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260 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.

Financial network security defense method and system based on multiple Agents and dynamic large model

The invention discloses a financial network security defense method and system based on multiple Agents and a dynamic large model. A detection Agent is deployed in an edge layer, financial network node flow data and system logs are collected in real time, time sequence features are extracted through a lightweight convolutional network, and a preliminary anomaly score is generated. And the cloud layer constructs a decision Agent, receives the feature abstract transmitted by the edge node in an encrypted manner, inputs the feature abstract into a dynamic large model for multi-modal feature fusion, and outputs defense action probability distribution. And the intelligence Agent constructs a cross-institution federated learning network. And constructing a dynamic game engine, constructing a revenue matrix based on the attack cost and the defense revenue, solving a Nash equilibrium strategy, and generating an optimal defense instruction set. And dynamically allocating detection tasks according to the threat level and the edge computing power state. According to the method, efficient acquisition and analysis are realized, the abnormal behavior recognition capability is improved, support is provided for making a defense strategy, the defense strategy is optimized, and the intelligent, automatic and efficient levels of defense are improved.
Owner:HUAYING (SHANGHAI) INFORMATION TECH CO LTD

Production line operation monitoring system based on digital twinning technology

The invention discloses a production line operation monitoring system based on a digital twin technology, and the system comprises a data collection module which is used for collecting the data of each task in a production line; the scheduling unit construction module is used for mapping each task instance in the virtual task relationship into a cat-shaped scheduling unit and initializing a role field based on a preset threshold value; the scheduling game engine module is used for executing a combat cat algorithm on the game model and generating a scheduling scheme set comprising a plurality of candidate scheduling schemes; the simulation evaluation module is used for executing simulation evaluation on each candidate scheduling scheme in the digital twin environment to obtain a corresponding task completion rate, a resource utilization rate and a system load balance degree; and the strategy management module is used for sorting the candidate scheduling schemes according to the simulation evaluation result and screening the current optimal scheduling scheme. According to the invention, intelligent production task scheduling, real-time response and strategy adaptive optimization are realized.
Owner:ZHICHENG DIGITAL CREATION (XIAN) TECH CO LTD

AR game camera system based on combination of real scene and 3D game elements

The invention discloses an AR (Augmented Reality) game camera system based on combination of live-action and 3D (Three-Dimensional) game elements, which comprises a live-action acquisition module for acquiring RGB (Red, Green, Blue) images and depth information, and processing the RGB images to form a real-time video stream; the semantic segmentation module is used for carrying out semantic segmentation on the real-time video stream, identifying an interactive surface and establishing a dynamic interactive region topology database; the virtual element generation module is used for constructing a 3D model library based on a game engine and dynamically matching the 3D model library with the live-action collection information through an adapter interface to generate virtual elements; the virtual-real fusion engine adopts a multi-layer rendering pipeline technology to realize seamless fusion of virtual elements and a real environment; the interactive response module is used for realizing interactive response between the player and the virtual object; and the adaptive calibration module is used for adjusting parameters of the SLAM algorithm according to the semantic segmentation result. According to the method, accurate fusion and natural interaction of the virtual elements in a complex real scene are realized, more immersive user experience is provided, and high precision and stability can be kept in different environments.
Owner:SHANGHAI JIUYUNGUANG DIGITAL TECHNOLOGY CO LTD

Marketing prediction intelligent analysis method and system based on machine learning

The invention discloses a marketing prediction intelligent analysis method and system based on machine learning, and the method comprises the steps: generating a competition relation matrix between commodity categories through an ecological niche competition model, and achieving the strategy diversity maintenance through combining the strategy feature coding of a dynamic strategy pool with a red queen adjustment mechanism; and multi-strategy game simulation is carried out by using an ecological game engine, an optimal strategy combination is calculated and output through Nash equilibrium, and finally parameters are optimized based on a real-time feedback closed-loop link. According to the technical scheme of the invention, through a competition-game-feedback dynamic balance mechanism, autonomous emergence of a cross-category co-evolution strategy is realized, the environmental adaptability and evolution ability of a marketing strategy are significantly improved, the problem of strategy stiffness caused by manual rule dependence is overcome, and an intelligent decision-making system with an ecological self-organization characteristic is formed.
Owner:FUJIAN YANGTENG INNOVATION INFORMATION TECHNOLOGY CO LTD

