3D Level Screen Segmentation for Long Mobile Game Stages
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Solution Overview
Problem
Implementing a long level length 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, with resources loaded incrementally as the virtual character moves to trigger positions, allowing only partial loading of level resources at a time, reducing the need for simultaneous loading of all resources.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Duration of action of moving object
If the level is implemented as a 3D horizontal shooting game with long level length, then the gaming experience is improved, but the computing performance and cache resource requirements increase
Solution Approach 1:
The patent divides a long level into multiple sub-levels that are loaded sequentially. When the virtual character reaches a trigger position, the current sub-level is unloaded and the next sub-level is loaded. This segmentation allows the game to provide a long level experience while maintaining low resource requirements at any given time, as only one sub-level resides in memory at a time.
2Adaptability or versatility
If all level resources are loaded simultaneously, then the level can be fully accessed, but the cache resource requirements become prohibitively high
Solution Approach 1:
The patent loads level resources in advance but in a controlled manner. Specifically, when the virtual character approaches a trigger position, the system prepares to load the next sub-level by unloading the current one. This preliminary action ensures that resources are available when needed while preventing excessive cache usage by maintaining only the currently needed sub-level in memory.
Data Source
AI summary
A level screen displaying method includes: 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.


