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145 results about "Game engine" patented technology

Game engines are tools available for game designers to code and plan out a game quickly and easily without building one from the ground up. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement. Engines. Note: The following list is not exhaustive.

Three-dimensional voxel geometry collision detection method based on feature layering and multiple detection strategies

The invention discloses a three-dimensional voxel geometry collision detection method based on feature layering and multiple detection strategies, and relates to the technical field of computer graphics and game engines, the method comprises bit compression storage optimization, feature layering extraction and multiple collision detection, through the feature layering and multiple detection strategies, the unnecessary calculation amount is effectively reduced, and the detection efficiency is improved. The overall performance of the algorithm is improved, efficient memory compression is achieved while the detection precision is guaranteed, the requirement for computing resources is reduced, the technology can stably run in the resource-limited environment, unified collision detection processing of various geometries is supported, the universality and flexibility of the system are improved, and the system performance is improved. According to the method, integration and application in different application scenes are facilitated, the real-time rendering capability is optimized, the mobile terminal and the VR equipment are supported to run a complex physical simulation scene at a high frame rate, and the user experience and the interaction effect are improved.
Owner:Beijing Yidong Information Technology Co., Ltd.

Game virtual object resource dynamic loading method and system

The invention relates to the technical field of data loading, in particular to a game virtual object resource dynamic loading method and system.The method comprises the steps that original loading delay data of a virtual object in a dynamic scene is collected, and correction data is obtained through preprocessing; analyzing system load data in real time, and quantifying resource allocation fluctuation quantity caused by load fluctuation; based on the fluctuation quantity and the correction data, controlling the loading delay within a preset performance range through a feedback control algorithm, and collecting resource occupation distribution data at the same time; testing resource operation states under different scheduling strategies by using a performance simulation method, and generating a simulation result; determining resource scheduling optimization parameters through an optimization algorithm in combination with the game frame rate fluctuation data and the simulation result; finally, a game engine loading mechanism is adaptively adjusted based on parameters, dynamic response to load change and delay fluctuation is achieved, resource scheduling rationality and loading efficiency are improved, and the problems that delay control lags behind and optimization capacity is insufficient in a traditional static scheduling strategy are solved.
Owner:HANGZHOU YOKA NETWORK TECH CO LTD

Rendering scene state driven long-time reference frame selection and updating method, device and equipment and storage medium

The invention provides a long-time reference frame selection and updating method, device and equipment based on rendering scene state driving and a storage medium. The implementation method comprises the following steps: acquiring rendering scene state information from a game rendering engine; inputting the rendering scene state information into a rendering scene information processing module; the rendering scene information processing module generates a long-time reference frame control command matched with the format of the video encoder; and the video encoder executes the long-time reference frame control command for encoding. Through a long-time reference frame selection mechanism based on semantic driving, an encoder can receive a long-time reference frame decision command made based on game engine scene state information in real time, long-time reference frame judgment based on semantics is achieved, long-time reference frame judgment of the encoder based on image pixels is avoided, and the accuracy of the long-time reference frame judgment is improved. And the long-time reference frame selection speed and accuracy are improved. When it is detected that the scene is unloaded by the game engine, the system can automatically clear the corresponding LTR reference frame set, and wrong reference to old frames is avoided.
Owner:VASTAI TECH (SHANGHAI) INC

Game development virtual character modeling method and system combined with generative adversarial network

The invention provides a game development virtual role modeling method and system combined with a generative adversarial network, and relates to the technical field of game development, and the method comprises the steps: firstly generating a game scene role cooperative constraint set comprising game scene dynamic parameters, role function positioning parameters and scene role interaction rules; building a dynamic interactive generative adversarial network comprising a scene feature mapping module, a role structure generation module and an action appearance collaboration module; performing bidirectional feedback training on the network based on the collaborative constraint set, and generating a role initial modeling data set; performing collaborative optimization on the initial data set through action appearance linkage generation logic to obtain a role optimization modeling data set; finally, the optimized data set is converted into a role model file compatible with a game engine, training parameters are output, and efficient and high-quality virtual role modeling is achieved.
Owner:SHENZHEN RUIRUI NETWORK TECHNOLOGY CO LTD

A game generation method, apparatus, device, storage medium, and program product.

