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Game AOI synchronization method

A technology for games and game scenes, applied in the field of game development, can solve problems such as small screens, freezes, and unsmooth games, and achieve the effects of improving synchronization efficiency, improving fluency, and enhancing experience

Active Publication Date: 2016-10-05
GUANGZHOU AIYOU INFORMATION TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

When multiple game entities are online at the same time, the positions or states of multiple game entities on the map will frequently change. For example, if there are 100 online game entities in a game scene, then when any game entity A changes its position or status, the other 99 game clients will check the position of game entity A in the scene or state change process; however, due to the screen limitation of the game client, especially when the game client is a mobile phone, its screen is very small. Therefore, for some game clients, many contents in the game scene are outside the screen, even in the The game scene corresponding to the 99 game clients is synchronized with the position or state of the game entity A, but for the game player, if the game entity A is outside the screen, the game player cannot see the synchronized state
It can be seen that the existing synchronization method seriously wastes the performance of the game server; especially when the number of game entities in the same game scene is large, since the number of synchronization needs to be multiplied, it is easy to cause the game to be unsmooth or freeze, thereby reducing the gamer experience

Method used

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  • Game AOI synchronization method

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Embodiment Construction

[0038] The present invention is described in detail below in conjunction with accompanying drawing:

[0039] The present invention provides a game AOI synchronization method, comprising the following steps:

[0040] S1, the game server divides the entire game scene into several identical areas, and each area is called a grid;

[0041] Wherein, the shape of the grid can be a rectangular area or a regular polygonal area, such as a regular triangle, a square, or a regular hexagon, and the specific division method can be flexibly adjusted according to actual needs. In addition, the grid division granularity of the game scene is also flexibly adjusted according to actual needs. Usually, the main factors affecting the division granularity include: synchronization accuracy and the screen side length value of the game client; if the synchronization accuracy is higher, the division granularity The finer it is, the shorter the grid side length is; if the screen is smaller, the finer th...

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PUM

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Abstract

Provided in the invention is a game AOI synchronization method. The method comprises: an overall game scene is divided into a plurality of same grids; and during the playing process of the game, when a game server gets information that a position or state of a certain game entity Y changes, scene synchronization is only carried out on networks of visible regions of the game entity before and after the change instead of whole scene synchronization. The method is based on a scene synchronization scheme applied to a game server side, especially to a small-screen-included game server side like a mobile phone. The synchronization efficiency of states of game entities in a same scene can be improved effectively, so that the number of game players that can be accommodated by the scene can be increased, the game smoothness is improved, and thus the experience of the game layer is enhanced.

Description

technical field [0001] The invention belongs to the technical field of game development, and in particular relates to a game AOI synchronization method. Background technique [0002] In the field of virtual games, for the case where a game server is connected to multiple game clients in parallel, it is assumed that each game client is operated by a game player, and the character object of the game player in the virtual game world is called a game entity. For example, Xiao Ming operates a computer When playing an online game, Xiao Ming's character in the game is the game entity. When multiple game entities are online at the same time, the positions or states of multiple game entities on the map will frequently change. For example, if there are 100 online game entities in a game scene, then when any game entity A changes its position or status, the other 99 game clients will check the position of game entity A in the scene or state change process; however, due to the screen ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04L29/06H04L29/08
Inventor 龚涛
Owner GUANGZHOU AIYOU INFORMATION TECH
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