to form a picture in the component preview scene; after generating the first scene component based on information of the first scene component in the component preview scene to form a target scene component combination, the game scene component generation method may further include the following steps:
[0127] When the first virtual camera is in a default position, the component preview scene including the target scene component combination is photographed by the first virtual camera to obtain a preview image of the target scene component combination.
[0128] Among them, the default posture can be a posture that is convenient for shooting the target scene component combination, such as a posture that is a first preset distance away from the target scene component combination and the optical axis is aligned with the target scene component combination. When the first virtual camera is in the default posture, the target scene component combination is in the best observation state. The component preview scene is shot by the first virtual camera to obtain a preview image of the target scene component combination, which can ensure the quality of the preview image. The preview image can be subsequently saved to the detailed information of the target scene component combination, or the preview image can be used as an icon in the control corresponding to the target scene component combination.
[0129] In one embodiment, in response to a specific operation in the component preview scene, the first virtual camera can be adjusted to a default position and the component preview scene can be photographed by the first virtual camera to obtain a preview image. The specific operation can be a screenshot operation, saving the target scene component combination, adding it to a generated list, etc.
[0130] In one embodiment, the game scene component generation method may further include the following steps:
[0131] In response to the viewing angle adjustment operation in the component preview scene, the first virtual camera is controlled to rotate around the target scene component combination.
[0132] The viewing angle adjustment operation can be a sliding operation or a rotating viewing angle control operation, etc., for adjusting the shooting angle of the first virtual camera. In response to the viewing angle adjustment operation in the component preview scene, when controlling the rotation of the first virtual camera, the target scene component combination is always used as the rotation center. In this way, the first virtual camera is kept facing the target scene component combination, so that the target scene component combination is always the primary display object in the component preview scene.
[0133] In addition, the user can also perform a zoom operation in the component preview scene, such as a two-finger zoom operation, thereby controlling the first virtual camera to adjust the focal length. Specifically, in response to a zoom-out operation in the component preview scene (such as a two-finger pinch operation), the focal length of the first virtual camera is reduced, and its field of view becomes larger, that is, the space accommodated in the picture becomes larger, and the objects in the picture (mainly the target scene component combination) become smaller. In response to a zoom-in operation in the component preview scene (such as a two-finger spread operation), the focal length of the first virtual camera is increased, and its field of view becomes smaller, that is, the space accommodated in the picture becomes smaller, and the objects in the picture become larger.
[0134] In one embodiment, the position of the target scene component combination in the component preview scene can be set to be fixed, and the user cannot move the target scene component combination, thereby preventing the user from moving the target scene component combination to a position that is not conducive to observation.
[0135] In one embodiment, the above-mentioned generating the first scene component based on the information of the first scene component in the component preview scene to form the target scene component combination may include the following steps:
[0136] Determining a generation order of different first scene components, wherein the generation order of at least some of the first scene components is different from the generation order of other first scene components;
[0137] Based on the information of the first scene component and in accordance with the generation order of the first scene component, the first scene component is generated in the component preview scene to form a target scene component combination.
[0138] Among them, for all the first scene components, the generation order is not exactly the same, that is, all the first scene components have a certain generation order, and are not generated at the same time. The generation order of different first scene components can be randomly determined according to the processing power of the game program. For example, when the game program generates the first scene component, it can run M threads responsible for generation in parallel, so that M first scene components can be generated at the same time. The first scene components can be divided into M groups, and the same generation order can be set for each group, or the scene components can be divided into M sets, and the generation order for the first scene components in each set is set in the order of 1, 2, 3, ... For another example, the generation order can be determined according to the relative positions of different first scene components. Specifically, there is a first scene component that serves as a posture reference. If the position coordinates and angle coordinates of the first scene component are both 0, the generation order of the first scene component is set to 1 (i.e., the first generation). Next, the generation order of other first scene components can be determined in a certain direction order (such as from left to right, from top to bottom, etc.) as 2, 3, 4... The closer the first scene component is to the first scene component with a generation order of 1, the earlier its generation order can be.
[0139] When the generation order of the first scene components is determined, each first scene component can be gradually generated according to the generation order, so that the generation process of the first scene components is more orderly, and the game program is prevented from loading too much data at one time.
[0140] In one embodiment, the above-mentioned generation of the first scene component in the component preview scene based on the information of the first scene component and in accordance with the generation order of the first scene component to form a target scene component combination may include the following steps: loading the information of each first scene component in sequence according to the generation order of the first scene component; the information may include component type, morphological information, and relative posture; after successfully loading the information of the first scene component, generating a scene component of the corresponding component type according to the component type, setting its morphology according to the morphological information, and then placing it in the corresponding position and adjusting the angle according to the relative posture; after generating all the first scene components, forming a target scene component combination.
[0141] In one embodiment, the above-mentioned generation of the first scene components in the component preview scene based on the information of the first scene components and in the order in which the first scene components are generated may include the following steps: dynamically displaying the process of generating the first scene components in the component preview scene based on the information of the first scene components and in the order in which the first scene components are generated within the component preview scene. Referring to Figures 7A, 7B, and 7C, the generation process of the first scene components can be dynamically displayed within the component preview scene 701. For example, as shown in Figure 7A, a screen without any generated first scene components is initially displayed; then, as shown in Figure 7B, the generated first scene components are gradually displayed; finally, as shown in Figure 7C, when all first scene components have been generated, the complete target scene component combination 703 is displayed. This allows users to view the entire generation process, avoiding pointless waiting during the generation process and providing a stronger perception of the generation process, resulting in a better user experience.
[0142] In one embodiment, after generating the first scene component based on the information of the first scene component in the component preview scene to form a target scene component combination, the game scene component generation method may further include the following steps:
[0143] In response to the sixth preset operation, the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene.
[0144] Among them, the sixth preset operation is an operation for generating a target scene component combination in the game editing scene, such as the component preview scene 701 shown in reference Figure 7C, and the sixth preset operation can be a trigger operation (such as clicking) to the "generate to scene" control. Since the target scene component combination has been generated in the component preview scene, there is no need to repeat the generation process in the game editing scene. The target scene component combination generated in the component preview scene can be moved or copied to the game editing scene. For example, the component preview scene is the second game editing scene area in the game editing scene, and the position coordinates of the target scene component combination can be adjusted to move it to a suitable position in the game editing scene. It should be noted that the game field of view before entering the component preview scene can be maintained in the game editing scene. Therefore, the target scene component combination can be moved or copied to the game field of view, so that when returning to the game editing scene by the component preview scene or other interfaces, the user can see the target scene component combination without moving the viewing angle, which is very clear and intuitive.
[0145] Figure 8A shows a schematic diagram of moving or copying a target scene component combination to a game editing scene. Before entering the component preview scene, the game field of view corresponding to the game editing scene can be shown in the upper figure of Figure 8A, and the displayed area can be the first game editing scene area. After the target scene component combination is generated into the scene, the target scene component combination can be moved or copied to the original game field of view, as shown in the lower figure of Figure 8A, so that the user can see the target scene component combination.
[0146] Generating a target scene component combination in the game editing scene by moving or copying can save computing power costs and achieve fast generation, avoiding user waiting.
