CN100514342C - Automatic generating method and apparatus for RPG game scene path - Google Patents

Automatic generating method and apparatus for RPG game scene path Download PDF

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CN100514342C
CN100514342C CNB2006101226833A CN200610122683A CN100514342C CN 100514342 C CN100514342 C CN 100514342C CN B2006101226833 A CNB2006101226833 A CN B2006101226833A CN 200610122683 A CN200610122683 A CN 200610122683A CN 100514342 C CN100514342 C CN 100514342C
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path
generates
scene
random
module
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CN1975747A (en
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王建民
由芳
郑子斌
徐一品
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Sun Yat Sen University
National Sun Yat Sen University
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National Sun Yat Sen University
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Abstract

The invention discloses a method and device of path automatic generation of 2D/3D RPC game scenes in mobile platform. The method includes following steps: initialize 3D scene model, plan paths, generate main paths and generate branch paths etc. The device includes following modules: path planning module, main path module, branch path module, loop path module, obstacle module and pre-processing module. The invention simplifies 3D scenes to be 2D map of terrain. Then, the map can be represented as 2D paths.

Description

The automatic generation method and the device in a kind of RPG scene of game path
Technical field
The present invention relates to towards the development of games technical field of ambulatory handheld digital terminal (as mobile phone, PDA etc.), the two-dimensional/three-dimensional RPG scene of game path that is specifically related on a kind of mobile platform generates method and device automatically.
Background technology
In recent years, mobile hand-held device (mobile phone, PDA etc.) hardware technology obtains to promote greatly, all supports Java recreation of most equipment, and their performance has enough been moved a small-sized recreation very near second generation control desk game machine.Along with the improvement of mobile hand-held device performance, focus the transferring on the mobile platform just slowly that makes development of games from the PC platform.
The mobile phone of field of mobile communication is on the market all supported J2ME (Java 2 Micro Edition) technology mostly now, promptly is used for the Java of embedded system.J2ME is made up of a virtual machine KVM (K Virtual Machine) and one group of API Application Program Interface.KVM (K Virtual Machine) virtual machine itself only needs 40-80KB internal memory, 20-40KB Dram (heap), can operate on 16 25MHz processors, and this makes it can run on most mobile hand-held device.And the API of J2ME has specially carried out optimizing at the mobile device of resource-constraineds such as screen, electric energy and internal memory and definition and forming, and it offers EMBEDDED AVIONICS specially and use at mini-plants such as mobile phones.The J2ME of Sun has obtained the support of numerous cell phone manufacturers, is the good platform of exploitation mobile phone games and game engine.
In numerous type of play based on the PC platform, the RPG recreation relies on its tortuous odd story of a play or opera, task miscellaneous, beyond thought final result to attract most players at present.From " The Legend of Sword and Fairy " " World of Warcraft " till now of DOS, these RPG recreation all receive player's welcome greatly.Along with the mode of using mobile phone to carry out amusement and recreation more and more is subjected to popular welcome, have very big potentiality based on the RPG of mobile platform this market of playing.
In the exploitation of PRG recreation, the scene of game model is mainly used in a series of scenes of setting up in the recreation as the important component part that game engine designs, and comprises the path that generates in the recreation, the scenery in the setting scene of game, buildings, landform or the like.Obviously scenario path wherein is the most important, and it has determined the route of game role walking, and has determined buildings, the obstacle on next door, path thus, and attributes such as near the position of key element such as scenery, size.Artificial predefined mode is adopted in path in the current scene of game model mostly, make the scene of recreation solidify to a certain extent, lack feeling of freshness, in various task scenes, because its path all is pre-set, so the player also just loses sensibility to recreation after its path is familiar with, the anti-object for appreciation reduction of recreation, the player also is unable to lift interest naturally and goes to play again.In order to improve the anti-object for appreciation of RPG recreation, must add one enter recreation can for the player fraicheur factor is all arranged at every turn, different task scenes all can appear if allow the player can enter recreation at every turn, then can give a kind of brand-new feeling of freshness of player, allow the player think that therefore the interest of recreation also improves like having come into a new scene.Therefore the dynamic method that generates the 3d gaming random walk of utilization plays a very important role for the playability that improves recreation in recreation.
