Game scene editing method and device, storage medium and electronic device

文档序号:1259206 发布日期:2020-08-25 浏览:18次 中文

阅读说明:本技术 游戏场景的编辑方法、装置、存储介质和电子装置 (Game scene editing method and device, storage medium and electronic device ) 是由 陈家豪 于 2020-06-09 设计创作,主要内容包括:本发明公开了一种游戏场景的编辑方法、装置、存储介质和电子装置。该编辑方法包括:获取第一客户端发送的场景编辑信息;基于场景编辑信息对第一游戏场景的第一场景数据进行修改,得到第二场景数据,其中,第二场景数据用于将第一游戏场景更新为第二游戏场景;将第二场景数据发送至第一客户端和第二客户端,以使第一客户端和第二客户端显示第二游戏场景。通过本发明,达到了提高了对游戏场景进行编辑的效率的效果。(The invention discloses a game scene editing method, a game scene editing device, a storage medium and an electronic device. The editing method comprises the following steps: acquiring scene editing information sent by a first client; modifying first scene data of the first game scene based on the scene editing information to obtain second scene data, wherein the second scene data is used for updating the first game scene into a second game scene; and sending the second scene data to the first client and the second client so as to enable the first client and the second client to display the second game scene. By the method and the device, the effect of improving the efficiency of editing the game scene is achieved.)

1. A method for editing a game scene, comprising:

acquiring scene editing information sent by a first client;

modifying first scene data of a first game scene based on the scene editing information to obtain second scene data, wherein the second scene data is used for updating the first game scene into a second game scene;

and sending the second scene data to the first client and the second client so as to enable the first client and the second client to display the second game scene.

2. The editing method according to claim 1, wherein the scene editing information is obtained by the first client operating on object data in the first game scene.

3. The editing method according to claim 1, wherein before acquiring the scene editing information sent by the first client, the method further comprises:

acquiring position information of a virtual camera corresponding to the first client;

sending the position information of the virtual camera corresponding to the first client to the second client, so that the position of the virtual camera corresponding to the second client is adjusted to be consistent with the position of the virtual camera corresponding to the first client;

the game scene presented by each client is a game scene picture captured by the virtual camera corresponding to each client.

4. The editing method according to claim 1, wherein before acquiring the scene editing information sent by the first client, the method further comprises:

acquiring state information of each object in the current game scene of the first client;

and synchronizing the state information of each object in the current game scene of the first client to the second client.

5. The editing method according to claim 1, wherein after modifying first scene data of the first game scene based on the scene editing information to obtain second scene data, the method further comprises:

and backing up the second scene data.

6. The editing method according to claim 5, wherein after the second scene data is transmitted to the first client and the second client, the method further comprises:

and under the condition that the second game scene is updated to a third game scene, responding to a scene recovery request, and sending the backed-up second scene data to the first client and the second client, so that the first client and the second client update the current third game scene to the second game scene.

7. The editing method according to claim 1, wherein the scene editing information is sent by the first client in a target editing mode.

8. The editing method of claim 7, wherein the target editing mode comprises at least one of:

a close shot editing mode, which is a mode for editing an object in the first game scene, wherein the distance between the object and the corresponding virtual camera is less than a preset first distance;

a long-range editing mode, configured to perform a mode of editing an object whose distance from a corresponding virtual camera in the first game scene is smaller than a preset second distance, where the preset second distance is greater than the preset first distance;

and the global parameter editing mode is used for editing the global parameters of the first game scene.

9. The editing method according to any one of claims 1 to 8, wherein the method further comprises:

acquiring voice information sent by the first client;

and synchronizing the voice information to the second client.

10. A method for editing a game scene, comprising:

the method comprises the steps that a first client side edits a first game scene and sends scene editing information to a server, wherein the scene editing information is used for enabling the server to modify first scene data of the first game scene to obtain second scene data, the second scene data is sent to the client side, the client side comprises the first client side and a second client side, and the second scene data is used for updating the first game scene to a second game scene;

and the first client receives the second scene data sent by the server, and updates the displayed first game scene into a second game scene based on the second scene data.

11. The editing method of claim 10, wherein the first client edits for a first game scene, and comprises:

and the first client calculates the object data in the first game scene to obtain the scene editing information.

12. The editing method according to claim 10, wherein before the first client sends scene editing information to a server, the method further comprises:

the first client sends the position information of the corresponding virtual camera to the server, so that the server synchronizes the position information of the virtual camera corresponding to the first client to the second client, and the second client adjusts the position of the corresponding virtual camera to be consistent with the position of the virtual camera corresponding to the first client;

the game scene presented by each client is a game scene picture captured by the virtual camera corresponding to each client.

13. The editing method according to claim 10, wherein after the first client receives the second scene data sent by the server and updates the displayed first game scene to a second game scene based on the second scene data, the method further comprises:

sending a scene recovery request to the server under the condition that the first client is updated to a third game scene from the second game scene, wherein the scene recovery request is used for requesting to acquire the second scene data backed up by the server;

and the first client receives second scene data sent by the server, and updates the displayed third game scene into the second game scene based on the second scene data.

14. The editing method of claim 10, wherein the editing of the first game scene by the first client comprises:

determining a target editing mode in response to a selection operation for the editing mode;

and editing the first game scene based on the target editing mode to obtain scene editing information.

15. The editing method of claim 14, wherein the target editing mode comprises at least one of:

a close shot editing mode, which is a mode for editing an object in the first game scene, wherein the distance between the object and the corresponding virtual camera is less than a preset first distance;

a long-range editing mode, configured to perform a mode of editing an object whose distance from a corresponding virtual camera in the first game scene is smaller than a preset second distance, where the preset second distance is greater than the preset first distance;

a global parameter editing mode for editing a global parameter of the first game scene; a browse mode for a mode that prohibits editing of objects in the first game scene.

16. The editing method of claim 14, wherein when editing the first game scene based on the target editing mode, the method further comprises:

determining a target object of the first game scene currently edited by the first client, and setting the target object to a locked state, wherein the target object cannot be edited by clients other than the first client in the locked state.

17. The editing method of claim 16, wherein the method further comprises:

releasing the locked state of the target object in response to a switching operation of the edit mode or in response to an update of a current game scene.

18. The editing method of claim 15, wherein after determining the target editing mode, the method further comprises:

and presenting identification information corresponding to the target editing mode on the first client.

19. An apparatus for editing a game scene, comprising:

the system comprises an acquisition unit, a processing unit and a processing unit, wherein the acquisition unit is used for acquiring scene editing information sent by a first client;

the editing unit is used for modifying first scene data of a first game scene based on the scene editing information to obtain second scene data, wherein the second scene data is used for updating the first game scene into a second game scene;

and the first sending unit is used for sending the second scene data to the first client and the second client so as to enable the first client and the second client to display the second game scene.

