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Method, device and system for realizing dynamic blocking in three-dimensional role playing game

A technology for role-playing games and three-dimensional games, applied in the field of dynamic blocking, can solve the problems of low synchronization efficiency, long time required for data transmission, and many resources consumed by clients and servers.

Active Publication Date: 2012-09-19
TENCENT TECH (SHENZHEN) CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0004] It can be seen from the above that the existing method of realizing dynamic blocking of games based on the detection mechanism of physical collision needs to obtain collision detection data in three-dimensional space, which consumes a lot of computing resources, requires high CPU computing power, and increases user costs; Furthermore, due to the need to transmit the 3D collision detection data and the game data of the game scene corresponding to the game event, a lot of resources are consumed between the client and the server, and the data transmission takes a long time, making the synchronization efficiency low

Method used

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  • Method, device and system for realizing dynamic blocking in three-dimensional role playing game
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  • Method, device and system for realizing dynamic blocking in three-dimensional role playing game

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Embodiment Construction

[0063] In order to make the purpose, technical solution and advantages of the present invention clearer, the present invention will be further described in detail below in conjunction with the accompanying drawings and specific embodiments.

[0064] The existing method of realizing game dynamic blocking based on the physical collision detection mechanism is to obtain the collision detection data of the 3D game model for reporting, and send the changed game data to the client for synchronization, which makes the CPU overhead large and requires The CPU computing power is high, but the synchronization efficiency is low. In the embodiment of the present invention, it is considered to project the three-dimensional game scene in a top view to form a two-dimensional game scene, and subdivide the two-dimensional game scene according to the preset size to form a blocking grid. By pre-editing the two-dimensional blocking data for the blocking grid and Set the pathfinding algorithm to de...

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Abstract

The invention discloses a method, a device and a system for realizing dynamic blocking in a three-dimensional role playing game. The method comprises the following steps of: setting areas required to be dynamically blocked in a projected two-dimensional game scene in advance, establishing a mapping relationship table between each set dynamically blocked area identifier and a corresponding blocking type, storing the mapping relationship table in a file, distributing the file to a server and a client, storing the mapping relationship table by the client, and establishing a mapping relationship between a three-dimensional game scene and the two-dimensional game scene; when the next found dynamically blocked area comprises a game event, acquiring a dynamically blocked area identifier corresponding to the game event; updating the established mapping relationship table according to blocking type information which carries the dynamically blocked area identifier and is returned from the server; and determining a game path according to the updated mapping relationship table, and acquiring a game operation strategy corresponding to the blocking type of the dynamically blocked area identifier for operation according to the determined game path. By the method, the device and the system, the user cost can be lowered, and the synchronization efficiency can be improved.

Description

technical field [0001] The invention relates to computer communication technology, in particular to a method, device and system for realizing dynamic blocking in a three-dimensional role-playing game. Background technique [0002] With the development of computer communication technology, the 3D massively multiplayer online role-playing game (3D MMORPG, 3D Massively Multiplayer Online Role Playing Game) developed based on the client / server (C / S, Client / Server) architecture, due to its high fluency , good operation feel, real-time combat and other characteristics, and can also be added to the game by adding a dynamic blocking mechanism commonly used in stand-alone games for dividing combat areas, that is, by dynamically changing certain areas in the game scene during the game The connected relationship of the game can enhance the interaction between the characters and the scene, improve the playability and appreciation of the game, so it is very popular among users. [0003]...

Claims

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Application Information

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IPC IPC(8): G06T15/40G06F19/00
Inventor 罗恒希
Owner TENCENT TECH (SHENZHEN) CO LTD
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