The path is meant the set in the zone that game role can reach in the scene of game.The path generating algorithm is exactly on given map, generates a slice and can reach the zone, just generates the extension route by origin-to-destination.It can be a straight line, also can be a complicated curve, can be the zone of a slice spaciousness, connection more.It can be the bifurcated route of one tree shape, also can be the path that everywhere links to each other.In a word, the generation in path also is accompanied by building on the way, the generation of landscape.The purpose of path generating algorithm is the road that walking is provided in scene of game for the game player, in scene of game, the every place that can go to all is the part in path, and all the other zones of map just are referred to as obstacle, be the player can see but can not progressive zone.
Path commonly used produces algorithm to be had:
1. direct Loading Method:, in game running, directly be written into then and call by preestablishing the map datum in the scene of game.This method is the most direct, and the formation speed in path also is the fastest; On the other hand, this method can the convenience gaming deviser be provided with various scenario paths according to the story of a play or opera of playing.Its weak point is that the scene of recreation has been cured in the process that generates, and can not remake arbitrarily and change.
2. Loading Method at random: on the basis that directly loads,, set in advance a series of scene map datum, in operation, adopt method at random, from a series of map, select one of them to be written into and call for the scene of certain recreation.This method speed is also very fast, and to a certain extent, can be so that solidify in the path of recreation under Same Scene, the storage space that still needs to increase game data is preserved a series of scene of game that set in advance.
3. method is dug in the hole: be a kind of labyrinth at random generating algorithm.It is initialized as whole unreachable zones to scene of game, therefrom specifies one can reach a little then, promptly so-called " hole ", from this point, adopt mode at random to expand to four direction, constantly expansion and extension in the zone of formulating is till can not expanding again.Owing to suitable control is not carried out in the path in the process of expansion, the path that generates has very high randomness and Unpredictability.And in the process of expansion, define and can not intersect with the path that has generated, so the path that obtains at last is a tree, there is not loop.
4. obstacle method of formation: scene of game is initialized as all can reaches the zone, on the map of spaciousness, suitably generate certain barrier according to the needs of recreation, remaining do not have the zone of obstacle just to form the path.Because it is the scene that recreation is gone to generate in the center with the obstacle, so have the spacious zone of a lot of bulks in the scene.Equally, because employing method at random removes to generate the barrier in the recreation,, the path of recreation closes Unpredictability so having very strong randomness equally.Owing to occur the spacious zone of a lot of bulks in the scene, so the existence that loop can be discussed in this scene generally speaking whether.
The method that three-dimensional RPG scene of game path on PC automatically generates developed comparative maturity, yet because the characteristics of mobile platform itself, it is too complicated mostly that these dynamic routes are produced algorithm, be not suitable for the limited mobile platform of arithmetic capability, the research that is directed to the method that the three-dimensional RPG scene of game path on the mobile platform automatically generates at present seldom, in patent retrieval to the elaboration of this technology and few.Mobile device mainly contains following two shortcomings: 1, arithmetic speed is unhappy, and storage space is little, and software and hardware platform otherness is big, and display screen is less etc.; 2, in the face of the RPG game design ground zero of mobile platform, at scenario path dynamically aspect the generation, further investigation less.And present in the face of in the RPG game products of mobile device, dynamically aspect the generation, generally adopt the technology of static configuration at scenario path.Because static configuration scene technology has: technology is simple, occupies little space, and the loading time is few, it is little to be fit to the mobile device space, the characteristics that processing power is not strong.But it also has: scenario path is with low uncertainty, and the playability of recreation is low, can't attract player's shortcoming for a long time.
Summary of the invention
The objective of the invention is in order to overcome the deficiencies in the prior art, the automatic generation method in a kind of RPG scene of game path is provided, this method can be strengthened the scene content of the variability of scenario path, abundant recreation and ability to transform, raising Entertainment performance, also can adapt to that processing power is lower, internal memory is limited simultaneously, the hardware environment of screen display and the restricted mobile hand-held device of input and output.
Another object of the present invention is the automatically generating device that a kind of RPG scene of game path is provided according to said method.