20. An apparatus for editing a game scene, comprising:

the second sending unit is used for enabling a first client to edit a first game scene and sending scene editing information to the server, wherein the scene editing information is used for enabling the server to modify first scene data of the first game scene to obtain second scene data and sending the second scene data to the client, the client comprises the first client and a second client, and the second scene data is used for updating the first game scene to a second game scene;

a receiving unit, configured to enable the first client to receive the second scene data sent by the server, and update the displayed first game scene to a second game scene based on the second scene data.

21. A storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, controls an apparatus on which the storage medium is located to perform the method of any of claims 1 to 9, or the method of any of claims 10 to 18.

22. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is arranged to execute the computer program to perform the method of any of claims 1 to 9, or the method of any of claims 10 to 18.

Technical Field

The invention relates to the field of computers, in particular to a method and a device for editing a game scene, a storage medium and an electronic device.

Background

At present, when a game scene is edited in a game engine, if a plurality of clients simultaneously edit, a problem of resource conflict occurs. Thus, for the development of one game scene, only one client is allowed to edit at a time. Generally, a sequence is set, game scenes are edited serially, and after the game scenes are edited by one client, the game scenes can be edited continuously by the other client.

The scheme can avoid the time waste caused by one person waiting for the other person under the condition that a plurality of game scenes exist. However, in the case of only one game scene, the problem of wasting time due to waiting becomes more obvious and serious, and when the progress of the project is urgent, the development method is very inefficient, so that there is a problem that the editing of the game scene is inefficient.

Aiming at the problem of low efficiency of editing a game scene in the prior art, an effective solution is not provided at present.

Disclosure of Invention

The invention mainly aims to provide a game scene editing method, a game scene editing device, a storage medium and an electronic device, and at least solves the technical problem of low efficiency of editing a game scene.

In order to achieve the above object, according to an aspect of the present invention, there is provided a method of editing a game scene. The editing method can comprise the following steps: acquiring scene editing information sent by a first client; modifying first scene data of the first game scene based on the scene editing information to obtain second scene data, wherein the second scene data is used for updating the first game scene into a second game scene; and sending the second scene data to the first client and the second client so as to enable the first client and the second client to display the second game scene.

Optionally, the scene editing information is obtained by the first client computing object data in the first game scene.

Optionally, before obtaining the scene editing information sent by the first client, the editing method further includes: acquiring position information of a virtual camera corresponding to a first client; sending the position information of the virtual camera corresponding to the first client to the second client, so that the position of the virtual camera corresponding to the second client is adjusted to be consistent with the position of the virtual camera corresponding to the first client; the game scene presented by each client is a game scene picture captured by the virtual camera corresponding to each client.

Optionally, before obtaining the scene editing information sent by the first client, the editing method further includes: acquiring state information of each object in a current game scene of a first client; and synchronizing the state information of each object in the current game scene of the first client to the second client.

Optionally, after modifying the first scene data of the first game scene based on the scene editing information to obtain the second scene data, the editing method further includes: and backing up the second scene data.

Optionally, after the sending the second scene data to the first client and the second client, the editing method further includes: and under the condition that the second game scene is updated to be the third game scene, responding to the scene recovery request, and sending the backed-up second scene data to the first client and the second client, so that the first client and the second client update the current third game scene to be the second game scene.

Optionally, the scene editing information is sent by the first client in the target editing mode.

Optionally, the target editing mode comprises at least one of: the close shot editing mode is used for editing an object, the distance between the object and the corresponding virtual camera in the first game scene is smaller than a preset first distance; a long-range editing mode, which is a mode for editing an object, whose distance from the virtual camera in the first game scene is smaller than a preset second distance, wherein the preset second distance is greater than the preset first distance; and the global parameter editing mode is used for editing global parameters based on the first game scene.

Optionally, the editing method further includes: acquiring voice information sent by a first client; and synchronizing the voice information to the second client.

In order to achieve the above object, according to another aspect of the present invention, another game scene editing method is also provided. The editing method can comprise the following steps: the method comprises the steps that a first client side edits a first game scene and sends scene editing information to a server, wherein the scene editing information is used for enabling the server to modify first scene data of the first game scene to obtain second scene data, the second scene data is sent to the client side, the client side comprises the first client side and a second client side, and the second scene data is used for updating the first game scene into a second game scene; and the first client receives second scene data sent by the server, and updates the displayed first game scene into a second game scene based on the second scene data.

Optionally, the first client edits the first game scene, and the editing method further includes: the first client calculates object data in the first game scene to obtain scene editing information.

Optionally, before the first client sends the scene editing information to the server, the editing method further includes: the method comprises the steps that a first client sends position information of a corresponding virtual camera to a server, so that the server synchronizes the position information of the virtual camera corresponding to the first client to a second client, and the second client adjusts the position of the corresponding virtual camera to be consistent with the position of the virtual camera corresponding to the first client, wherein a game scene presented by each client is a game scene picture captured by the virtual camera corresponding to each client.

Optionally, after the first client receives the second scene data sent by the server, and updates the displayed first game scene to the second game scene based on the second scene data, the editing method further includes: under the condition that the first client is updated to a third game scene from the second game scene, sending a scene recovery request to the server, wherein the scene recovery request is used for requesting to acquire second scene data backed up by the server; and the first client receives second scene data sent by the server, and updates the displayed third game scene into the second game scene based on the second scene data.

Optionally, the first client edits the first game scene, including: determining a target editing mode in response to a selection operation for the editing mode; and editing the first game scene based on the target editing mode to obtain scene editing information.

Optionally, the target editing mode comprises at least one of: the close shot editing mode is used for editing an object, the distance between the object and the corresponding virtual camera in the first game scene is smaller than a preset first distance; a long-range editing mode, which is a mode for editing an object, whose distance from the virtual camera in the first game scene is smaller than a preset second distance, wherein the preset second distance is greater than the preset first distance; a global parameter editing mode for editing a global parameter of a first game scene; a browse mode for a mode that disables editing of objects in the first game scene.

Optionally, when the first game scene is edited based on the target editing mode, the editing method further includes: determining a target object of a first game scene currently edited by a first client, and setting the target object to be in a locked state, wherein the target object cannot be edited by clients except the first client in the locked state.

Optionally, the editing method further includes: the lock state of the target object is released in response to a switching operation of the edit mode or in response to an update of the current game scene.

Optionally, the identification information corresponding to the target editing mode is presented on the first client.