[0147] In one embodiment, a second virtual camera is provided in the game editing scene for shooting to form a picture in the game editing scene. The above-mentioned moving or copying the target scene component combination to the game editing scene may include the following steps:
[0148] The target scene component combination is moved or copied to the current orientation of the second virtual camera and a second preset distance from the second virtual camera.
[0149] The current orientation of the second virtual camera refers to the direction in which its lens is facing, which can be the direction of the optical axis of the second virtual camera. The second preset distance can be the focal length of the second virtual camera, or can be determined based on the size of the target scene component combination. Using the current orientation of the second virtual camera and the second preset distance from the second virtual camera as the location for placing the target scene component combination in the game editing scene can ensure that the target scene component combination appears in the center of the game editing scene screen and is of an appropriate size.
[0150] It should be noted that before the target scene component combination is moved or copied to the game editing scene, the second virtual camera can maintain the default posture, such as the starting posture each time the game editing scene is entered, or it can maintain the posture after the user's last operation in the game editing scene. For example, in response to the third preset operation, the prompt information input interface is entered from the game editing scene, and in response to the fourth preset operation, the scene component prompt information is obtained, and the component preview scene is entered from the prompt information input interface. The first scene component is generated in the component preview scene to form the target scene component combination. In response to the sixth preset operation, the game editing scene is returned from the component preview scene. At this time, the second virtual camera in the game editing scene maintains the posture when the user performs the third preset operation, that is, its viewing angle, focal length, etc. are the same as the viewing angle and focal length before entering the prompt information input interface.
[0151] In one embodiment, in response to the sixth preset operation, moving or copying the target scene component combination to the game field of view corresponding to the game editing scene before entering the component preview scene may include the following steps:
[0152] In response to the sixth preset operation, if the sum of the resource occupancy value of the target scene component combination and the current resource occupancy value of the game editing scene does not exceed the preset upper limit value, the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene.
[0153] The resource usage value is a parameter that quantifies the storage, computing power, and other resources occupied by scene components, game scenes, and so on. The current resource usage value of a game editing scene can be the sum of the basic resource usage value of the game editing scene (such as the basic information of the game editing scene and the resource usage value of the background) and the usage values of the scene components generated in the game editing scene. The preset upper limit is an upper limit set for the resource usage value of each game scene. If the game scene edited by the user is too complex, it will take up too much storage space when stored and may easily cause lags during runtime. Setting a preset upper limit can avoid this situation. If the sum of the resource usage value of the target scene component combination and the current resource usage value of the game editing scene exceeds the preset upper limit, the target scene component combination cannot be generated into the game editing scene, and a corresponding prompt message can be displayed to remind the user to delete the scene components in the game editing scene. If the sum of the resource usage value of the target scene component combination and the current resource usage value of the game editing scene does not exceed the preset upper limit, the target scene component combination is allowed to be generated into the game editing scene, and the instruction to move or copy the target scene component combination to the game editing scene can be executed.
[0154] In one embodiment, the game scene component generation method may further include the following steps:
[0155] If the duration of the generation process exceeds the first preset duration, the first preset information is displayed during the generation process.
[0156] The generation process includes: determining the information of the first scene component based on the scene component prompt information, or determining the information of the first scene component based on the scene component prompt information, and generating the first scene component based on the information of the first scene component to form the target scene component combination. That is, the generation process is the process of step S230, or the process of steps S230 and S240. The first preset duration can be determined based on the specific situation. For example, if the user has little perception of a wait time of less than 1 second, but is significantly aware of a wait time of more than 1 second, the first preset duration can be set to 1 second. The first preset information can be a waiting prompt to remind the user that the generation process is currently executing. As shown in Figures 7A and 7B, the first preset information can be a text message such as "Waiting for generation results" or other similar text. If the generation process lasts longer than the first preset duration, to avoid the user's perception of a lag, the first preset message is displayed during the generation process to remind the user to wait for the generation process to complete.
[0157] In one embodiment, if the duration of the generation process exceeds the second preset duration, the generation process can be abandoned. The second preset duration is greater than the first preset duration, and may be the maximum duration required to generate a scene component, such as 5 seconds. If the duration of the generation process exceeds the second preset duration, it indicates that there is an abnormality in the generation process, such as a communication timeout with the server, which causes the terminal device to fail to receive the information of the first scene component returned by the server for a long time, or a freeze occurs when the terminal device locally loads the information of the first scene component. In this case, the generation process can be abandoned, that is, the generation process is no longer executed, and the game editing scene or prompt information input interface can be returned to, etc., and an abnormal prompt message of "data return error" or other similar meanings can also be displayed.
[0158] In one embodiment, in the component preview scene, the first scene component is generated based on the information of the first scene component to form a target scene component combination. Accordingly, the display of the first preset information during the generation process may include the following steps:
[0159] During the generation process, a waiting interface is displayed in the component preview scene, and the first preset information is displayed in the waiting interface.
[0160] Among them, the waiting interface can be a sub-interface in the component preview scene, such as the waiting interface can be implemented in the form of a pop-up window, a mask, etc. Referring to Figures 7A and 7B, the waiting interface 702 is an interface with transparency, which is superimposed on the screen of the component preview scene 701. The waiting interface 702 displays a first preset message to prompt the user to wait. Exemplarily, in response to the confirmation of the generation operation, the component preview scene 701 is entered and the generation process is started. During the generation process, the terminal device first sends the scene component prompt information to the server and waits for the information of the first scene component returned by the server. When the duration of the generation process exceeds the first preset duration, the waiting interface 702 is displayed in the component preview scene 701. At this time, the terminal device may not have received the information of the first scene component returned by the server, so the first scene component is not generated in the component preview scene 701. After the terminal device receives the information of the first scene component returned by the server, it generates each first scene component in sequence locally according to the information of the first scene component. The component preview scene 701 displays the process of dynamically generating the first scene components, and a waiting interface 702 remains displayed. The waiting interface 702 is transparent, allowing the user to see the dynamic process of generating the first scene components below the waiting interface 702. After all the first scene components are generated, the generation process ends, the waiting interface 702 closes, and the complete target scene component combination 703 is displayed in the component preview scene 701.
[0161] In one embodiment, after generating the first scene component based on the information of the first scene component to form the target scene component combination, the game scene component generation method may further include the following steps:
[0162] When the preset condition is triggered, the target scene component combination is added to the generation list;
[0163] In response to the seventh preset operation on the target scene component combination in the generated list, detailed information of the target scene component combination is displayed.
[0164] Among them, the generated list is a list of scene components generated by the generator. For example, Figure 8B shows a schematic diagram of the generated list, and the user can see the information of various types of scene components generated by the generator, and can also operate these scene components. Adding the target scene component combination to the generated list is equivalent to saving the target scene component combination. The saved information may include: detailed information of the target scene component combination, such as name, ID, scene component prompt information, preview image, generation or editing time, resource occupancy value (such as 650, 320 and other values in the generated list as shown in Figure 8B); editing parameters of the target scene component combination, such as information of the first scene component, etc.