The technical scheme that realization goal of the invention one is adopted is as follows: the automatic generation method in a kind of RPG scene of game path, and this method may further comprise the steps:
A. making three-dimensional scene models at the beginning of: three-dimensional model of place is simplified, directly it is mapped as the landform of a two dimension, the map datum at the beginning of obtaining after the making;
B. path planning: the various attributes in the definition path, comprise the size of map whether generating individual path and loop, the path maximum length, and the quantity in path or the like;
C. main path generates: stipulate according to the attribute in the path planning, earlier choose one of them end points as starting point from end point set, begin a search generative process at random then, from starting point, select a direction to expand at random from four direction, the position of record next node, with the mode storing path of chained list, and the above-mentioned node that is recorded the position of mark is expanded; When running into dead end, adopt the thought of recalling to return back to a node that can produce the branch road, continue then at random to other direction that can expand expansions; During the end points of the non-starting point of other in expanding to end point set, show that the path generates, algorithm leaves it at that; If more than two end points in the end point set then will continue to generate remaining path, end points all in end point set all can reach, and algorithm just finishes;
D. individual path generates: call the data of the main path that has generated, generate the individual path at random based on main path;
E. loop generates: according to the related data of main path that generates previously and individual path, add loop at random;
F. scene pre-service: the vacant lot in the scene, data such as obstacle are read in internal memory in advance, the dyspoiesis data;
G. obstacle generates: be the obstacle data by generating in the scene pre-service, then according to the position in the path that generates among step c and the d, make corresponding obstacle.
By suitable regulation is made in path at random, it is predictable to make the path not lose on the basis that generates at random, better meets the requirement of recreation in the described step b. path planning; Simultaneously by the map datum that designs is cut apart and stripping and slicing, promptly needs are realized that the diagram data partly of randomness cuts out from whole map, after treating that the path generates, restore in the former map, can realize the part at random pre-designed scene of game.
The method that described step c main path generates is to choose one of them end points as starting point from end point set earlier, begin a search generative process at random then, from starting point, select a direction to expand at random from four direction, the position of record next node, with the mode storing path of chained list, and this node of mark is expanded; When running into dead end, adopt the thought of recalling to return back to a node that can produce the branch road, continue then at random to other direction that can expand expansions; During the end points of the non-starting point of other in expanding to end point set, show that the path generates, algorithm leaves it at that; If more than two end points in the end point set then will continue to generate remaining path, all end points all can reach algorithm and just finish in end point set.
Described steps d. the method that individual path generates is after main path generates, in available space on the map, main path before utilizing continues to generate more individual path, the termination condition of algorithm is not to find all end points, but expand to till the dead end, therefore whenever call and once then can generate an individual path.
Described step g. during obstacle generates for the path data that has generated, by the data recording in the map as can be seen, what write down in the two-dimensional array all is the data in path, generating real path also needs to do further to adjust and distortion, according to existing path, generate corresponding obstacle on the next door in path.
The technical scheme that realizes the object of the invention two is: the automatically generating device in a kind of RPG scene of game path mainly comprises following module: path planning module, main path module, individual path module, loop module, obstacle module and pretreatment module.
This device is core with the map datum, in conjunction with each module, generate path data at random, wherein path planning module has defined the various attributes in the path, whether the size that comprises map generates individual path and loop, and the quantity in path or the like, to a certain extent restriction is made in path at random, it is predictable to make the path not lose on basis at random; The main path module generates the path between the origin endpoint, the individual path module is called on the basis of main path, generation is based on the individual path at random of main path, and last loop module is according to the related data adding loop at random of main path that generates previously and individual path; Obstacle module then according to pretreatment module dyspoiesis data in advance, is made corresponding obstacle.
Advantage of the present invention is as follows:
1. can dynamically generate different scene of game paths.