This application discloses a game generation method, apparatus, device, storage medium, and program product. The method includes: acquiring game generation requirements; parsing the game generation requirements through an orchestration agent among multiple agents to obtain a game generation task set including M generation tasks; determining a target game engine; creating N tool call requests for the M generation tasks and sending the N tool call requests to a server; acquiring P general generation commands created by the server based on P first tool call requests, mapping the P general generation commands to obtain P tool execution commands applicable to the target game engine, acquiring the request results obtained by the server based on Q second tool call requests, and calling the corresponding engine tools to process the tasks according to the P tool execution commands and the Q request results to obtain game development data. Using this application, a fully automated closed-loop game development process can be achieved.
Owner:SHENZHEN AOTUOGAIMU TECHNOLOGY CO LTD

Gaming in vehicle environment

There is provided a gaming input provider (500) for an automotive operation system, AOS, system (100), which operates according to an AOS, the AOS including a AOS standard gaming input application programming interfaces, APIs, block (502) requiring, in input, a gaming input signal (512) of a pre-defined format and providing, to a higher layer gaming engine (204), a standardized version of the gaming input signal (212) of the pre-defined format, the gaming communication controller comprising: a communication service (102) to wirelessly receive a gaming input signal (302) from a mobile device (300); a hardware abstraction layer, HAL, block (202) to convert the gaming input signal (302, 112) onto the pre-defined format.
Owner:CINEMO

Multi-personality decision simulation and game method for military AI

The invention provides a multi-personality decision simulation and game method for military artificial intelligence. Simulation of an AI opponent model on complex human behaviors is enhanced through a DIKWP semantic framework. The system firstly configures personality parameters based on a psychological model (such as MBTI, big five personalities), and maps the personality parameters to an AI cognitive model to construct a behavior preference model; then, a noise injection algorithm is adopted to simulate emotion and cognitive deviation, and unique deviation of different personalities in decision making is reproduced; the multi-agent self-gaming engine enables AIs with different personality characteristics to repeatedly game in a red-blue confrontation environment, optimizes a strategy and evaluates winning rate distribution. And the decision fusion analysis module summarizes the data, generates personality performance comparison and behavior pedigree diagrams under each tactical situation, and predicts opponent behaviors. The DIKWP semantic integration interface ensures that a personality simulation result can be seamlessly connected with a knowledge graph and a strategic intention module of an existing AI system. According to the method, AI opponent modeling is enriched on the semantic level, the decision simulation degree of a real commander is improved, and as a supplement of an existing AI simulation system, the ability of military AI in the aspects of strategic pre-judgment and cognitive game is enhanced.
Owner:HAINAN UNIV

Method, apparatus, and storage medium of generating data set containing RGBD image of robot hand and 3D pose of 21 key points on hand by game engine

The present disclosure discloses a data generation method and apparatus, and a computer-readable storage medium, the method including: importing a robot model by using a game engine; simulating a Red-Green-Blue Depth (RGBD) camera by a scene capture component in the game engine; controlling a human hand of the imported robot model to move within a field of view of the RGBD camera by using a joint control module in the game engine; acquiring RGBD image data by using the RGBD camera; and generating an annotated data set with coordinates of 21 key points according to the RGBD image data and coordinate information of a 3D pose of the 21 key points.
Owner:CHONGQING XINGJIE SHUXING TECHNOLOGY PARTNERSHIP ENTERPRISE (LLP)

A mesh body generation method, device, computer equipment, medium and program product

The application discloses a mesh generation method and device, computer equipment, medium and program product. For a first appearance mesh that has been generated, a mesh generation request for generating a second appearance mesh is obtained. Feature point data respectively identifying feature points in the first object mesh and the first appearance mesh, and first space transformation data are obtained based on the request. The first appearance mesh can be converted into a second appearance mesh for wrapping the surface of the second object mesh by combining the first object feature point data, the first appearance feature point data and the first space transformation data. The second appearance mesh can be directly controlled by the skeletal mesh bound to the first appearance mesh based on the reused binding relationship, so that the second appearance mesh generated therefrom can be directly applied in a game engine, greatly improving the generation efficiency of the appearance mesh and effectively reducing the technical threshold for generating the appearance mesh.
Owner:TENCENT TECH SHANGHAI

