Parent Model Rendering for Static Game Components
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Solution Overview
Problem
In games that combine shoot and build types, the large number of static components subdivided into sub-components leads to significant memory occupation and processing pressure, especially on devices with limited memory, such as mobile devices, due to the numerous sub-models required for realistic disassembly effects.
Innovation Solution
The method involves combining sub-models into parent models with local and global identifiers to achieve a scene global identifier, allowing for efficient rendering and disassembly of static components by hiding and marking sub-models as needed, reducing the number of models rendered and processed.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If static components are subdivided into multiple sub-components to achieve realistic disassembly effects, then the display effect and game play quality are improved, but memory occupation and processing pressure increase significantly
Solution Approach 1:
Multiple sub-models that represent different parts of a static component are merged into a single parent model. The parent model contains all sub-models as its components, allowing the system to manage and render one unified model instead of multiple separate models. This reduces memory overhead while preserving the ability to selectively hide or display individual sub-components for disassembly effects.
Solution Approach 2:
The parent model is segmented into multiple sub-models, each representing a specific part of the static component. Each sub-model maintains its own identification information within the parent model's structure, enabling independent control and rendering of individual parts while keeping them organized under a unified parent model framework.
2Adaptability or versatility
If static components are subdivided into multiple sub-components to enable disassembly effects, then the game play functionality is improved, but the number of models to be rendered and processed increases
Solution Approach 1:
Multiple sub-models are combined into a single parent model that can be rendered in one go. The parent model maintains references to all its sub-models with their identification information, allowing the rendering system to process one parent model instead of multiple separate sub-models, thus improving processing efficiency while retaining disassembly functionality.
Solution Approach 2:
The parent model dynamically controls the visibility and rendering of its sub-models based on game state. By using identification information to selectively hide or display specific sub-components, the system achieves dynamic disassembly effects without the overhead of managing multiple independent model objects during rendering.
3Manufacturing precision
If sub-models are created for each sub-component to achieve wear and disassembly effects, then the visual realism is improved, but the device resource consumption increases
Solution Approach 1:
Multiple sub-models are merged into a single parent model structure that optimizes rendering performance. The parent model consolidates the rendering pipeline, reducing the number of draw calls and GPU state changes required compared to rendering multiple separate sub-models independently, thereby reducing device resource consumption while maintaining visual realism.
Solution Approach 2:
Instead of creating and managing multiple independent model objects in memory, the system uses a single parent model that contains references to its sub-components. This virtual representation allows the system to achieve detailed visual effects without the memory and processing overhead of actual multiple model instances.
Data Source
AI summary
A processing method, rendering method and device for static components in a game scene are provided. The rendering method includes: a parent model corresponding to a plurality of static components is loaded, the parent model comprising at least two sub-models corresponding to at least two sub-components, and information of each of the at least two sub-models is recorded in a model file of the parent model; a scene global identifier of the at least one sub-model marked as hidden in the parent model is determined, wherein the scene global identifier includes identification information of each of the at least two sub-models in the game scene; and at least one sub-model not marked as hidden of the parent model is rendered in a preset manner.