RPG recreation now, its each task scene all is pre-set, that is to say, various paths in the scene all pre-define, this just makes the view of these scenes, map all fix at every turn, and the player just has at fingertips to these scenes after playing through several times naturally, feasible recreation is no longer tortuous odd, and the RPG recreation is just attracting the player by those to the unknown factor of player in fact always.The method of utilizing automated path of the present invention to generate, can generate new scene of game all dynamically at every turn, rather than all from default path file, read same file at every turn, make that the scene of recreation is more abundant, allow the player enter recreation at every turn and all can see different scenes, thereby improve the anti-object for appreciation of playing greatly.
2. generative process dirigibility in path is strong.
The dynamic scenario path method of generationing can improve the playability of recreation greatly as of the static scene path of routine is additional, the method that dynamic scene of the present invention path generates is used path planning module, can realize carrying out setting in advance to the path, make the path that generates at random can satisfy the needs of recreation, can also realize that by this module local map random walk generates simultaneously.In the design of recreation, can make full use of this dirigibility,, thereby design more joyful recreation in different maps or static the generating of the different piece of map realization with dynamic path.
3. adapt to the mobile device hardware requirement.
In traditional scene of game path generating method,, can need a lot of time if generate more, bigger map based on the PC platform.This just has higher requirement to the processing speed of CPU, but because present many mobile devices, processing power is not strong, and memory headroom differs in size.If path generating method will have influence on this recreation popularizing on different mobile devices to the processing power requirement is too high.And dynamic route generating algorithm of the present invention is to transform on the basis of the path generating algorithm on the conventional P C platform, realizes the abundant of scene of game path when having reduced calculated amount.It is less demanding to the processing speed of operational outfit, helps game engine popularizing on different mobile devices, is fit to run on mobile device hardware.For more effective, realize the dynamic generation of scene of game simply.The present invention simplifies the model of place of three-dimensional on map datum is represented, directly he is mapped as the landform of a two dimension, represents a map with two-dimensional array, has simplified the implementation procedure of algorithm.For the simplicity of loop module when realizing, be not to adopt pure Boolean during the path of the present invention on the mark map, but adopt a last node to add one method, in the loop module, judge by simple whether the difference of the numeral of two adjacent pieces is 1, just can know whether these two pieces are adjacent.
Description of drawings
Fig. 1 is the structured flowchart of apparatus of the present invention;
Fig. 2 is the map datum synoptic diagram;
Fig. 3 is the scene of game path sectional drawing in operational process behind maze game employing the present invention.
Embodiment
The invention will be further described below in conjunction with accompanying drawing.
Technical scheme of the present invention is that the two-dimensional/three-dimensional RPG scene of game path that proposes on a kind of mobile platform generates method automatically by path generating algorithm relatively more commonly used, and this algorithm is fit to use and resource-constrained mobile platform.In order to adapt to the lower characteristics of mobile hand-held device computing power, the present invention simplifies three-dimensional model of place, directly it is mapped as the landform of a two dimension, so, can be cartographic representation the path of a two dimension.Do the realization that helps algorithm like this, real path can be by being adjusted and being beautified on this basis.Two-dimensional matrix is equivalent to map is divided into M * N piece, except the piece at edge, each piece all has only 4 adjacent pieces, that is to say that he only is connected with adjacent piece, so-called path, develop into piece in the map and the connectedness between the piece, adopting a last node to add that one method indicates is that loop for the back generates.For example, the paths between piece (0,0) and the piece (2,2) can be expressed as mode shown in Figure 2.
RPG scene of game of the present invention path automatically generating device mainly comprises following module: path planning module, the main path module, the individual path module, the loop module, obstacle module and pretreatment module as seen from Figure 1, mainly contain following relation between each algoritic module: the random walk model is core with the map datum, in conjunction with each module, generate path data at random.Wherein path planning module has defined the various attributes in the path, comprises the size of map, whether generates individual path and loop, and their quantity or the like.To a certain extent restriction is made in path at random, it is predictable to make the path not lose on basis at random.The main path module generates the path between the origin endpoint, the individual path module is called on the basis of main path, generation is based on the individual path at random of main path, and last loop module is according to the related data adding loop at random of main path that generates previously and individual path; Obstacle module then according to pretreatment module dyspoiesis data in advance, is made corresponding obstacle.