Method and device for determining static state of virtual object, computer equipment, medium and program product

The embodiment of the invention discloses a method and device for determining the static state of a virtual object, computer equipment, a medium and a program product, and in the online game recording and playback process, first pose data of the virtual object at a first moment and second pose data of the virtual object at a second moment are obtained by taking the time of a game engine as a time reference. If the difference value between the first pose data and the second pose data is smaller than or equal to the pose threshold value, it is determined that the virtual object is in the static instantaneous state at the second moment, and the duration of the virtual object in the static continuous state is updated, so that the static continuous state is more accurate. Therefore, by taking the time of the game engine as the time reference, whether the virtual object is in the static instantaneous state or not can be more stably and accurately identified in the online game playback process, and a more reliable basis is provided for the calibration opportunity of the playback process. The time of the game engine does not need to be processed by the multi-input processor, and errors caused by multi-round processing can be avoided.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Cross-thread safe communication method and device for game engine based on double-layer type system

The present disclosure relates to the technical field of cross-platform communication, and particularly relates to a game engine cross-thread safe communication method and device based on a double-layer type system, the method comprising: in a main thread where a script engine is located, using a double-layer type system to identify a first abstract logic type and a second specific physical type of a script object; performing deep copy on data of the script object to construct a detached data object independent of a memory space of the script engine; distributing the encapsulated detached data object from the main thread to a native sub-thread through an asynchronous task queue; and in the native sub-thread, restoring the detached data object to a native data object of a target native platform. The present disclosure constructs a detached data object independent of a memory space of a script engine, and uses an asynchronous task queue for cross-thread distribution, thereby eliminating the risk of illegal memory access or engine crash, and significantly improving the running stability and reliability of a game application in a multi-thread communication scenario.
Owner:BEIJING DUODUOJIAYOU INFORMATION TECHNOLOGY CO LTD

Virtual reality presentation method for architectural designs

The present invention pertains to a virtual reality (VR) presentation method specifically designed for architectural designs. This method allows users to experience architectural projects in a fully immersive and interactive environment, enhancing understanding and satisfaction. The process involves modeling designs using specialized software, which are then imported into game engines to add realistic physics rules such as gravity, collision detection, lighting, and sound. The VR system is calibrated to individual user parameters, including height, eye distance, weight, and movement speed, ensuring a personalized experience. The system supports detailed environmental simulations, including sunlight and shadow dynamics, sound transmission, and seasonal changes.
Owner:INAN AHMET BURAK

Report intelligent generation method and system

The application belongs to the field of report generation, and particularly relates to a report intelligent generation method and system, which constructs a business demand space, fuses business entities, industry knowledge, data sources and accounting rules to construct a four-dimensional correlation graph model, adopts a cause-effect reasoning algorithm to establish a dynamic cause-effect chain of entities-industry-data-rules, combines a dynamic game attribute graph to realize real-time sensing of data flow changes, adjusts and resolves conflicts through a state machine model to drive attribute weight game, and generates a precise business correlation accounting result space; based on a multi-modal generation algorithm and a context sensing template library, intelligent adaptive generation from structured data to multi-form reports is realized; through deep coupling of a dynamic game engine and the four-dimensional graph, the application significantly improves the automatic generation accuracy and timeliness of reports in complex business scenarios, and supports real-time correlation and compliance accounting of cross-industry multi-source heterogeneous data.
Owner:JIANGSU VOCATIONAL COLLEGE OF BUSINESS +1