[0165] Adding the target scene component combination to the generation list indicates that the user confirms to accept the generated target scene component combination. Therefore, the triggering preset condition can be that the user confirms to accept the target scene component combination. Exemplarily, the triggering preset condition can include but is not limited to the following situations: receiving the eighth preset operation, or completing the generation of the target scene component combination in the game editing scene. Among them, the eighth preset operation is the operation of adding the target scene component combination to the generation list. As shown in reference Figure 7C, the component preview scene 701 provides a control for adding to the generation list (i.e., the "Save to Queue" control). The user's triggering operation on this control is the eighth preset operation, which can trigger the target scene component combination to be added to the generation list. Generating the target scene component combination in the game editing scene can be the process of moving or copying the target scene component combination to the game editing scene in response to the sixth preset operation. When the process is completed, the target scene component combination can be added to the generation list, and relevant prompt information can also be displayed in the game editing scene, such as "Item generation successful, data can be viewed in the generation list". In the generation list shown in Figure 8B, the first item is the target scene component combination generated this time. The scene components in the list can be arranged in the order of the time when they were added to the generation list or the generation time. The higher the scene component is, the later it was added to the generation list or the generation time.
[0166] The seventh preset operation is an operation for viewing detailed information. As shown in reference FIG8B , the seventh preset operation can be a trigger operation for the rightmost "..." control. When the user performs the seventh preset operation on the target scene component combination in the generated list, a detailed interface of the target scene component combination can be triggered to be displayed, such as in a pop-up window or overlay. The detailed interface shows detailed information of the target scene component combination, such as the name, ID, scene component prompt information, preview image, generation or editing time, resource usage value, etc.
[0167] In one embodiment, after adding the target scene component combination to the generation list, the game scene component generation method may further include the following steps:
[0168] In response to an eighth preset operation for the target scene component combination in the generation list, the target scene component combination is generated in the game editing scene.
[0169] Among them, the eighth preset operation is an operation of generating the target scene component combination to the game editing scene in the generation list. As shown in reference figure 8B, a "generate to scene" control is provided in the generation list. The user's triggering operation of this control, namely the eighth preset operation, can trigger the generation of the target scene component combination in the game editing scene. It should be understood that if the target scene component combination has been generated in the component preview scene, then when it is necessary to generate the target scene component combination in the game editing scene, the target scene component combination can be moved or copied to the game editing scene. If the target scene component combination has been generated in the game editing scene, then in response to the eighth preset operation, a new target scene component combination can be generated in the game editing scene. There can be multiple target scene component combinations in the game editing scene.
[0170] In one embodiment, the determining of the information of the first scene component according to the scene component prompt information may include the following steps:
[0171] A plurality of component generation schemes are determined according to the scene component prompt information, and each component generation scheme includes information of a corresponding set of first scene components.
[0172] When the server (or terminal device) processes the scene component prompt information using the component generation model, multiple output results can be obtained, each of which is a component generation solution. For example, the scene component prompt information input by the user is "sun chair, with backrest, foldable". Based on this scene component prompt information, multiple component generation solutions can be determined, corresponding to multiple different target scene component combinations, that is, multiple different sun chairs can be generated. Each component generation solution includes a corresponding set of first scene component information. This provides users with multiple alternative solutions, making it easier to meet user needs.
[0173] In one embodiment, the above-mentioned step of generating the first scene component based on the information of the first scene component to form the target scene component combination may include the following steps:
[0174] Determine a current preview component generation scheme from multiple component generation schemes;
[0175] Generate a first scene component based on information of the first scene component corresponding to the current preview component generation scheme to form a target scene component combination corresponding to the current preview component generation scheme;
[0176] In response to the operation of switching the current preview component generation scheme, a first scene component is generated based on information of the first scene component corresponding to the switched current preview component generation scheme to form a target scene component combination corresponding to the switched current preview component generation scheme.
[0177] The current preview component generation scheme can be automatically determined by the game program, such as by selecting the component generation scheme with the highest priority among multiple component generation schemes as the current preview component generation scheme. The component generation scheme with the highest priority can be the component generation scheme that best matches or is most similar to the scene component prompt information, or the component generation scheme with the highest system score (the system can evaluate different component generation schemes through a specific evaluation model, or more specifically, evaluate the target scene component combinations generated by different component generation schemes to obtain corresponding scores). Alternatively, the current preview component generation scheme can be determined by the user, such as by responding to a second preset operation and determining the current preview component generation scheme from multiple component generation schemes according to the second preset operation. The second preset operation is to select the current preview component generation scheme from multiple component generation schemes. As shown in FIG7C , the component preview interface 701 provides options corresponding to multiple component generation schemes (i.e., "Scheme 1," "Scheme 2," "Scheme 3," "Scheme 4," and "Scheme 5"), from which the user can select a scheme as the current preview component generation scheme.
[0178] When the current preview component generation scheme is determined, the first scene component is generated based on the information of the first scene component corresponding to the current preview component generation scheme to form the target scene component combination corresponding to the current preview component generation scheme. For example, in the component preview interface 701 shown in Figure 7C, if Scheme 1 is selected as the current preview component generation scheme, the first scene component in Scheme 1 is generated to form the target scene component combination corresponding to Scheme 1, without generating the first scene components in other component generation schemes. This can shorten the generation process and reduce user waiting time.
[0179] If the user switches to another component generation scheme, such as switching from Scheme 1 to Scheme 2 in the component preview interface 701, the generation process for Scheme 2 will be executed again, the target scene component combination corresponding to Scheme 1 will be hidden in the component preview scene 701, and the first scene component in Scheme 2 will be generated to form the target scene component combination corresponding to Scheme 2. As a result, the program only needs to load and render one component generation scheme at a time, rather than loading and rendering multiple component generation schemes simultaneously, which can prevent lag.
[0180] In one embodiment, when the current preview component generation scheme is determined, a first scene component is generated based on the information of the first scene component corresponding to the current preview component generation scheme to form a target scene component combination corresponding to the current preview component generation scheme. Other component generation schemes are then executed in sequence, i.e., first scene components are generated in sequence based on the information of the first scene components corresponding to the other component generation schemes (the generation may be in the background and not displayed in the component preview scene, but will be displayed when the user switches the current preview component generation scheme) to form a target scene component combination corresponding to the other component generation schemes.
[0181] In one embodiment, when multiple component generation schemes are determined, the generation process of all component generation schemes can be executed at one time. For example, the first scene component can be generated in the background based on the information of the first scene component corresponding to each component generation scheme to form a target scene component combination corresponding to each component generation scheme. For example, when entering the component preview interface, the generation process of all component generation schemes can be executed, the target scene component combination corresponding to the current preview component generation scheme is displayed, and the target scene component combination corresponding to other component generation schemes is hidden. When the user switches the current preview component generation scheme, the originally displayed target scene component combination is hidden, and the target scene component combination corresponding to the switched current preview component generation scheme is quickly displayed. This enables fast switching display between different target scene component combinations.
[0182] In one embodiment, the game scene component generation method may further include the following steps:
[0183] If the similarity between the target scene component combination and the scene component prompt information is less than the similarity threshold, the second preset information is displayed.
[0184] Among them, the similarity between the target scene component combination and the scene component prompt information can be determined in the following ways: the target scene component combination is represented as a vector, and the feature vector can be extracted from the target scene component combination, such as the target scene component combination can be screenshotted (multiple images in different directions can be screenshotted, or preview images can be used, etc.), and the image feature vector can be extracted; the scene component prompt information is also represented as a vector, such as the words in the scene component prompt information can be converted into word vectors by embedding or other methods, and the vector of the scene component prompt information can be obtained thereby; the similarity of the two vectors is calculated. Alternatively, the target scene component combination is described, such as by processing it through a machine learning model to obtain description information, and the similarity between the description information and the scene component prompt information is calculated. Of course, the above-mentioned method of calculating the similarity is only an example, and other methods can also be used, and the present disclosure does not limit this.