Adapting gaming scenarios of a game engine

There is provided a method, comprising: accessing a candidate gaming scenario associated with a desired outcome(s) of users interacting with a gaming engine implementing the candidate gaming scenario, identifying, in the gaming engine, a sub-set of the users interacting with the gaming engine for analyzing the candidate gaming scenario implemented by the gaming engine, virtually implementing the candidate gaming scenario by the gaming engine for interaction by the users as if the candidate gaming scenario is not virtually implemented, collecting data on the sub-set of users, computing a game related result(s) predicted to occur when the new gaming scenario is explicitly implemented by the candidate gaming engine using the data collected for the virtually implemented candidate gaming engine scenario, and in response to the game related scenario(s) meeting a target, explicitly implementing the candidate gaming scenario for interaction by the users.
Owner:PLAYTIKA

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.

Instant light color rendering system for game scene

The invention belongs to the technical field of game rendering, and discloses an instant light color rendering system for a game scene, which comprises the following steps: collecting scene illumination information based on a game engine, and generating initial illumination data; carrying out heterogeneous light source data fusion processing to generate integrated illumination data; performing multi-dimensional illumination attribute clustering analysis and feature extraction to generate illumination feature data; performing scene region division processing, and constructing region illumination feature data; performing regional material-illumination interaction feature analysis to obtain interaction feature data; performing illumination propagation characteristic analysis to generate propagation characteristic data; designing a region rendering priority prediction engine; transmitting the feature data in real time to perform rendering demand intelligent analysis; performing global instant light color rendering adaptive decision analysis to form a rendering decision; adjusting the initial illumination data according to the decision, and executing instant light color rendering of the game scene; and the visual expressive force and the rendering performance of the game are greatly improved.
Owner:QINGDAO BLUEFIR INTERACTIVE ENTERTAINMENT TECH 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

Just-in-time game engine for game world development and gameplay

Disclosed are techniques for just-in-time (JIT) game development and gameplay. A system can include an oracle having AI models, the oracle being called by a game engine during JIT game development and JIT gameplay, and a data store that can be configured to store data field entries in encyclopedias that can be associated with JIT game worlds for respective players at their respective user devices. The game engine can perform a process including: receiving user input from a user device of a player, providing the JIT gameplay to the user device for presentation in one or more graphical user interfaces based on processing, by the oracle, the user input, and generating, simultaneously or in parallel, updates to the data field entries in an encyclopedia associated with the JIT game world for the player based on processing, by the oracle, the user input and the JIT gameplay.
Owner:RPG FUN LLC

Immersive multisensory simulation system

A Multisensory Simulation System comprises systems including: an Omni-Directional Treadmill (ODT), a Gravity Modification System (GMS), a Motion and gesture Tracking System (MTS), a Data Analytics System (DAS), a Visual Stimulation System (VSS), an Auditory Stimulation System (AUSS), an Operator Interface System (OIS), a User Harness System (UHS), a Tactile Stimulation System (TSS), an Atmospheric Simulation System (ATSS), a Neurological Stimulation System (NSS), an Olfactory Stimulation System (OSS), a Gustatory System Stimulation System (GSS), a User Monitoring System (UMS), a Controller, a Game Engine System (GES), database, a Communication Unit (CU), a User Safety System (USS), and a communication bus.
Owner:NEWTON VR 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

Architectures, systems and methods having segregated secure and public functions

A system is provided for control of an entertainment state system having segregated secure functions and public functions for use by one or more users of the system. First, a public interface portal receives instructions regarding operation of the entertainment state system from the one or more users. The interface portal includes a first interface, a processor, a graphical user interface (GUI) coupled to the processor, a control unit in operative communication with the processor and graphical user interface, and a second interface providing an application program interface (API). Secondly, a secure entity unit is provided, the secure entity unit including a receive interface, the receive interface adapted to receive a call from the application program interface (API) of the interface portal, a send interface, the send interface adapted to provide a response to the interface portal interface, a game engine, and a financial engine.
Owner:MILESTONE ENTERTAINMENT LLC