The concrete function of each algoritic module is as follows:
A. path planning module has defined the various attributes in the path, comprises the size of map, whether generates individual path and loop, the path maximum length, and the quantity in path or the like.It is by making suitable regulation to path at random, and it is predictable to make the path not lose on the basis that generates at random, better meets the requirement of recreation.On the other hand, utilize path planning module, can realize the part at random pre-designed scene of game.By the map datum that designs is cut apart and stripping and slicing, promptly needs are realized that the diagram data partly of randomness cuts out from whole map, treat that the path generates after, restore in the former map.The part of the Shi Xianing effect of scene at random in this way.
B. the main path module is on initialized map datum, and the attribute regulation according to path planning module generates the path between the origin endpoint.It chooses one of them end points as starting point from end point set earlier, begin a search generative process at random then, from starting point, select a direction to expand at random from four direction, the position of record next node, with the mode storing path of chained list, and the above-mentioned node that is recorded the position of mark is expanded.When running into dead end, adopt the thought of recalling to return back to a node that can produce the branch road, continue then at random to other direction that can expand expansions.During the end points of the non-starting point of other in expanding to end point set, show that the path generates, algorithm leaves it at that.If more than two end points in the end point set, then algorithm will continue to generate remaining path, and all end points all can reach algorithm and just finish in end point set.
C. the individual path module is called finished the production of main path in the main path module after, generates the individual path at random based on main path.After main path generated, in available space on the map, the main path before utilizing continued to generate more individual path.The termination condition of algorithm is not to find all end points, but expands to till the dead end, therefore whenever calls and once then can generate an individual path.
D. add loop at random on the loop module data basis that two modules generate in front.In the scene of recreation, except basic path, the cyclic path that is interconnected is arranged also usually, so introduce this module to realize the generation of loop.
E. the vacant lot in the scene, data such as obstacle are read in internal memory to pretreatment module in advance, are convenient to obstacle module and carry out data are called.
F. obstacle module then is by pretreatment module dyspoiesis data in advance, then on the map datum that generates according to the position in path, make corresponding obstacle.For the path data that has generated, by the data recording in the map as can be seen, what write down in the two-dimensional array all is the data in path, and generate real path also needs to do further to adjust and distortion, according to existing path, generate corresponding obstacle on the next door in path.
Below in conjunction with being an application example of the present invention.
Fig. 3 is the scene of game path sectional drawing in operational process behind maze game employing the present invention.Wherein Fig. 3 (a) is looking squarely under the visual angle, does not have the scene of individual path; Fig. 3 (b) is looking squarely under the visual angle, and the scene of individual path is arranged; Fig. 3 (c) overlooks under the visual angle scene when having only main path; Fig. 3 (d) overlooks under the visual angle scene when having two individual paths by main path; Fig. 3 (e) overlooks under the visual angle scene when also having two loops on the basis of Fig. 3 (d); Fig. 3 (f) overlooks under the visual angle, through repeatedly calling the result that individual path and loop module obtain.The labyrinth is a scene that RPG recreation back warp often will be used.The purpose of player in maze game is exactly to find the route that leads to outlet from inlet as far as possible, but often because bifurcated can appear in the path in the recreation, even the possibility of loop is arranged, so the player will reach a standard and be not easy.Labyrinth in the past all needs deviser's ground, room manual drawing one by one, waste time and energy, and in case found out correct circuit by the player, the labyrinth general layout is leaked, the labyrinth just has not been called in the labyrinth, complicated as far as possible the labyrinth design so devisers rack one's brains, but complicated again labyrinth sooner or later also can found correct route, and the labyrinth that too complicated difficulty is walked also makes the player feel too loaded down with trivial details, reduces enjoyment.Good maze game should be dynamically to generate in game process, and when entering recreation, different labyrinths all can occur at every turn, and such labyrinth could increase the enjoyment of playing, and tentatively is called labyrinth at random here.
The generation algorithm in labyrinth is simple as far as possible at random, internal memory is saved in the storage in labyrinth as far as possible, and the labyrinth is only walked then the player just can put into internal memory, is not referenced to and can be totally destroyed when whole labyrinth a period of time, can rebulid when needing next time again, can produce a new labyrinth again.At random the labyrinth only need stipulate that size, the description of obstacle, the gateway in parameter that some are default such as labyrinth are described, the quantity in bifurcated path and quantity of loop or the like, just can improve the playability of playing greatly.