[0185] The similarity threshold can be determined based on experience or specific circumstances. When the similarity between the target scene component combination and the scene component prompt information is less than the similarity threshold, it indicates that the similarity between the two is low, triggering the display of the second preset information. In one embodiment, if multiple component generation schemes are determined, the similarity between the target scene component combination and the scene component prompt information corresponding to each component generation scheme can be calculated. If these similarities are all less than the similarity threshold, the second preset information is displayed.
[0186] The second preset information is used to prompt the user that the similarity between the target scene component combination and the scene component prompt information is low, such as "No similar results were generated, see if these are satisfactory" or other text information with similar meanings. The second preset information can be displayed in the component preview scene or the game editing scene. When the user sees the second preset information, he can understand that the generated target scene component combination does not quite match the scene component prompt information. If the user is not satisfied with the target scene component combination, the scene component prompt information can be changed and regenerated. In other words, the second preset information can prompt the user to optimize the scene component prompt information, so as to facilitate the generation of a higher quality target scene component combination next time.
[0187] The exemplary embodiment of the present disclosure further provides a device for generating a game scene component. Referring to FIG9 , the device 900 for generating a game scene component may include the following program modules:
[0188] The game editing scene display processing module 910 is configured to display a first game editing scene area in the game editing scene in the graphical user interface provided by the running game program, and provide a plurality of scene component controls; the scene component controls are configured to respond to and generate corresponding scene components in the game editing scene according to a first preset operation;
[0189] The prompt information interaction processing module 920 is configured to provide a prompt information input control in the graphical user interface and obtain scene component prompt information based on the input of the prompt information input control;
[0190] The first scene component information processing module 930 is configured to determine information of a first scene component according to the scene component prompt information; the first scene component is a scene component used to form a target scene component combination; the target scene component combination is a scene component combination to be generated corresponding to the scene component prompt information;
[0191] The first scene component generation processing module 940 is configured to generate the first scene component based on the information of the first scene component to form a target scene component combination.
[0192] In one embodiment, determining the information of the first scene component according to the scene component prompt information includes: determining multiple component generation schemes according to the scene component prompt information, each component generation scheme including a corresponding set of first scene component information.
[0193] In one embodiment, generating a first scene component based on information of the first scene component to form a target scene component combination includes: determining a current preview component generation scheme from multiple component generation schemes; generating the first scene component based on information of the first scene component corresponding to the current preview component generation scheme to form a target scene component combination corresponding to the current preview component generation scheme; in response to an operation of switching the current preview component generation scheme, generating the first scene component based on information of the first scene component corresponding to the switched current preview component generation scheme to form a target scene component combination corresponding to the switched current preview component generation scheme.
[0194] In one embodiment, determining a current preview component generation scheme from a plurality of component generation schemes includes: using a component generation scheme with the highest priority among the plurality of component generation schemes as the current preview component generation scheme; or responding to a second preset operation, determining the current preview component generation scheme from a plurality of component generation schemes according to the second preset operation.
[0195] In one embodiment, a prompt information input control is provided in a graphical user interface, and scene component prompt information based on the prompt information input control is obtained, including: responding to a third preset operation, displaying a prompt information input interface in the graphical user interface, and providing a prompt information input control in the prompt information input interface; responding to a fourth preset operation, obtaining scene component prompt information based on the prompt information input control.
[0196] In one embodiment, a generator control is provided in the game editing scene; the third preset operation is a triggering operation for the generator control.
[0197] In one embodiment, a prompt information input control is provided in a graphical user interface, and scene component prompt information based on the prompt information input control is obtained, including: providing a scene component control search control in the graphical user interface as a prompt information input control; obtaining scene component control search information based on the scene component control search control input as scene component prompt information.
[0198] In one embodiment, the device is also used to: search for scene component controls that match the scene component control search information based on the scene component control search information, and display them in the search results corresponding to the scene component control search information; when the information of the first scene component is determined, generate controls corresponding to the target scene component combination, and display them in the search results corresponding to the scene component control search information.
[0199] In one embodiment, when a prompt information input control is provided in a graphical user interface, the device is further used to: display sample prompt information; the sample prompt information is used as scene component prompt information when no scene component prompt information is input.
[0200] In one embodiment, the device is also used to: provide a random information generation control in a graphical user interface; in response to a fifth preset operation, generate random information according to preset rules as scene component prompt information; the fifth preset operation includes a triggering operation on the random information generation control.
[0201] In one embodiment, generating the first scene component based on information of the first scene component to form a target scene component combination includes: generating the first scene component based on information of the first scene component in a game editing scene to form a target scene component combination.
[0202] In one embodiment, generating the first scene component based on information of the first scene component to form a target scene component combination includes: generating the first scene component based on information of the first scene component in a component preview scene to form a target scene component combination.
[0203] In one embodiment, the component preview scene is at least one of the following: determining a second game editing scene area from the game editing scene as the component preview scene, wherein the second game editing scene area is different from the first game editing scene area; creating a game scene as the component preview scene.
[0204] In one embodiment, a first virtual camera is provided in the component preview scene for shooting to form a picture in the component preview scene; a first scene component is generated in the component preview scene based on information of the first scene component to form a target scene component combination, including: at the current orientation of the first virtual camera and at a first preset distance from the first virtual camera, the first scene component is generated based on information of the first scene component to form a target scene component combination.
[0205] In one embodiment, a first virtual camera is provided in the component preview scene for shooting to form a picture in the component preview scene; after generating a first scene component based on information of the first scene component in the component preview scene to form a target scene component combination, the method further includes: when the first virtual camera is in a default position, shooting the component preview scene containing the target scene component combination by the first virtual camera to obtain a preview image of the target scene component combination.
[0206] In one embodiment, the device is further configured to: respond to a viewing angle adjustment operation in the component preview scene, and control the first virtual camera to rotate around the target scene component combination.
[0207] In one embodiment, generating a first scene component based on information of the first scene component in a component preview scene to form a target scene component combination includes: determining a generation order of different first scene components, wherein the generation order of at least some first scene components is different from the generation order of other first scene components; generating the first scene component in the component preview scene based on the information of the first scene component and in accordance with the generation order of the first scene component to form a target scene component combination.
[0208] In one embodiment, after generating a first scene component based on information of the first scene component in the component preview scene to form a target scene component combination, the device is also used to: respond to a sixth preset operation, move or copy the target scene component combination to the game field of view corresponding to the game editing scene before entering the component preview scene.
[0209] In one embodiment, a second virtual camera is provided in the game editing scene for shooting to form a picture in the game editing scene; moving or copying the target scene component combination to the game editing scene includes: moving or copying the target scene component combination to the current direction of the second virtual camera and to a second preset distance from the second virtual camera.
[0210] In one embodiment, in response to the sixth preset operation, the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene, including: in response to the sixth preset operation, if the sum of the resource occupancy value of the target scene component combination and the current resource occupancy value of the game editing scene does not exceed the preset upper limit value, then the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene.