Three-dimensional rendering interface framework with unified end and cloud

The invention provides an end-cloud unified three-dimensional rendering interface framework, belongs to the technical field of computer graphic rendering, and solves the problems that end rendering and cloud rendering interfaces are not unified and development and maintenance are complex in the prior art by compiling a unified development framework. According to the framework, by introducing a layered framework comprising a unified rendering API, a rendering mode adaptation layer and a rendering execution layer, abstract packaging of bottom layer rendering technologies (such as WebGL / WebGPU, game engine pixel flow and the like) is achieved. According to the method, an application program is allowed to be intelligently and transparently switched between an end rendering mode and a cloud rendering mode through the same API according to conditions such as equipment performance and network conditions. According to the method, the development complexity of cross-platform three-dimensional application can be remarkably simplified, the terminal or cloud computing power is fully utilized to optimize the rendering performance, the consistent experience on different devices is ensured, and the method is particularly suitable for the fields of smart cities, digital twinning, universal three-dimensional visualization and the like.
Owner:浪潮智慧城市科技有限公司

Plotting behind the scenes with learnable game engines

A framework trains game-engine-like neural models from annotated videos to generate a Learnable Game Engine (LGE) that maintains states of the scene, objects and agents in it, and enables rendering the environment from a controllable viewpoint. The LGE models the logic of the game and the rules of physics, making it possible for the user to play the game by specifying both high- and low-level action sequences. The LGE also unlocks a director's mode where the game is played by plotting behind the scenes, specifying high-level actions and goals for the agents using text-based instructions. To implement the director's mode, a trained diffusion-based animation model navigates the scene using high-level constraints, to enable play against an adversary, and to devise the strategy to win a point. To render the resulting state of the environment and its agents, a compositional neural radiance field (NeRF) representation is used in a synthesis model.
Owner:SNAP INC

General game development engine system based on OpenGL (Open Graphics Library)

The invention discloses a general game development engine system based on OpenGL (Open Graphics Library). The general game development engine system comprises an application program control module and an application program module, the application program module comprises an input processing module, a terrain module, a game AI module, a GUI graphical interface module and a rendering output module; the control module is used for initializing an OpenGL environment and calling a terrain in the program module, and the GUI module is used for initializing game pictures; calling an input processing module to obtain input data of a user, and calling a game AI module to perform interaction between the user and a game picture; updating data of the terrain, the GUI, the sound effect and the game AI module; a rendering output module is called to form a specific game picture and render the game picture, a game cycle of initialization-data updating-picture rendering is constructed, and a complete game cycle is formed; the 3D / 2D game engine framework based on the OpenGL is created by integrally designing components and modules necessary for a general game engine, and a game project is quickly constructed.
Owner:DALIAN NEUSOFT UNIV OF INFORMATION

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

Machine learning model for integration of a game engine with a service engine

There is provided a computer implemented method of integration of a game engine with a service engine, comprising: obtaining a source code operative to implement a game engine designed to interact with multiple players, obtaining aspects-to-be-revealed selected from a set of candidate data elements indicating interaction of the players with the game engine, applying a machine learning (ML) model to a combination of the source code and to the selected aspects-to-be-revealed, wherein the ML model is pre-trained to identify region(s) in the source code to be modified to convey, to the service engine, the selected aspects-to-be-revealed including data element(s) indicating interaction of the players with the game engine, and receiving, from the ML model, at least a suggestion indicating modification of the region(s) of the source code to send the selected aspects-to-be-revealed including the data element(s) to the service engine, during interaction of the players with the game engine.
Owner:PLAYTIKA

Active defense AI self-aiming method based on micro rendering

The invention provides an active defense AI self-aiming method based on micro rendering, and the method comprises the steps: 1, superposing disturbance on a two-dimensional texture map, and generating an initial confrontation texture; step 2, setting a micro-renderable environment and performing parameter randomization; 3, micro rendering and background fusion are executed, and a composite image closer to a real game picture is generated; 4, acquiring a detection result of each target detection model on the image; 5, calculating a multi-target joint adversarial loss function; step 6, performing back propagation optimization and disturbance updating; step 7, iterative optimization is carried out, and a final texture with deception AI auto-collimation is generated; and step 8, replacing the original texture image of the corresponding role in the game client with the generated confrontation texture image, and automatically loading and rendering the role by using the confrontation texture image when the game engine runs. According to the method, the recognition process can be effectively interfered before the cheating behavior occurs by introducing the antagonistic disturbance to the texture level.
Owner:NANJING UNIV OF INFORMATION SCI & TECH +1

Digital twin analog simulation engine construction method fusing GIS engine and game engine

