3D Game Level Streaming Through Triggered Sub-Level Loading
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Solution Overview
Problem
Implementing long levels in 3D horizontal shooting games poses technical difficulties due to high computing performance and cache resource requirements.
Innovation Solution
The level is split into multiple sub-levels, loading resources incrementally as the virtual character moves through trigger positions, allowing only partial loading of level resources at a time.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the level is implemented as a 3D horizontal shooting game, then the gaming experience is enhanced, but the computing performance and cache resource requirements increase significantly
Solution Approach 1:
The patent divides a long level into multiple sub-levels, where each sub-level is loaded independently as the virtual character progresses. This segmentation allows the system to manage memory and computing resources more efficiently by loading only the necessary portions of the level at any given time, rather than loading the entire level into memory simultaneously.
2Duration of action of moving object
If the level length is extended to provide longer gaming experience, then player engagement increases, but the resource requirements exceed terminal capabilities
Solution Approach 1:
The patent pre-loads resources for upcoming sub-levels in the background while the player is still exploring current sub-levels. This preliminary action ensures that when the player transitions to the next sub-level, the resources are already prepared and ready, maintaining seamless gameplay without requiring the player to wait for resource loading, thus enabling longer levels without proportionally increasing peak resource requirements.
3Loss of time
If all level resources are loaded at once, then the level can be accessed immediately, but the cache memory requirements become prohibitively high
Solution Approach 1:
The patent implements dynamic resource loading where the system continuously monitors the virtual character's position and dynamically loads or unloads sub-level resources based on current needs. As the character moves through different sub-levels, previously loaded sub-levels are unloaded from memory to make room for new ones, creating a dynamic memory management system that adapts to the player's progress and maintains efficient cache utilization throughout the extended level.
Data Source
AI summary
A level screen displaying method, apparatus, device and storage medium, falling within the field of application programs supporting a virtual environment, is applied to a terminal device, a level provided by the terminal device including at least two sub-levels. The method including: displaying the level screen, the level screen displaying a virtual character located in a first sub-level (320); controlling the virtual character to move in the first sub-level in response to a moving operation (340); loading a second sub-level in response to the virtual character moving to a trigger position of the second sub-level in the first sub-level (360); and controlling the virtual character to move from the first sub-level to the second sub-level (380). According to this application, a terminal only needs to load level resources of a part of the sub-levels in the running process, without loading all level resources of the whole level at the same time, thereby reducing higher requirements on computing performance and cache resources of the mobile terminal.