In order to achieve the above object, according to another aspect of the present invention, there is provided an editing apparatus of a game scene. The apparatus may include: the system comprises an acquisition unit, a processing unit and a processing unit, wherein the acquisition unit is used for acquiring scene editing information sent by a first client; the editing unit is used for modifying first scene data of the first game scene based on the scene editing information to obtain second scene data, wherein the second scene data is used for updating the first game scene into a second game scene; and the first sending unit is used for sending the second scene data to the first client and the second client so as to enable the first client and the second client to display the second game scene.

In order to achieve the above object, according to another aspect of the present invention, there is also provided an editing apparatus for a game scene. The apparatus may include: the second sending unit is used for enabling the first client to edit the first game scene and sending scene editing information to the server, wherein the scene editing information is used for enabling the server to modify first scene data of the first game scene to obtain second scene data, and the second scene data is sent to the client, the client comprises the first client and the second client, and the second scene data is used for updating the first game scene into the second game scene; and the receiving unit is used for enabling the first client to receive the second scene data sent by the server and updating the displayed first game scene into a second game scene based on the second scene data.

In order to achieve the above object, according to another aspect of the present invention, there is provided a storage medium. The storage medium stores a computer program, wherein when the computer program is executed by the processor, the apparatus where the storage medium is located is controlled to execute the editing method of the game scene according to the embodiment of the invention.

In order to achieve the above object, according to another aspect of the present invention, an electronic device is provided. The electronic device comprises a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to execute the editing method of the game scene in the embodiment of the invention.

The embodiment obtains the scene editing information sent by the first client; modifying first scene data of the first game scene based on the scene editing information to obtain second scene data, wherein the second scene data is used for updating the first game scene into a second game scene; and sending the second scene data to the first client and the second client so as to enable the first client and the second client to display the second game scene. That is to say, the server of this embodiment obtains the scene editing information synchronized by the clients to modify the scene data of the game scene, and then distributes the modified scene data to the clients that edit the game scene, so as to ensure that each client presents the latest game scene at present, thereby achieving the purpose of editing the same scene by multiple users at the same time, avoiding the waiting time wasted by editing the game scene serially, and also avoiding the problems of merging errors and communication failure caused by dividing the game scene into multiple sub-regions, thereby solving the technical problem of low efficiency of editing the game scene, and achieving the technical effect of improving the efficiency of editing the game scene.

Drawings

The accompanying drawings, which are incorporated in and constitute a part of this application, illustrate embodiments of the invention and, together with the description, serve to explain the invention and not to limit the invention. In the drawings:

fig. 1 is a block diagram of a hardware configuration of a mobile terminal of an editing method of a game scene according to an embodiment of the present invention;

FIG. 2 is a flow chart of a method for editing a game scene according to an embodiment of the present invention;

FIG. 3 is a flow chart of another method of editing a game scene according to an embodiment of the present invention;

fig. 4 is a schematic diagram of the manner in which a virtual camera corresponding to each client exists and the content presented according to an embodiment of the present invention;

FIG. 5 is a schematic diagram of an editing apparatus for game scenes according to an embodiment of the present invention; and

fig. 6 is a schematic diagram of another game scene editing apparatus according to an embodiment of the present invention.

Detailed Description

It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict. The present invention will be described in detail below with reference to the embodiments with reference to the attached drawings.

In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.

It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It should be understood that the data so used may be interchanged under appropriate circumstances such that embodiments of the application described herein may be used. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.

The method provided by the embodiment of the application can be executed in a mobile terminal, a computer terminal or a similar operation device. Taking an example of the method running on a mobile terminal, fig. 1 is a block diagram of a hardware structure of the mobile terminal of the method for editing a game scene according to the embodiment of the present invention. As shown in fig. 1, the mobile terminal may include one or more (only one shown in fig. 1) processors 102 (the processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data, and optionally may also include a transmission device 106 for communication functions and an input-output device 108. It will be understood by those skilled in the art that the structure shown in fig. 1 is only an illustration, and does not limit the structure of the mobile terminal. For example, the mobile terminal may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.

The memory 104 can be used for storing computer programs, for example, software programs and modules of application software, such as a computer program corresponding to a data processing method in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer programs stored in the memory 104, so as to implement the above-mentioned method. The memory 104 may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include memory located remotely from the processor 102, which may be connected to the mobile terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.

The transmission device 106 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a Network adapter (NIC) that can be connected to other Network devices through a base station to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used to communicate with the internet in a wireless manner.

The following describes the method for editing a game scene in the present embodiment from the server side. Fig. 2 is a flowchart of a method for editing a game scene according to an embodiment of the present invention. As shown in fig. 2, the editing method may include the steps of:

step S202, scene editing information sent by the first client is acquired.

In the technical solution provided in step S202 of the present invention, in a game editing scene, the first client is a client that is editing a current first game scene in a game scene development process, and may be a client used by a worker who is editing the first game scene, and may be referred to as a scene editor. Wherein the worker may include a plurality of art or planner persons.

The server of this embodiment establishes a communication connection with the first client, and may acquire scene editing information sent by the first client, where the scene editing information is used to edit the first game scene. Optionally, the scene editing information may include operation information and editing content of the first client when performing an editing operation on the first game scene.

Step S204, modifying the first scene data of the first game scene based on the scene editing information to obtain second scene data.

In the technical solution provided in step S204 of the present invention, after the scene editing information sent by the first client is obtained, the first scene data of the first game scene is modified based on the scene editing information, so as to obtain the second scene data, where the second scene data is used to update the first game scene to the second game scene.

In this embodiment, the server obtains first scene data of a first game scene, where the first scene data is data used for generating the first game scene and may include, but is not limited to, a terrain parameter, a light direction parameter, a light intensity parameter, a model parameter, a baking parameter, and the like in the first game scene, and modifies the first scene data according to scene editing information, and determines the modified first scene data as second scene data to generate a second game scene according to the second scene data.

Step S206, the second scene data is sent to the first client and the second client, so that the first client and the second client can display the second game scene.

In the technical solution provided in step S206 of the present invention, after the first scene data of the first game scene is modified based on the scene editing information to obtain the second scene data, the server may send the second scene data to the first client and the second client, so that the first client and the second client display the second game scene.

In this embodiment, the server may distribute the second scene data to the first client and the second client, which may be other clients for editing the game scene. Optionally, before the first client and the second client receive the second scene data, the first game scene may be displayed in a unified manner, and after the second scene data is received, the second game scene is generated through the second scene data, and the originally displayed first game scene is updated to the second game scene, at this time, both the first client and the second client display the second game scene, so that both the first client and the second client can display the latest editing result of the game scene development project, that is, it is ensured that the specific representation of each client is consistent, thereby ensuring that each worker can see the latest editing progress of the game scene development project, and further adjusting the work content of editing the game scene by himself based on the latest editing progress of the game scene development project.