The invention discloses a digital twin analog simulation engine construction method fusing a GIS engine and a game engine, and the method achieves the fusion of a GIS rendering pipeline and a game engine rendering pipeline through constructing a multi-source heterogeneous data loading and rendering technology which is weakly coupled with the rendering pipeline. The method not only supports loading and fusion of massive multi-source heterogeneous data, but also supports switching of different rendering pipelines and direct loading of game scenes, solves the problem of multi-source heterogeneous data loading which neither a GIS engine nor a game engine, is also compatible with different rendering pipelines, especially the rendering pipelines of the game engine, and is suitable for large-scale application. And a bottom layer support is provided for high-fidelity rendering. The method also solves the contradictions that the GIS engine supports large-volume image topographic data loading but the rendering quality is poor, and the game engine topographic system is perfect, the rendering quality is high, no geographic information attribute exists, and large-volume topographic data loading cannot be borne.
Owner:YUNHE (HENAN) INFORMATION TECH CO LTD

Multi-source heterogeneous data unified processing method and system based on dynamic script engine

The invention provides a multi-source heterogeneous data unified processing method and system based on a dynamic script engine, and relates to the technical field of game engines and software development.The multi-source heterogeneous data unified processing method comprises the steps that multiple game engine protocol signals are converted into a unified intermediate representation format, and meanwhile asset specification parameters and engine compatibility identifiers are extracted and injected into the unified intermediate representation format; forming enhanced asset data; analyzing and verifying the dynamic script codes, converting byte codes to load a memory, and establishing a dynamic script hot update mechanism; concurrently loading enhanced asset data according to a mechanism state, recording an error when the enhanced asset data fails, triggering an exception, and switching a standby path for reloading; finally, the asset format is converted into a target engine native format, algorithm parameters are updated by means of a hot updating mechanism to optimize quality, it is ensured that the target engine requirements are met, asset data enhancement, dynamic script hot updating, concurrent loading fault tolerance and asset format conversion and quality optimization can be achieved, and it is ensured that assets meet the target game engine requirements.
Owner:ZHONGKE HUIZHI (BEIJING) TECH CO LTD

AI-based Real-time Interactive Media Art Generation System

The present invention relates to an AI-based real-time interactive media art system, which is a technology that provides an immersive art experience by having AI analyze a viewer's movements, facial expressions, colors, and voice to generate customized media content and outputting it in real time using a 3D game engine. The system includes cloud-based AI analysis and 3D environment integration, and has a function in which the background, colors, and sounds change dynamically according to the speed of the user's actions.
Owner:이충렬

Game definition file

A client device receives compiled software for a game engine. The game engine is for playing a designated game. The client device receives a game definition file for the designated game. The game definition file stores rules for the designated game. The game definition file defines the rules using non-compiled machine-readable code. The client device executes the game engine at the client device to enable playing of the designated game via the client device. Executing the game engine includes: accessing the game definition file; and providing, via a user interface generated on the client device, interactive gameplay of the designated game according to the rules for the designated game defined by the game definition file.
Owner:ZYNGA INC

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

Game image generation method and system based on 3D rendering engine

The present invention relates to the field of game image generation technology, and in particular to a method and system for generating game images based on a 3D rendering engine. The method comprises: obtaining intersecting objects in a 3D model of a game engine that intersect with a surface of a viewing frustum; screening suspicious objects based on the overlap between the bounding box of the intersecting object and the viewing frustum, the change in physics engine information, and the distance between intersecting objects on the same surface of the viewing frustum; determining the user perspective following time difference based on the consistency between the spatial vector of the historical intersecting object and the corresponding camera perspective vector, and the matching relationship between the change in the spatial vector of the historical intersecting object and the change in the corresponding camera perspective vector; calculating the attention level of the suspicious object based on the projection distribution of the suspicious object and its matching object relative to the plane aligned with the camera lens, and the change in the spatial vector when the suspicious object changes state, thereby generating a game image. The present invention ensures the rendering effect of the game image.
Owner:SHANGRAO XINXIN INFORMATION TECHNOLOGY CO LTD

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

Resource processing method and system

The present application discloses a resource processing method, the method comprising: obtaining resource usage information of a game engine, the resource usage information being associated with a plurality of used resources; determining the resource type of each used resource according to the resource usage information; and dividing the plurality of used resources into a plurality of resource packages according to the resource type of each used resource. The present application also discloses a resource processing system, a computer device, and a computer-readable storage medium. The technical solution provided by the present application includes the following advantages: automatic subpackaging based on resource types can avoid maintenance difficulties caused by manual subpackaging and reduce equipment performance loss.
Owner:SHANGHAI HODE INFORMATION TECH CO LTD

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