From recreation begin set, a series of map parameter can be set, in mutually should the random walk model, will call corresponding modularity function and generate and decide the path.Be provided with by these parameters, we can make it to meet some requirements guaranteeing under the map situation at random the scene of recreation to be controlled setting.As can be seen, method of the present invention can realize preferably that the path of three-dimensional scenic dynamically generates, and the conversion of abundant recreation improves the playability of recreation.

Claims (5)

1, the automatic generation method in a kind of RPG scene of game path is characterized in that this method may further comprise the steps:
A. initialization three-dimensional scene models: three-dimensional model of place is simplified, directly it is mapped as the landform of a two dimension, obtain the map datum after the initialization;
B. path planning: the various attributes in the definition path comprise the size of map whether generating individual path and loop, path maximum length, and the quantity in path;
C. main path generates: stipulate according to the attribute in the path planning, earlier choose one of them end points as starting point from end point set, begin a search generative process at random then, from starting point, select a direction to expand at random from four direction, the position of record next node, with the mode storing path of chained list, and the above-mentioned node that is recorded the position of mark is expanded; When running into dead end, adopt the thought of recalling to return back to a node that can produce the branch road, continue then at random to other direction that can expand expansions; During the end points of the non-starting point of other in expanding to end point set, show that the path generates, algorithm leaves it at that; If more than two end points in the end point set then will continue to generate remaining path, end points all in end point set all can reach, and algorithm just finishes;
D. individual path generates: call the data of the main path that has generated, generate the individual path at random based on main path;
E. loop generates: according to the related data of main path that generates previously and individual path, add loop at random;
F. scene pre-service: in advance the vacant lot in the scene, the obstacle data are read in internal memory, the dyspoiesis data;
G. obstacle generates: be the obstacle data by generating in the scene pre-service, then according to the position in the path that generates among step c and the d, make corresponding obstacle.
2, the automatic generation method in RPG scene of game according to claim 1 path, it is characterized in that in the described step b. path planning by suitable regulation is made in path at random, it is predictable to make that the path has on the basis that generates at random, better meets the requirement of recreation; Simultaneously by the map datum that designs is cut apart and stripping and slicing, promptly needs are realized that the diagram data partly of randomness cuts out from whole map, after treating that the path generates, restore in the former map, can realize the part at random pre-designed scene of game.
3, the automatic generation method in RPG scene of game according to claim 1 path, it is characterized in that described steps d. the method that individual path generates is after main path generates, in available space on the map, main path before utilizing continues to generate more individual path, the termination condition of algorithm is not to find all end points, but expand to till the dead end, therefore whenever call and once then can generate an individual path.
4, the automatic generation method in RPG scene of game according to claim 1 path, it is characterized in that described step g. during obstacle generates for the path data that has generated, by the data recording in the map as can be seen, what write down in the two-dimensional array all is the data in path, generating real path also needs to do further to adjust and distortion, according to existing path, generate corresponding obstacle on the next door in path.
5, the automatically generating device in a kind of RPG scene of game path is characterized in that this device is core with the map datum, in conjunction with path planning module, the main path module, individual path module, loop module, obstacle module and pretreatment module generate path data at random; Wherein path planning module has defined the various attributes in the path, whether the size that comprises map generates individual path and loop, and the quantity in path, to a certain extent restriction is made in path at random, it is predictable to make the path not lose on basis at random; The main path module generates the path between the origin endpoint, the individual path module is called on the basis of main path, generation is based on the individual path at random of main path, and last loop module is according to the related data adding loop at random of main path that generates previously and individual path; Obstacle module then is according to the obstacle data that generate in the scene pre-service, makes corresponding obstacle.
CNB2006101226833A 2006-10-12 2006-10-12 Automatic generating method and apparatus for RPG game scene path Expired - Fee Related CN100514342C (en)

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CN107357563B (en) * 2017-05-25 2018-11-09 腾讯科技(深圳)有限公司 object moving method and device and storage medium, electronic device
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