In this embodiment, any client for editing a game scene may perform an editing operation on the current game scene at any time to generate scene editing information, and the server may modify scene data of the current game scene under the condition of receiving the scene editing information to obtain modified scene data, and further distribute the modified scene data to all clients for editing the game scene, so that the new game scene generated by the modified scene data is displayed, thereby achieving the purpose that a plurality of clients simultaneously edit one game scene within a certain time, and avoiding a waiting time wasted by serially editing the game scene.

It should be noted that the first game scenario of this embodiment is not only for the first client, but each client for editing the game scenario has the first game scenario.

In a related art game scene editing method, a game scene is usually divided into a plurality of sub-regions, each client edits one of the sub-regions, and finally, the edited sub-regions are integrated to form a complete game scene. However, this editing method seems to enable a plurality of clients to edit on one game scene at the same time, but actually divides the sub-areas that the plurality of clients need to edit, and one client cannot display the editing result of another client in real time to adjust its own work. The method is equivalent to dividing a large game scene into a plurality of small scenes, and finally needs to combine the small scenes, but problems are easy to occur in the combining process, and the implementation mode of combining the operation on different game engines is different, so that the editing efficiency of the game scene is influenced, and a plurality of new problems are encountered when the current game scene is repeatedly modified, so that the technical problem of low efficiency of editing the game is further caused.

However, in the game scene editing method of the present application, the scene editing information sent by the first client is obtained through the above steps S202 to S206; modifying first scene data of the first game scene based on the scene editing information to obtain second scene data, wherein the second scene data is used for updating the first game scene into a second game scene; and sending the second scene data to the first client and the second client so as to enable the first client and the second client to display the second game scene. That is to say, the client of this embodiment synchronizes the scene editing information to the server to modify the scene data of the game scene, and then multiple clients that edit the game scene can receive the modified scene data distributed by the server, so as to ensure that each client presents the latest game scene at present, thereby achieving the purpose of editing the same scene by multiple people at the same time, avoiding the waiting time wasted by editing the game scene serially, and also avoiding the problem that the game scene is divided into multiple sub-areas to easily cause merging errors and fail to communicate in time, thereby solving the technical problem of low efficiency of editing the game scene, and achieving the technical effect of improving the efficiency of editing the game scene.

The above-described method of this embodiment is further described below.

As an optional implementation manner, the scene editing information is obtained by the first client computing object data in the first game scene.

In the game scene editing of the embodiment, a frame synchronization technology may be adopted to perform logic and calculation on object data in a first game scene on a first client to obtain scene editing information, and a server obtains the calculated scene editing information uploaded by the first client to modify the first scene data of the first game scene to obtain second scene data. The object data may be data used in calculating a physical collision for an object in the first game scene.

It should be noted that the reason why the frame synchronization is adopted instead of the state synchronization in the game scene editing in this embodiment is that there are many calculations related to physical collisions during the editing operation on the first game scene, and the calculation amount of these calculations is relatively large, and if these calculation amounts of each client are directly put to the server, the calculation pressure of the server is very large, and there is relatively large delay, so it is better to put these calculations related to physical collisions to the client for calculation, so as to improve the efficiency of editing the game scene.

As an optional implementation manner, before acquiring the scene editing information sent by the first client in step S202, the editing method further includes: acquiring position information of a virtual camera corresponding to a first client; sending the position information of the virtual camera corresponding to the first client to the second client, so that the position of the virtual camera corresponding to the second client is adjusted to be consistent with the position of the virtual camera corresponding to the first client; the game scene presented by each client is a game scene picture captured by the virtual camera corresponding to each client.

In this embodiment, in the editing mode of the first client, the server may obtain position information of the virtual camera corresponding to the first client, where the position information determines a game scene picture presented by the first client through the virtual camera, and the game scene picture may be a game scene picture at different viewing angles, and includes displacement rotation information and view cone information, and the game scene picture includes content that the first client needs to edit.

For example, the first client is a client a, which is configured to present a depression angle, where a game scene screen at the depression angle includes a game scene that the client a needs to edit; the first client is a client B and is used for presenting a left visual angle, and a game scene picture under the left visual angle comprises a game scene needing to be edited by the client B; the first client is a client C, which is used for presenting a right view, and the game scene picture at the right view includes a game scene that the client C needs to edit.

After the server acquires the position information of the virtual camera corresponding to the first client, the position information of the virtual camera corresponding to the first client can be synchronized to the second client through a network synchronization function, the second client adjusts the position of the corresponding virtual camera to be consistent with the position of the virtual camera corresponding to the first client, so that the second client can display the first game scene of the first client at a corresponding view angle through the position information, the editing progress of the first client on a game scene development project can be further determined in real time, the working content of the second client on the game scene development project can be adjusted, and the editing efficiency of the game scene is improved.

As an optional implementation manner, before acquiring the scene editing information sent by the first client in step S202, the editing method further includes: acquiring state information of each object in a current game scene of a first client; and synchronizing the state information of each object in the current game scene of the first client to the second client.

In this embodiment, the first client includes a plurality of objects in the current game scene, and the objects may be objects in the current game scene. Before acquiring the scene editing information sent by the first client, the server may acquire state information of each object in the current game scene of the first client, for example, acquire displacement rotation scaling information of each object in the current game scene, and synchronize the displacement rotation scaling information to the second client, so that the states of the objects in the first game scene presented by the second client and the first client are consistent.

As an optional implementation manner, in step S204, after modifying the first scene data of the first game scene based on the scene editing information to obtain the second scene data, the editing method further includes: and backing up the second scene data.

In this embodiment, after the server modifies the first scene data of the first game scene based on the scene editing information to obtain the second scene data, the server may also back up the second scene data in order to avoid the second scene data from being lost. Optionally, a certain timing time may be set, and the server according to this embodiment may backup the second scene data according to the timing time, so as to query the second scene data at a later time.

It should be noted that, in this embodiment, the second scene data is backed up on the same server, so that when each client needs to acquire the second scene data, it can be ensured that the acquired data are consistent.

As an optional implementation manner, after sending the second scene data to the first client and the second client in step S206, the editing method further includes: and under the condition that the second game scene is updated to be the third game scene, responding to the scene recovery request, and sending the backed-up second scene data to the first client and the second client, so that the first client and the second client update the current third game scene to be the second game scene.