Game CPU-oriented model identification method and system

InactiveCN121116623AResource allocationVideo gamesAlgorithmComputer performance
The invention discloses a game CPU-oriented model identification method and system, and belongs to the technical field of computer performance optimization, and the method comprises the following steps: S1, collecting a real-time performance vector from a CPU core performance monitoring unit; S2, obtaining a predictive load vector from a game engine; s3, adjusting the dynamic learning rate based on the change degree of the predictive load vectors at the current moment and the previous moment; s4, calculating an instantaneous matching degree for each candidate model in a preset candidate CPU micro-architecture model set based on the real-time performance vector, the predictive load vector and a preset reference performance matrix associated with the candidate model; and S5, updating and generating a dynamic confidence score for each candidate model in combination with the confidence, the instantaneous matching degree and the dynamic learning rate of the previous moment, and winning a precious time window for predictive performance optimization of a game engine.
Owner:CHENGDU QISHENGFENG INTERNET TECHNOLOGY CO LTD

The method, apparatus, equipment and media for running the instance

This application discloses a method, apparatus, device, and medium for running an instance, belonging to the field of computer technology. The method includes: acquiring components that make up the instance, where the components are built based on an ECS architecture, and the instance is an editing unit in a game scene editor; during the instance's runtime phase, converting editing parameters in the components through the game scene editor to obtain the component's runtime parameters, the conversion process being determined based on the data structure of the parameters used by the game engine when running the instance; and running the instance through the game engine based on the components and runtime parameters. This application implements the data processing logic for parameter conversion in the game scene editor, thus placing all editor-related data processing logic on the editor side. The game engine does not need to consider the relevant data processing logic of the instance in the game scene editor during runtime, nor does it need to maintain the relevant data processing logic in the game engine, reducing the complexity of maintaining the data processing logic.
Owner:BOOMING TECH (HANGZHOU) CO LTD

Game video generation method and device, computer program product and electronic equipment

The invention discloses a game video generation method and device, a computer program product and electronic equipment, and relates to the technical field of computers. The method comprises the steps that game assets included in a target game engine are obtained, an event of the target game engine is responded in real time, and the current state of a game is obtained based on the event; determining candidate shots corresponding to the current game state according to the current game state, determining target game assets corresponding to the candidate shots in the game assets, and generating candidate shot segments corresponding to the candidate shots by utilizing the target game assets; determining a target shot fragment sequence based on the candidate shot fragments, instantiating target shot fragments in the target shot fragment sequence to obtain a sequence file, and rendering the sequence file to obtain a target game video; and the visual uniformity of the output video content and the game body is ensured.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Coding and decoding method or device based on camera motion information

At least a method and an apparatus for efficiently encoding or decoding a video are presented. For example, motion information representing camera motion between a current image and a reference image is determined, where the current image and the reference image are part of a game engine 2D rendered video. For example, motion information representative of camera motion is determined from depth values of the sample and camera parameters. Preferably, a list of depth candidates for a coded block is determined, where the depth candidates allow for derivation of depth parameters for a depth model for the coded block, the depth model representing depth values of samples of the coded block. An encoding method or a decoding method determines a motion-compensated prediction of the encoded block with respect to a reference picture from the specific depth candidates of the list.
Owner:INTERDIGITAL CE PATENT HOLDINGS SAS

Method and apparatus for converting format of game asset file

The present disclosure provides a game asset file format conversion method and device, wherein the method comprises: in response to a file export trigger operation, obtaining a plurality of action model asset files of at least one game character completed; determining a second available computing resource amount based on a remaining computing resource amount of a current computing device and a first computing resource amount required by a first thread for producing a subsequent action model asset file; determining a second thread number required for target format conversion of a plurality of action model asset files based on the second available computing resource amount and a total number of the action model asset files; creating a plurality of second threads according to the second thread number, and performing target format conversion in parallel on a plurality of the action model asset files using the plurality of second threads to obtain converted target action model files; and the converted target action model files are used in a game engine.
Owner:BEIJING ZITIAO NETWORK TECH CO LTD

Linkage display method and system based on fusion of geographic information system and game engine