[0211] In one embodiment, the device is also used to: display first preset information during the generation process if the duration of the generation process exceeds a first preset duration; wherein the generation process includes: a process of determining information of the first scene component based on scene component prompt information, or determining information of the first scene component based on scene component prompt information, and generating the first scene component based on the information of the first scene component to form a target scene component combination.
[0212] In one embodiment, generating a first scene component based on information of the first scene component to form a target scene component combination includes: generating the first scene component based on information of the first scene component in a component preview scene to form a target scene component combination; displaying first preset information during the generation process includes: displaying a waiting interface in the component preview scene during the generation process, and displaying the first preset information in the waiting interface.
[0213] In one embodiment, the device is further configured to: display second preset information if the similarity between the target scene component combination and the scene component prompt information is less than a similarity threshold.
[0214] In one embodiment, after generating the first scene component based on information of the first scene component to form a target scene component combination, the method further includes: adding the target scene component combination to a generation list when a preset condition is triggered; and displaying detailed information of the target scene component combination in response to a seventh preset operation for the target scene component combination in the generation list.
[0215] In one embodiment, triggering the preset condition includes: receiving an eighth preset operation, or completing generation of a target scene component combination in the game editing scene.
[0216] In one embodiment, after adding the target scene component combination to the generation list, the device is further used to: generate the target scene component combination in the game editing scene in response to an eighth preset operation for the target scene component combination in the generation list.
[0217] In one embodiment, determining the information of the first scene component based on the scene component prompt information includes: sending the scene component prompt information to the server, allowing the server to process the scene component prompt information using a pre-trained component generation model to obtain the information of the first scene component; and receiving the information of the first scene component returned by the server.
[0218] In one embodiment, the information of the first scene component includes: component type, relative position, and shape information.
[0219] The specific details of each part of the above-mentioned device have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.
[0220] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes program code. When the program product is run on an electronic device, the program code is used to enable the electronic device to execute (more specifically, enable the processor of the electronic device to execute) the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure, such as the game scene component generation method in the exemplary embodiment, which includes the following steps: displaying a first game editing scene area in a game editing scene in a graphical user interface provided by a running game program, and providing multiple scene component controls; the scene component control is configured to respond to and generate a corresponding scene component in the game editing scene according to a first preset operation; providing a prompt information input control in the graphical user interface, and obtaining scene component prompt information input based on the prompt information input control; determining information of the first scene component according to the scene component prompt information; the first scene component is a scene component used to form a target scene component combination; the target scene component combination is a scene component combination to be generated corresponding to the scene component prompt information; generating the first scene component based on the information of the first scene component to form a target scene component combination.
[0221] In one embodiment, determining the information of the first scene component according to the scene component prompt information includes: determining multiple component generation schemes according to the scene component prompt information, each component generation scheme including a corresponding set of first scene component information.
[0222] In one embodiment, generating a first scene component based on information of the first scene component to form a target scene component combination includes: determining a current preview component generation scheme from multiple component generation schemes; generating the first scene component based on information of the first scene component corresponding to the current preview component generation scheme to form a target scene component combination corresponding to the current preview component generation scheme; in response to an operation of switching the current preview component generation scheme, generating the first scene component based on information of the first scene component corresponding to the switched current preview component generation scheme to form a target scene component combination corresponding to the switched current preview component generation scheme.
[0223] In one embodiment, determining a current preview component generation scheme from a plurality of component generation schemes includes: using a component generation scheme with the highest priority among the plurality of component generation schemes as the current preview component generation scheme; or responding to a second preset operation, determining the current preview component generation scheme from a plurality of component generation schemes according to the second preset operation.
[0224] In one embodiment, a prompt information input control is provided in a graphical user interface, and scene component prompt information based on the prompt information input control is obtained, including: responding to a third preset operation, displaying a prompt information input interface in the graphical user interface, and providing a prompt information input control in the prompt information input interface; responding to a fourth preset operation, obtaining scene component prompt information based on the prompt information input control.
[0225] In one embodiment, a generator control is provided in the game editing scene; the third preset operation is a triggering operation for the generator control.
[0226] In one embodiment, a prompt information input control is provided in a graphical user interface, and scene component prompt information based on the prompt information input control is obtained, including: providing a scene component control search control in the graphical user interface as a prompt information input control; obtaining scene component control search information based on the scene component control search control input as scene component prompt information.
[0227] In one embodiment, the method further includes: searching for scene component controls that match the scene component control search information based on the scene component control search information, and displaying the controls in the search results corresponding to the scene component control search information; when the information of the first scene component is determined, generating controls corresponding to the target scene component combination, and displaying the controls in the search results corresponding to the scene component control search information.
[0228] In one embodiment, when a prompt information input control is provided in a graphical user interface, the method further includes: displaying sample prompt information; the sample prompt information is used as scene component prompt information when no scene component prompt information is input.
[0229] In one embodiment, the method further includes: providing a random information generation control in a graphical user interface; in response to a fifth preset operation, generating random information according to preset rules as scene component prompt information; the fifth preset operation includes a triggering operation on the random information generation control.
[0230] In one embodiment, generating the first scene component based on information of the first scene component to form a target scene component combination includes: generating the first scene component based on information of the first scene component in a game editing scene to form a target scene component combination.
[0231] In one embodiment, generating the first scene component based on information of the first scene component to form a target scene component combination includes: generating the first scene component based on information of the first scene component in a component preview scene to form a target scene component combination.
[0232] In one embodiment, the component preview scene is at least one of the following: determining a second game editing scene area from the game editing scene as the component preview scene, wherein the second game editing scene area is different from the first game editing scene area; creating a game scene as the component preview scene.
[0233] In one embodiment, a first virtual camera is provided in the component preview scene for shooting to form a picture in the component preview scene; a first scene component is generated in the component preview scene based on information of the first scene component to form a target scene component combination, including: at the current orientation of the first virtual camera and at a first preset distance from the first virtual camera, the first scene component is generated based on information of the first scene component to form a target scene component combination.
[0234] In one embodiment, a first virtual camera is provided in the component preview scene for shooting to form a picture in the component preview scene; after generating a first scene component based on information of the first scene component in the component preview scene to form a target scene component combination, the method further includes: when the first virtual camera is in a default position, shooting the component preview scene containing the target scene component combination by the first virtual camera to obtain a preview image of the target scene component combination.
[0235] In one embodiment, the method further includes: controlling the first virtual camera to rotate around the target scene component combination in response to a viewing angle adjustment operation in the component preview scene.
[0236] In one embodiment, generating a first scene component based on information of the first scene component in a component preview scene to form a target scene component combination includes: determining a generation order of different first scene components, wherein the generation order of at least some first scene components is different from the generation order of other first scene components; generating the first scene component in the component preview scene based on the information of the first scene component and in accordance with the generation order of the first scene component to form a target scene component combination.
[0237] In one embodiment, after generating the first scene component based on the information of the first scene component in the component preview scene to form a target scene component combination, the method also includes: in response to a sixth preset operation, moving or copying the target scene component combination to the game field of view corresponding to the game editing scene before entering the component preview scene.
[0238] In one embodiment, a second virtual camera is provided in the game editing scene for shooting to form a picture in the game editing scene; moving or copying the target scene component combination to the game editing scene includes: moving or copying the target scene component combination to the current direction of the second virtual camera and to a second preset distance from the second virtual camera.
[0239] In one embodiment, in response to the sixth preset operation, the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene, including: in response to the sixth preset operation, if the sum of the resource occupancy value of the target scene component combination and the current resource occupancy value of the game editing scene does not exceed the preset upper limit value, then the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene.
[0240] In one embodiment, the method also includes: if the duration of the generation process exceeds a first preset duration, displaying first preset information during the generation process; the generation process includes: a process of determining information of the first scene component based on scene component prompt information, or determining information of the first scene component based on scene component prompt information, and generating the first scene component based on the information of the first scene component to form a target scene component combination.
[0241] In one embodiment, generating a first scene component based on information of the first scene component to form a target scene component combination includes: generating the first scene component based on information of the first scene component in a component preview scene to form a target scene component combination; displaying first preset information during the generation process includes: displaying a waiting interface in the component preview scene during the generation process, and displaying the first preset information in the waiting interface.
[0242] In one embodiment, the method further includes: if the similarity between the target scene component combination and the scene component prompt information is less than a similarity threshold, displaying second preset information.
[0243] In one embodiment, after generating the first scene component based on information of the first scene component to form a target scene component combination, the method further includes: adding the target scene component combination to a generation list when a preset condition is triggered; and displaying detailed information of the target scene component combination in response to a seventh preset operation for the target scene component combination in the generation list.
[0244] In one embodiment, triggering the preset condition includes: receiving an eighth preset operation, or completing generation of a target scene component combination in the game editing scene.
[0245] In one embodiment, after adding the target scene component combination to the generation list, the method further includes: generating the target scene component combination in the game editing scene in response to an eighth preset operation for the target scene component combination in the generation list.
[0246] In one embodiment, determining the information of the first scene component based on the scene component prompt information includes: sending the scene component prompt information to the server, allowing the server to process the scene component prompt information using a pre-trained component generation model to obtain the information of the first scene component; and receiving the information of the first scene component returned by the server.
[0247] In one embodiment, the information of the first scene component includes: component type, relative position, and shape information.
[0248] The above method is implemented based on a computer-readable storage medium. On the one hand, it provides a solution for quickly and efficiently generating game scene components. It can generate corresponding target scene component combinations based on the scene component prompt information input by the user, without the user having to perform a large amount of manual operations to edit and generate scene components, thus reducing manpower and time costs and improving editing efficiency. On the other hand, by generating new scene components by combining existing scene components in the game program, it is possible to break through the limitations of the existing scene component library, generate a large number of diverse target scene component combinations, and enrich the game content. On the other hand, the method of combining scene components does not require the execution of a complete modeling process, which is conducive to controlling the resource size of the generated target scene component combination, thereby reducing the overhead of resources such as computing power and storage and the cost of implementing the solution, and can be applied to lightweight scenarios such as mobile games.
[0249] In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, a readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0250] The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0251] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0252] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0253] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, and the like, as well as conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0254] The exemplary embodiments of the present disclosure further provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of the exemplary embodiment. The electronic device may also include a display for displaying a graphical user interface.
[0255] 10 , an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that the electronic device 1000 shown in FIG10 is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.
[0256] As shown in FIG. 10 , the electronic device 1000 may include a processor 1010 , a memory 1020 , a bus 1030 , an I / O (input / output) interface 1040 , a network adapter 1050 , and a display 1060 .
[0257] Memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and non-volatile memory, such as ROM 1023. Memory 1020 may also include one or more program modules 1024. Such program modules 1024 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program modules 1024 may include the modules described above.
[0258] The processor 1010 may include one or more processing units, for example: the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0259] The processor 1010 can be used to execute executable instructions stored in the memory 1020, such as the game scene component generation method in this exemplary embodiment, which includes the following steps: displaying a first game editing scene area in the game editing scene in the graphical user interface provided by the running game program, and providing multiple scene component controls; the scene component control is configured to respond and generate a corresponding scene component in the game editing scene according to a first preset operation; providing a prompt information input control in the graphical user interface, and obtaining scene component prompt information based on the prompt information input control input; determining information of the first scene component according to the scene component prompt information; the first scene component is a scene component used to form a target scene component combination; the target scene component combination is a scene component combination to be generated corresponding to the scene component prompt information; generating the first scene component based on the information of the first scene component to form a target scene component combination.
[0260] In one embodiment, determining the information of the first scene component according to the scene component prompt information includes: determining multiple component generation schemes according to the scene component prompt information, each component generation scheme including a corresponding set of first scene component information.
[0261] In one embodiment, generating a first scene component based on information of the first scene component to form a target scene component combination includes: determining a current preview component generation scheme from multiple component generation schemes; generating the first scene component based on information of the first scene component corresponding to the current preview component generation scheme to form a target scene component combination corresponding to the current preview component generation scheme; in response to an operation of switching the current preview component generation scheme, generating the first scene component based on information of the first scene component corresponding to the switched current preview component generation scheme to form a target scene component combination corresponding to the switched current preview component generation scheme.
[0262] In one embodiment, determining a current preview component generation scheme from a plurality of component generation schemes includes: using a component generation scheme with the highest priority among the plurality of component generation schemes as the current preview component generation scheme; or responding to a second preset operation, determining the current preview component generation scheme from a plurality of component generation schemes according to the second preset operation.
[0263] In one embodiment, a prompt information input control is provided in a graphical user interface, and scene component prompt information based on the prompt information input control is obtained, including: responding to a third preset operation, displaying a prompt information input interface in the graphical user interface, and providing a prompt information input control in the prompt information input interface; responding to a fourth preset operation, obtaining scene component prompt information based on the prompt information input control.
[0264] In one embodiment, a generator control is provided in the game editing scene; the third preset operation is a triggering operation for the generator control.
[0265] In one embodiment, a prompt information input control is provided in a graphical user interface, and scene component prompt information based on the prompt information input control is obtained, including: providing a scene component control search control in the graphical user interface as a prompt information input control; obtaining scene component control search information based on the scene component control search control input as scene component prompt information.
[0266] In one embodiment, the method further includes: searching for scene component controls that match the scene component control search information based on the scene component control search information, and displaying the controls in the search results corresponding to the scene component control search information; when the information of the first scene component is determined, generating controls corresponding to the target scene component combination, and displaying the controls in the search results corresponding to the scene component control search information.
[0267] In one embodiment, when a prompt information input control is provided in a graphical user interface, the method further includes: displaying sample prompt information; the sample prompt information is used as scene component prompt information when no scene component prompt information is input.
[0268] In one embodiment, the method further includes: providing a random information generation control in a graphical user interface; in response to a fifth preset operation, generating random information according to preset rules as scene component prompt information; the fifth preset operation includes a triggering operation on the random information generation control.
[0269] In one embodiment, generating the first scene component based on information of the first scene component to form a target scene component combination includes: generating the first scene component based on information of the first scene component in a game editing scene to form a target scene component combination.
[0270] In one embodiment, generating the first scene component based on information of the first scene component to form a target scene component combination includes: generating the first scene component based on information of the first scene component in a component preview scene to form a target scene component combination.
[0271] In one embodiment, the component preview scene is at least one of the following: determining a second game editing scene area from the game editing scene as the component preview scene, wherein the second game editing scene area is different from the first game editing scene area; creating a game scene as the component preview scene.
[0272] In one embodiment, a first virtual camera is provided in the component preview scene for shooting to form a picture in the component preview scene; a first scene component is generated in the component preview scene based on information of the first scene component to form a target scene component combination, including: at the current orientation of the first virtual camera and at a first preset distance from the first virtual camera, the first scene component is generated based on information of the first scene component to form a target scene component combination.
[0273] In one embodiment, a first virtual camera is provided in the component preview scene for shooting to form a picture in the component preview scene; after generating a first scene component based on information of the first scene component in the component preview scene to form a target scene component combination, the method further includes: when the first virtual camera is in a default position, shooting the component preview scene containing the target scene component combination by the first virtual camera to obtain a preview image of the target scene component combination.
[0274] In one embodiment, the method further includes: controlling the first virtual camera to rotate around the target scene component combination in response to a viewing angle adjustment operation in the component preview scene.
[0275] In one embodiment, generating a first scene component based on information of the first scene component in a component preview scene to form a target scene component combination includes: determining a generation order of different first scene components, wherein the generation order of at least some first scene components is different from the generation order of other first scene components; generating the first scene component in the component preview scene based on the information of the first scene component and in accordance with the generation order of the first scene component to form a target scene component combination.
[0276] In one embodiment, after generating the first scene component based on the information of the first scene component in the component preview scene to form a target scene component combination, the method also includes: in response to a sixth preset operation, moving or copying the target scene component combination to the game field of view corresponding to the game editing scene before entering the component preview scene.
[0277] In one embodiment, a second virtual camera is provided in the game editing scene for shooting to form a picture in the game editing scene; moving or copying the target scene component combination to the game editing scene includes: moving or copying the target scene component combination to the current direction of the second virtual camera and to a second preset distance from the second virtual camera.
[0278] In one embodiment, in response to the sixth preset operation, the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene, including: in response to the sixth preset operation, if the sum of the resource occupancy value of the target scene component combination and the current resource occupancy value of the game editing scene does not exceed the preset upper limit value, then the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene.
[0279] In one embodiment, the method also includes: if the duration of the generation process exceeds a first preset duration, displaying first preset information during the generation process; the generation process includes: a process of determining information of the first scene component based on scene component prompt information, or determining information of the first scene component based on scene component prompt information, and generating the first scene component based on the information of the first scene component to form a target scene component combination.
[0280] In one embodiment, generating a first scene component based on information of the first scene component to form a target scene component combination includes: generating the first scene component based on information of the first scene component in a component preview scene to form a target scene component combination; displaying first preset information during the generation process includes: displaying a waiting interface in the component preview scene during the generation process, and displaying the first preset information in the waiting interface.
[0281] In one embodiment, the method further includes: if the similarity between the target scene component combination and the scene component prompt information is less than a similarity threshold, displaying second preset information.
[0282] In one embodiment, after generating the first scene component based on information of the first scene component to form a target scene component combination, the method further includes: adding the target scene component combination to a generation list when a preset condition is triggered; and displaying detailed information of the target scene component combination in response to a seventh preset operation for the target scene component combination in the generation list.
[0283] In one embodiment, triggering the preset condition includes: receiving an eighth preset operation, or completing generation of a target scene component combination in the game editing scene.
[0284] In one embodiment, after adding the target scene component combination to the generation list, the method further includes: generating the target scene component combination in the game editing scene in response to an eighth preset operation for the target scene component combination in the generation list.
[0285] In one embodiment, determining the information of the first scene component based on the scene component prompt information includes: sending the scene component prompt information to the server, allowing the server to process the scene component prompt information using a pre-trained component generation model to obtain the information of the first scene component; and receiving the information of the first scene component returned by the server.
[0286] In one embodiment, the information of the first scene component includes: component type, relative position, and shape information.
[0287] The above method is implemented based on the electronic device 1000. On the one hand, it provides a solution for quickly and efficiently generating game scene components. It can generate corresponding target scene component combinations based on the scene component prompt information input by the user, without the user having to perform a large amount of manual operations to edit and generate scene components, thus reducing manpower and time costs and improving editing efficiency. On the other hand, by generating new scene components by combining existing scene components in the game program, it is possible to break through the limitations of the existing scene component library, generate a large number of diverse target scene component combinations, and enrich the game content. On the other hand, the method of combining scene components does not require the execution of a complete modeling process, which is conducive to controlling the resource size of the generated target scene component combination, thereby reducing the overhead of resources such as computing power and storage and the cost of implementing the solution, and can be applied to lightweight scenarios such as mobile games.
[0288] The bus 1030 is used to realize the connection between different components of the electronic device 1000 and may include a data bus, an address bus, and a control bus.
[0289] The electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040 .
[0290] The electronic device 1000 can communicate with one or more networks via the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 1050 can communicate with other modules of the electronic device 1000 via the bus 1030.
[0291] The electronic device 1000 can display a graphical user interface through the display 1060, such as displaying a game editing scene, a component preview scene, etc.
[0292] Although not shown in FIG. 10 , other hardware and / or software modules may be provided in the electronic device 1000 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0293] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.
[0294] It will be understood by those skilled in the art that various aspects of the present disclosure can be implemented as systems, methods or program products. Therefore, various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation method combining hardware and software aspects, which can be collectively referred to as "circuit", "module" or "system" here. After considering the specification and practicing the invention disclosed herein, those skilled in the art will easily think of other embodiments of the present disclosure. This application is intended to cover any variations, uses or adaptations of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The description and implementation methods are to be regarded as exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims. It should be understood that the present disclosure is not limited to the precise structure described above and shown in the drawings, and various modifications and changes can be made without departing from its scope.
Claims
1. A method for generating a game scene component, the method comprising: Displaying a first game editing scene area in the game editing scene in a graphical user interface provided by running the game program, and providing a plurality of scene component controls; The scene component control is configured to respond to and generate a corresponding scene component in the game editing scene according to a first preset operation; Providing a prompt information input control in the graphical user interface, and obtaining scene component prompt information input based on the prompt information input control; Determining information of a first scene component according to the scene component prompt information; the first scene component is a scene component used to form a target scene component combination; the target scene component combination is a scene component combination to be generated corresponding to the scene component prompt information; The first scene component is generated based on the information of the first scene component to form the target scene component combination.
2. The method according to claim 1, wherein: The determining the information of the first scene component according to the scene component prompt information includes: A plurality of component generation schemes are determined according to the scene component prompt information, each component generation scheme including a corresponding set of first scene component information.
3. The method according to claim 2, wherein: The generating the first scene component based on the information of the first scene component to form the target scene component combination includes: Determine a current preview component generation scheme from the multiple component generation schemes; Generate the first scene component based on the information of the first scene component corresponding to the current preview component generation scheme to form a target scene component combination corresponding to the current preview component generation scheme; In response to the operation of switching the current preview component generation scheme, the first scene component is generated based on the information of the first scene component corresponding to the switched current preview component generation scheme to form a target scene component combination corresponding to the switched current preview component generation scheme.
4. The method according to claim 3, wherein: The determining of the current preview component generation scheme from the multiple component generation schemes includes: The component generation scheme with the highest priority among the multiple component generation schemes is used as the current preview component generation scheme; or in response to a second preset operation, the current preview component generation scheme is determined from the multiple component generation schemes according to the second preset operation.
5. The method according to claim 1, wherein: The step of providing a prompt information input control in the graphical user interface and obtaining scene component prompt information input based on the prompt information input control includes: In response to a third preset operation, displaying a prompt information input interface in the graphical user interface, and providing a prompt information input control in the prompt information input interface; In response to a fourth preset operation, scene component prompt information input based on the prompt information input control is obtained.
6. The method according to claim 5, wherein: A generator control is provided in the game editing scene; and the third preset operation is a triggering operation for the generator control.
7. The method according to claim 1, wherein: The step of providing a prompt information input control in the graphical user interface and obtaining scene component prompt information input based on the prompt information input control includes: Providing a scene component control search control in the graphical user interface as a prompt information input control; The scene component control search information based on the scene component control search control input is obtained as the scene component prompt information.
8. The method according to claim 7, wherein: The method further comprises: According to the scene component control search information, searching for a scene component control that matches the scene component control search information, and displaying the scene component control in the search results corresponding to the scene component control search information; When the information of the first scene component is determined, a control corresponding to the target scene component combination is generated and displayed in the search result corresponding to the scene component control search information.
9. The method according to claim 1, wherein: In the case where a prompt information input control is provided in the graphical user interface, the method further includes: Display sample prompt information; the sample prompt information is used as scene component prompt information when the scene component prompt information is not input.
10. The method according to claim 1, wherein: The method further comprises: providing a random information generation control in the graphical user interface; In response to a fifth preset operation, random information is generated according to preset rules as the scene component prompt information; the fifth preset operation includes a triggering operation on the random information generation control.
11. The method according to claim 1, wherein: The generating the first scene component based on the information of the first scene component to form the target scene component combination includes: The first scene component is generated in the game editing scene based on the information of the first scene component to form the target scene component combination.
12. The method according to claim 1, wherein: The generating the first scene component based on the information of the first scene component to form the target scene component combination includes: The first scene component is generated in the component preview scene based on the information of the first scene component to form the target scene component combination.
13. The method according to claim 12, wherein: The component preview scenario is at least one of the following: Determine a second game editing scene area from the game editing scene to serve as the component preview scene, wherein the second game editing scene area is different from the first game editing scene area; and create a game scene to serve as the component preview scene.
14. The method according to claim 12, wherein: A first virtual camera is provided in the component preview scene for shooting to form a picture in the component preview scene; The step of generating the first scene component based on the information of the first scene component in the component preview scene to form the target scene component combination includes: At the current orientation of the first virtual camera and at a first preset distance from the first virtual camera, the first scene component is generated based on the information of the first scene component to form the target scene component combination.
15. The method according to claim 12, wherein: A first virtual camera is provided in the component preview scene for shooting to form a picture in the component preview scene; After generating the first scene component based on the information of the first scene component in the component preview scene to form the target scene component combination, the method further includes: When the first virtual camera is in a default position, the component preview scene including the target scene component combination is photographed by the first virtual camera to obtain a preview image of the target scene component combination.
16. The method according to claim 14 or 15, wherein: The method further comprises: In response to the viewing angle adjustment operation in the component preview scene, the first virtual camera is controlled to rotate around the target scene component combination.
17. The method according to claim 12, wherein: The step of generating the first scene component based on the information of the first scene component in the component preview scene to form the target scene component combination includes: Determining a generation order of different first scene components, wherein the generation order of at least some of the first scene components is different from the generation order of other first scene components; Based on the information of the first scene component and in the generation order of the first scene component, the first scene component is generated in the component preview scene to form the target scene component combination.
18. The method according to claim 12, wherein: After generating the first scene component based on the information of the first scene component in the component preview scene to form the target scene component combination, the method further includes: In response to a sixth preset operation, the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene.
19. The method according to claim 18, wherein: A second virtual camera is provided in the game editing scene for shooting to form a picture in the game editing scene; The step of moving or copying the target scene component combination to the game editing scene comprises: The target scene component combination is moved or copied to the current orientation of the second virtual camera and to a second preset distance from the second virtual camera.
20. The method according to claim 18, wherein: In response to the sixth preset operation, moving or copying the target scene component combination to the game field of view corresponding to the game editing scene before entering the component preview scene includes: In response to the sixth preset operation, if the sum of the resource occupancy value of the target scene component combination and the current resource occupancy value of the game editing scene does not exceed the preset upper limit value, the target scene component combination is moved or copied to the game field of view corresponding to the game editing scene before entering the component preview scene.
21. The method according to claim 1, wherein: The method further comprises: If the duration of the generation process exceeds a first preset duration, displaying first preset information during the generation process; Among them, the generation process includes: a process of determining the information of the first scene component according to the scene component prompt information, or a process of determining the information of the first scene component according to the scene component prompt information, and generating the first scene component based on the information of the first scene component to form the target scene component combination.
22. The method according to claim 21, wherein: The generating the first scene component based on the information of the first scene component to form the target scene component combination includes: generating the first scene component based on the information of the first scene component in the component preview scene to form the target scene component combination; The displaying of the first preset information during the generating process includes: During the generation process, a waiting interface is displayed in the component preview scene, and first preset information is displayed in the waiting interface.
23. The method according to claim 1, wherein: The method further comprises: If the similarity between the target scene component combination and the scene component prompt information is less than a similarity threshold, the second preset information is displayed.
24. The method according to claim 1, wherein: After generating the first scene component based on the information of the first scene component to form the target scene component combination, the method further includes: When a preset condition is triggered, the target scene component combination is added to a generation list; In response to a seventh preset operation on a target scene component combination in the generated list, detailed information of the target scene component combination is displayed.
25. The method according to claim 24, wherein: The trigger preset conditions include: receiving an eighth preset operation, or completing generation of the target scene component combination in the game editing scene.
26. The method according to claim 24, wherein: After adding the target scene component combination to the generated list, the method further includes: In response to an eighth preset operation for a target scene component combination in the generated list, the target scene component combination is generated in the game editing scene.
27. The method of claim 1, wherein: The determining the information of the first scene component according to the scene component prompt information includes: Sending the scene component prompt information to a server, so that the server processes the scene component prompt information using a pre-trained component generation model to obtain information of the first scene component; Receive information of the first scene component returned by the server.
28. The method of claim 1, wherein: The information of the first scene component includes: component type, relative posture, and shape information.
29. A device for generating a game scene component, the device comprising: A game editing scene display processing module is configured to display a first game editing scene area in the game editing scene in a graphical user interface provided by the running game program, and provide a plurality of scene component controls; The scene component control is configured to respond to and generate a corresponding scene component in the game editing scene according to a first preset operation; A prompt information interaction processing module is configured to provide a prompt information input control in the graphical user interface and obtain scene component prompt information based on the prompt information input control; A first scene component information processing module is configured to determine information of a first scene component according to the scene component prompt information; the first scene component is a scene component used to form a target scene component combination; the target scene component combination is a scene component combination to be generated corresponding to the scene component prompt information; The first scene component generation processing module is configured to generate the first scene component based on the information of the first scene component to form the target scene component combination.
30. A computer-readable storage medium having a computer program stored thereon, wherein the computer program implements the method according to any one of claims 1 to 28 when executed by a processor.
31. An electronic device comprising: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 28 by executing the executable instructions.
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