In this embodiment, in a case that the second game scene is updated to the third game scene, for example, the server acquires scene editing information sent by the first client (or other clients), modifies second scene data of the second game scene based on the scene editing information to obtain third scene data, where the third scene data is used to update the second game scene to the third game scene, and the server sends the third scene data to the first client and the second client, so that the first client and the second client display the third game scene, but this may be a result of updating the second game scene to the third game scene due to careless operation of the first client. Since the server of this embodiment backs up the second scene data, when the server receives the scene restoration request sent by the client, the server may respond to the scene restoration request and send the backed-up second scene data to the first client and the second client, so that the first client and the second client can restore and display the second game scene based on the backed-up second scene data, thereby avoiding that the edited scene is completely deleted or the edited scene is carelessly covered by another person due to careless operation of some other client, and thus improving the editing efficiency of the game scene.

As an alternative embodiment, the scene editing information is sent by the first client in the target editing mode.

In the method for editing a game scene according to this embodiment, the first client may be in a target editing mode, and the scene editing information received by the server may be sent by the clients in different target editing modes, where the target editing mode may be used to indicate a right of each client to edit a function of the game scene.

As an alternative embodiment, the target editing mode includes at least one of: the close shot editing mode is used for editing an object, the distance between the object and the corresponding virtual camera in the first game scene is smaller than a preset first distance; a long-range editing mode, which is a mode for editing an object, whose distance from the virtual camera in the first game scene is smaller than a preset second distance, wherein the preset second distance is greater than the preset first distance; and the global parameter editing mode is used for editing the global parameters of the first game scene. In the following the first client is used for example,

in this embodiment, the target editing modes that the first client can set include a close-range editing mode, a long-range editing mode, and a global parameter editing mode. When the first client is in the close-range editing mode, the first client may perform an editing mode for an object whose distance from the corresponding virtual camera in the first game scene is smaller than a preset first distance, where the distance from the corresponding virtual camera is smaller than the preset first distance, that is, the distance from the first client to the virtual camera in the cone of view, for example, the first client may edit an object at a certain distance from the near position in the cone of view to generate scene editing information; when the first client is in the long-range editing mode, the first client may edit an object whose distance from the corresponding virtual camera in the first game scene is smaller than a preset second distance, so as to generate scene editing information, where the distance from the corresponding virtual camera is smaller than the preset second distance, that is, the distance from the inside of the cone of the virtual camera corresponding to the client is far, for example, the first client may edit a long-range object such as a sky box of a long-range scene that can be seen, so as to generate scene editing information, it should be noted that the long-range editing machine mode of the embodiment is not only capable of editing a long-range object, but means that the long-range object may be edited except for the short-range object; when the first client is in the global parameter editing mode, the first client may edit the global parameter of the first game scene to generate scene editing information, and the first client may modify a variable of the global parameter of the game scene in the process of editing the game scene, for example, modify a light direction, a light intensity, a global baking parameter, and the like of the game scene.

Optionally, the first client in this embodiment may freely switch the target editing mode, so as to improve the flexibility of editing the game scene.

Optionally, the first client of this embodiment may further have a browsing mode, and in the browsing mode, the first client cannot edit any object in the game scene, but the first client may acquire the position information of the virtual camera of the other client synchronized by the server, and may display the first game scene of the other client at the corresponding viewing angle, so as to see how the editing operation of the other client is performed, which may be convenient for a certain worker to refer to and learn the game scene edited by the other client, or to edit a manipulation and a skill used by the game scene, so as to lay a cushion for subsequently editing the game scene, thereby improving the efficiency of editing the game scene.

It should be noted that, in the editing of the game scene in this embodiment, the reason why the target editing modes are of different types is that the content and the focused point of the game scene edited by each client are different, and each client uses a different mode when editing the game scene, so that the conflict operation can be avoided without affecting the development efficiency.

As an optional implementation manner, the editing method further includes: acquiring voice information sent by a first client; and synchronizing the voice information to the second client.

In the game scene editing of this embodiment, a voice call function can also be introduced. Optionally, the server obtains the voice information sent by the first client, where the voice information may be information related to editing of the game scene, and the server synchronizes the voice information to the second client, so that the second client receives the voice information, and thus each client can not only edit the game scene at the same time, but also communicate with other clients in real time, thereby further improving the development efficiency of the game scene and reducing the risk of collision of the game scene in the development process.

The method for editing a game scene according to the embodiment of the present invention is described below from the client side.

Fig. 3 is a flowchart of another method for editing a game scene according to an embodiment of the present invention. As shown in fig. 3, the editing method may include the steps of:

step S302, the first client side edits the first game scene and sends scene editing information to the server.

In the technical solution provided in step S302 of the present invention, the scene editing information is used to enable the server to modify first scene data of the first game scene to obtain second scene data, and send the second scene data to the client, where the client includes a first client and a second client, and the second scene data is used to update the first game scene to the second game scene.

The first client of the embodiment establishes a communication connection with the server, and may send the scene editing information to the server. Optionally, the scene editing information includes operation information and editing content of the first client during editing operation on the first game scene, which is used for the server to edit the first game scene, and may be used for the server to modify the first scene data of the first game scene to obtain the second scene data. The first scene data is data for generating a first game scene, and may include, but is not limited to, a terrain parameter, a light direction parameter, a light intensity parameter, a model parameter, a baking parameter, and the like, and the second scene data may be used for generating a second game scene. The second scene data may be sent to a middle client by a server, where the middle client includes the first client and a second client.

Step S304, the first client receives the second scene data sent by the server, and updates the displayed first game scene to the second game scene based on the second scene data.

In the technical solution provided in step S304 of the present invention, after the first client edits the first game scene and sends the scene editing information to the server, the first client receives the second scene data sent by the server, and updates the displayed first game scene to the second game scene based on the second scene data.

And the second scene data is sent to the first client and the second client by the server, so that the first game scene displayed by the first client and the second client is updated to be the second game scene.

In this embodiment, the second client may be other clients except the first client among all clients for editing the game scene, the first client and the second client may both obtain the second scene data sent by the server, and update the displayed first game scene to the second game scene based on the second scene data, at this time, the first client and the second client both display the second game scene, so that the first client and the second client may both display the latest editing result of the game scene development project, that is, it is ensured that the concrete performance of each client is consistent, it is ensured that each worker may see the latest editing progress of the game scene development project, and further adjust the work content of the worker based on the latest editing result.

In this embodiment, both the first client and the second client may perform editing operation on the first game scene at any time to generate scene editing information, where the scene editing information may enable the server to modify the first scene data of the first game scene to obtain the second scene data, and the second client receives the second scene data distributed by the server and displays the second game scene, so that the purpose that multiple clients simultaneously edit one game scene within a certain time is achieved, and the waiting time wasted by serially editing the game scene is avoided.