The invention discloses a linkage display method and system based on fusion of a geographic information system and a game engine, and the method comprises the steps: carrying out the standardization processing of original geographic information data and situation data, generating data resources which are respectively compatible with a first visual view and a second visual view, and loading the data resources into a corresponding rendering pipeline; constructing a main window of the first visual view, constructing browser middleware of a heterogeneous kernel as a pixel flow container, and bearing and displaying a pixel flow from the second visual view through the browser middleware; when the observation visual height is lower than a preset threshold value, activating and displaying a small micro-scale scene of the second visual view; when the observation visual height is higher than a preset threshold value, switching to a large-scale and medium-scale scene of the first visual view; and when scene switching or user view angle change occurs, synchronizing the camera view angle parameters and position coordinates of the two parties through the communication link. According to the method, the problems of global and local scene expression separation, cumbersome system integration, unsmooth engine switching, poor data compatibility and the like are solved.
Owner:SUZHOU AEROSPACE INFORMATION RES INST

Method for constructing digital twin simulation engine fusing GIS engine and game engine

The application discloses a digital twin simulation engine construction method fusing a GIS engine and a game engine, and realizes fusion of a GIS rendering pipeline and a game engine rendering pipeline through construction of a multi-source heterogeneous data loading and rendering technology weakly coupled with a rendering pipeline, so that massive multi-source heterogeneous data loading fusion is supported, different rendering pipelines can be switched, game scene direct loading is supported, and the multi-source heterogeneous data loading problem that neither the GIS engine nor the game engine has is solved, different rendering pipelines, especially the rendering pipeline of the game engine, are compatible, and bottom support is provided for high-fidelity rendering. The application also solves the contradiction between the GIS engine supporting large-volume image terrain data loading but poor in rendering quality and the game engine terrain system being perfect in rendering quality but without geographical information attributes and being unable to bear large-volume terrain data loading.
Owner:YUNHE (HENAN) INFORMATION TECH CO LTD

Webpage three-dimensional scene rendering method and device, computer device and readable storage medium

PendingCN122657329AModelSimEngineering
The application relates to a webpage three-dimensional scene rendering method and device, computer equipment and a readable storage medium, and relates to the technical field of image rendering. The method comprises the following steps: obtaining a scene video stream of a modeling scene based on a game engine modeling; determining a video texture effect based on the scene video stream; rendering a first picture of the modeling scene based on the video texture effect on a webpage side by using a preset business component; and displaying the first picture in a webpage three-dimensional scene on the basis of including a second picture which has been completely rendered. The first picture is obtained by rendering the modeling scene of the game engine modeling on the webpage side by using the preset business component, and the first picture does not need to be rendered in the game engine. The first picture and the second picture which is rendered based on a preset rendering mode are displayed in the webpage three-dimensional scene, and the second picture corresponding UI and business do not need to be redeveloped and rendered in the game engine. The method is beneficial to reducing the development cost and workflow of the game engine.
Owner:GUANGZHOU KINDLINK SOFTWARE TECHNOLOGY CO LTD

Process management system, method and equipment and storage medium

The invention discloses a process management system, method and device and a storage medium, and relates to the technical field of computers. The system comprises a GS cluster, a DS cluster, at least one migration server and a database, the DS cluster comprises at least one DS carried by a game engine for supporting a game application program, and at least one DS process runs on the DS; a first migration server in the at least one migration server is used for storing running state information of a first DS process into a database through a first migration process after the first DS process in a plurality of DS processes corresponding to the DS cluster is closed under the condition that the new DS process is pulled up, and the new DS process is used for replacing the first DS process; the first migration process is stateless service; the first GS in the GS cluster is used for notifying the new DS process to read the running state information of the first DS process from the database. According to the method and the device, the online non-stop migration of the DS process under the long-period game service is supported.
Owner:TENCENT TECH SHANGHAI

A game playing strategy generation system, method, device and medium

The application discloses a kind of playing strategy generation system, method, equipment and medium, it is related to computer technology field, including: style parameter extraction module reads game configuration file, random sampler output data or operation background instruction, parses dealing style configuration parameter and outputs structured style vector;Style embedding coding module carries out feature coding conversion to style vector by pre-set mapping function, generates the style embedding vector of corresponding dimension;Game engine module receives the configuration data related to card dealing, initializes and runs game process, and outputs game state and valid action mask;Value network module quantitatively evaluates game decision income, and outputs value evaluation information;Strategy network module outputs playing action strategy distribution according to game state, style embedding vector and valid action mask.It can improve the distribution adaptation ability, behavior control ability and decision rationality of game decision of intelligent agent, improve the reality and controllability of game.
Owner:ZHEJIANG CHANGTANG NETWORK CO LTD

