Game Mode Switching via Data Segmentation and Reuse
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Solution Overview
Problem
Current video game systems face high computing pressure and reduced operation efficiency due to the need to reload large amounts of data when switching between game modes, as they acquire and reload game process and character data each time a mode is changed.
Innovation Solution
A method and apparatus for switching game modes that involves receiving a game switching instruction, selecting a target game mode, acquiring first game process data and game character data, and running the game process using this data, allowing the game character data to be retained and reused across mode switches, thereby reducing data loading and computing pressure.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If all game process data and game character data are reloaded each time a game mode is switched, then the game can run according to the data in memory, but the data loading amount increases and computing pressure rises
Solution Approach 1:
The patent segments game data into two distinct categories: game process data (mode-specific) and game character data (shared across modes). This segmentation allows the system to selectively load only process data when switching modes while reusing character data, thereby reducing the overall data loading amount and computing pressure during mode transitions.
Solution Approach 2:
The patent performs preliminary actions by pre-loading and storing game character data in memory before mode switching occurs. This preliminary action ensures that character data is already available in memory and can be directly reused when switching between game modes, eliminating the need to reload this data and thus improving operation efficiency.
2Ease of operation
If all data in the game mode is loaded during switching, then the game can be run according to data in memory, but a large amount of data needs to be reloaded causing high computing pressure
Solution Approach 1:
The patent divides game data into mode-specific process data and shared character data segments. During mode switching, only the process data segment needs to be loaded while the character data segment is reused from memory, significantly reducing the volume of data that needs to be processed and thereby lowering computing pressure.
Solution Approach 2:
The patent makes game character data universal by designing it to be shared across multiple game modes. This multi-functionality allows the same character data to serve different game modes without modification, enabling the system to avoid reloading character data when switching modes and thus reducing device complexity and computing pressure.
Data Source
AI summary
A method and apparatus for switching a game mode, and an electronic device are disclosed. The method includes: receiving a game switching instruction in a current game mode; selecting a target game mode according to the game switching instruction; acquiring first game process data of the target game mode and game character data of the current game mode; running a game process of the target game mode according to the first game process data and the game character data.