Through the steps S302 and S304, the first client edits the first game scene, and sends scene editing information to the server, where the scene editing information is used to enable the server to modify first scene data of the first game scene to obtain second scene data, and send the second scene data to the client, where the client includes the first client and the second client, and the second scene data is used to update the first game scene to the second game scene; and the first client receives second scene data sent by the server, and updates the displayed first game scene into a second game scene based on the second scene data. That is to say, the server in this embodiment obtains the scene editing information synchronized by the first client, modifies the scene data of the game scene, and then distributes the modified scene data to the first client and the second client that edit the game scene, thereby ensuring that each client presents the current latest game scene, achieving the purpose of editing the same scene by multiple persons at the same time, avoiding the waiting time wasted by editing the game scene in series, and also avoiding the problem that dividing the game scene into multiple sub-regions easily causes merging errors and communication failure in time, thereby solving the technical problem of low efficiency of editing the game scene, and achieving the technical effect of improving the efficiency of editing the game scene.

The above-described method of this embodiment is further described below.

As an optional implementation manner, in step S302, the first client edits the first game scene, including: the first client calculates object data in the first game scene to obtain scene editing information.

In the game scene editing of the embodiment, a frame synchronization technology is adopted, the first client performs logic and calculation on object data in the first game scene, and uploads calculated scene editing information to the server, so that the server acquires the scene editing information to modify the first scene data of the first game scene to obtain second scene data. The object data may be data used by the first client in calculating the physical collision of the object in the first game scene.

As an optional implementation manner, before the first client sends the scene editing information to the server in step S302, the editing method further includes: the method comprises the steps that a first client sends position information of a corresponding virtual camera to a server, so that the server synchronizes the position information of the virtual camera corresponding to the first client to a second client, and the second client adjusts the position of the corresponding virtual camera to be consistent with the position of the virtual camera corresponding to the first client, wherein a game scene presented by each client is a game scene picture captured by the virtual camera corresponding to each client.

In this embodiment, the game scene presented by the first client is a game scene picture captured by the virtual camera corresponding to the first client, and the game scene presented by the second client is a game scene picture captured by the virtual camera corresponding to the second client. The first client is described below. The virtual camera corresponding to the first client is used for capturing and presenting a game scene picture under a corresponding view angle on the first client, and the game scene picture under the view angle comprises content needing to be edited by the first client. For example, the virtual camera corresponding to the first client is used for presenting a game scene picture corresponding to the first client in a top view, and the game scene picture in the top view includes content that the client needs to edit; the virtual camera corresponding to the first client is used for presenting game scene pictures at a left visual angle corresponding to the first client, and the game scene pictures at the left visual angle comprise game scene pictures needing to be edited by the first client; the virtual camera corresponding to the first client is used for presenting a game scene picture under a right view angle corresponding to the first client, and the game scene picture under the right view angle comprises content needing to be edited by the client.

The first client side of the embodiment sends the position information of the corresponding virtual camera to the server, and the server further synchronizes the position information to the second client side, so that the second client side adjusts the position of the corresponding virtual camera to be consistent with the position of the virtual camera corresponding to the first client side, and thus the second client side can display the game scene picture of the first client side at the corresponding visual angle through the first position information, and further can determine the editing progress of the first client side on the game scene development project in real time to adjust the work content of the first client side on the game scene development project, and further improve the editing efficiency of the game scene.

As an optional implementation manner, in step S304, after the first client receives the second scene data sent by the server, and updates the displayed first game scene to the second game scene based on the second scene data, the editing method further includes: under the condition that the first client is updated to a third game scene from the second game scene, sending a scene recovery request to the server, wherein the scene recovery request is used for requesting to acquire second scene data backed up by the server; and the first client receives second scene data sent by the server, and updates the displayed third game scene into the second game scene based on the second scene data.

In this embodiment, in order to avoid the loss of the second scene data, the second scene data may be backed up in the server at regular time. In this embodiment, when the second game scene is updated to the third game scene, for example, the first client (or another client) sends scene editing information to the server, so that the server edits the second scene data of the second game scene based on the scene editing information to obtain the third scene data, the first client and the second client acquire the third scene data sent by the server, and update the originally displayed second game scene to the third game scene, which may be a result of updating the second game scene to the third game scene due to an inadvertent operation of the first client. Since the second scene data of the embodiment is backed up in the server, when the client sends the scene restoring request to the server, the first client and the second client can acquire the backed-up second scene data sent by the server in response to the scene restoring request, so that the first client and the second client can restore and display the second game scene, thereby avoiding that the edited scene is completely deleted or the edited scene of others is carelessly covered due to the careless operation of some other client, and further improving the editing efficiency of the game scene.

As an optional implementation manner, in step S302, the first client edits the first game scene, including: determining a target editing mode in response to a selection operation for the editing mode; and editing the first game scene based on the target editing mode to obtain scene editing information.

In this embodiment, the first client may be in different editing modes, and may select a target editing mode from the different editing modes in response to a selection operation for the editing modes, and switch the editing mode in which the first client is currently located to the target editing mode, where the target editing mode may be used to indicate a right of the first client to edit a game scene, and then the first client performs an editing operation on the first game scene in the target editing mode, determines the generated operation information and the editing content as scene editing information, and then sends the scene editing information to the server.

As an alternative embodiment, the target editing mode includes at least one of: the close shot editing mode is used for editing an object, the distance between the object and the corresponding virtual camera in the first game scene is smaller than a preset first distance; a long-range editing mode, which is a mode for editing an object, whose distance from the virtual camera in the first game scene is smaller than a preset second distance, wherein the preset second distance is greater than the preset first distance; a global parameter editing mode for generating scene editing information based on global parameters of a first game scene; a browse mode for a mode that disables editing of objects in the first game scene.

In this embodiment, when the first client is in the close-range editing mode, the first client may perform an editing mode on an object whose distance from the corresponding virtual camera in the first game scene is smaller than a preset first distance, where the distance from the corresponding virtual camera is smaller than the preset first distance, that is, the distance within the viewing cone of the virtual camera corresponding to the first client, for example, the first client may edit an object within a certain distance from the near position in the viewing cone, so as to generate scene editing information.

When the first client is in the long-range editing mode, the first client may edit an object, whose distance from the corresponding virtual camera in the first game scene is greater than a preset second distance, to generate scene editing information, where the corresponding virtual camera, that is, a distance far from inside a view cone of the virtual camera corresponding to the client, for example, the client may edit a long-range object, such as a sky box, of a long-range scene that can be seen, to generate the scene editing information. It should be noted that the long-range view editor mode of this embodiment is not only capable of editing objects in a far range, but also means that objects in a long range view can be edited in addition to objects in a near range view.

When the client is in the global parameter editing mode, the first client may edit the global parameter of the first game scene, and the first client may modify a variable of the global parameter of the game scene, for example, modify a light direction, a light intensity, a global baking parameter, and the like of the game scene.

When the first client is in the browsing mode, the first client cannot edit the object in the first game scene, but the first client can acquire the position information of the virtual cameras corresponding to other clients synchronized by the server, and can display the first game scene of other clients at corresponding viewing angles, so that how the editing operation of other clients is performed can be seen, a worker can conveniently refer to and learn the game scene edited by other people through the client, or the method and the skill used for editing the game scene, and the game scene is laid for the subsequent editing, so that the efficiency of editing the game scene is improved.

It should be noted that the reason why the multiple modes are adopted in this embodiment is that the content and the focus of each client for editing the game scene are different, and each client uses a different mode during editing, so that the conflict operation can be avoided on the premise of not affecting the development efficiency.

Optionally, when the first game scene is edited based on the target editing mode, the editing method further includes: determining a target object of a first game scene currently edited by a first client, and setting the target object to be in a locked state, wherein the target object cannot be edited by clients except the first client in the locked state.

In this embodiment, when the first client is in the target editing mode, for example, in the close view editing mode, the long view editing mode, or the global parameter editing mode, the target object in the first game scene may be set to the locked state, for example, a locking operation is performed on the target object to set the target object to the locked state. After the target object is set to the locked state, any other client cannot perform editing operation on the target object in the game scene, so that the target object can be prevented from being modified by other clients by setting the target object to the locked state.

Optionally, the editing method further includes: the lock state of the target object is released in response to a switching operation of the edit mode or in response to an update of the current game scene.

The first client of the embodiment may perform an unlocking operation on the target object that has been in the locked state, in addition to performing a locking operation on the target object in the first game scene. Alternatively, the locked state of the target object may be released only in the case where a certain unlocking condition is satisfied. Alternatively, the first client may release the locked state of the target object in response to the switching operation of the editing mode or in response to the update of the current game scene, for example, when the target editing mode of the first client is changed and/or the viewing cone of the virtual camera corresponding to the first client no longer presents the current game scene picture, the locked state of the target object may be released.

As an alternative embodiment, the identification information corresponding to the target editing mode is presented on the first client.

In this embodiment, when the first client is in different editing modes, different identification information may be presented, for example, the identification information may be color information, and the different editing modes correspond to different color information, so that different colors may be displayed when the client is in different editing modes.

Optionally, in this embodiment, when the first client is in different editing modes, the color of the virtual camera corresponding to the first client and the color of the semi-transparent display (whether the display of the view cone may be configured to be turned on or not) of the corresponding view cone are different.

The client for editing the game scene in the embodiment can display the first game scene of other clients synchronized by the server in the editing mode, and determine the editing mode of each client through the identification information, so as to determine which part of the game scene is edited by the client, for example, some clients are editing the distant view part in the current game scene, some clients are editing the near view part in the current game scene, some clients are editing the global parameters of the current game scene, and other clients are only simply browsing the effect of the current game scene or the production progress of the game scene development project, so that the editing of the game scene is transparent, and the efficiency of editing the game scene is improved.

In the game scene editing of this embodiment, the frame synchronization technique can be used to synchronize the state information such as the displacement rotation scaling information of each object in the game scene to each client for editing the game scene, then synchronizing the scene editing information of the client terminal which edits the first game scene to the server to modify the scene data of the current game scene, then the server redistributes the modified scene data to each client, thereby improving the efficiency of developing the same game scene, ensuring that the editing of the game scene is not a linear process any more, avoiding the need of shortening the development period of the game scene development project by increasing manpower, therefore, the technical problem of low efficiency of editing the game scene is solved, and the technical effect of improving the efficiency of editing the game scene is achieved.

The following describes an example of a method for editing a game scene according to an embodiment of the present invention with reference to a preferred embodiment.

In the process of project development, in order to improve the efficiency of project development, a plurality of artists and planners are often involved to edit a scene simultaneously. In the existing game engine, if a plurality of people edit a game scene at the same time, a resource conflict problem occurs.

Therefore, typically only one person is allowed to edit at a time for the development of one game scene. This development approach is very inefficient when project scheduling is very urgent. Therefore, a collaboration scheme supporting multiple people to edit the same game scene at the same time is needed.

In the related art, a plurality of clients serially edit the same game scene, and the scheme can be developed in a pipeline mode when a plurality of game scenes exist, so that the time wasted by one person waiting for another person can be avoided. However, this waiting problem becomes more pronounced and severe when there is only one game scene. For a game with only one game scene, the above method inevitably has the problem of efficiency.

In the related art, a game scene is divided into a plurality of sub-regions, each client edits one of the sub-regions, and finally, all the edited sub-regions are integrated to obtain a final game scene. The editing method seems to enable a plurality of clients to work on one game scene at the same time, but actually one game scene is divided, and one client cannot display the progress of editing the game scene on the other client, so that one worker cannot see the progress of the other person in real time to adjust the work content of the worker according to the work content. That is, the method changes a large game scene into several small game scenes, and finally needs to combine several small game scenes, which may cause problems in the combining process, and the combining of the operations performed by different game engines is different, which also affects the efficiency. Further, many problems are encountered when repeatedly modifying the current scene.

In the embodiment of the invention, the same block of region of the same scene can be edited by multiple persons at the same time, the efficiency reduction caused by serial development is avoided, and the problems that editing is carried out by dividing into multiple sub-regions, errors are easy to occur during combination and communication cannot be carried out in time are also avoided.

In this embodiment, the displacement rotation scaling information of each object in the game scene may be synchronized to each client through a network synchronization function, the position information of the virtual camera corresponding to each client is synchronized to other clients, the scene editing information of each client is synchronized to the server, the server modifies the scene data of the current game scene based on the scene editing information, and then the server redistributes the scene data to other clients editing the game scene. The multiple clients of the embodiment can simultaneously operate the data of the same game scene, so that each client can be ensured to display the latest game scene at present. Meanwhile, the server can back up the scene data of the current game scene at regular time, so that the problem that the working content of a client is completely deleted or the scene data of other clients is covered carelessly due to careless operation of a client can be avoided.

The client side of the embodiment has four editing modes which can be set, including: browsing mode, close shot editing mode, distant shot editing mode and global parameter editing mode. The client of this embodiment can switch freely and freely between the several different editing modes described above.

When the client is in the browsing mode, the client cannot edit any object in the game scene, and only can see what the editing operation of other clients is, so that a certain client can conveniently refer to and learn the game scene edited by other clients, or the skill and technique used for editing the game scene.

When the client is in the close-range editing mode, the client can edit objects within a certain distance close to the inside of the cone of the current scene.

When the client is in the long-range view editing mode, the client can edit long-range view objects such as sky boxes and the like far away from the current view.

When the client is in the global parameter editing mode, the client may modify variables of global parameters of the game scene, such as modifying a light direction, a light intensity, global baking parameters, and the like of the game scene.

When the embodiment is in the latter three editing modes, the client can set the objects capable of being edited to be in a locked state, and other clients are prevented from modifying the edited objects. When the client changes the editing mode, or the view cone of the camera no longer views the current game scene, the object in the locked state is unlocked, wherein when the editing mode changes, the object modification by the staff is usually finished, so that the locked object needs to be unlocked to allow other clients to edit.

Optionally, in this embodiment, a multi-user voice call function may also be introduced, so as to further improve the development efficiency of the game scene and reduce the risk of collision through real-time communication.

Fig. 4 is a schematic diagram of a manner in which a virtual camera corresponding to each client exists and content presented according to an embodiment of the present invention. As shown in fig. 4, the game scene displayed by the client 1 at the corresponding viewing angle is X, which includes the content that the client 1 needs to edit, and the virtual camera corresponding to the client 1 is S1; the game scene displayed by the client 2 at the corresponding view angle is Y, which includes the content that the client 2 needs to edit, and the virtual camera corresponding to the client 2 is S2; the game scene displayed by the client 3 at the corresponding view angle is Z, which includes the content that the client 3 needs to edit, and the virtual camera corresponding to the client 3 is S3.

In this embodiment, when the client is in different modes, the color of the virtual camera of the client and the color of the semi-transparent display of the view cone (whether the display of the view cone can be configured to be turned on or not) may be different, and optionally, the color of the virtual camera and the color of the semi-transparent display of the view cone shown in fig. 4 may be blue. Therefore, other scene editing of the client can know which person edits the function of which part, some people edit the long shot, some people edit the short shot, some people edit the global parameter, some people edit the baking parameter, and other people only simply browse the current scene effect or the scene making progress.

The reason why the client side of the embodiment adopts the editing in the multiple modes is that the content edited by each client side is different from the concerned part, and each client side uses different modes when editing the game scene, so that the conflict operation can be avoided on the premise of not influencing the development efficiency.

It should be noted that the reason why the scene editing of the embodiment uses frame synchronization but not state synchronization is that there are many calculations related to physical collision during the process of editing the game scene, and the calculation amount of these calculations is relatively large, and if these calculation amounts of each client are directly put to the server, the calculation pressure of the server is very large, and there is a large delay, so it is better to put these calculations related to physical collision to the client for calculation, thereby reducing the pressure of the server.

This embodiment synchronizes the displacement rotation scaling information of each object in the game scene to each of the other clients, then synchronizing the scene editing information of each client to the server to modify the scene data of the current game scene, the server then redistributes the modified scene data to other clients editing the game scene, can improve the efficiency of developing the same game scene, ensure that the editing of the game scene is not a linear process any more, can improve the development progress and the development mode of the supervision art field editing, can also be used for teaching, for example, sharing the development skill and the development thought of the art scene editing, avoids the need of shortening the development period of the game scene development project by increasing the manpower, therefore, the technical problem of low efficiency of editing the game scene is solved, and the technical effect of improving the efficiency of editing the game scene is achieved.

The embodiment of the invention also provides a game scene editing device. It should be noted that the game scene editing apparatus of this embodiment may be used to execute the game scene editing method shown in fig. 2 according to the embodiment of the present invention.

Fig. 5 is a schematic diagram of an editing apparatus for a game scene according to an embodiment of the present invention. As shown in fig. 5, the game scene editing apparatus 50 includes: an acquisition unit 51, an editing unit 52, and a first transmission unit 53.

An obtaining unit 51, configured to obtain scene editing information sent by the first client.

The editing unit 52 is configured to modify first scene data of the first game scene based on the scene editing information to obtain second scene data, where the second scene data is used to update the first game scene to the second game scene.

The first sending unit 53 is configured to send the second scene data to the first client and the second client, so that the first client and the second client display the second game scene.

The embodiment of the invention also provides another game scene editing device. It should be noted that the game scene editing apparatus of this embodiment may be used to execute the game scene editing method shown in fig. 3 according to the embodiment of the present invention.

Fig. 6 is a schematic diagram of another game scene editing apparatus according to an embodiment of the present invention. As shown in fig. 6, the editing apparatus 60 for the game scene may include: a second transmitting unit 61 and a receiving unit 62.

The second sending unit 61 is configured to enable the first client to edit the first game scene, and send scene editing information to the server, where the scene editing information is used to enable the server to modify first scene data of the first game scene to obtain second scene data, and send the second scene data to the client, the client includes the first client and the second client, and the second scene data is used to update the first game scene to the second game scene.

And a receiving unit 62, configured to enable the first client to receive the second scene data sent by the server, and update the displayed first game scene to the second game scene based on the second scene data.

In the embodiment, the server acquires the scene editing information synchronized by the client, modifies the scene data of the game scene, and then distributes the modified scene data to a plurality of clients for editing the game scene, so that the current latest game scene is presented by each client, the purpose of simultaneously editing the same scene by a plurality of people is realized, the waiting time wasted by editing the game scene in series is avoided, and the problems that the combination is wrong and the communication cannot be performed in time easily caused by dividing the game scene into a plurality of sub-regions are also avoided, thereby solving the technical problem of low efficiency of editing the game scene, and achieving the technical effect of improving the efficiency of editing the game scene.

Embodiments of the present invention further provide a storage medium having a computer program stored therein, where the computer program, when executed by a processor, controls an apparatus in which the storage medium is located to perform the steps in any of the above-mentioned method embodiments of the present invention.

Optionally, in this embodiment, the storage medium may include, but is not limited to: various media capable of storing computer programs, such as a usb disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk.

Embodiments of the present invention also provide an electronic device comprising a memory having a computer program stored therein and a processor arranged to run the computer program to perform the steps of any of the above method embodiments.

Optionally, the electronic apparatus may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.

It will be apparent to those skilled in the art that the modules or steps of the present invention described above may be implemented by a general purpose computing device, they may be centralized on a single computing device or distributed across a network of multiple computing devices, and alternatively, they may be implemented by program code executable by a computing device, such that they may be stored in a storage device and executed by a computing device, and in some cases, the steps shown or described may be performed in an order different than that described herein, or they may be separately fabricated into individual integrated circuit modules, or multiple ones of them may be fabricated into a single integrated circuit module. Thus, the present invention is not limited to any specific combination of hardware and software.

The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, or improvement made within the principle of the present invention should be included in the protection scope of the present invention.

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