Cognitive Training System and Method using Mnemonic Story and Game Experience

PendingUS20260112475A1Semantic analysisMental therapiesMemory aidUser device
A system and method for a cognitive training system is described. The cognitive training method includes generating a standalone sentence for a fact using a large language model (LLM), generating a mnemonic story based on the standalone sentence, and generating a mnemonic story image based on the mnemonic story using a generative artificial intelligence (AI) model. The method further includes assigning a place at a location to the fact based on an input received from a user through a user device in communication with the cognitive training system and rendering a cartoon illustration of the place. The method further includes generating a fact-memory aid associated with the fact that includes a fact component, a mnemonic component, and a place component. A user of the cognitive training system may participate in a game experience provided by a game engine to help remember the details of the fact-memory aid.
Owner:ADEIA MEDIA HOLDINGS INC

Data acquisition method and apparatus, terminal, and storage medium

ActiveCN118526798BSimulationData acquisition
The application discloses a data acquisition method and device, a terminal and a storage medium, and belongs to the technical field of computers. The method is executed by the terminal, a game client on the terminal is configured with a hook function, the game client comprises a filtering function and a processing function provided by a game engine; the method comprises the following steps: calling the filtering function, acquiring original operation data executed in the game client, filtering the original operation data to obtain target operation data, the execution frequency of the target operation data being consistent with a game frame rate in the game client; calling the processing function, acquiring the target operation data output by the filtering function, and determining instruction data triggered by the target operation data; and calling the hook function, acquiring the target operation data and the instruction data obtained by the processing function. Since the execution frequency of the target operation data is consistent with the game frame rate, the target operation data is effective operation data capable of generating game performance, and therefore the obtained target operation data is more accurate.
Owner:SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD

Digital character interacting with a customer in a physical domain

Systems and methods for controlling a performance of a digital character portrayed at a display device are disclosed. According to at least one embodiment, a method for controlling a performance of a digital character portrayed at a display device includes determining a presence of a person located in a physical environment, and in response to determining the presence of the person, facilitating control of the performance of the digital character portrayed at the display device by a human operator, by an artificial intelligence (AI) game engine, or by a combination thereof.
Owner:UNIVERSAL CITY STUDIOS LLC

Game scenario script generation method and device, storage medium and electronic equipment

The present disclosure provides a game plot script generation method and device, a computer storage medium and an electronic device, and relates to the technical field of games. The method comprises: receiving game plot information based on a natural language description for a target game plot, and converting the game plot information based on the natural language description into structured plot requirement information; obtaining a pre-constructed plot constraint condition; inputting the structured plot requirement information and the plot constraint condition into a pre-trained large language script generation model to generate a function call sequence; and generating a target plot script file based on the function call sequence, the target plot script file being used for analysis and execution by a game engine to drive plot animation performance of the target game plot. The present disclosure can reduce the production threshold of the game plot script, thereby reducing the plot development complexity, reducing the development cost of the game plot production process, and improving the production efficiency of the game plot.
Owner:GUANGZHOU BOGUAN TELECOMM TECH LTD

Method for implementing game resource loading in mini-game, and related apparatus

A method for implementing game resource loading in a mini-game, which is executed by a terminal. The method comprises: running a mini-game on the basis of a host application program, wherein the host application program runs on an operating system (S410); detecting whether the mini-game is bridged with a file system associated with the host application program, wherein the file system is used for managing a disk space corresponding to the host application program, and the disk space is used for storing a game resource package corresponding to the mini-game (S420); and in response to detecting that the mini-game is bridged with the file system, loading, by means of the file system, a game resource to be loaded in the game resource package from the disk space to an engine heap of a game engine (S430).
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD