Patent classifications
A63F13/56
Systems and methods for shared control of benefit-producing virtual territory through the exchange of fungible digital articles
Systems and methods to control benefit-producing virtual territories in an online gaming platform are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players; receive instructions from sets of players to obtain access to distributions associated with particular virtual territories in the game, wherein access is obtained in exchange for particular amounts of fungible digital articles; determine whether to provide a particular distribution of in-game benefits, produced in and/or by a particular virtual territory, to a particular set of players, based at least in part on whether the particular set of players continues to control the particular virtual territory; and responsive to the determination, provide the particular distribution to the particular set of players.
Pathfinding Method, Device for a Game Object, and Computer-Readable Storage Medium
The present disclosure provides a pathfinding method and device for a game object, and a computer-readable storage medium. The pathfinding method for a game object includes the following steps: the game object receives a movement request and sends a movement starting point and a movement ending point to a map server; the map server forms map information, and sends the map information to a pathfinding server, and the pathfinding server generates a movement path and sends the movement path to the map server; the map server determines whether there is an obstruction in the movement path; when there is no obstruction, the map server marks the movement path as valid and registers map units passed in the movement path; and when there is an obstruction, the map server sends a re-finding request to the pathfinding server, and the pathfinding server generates an updated path, until the map server determines that there is no obstruction in the updated path. After using the described technical solution, object movement calculation in the game is separated from a map, and position prediction is introduced when a dynamic obstruction of the map is considered, so as to reduce a probability of object movement collision and re-pathfinding.
Pathfinding Method, Device for a Game Object, and Computer-Readable Storage Medium
The present disclosure provides a pathfinding method and device for a game object, and a computer-readable storage medium. The pathfinding method for a game object includes the following steps: the game object receives a movement request and sends a movement starting point and a movement ending point to a map server; the map server forms map information, and sends the map information to a pathfinding server, and the pathfinding server generates a movement path and sends the movement path to the map server; the map server determines whether there is an obstruction in the movement path; when there is no obstruction, the map server marks the movement path as valid and registers map units passed in the movement path; and when there is an obstruction, the map server sends a re-finding request to the pathfinding server, and the pathfinding server generates an updated path, until the map server determines that there is no obstruction in the updated path. After using the described technical solution, object movement calculation in the game is separated from a map, and position prediction is introduced when a dynamic obstruction of the map is considered, so as to reduce a probability of object movement collision and re-pathfinding.
Video game processing program, video game processing system and video game processing method
A video game processing program product causes a user terminal to realize functions to control progress of a video game. The functions include: an updating function configured to update a position of a character; a first displaying function configured to display, in a normal mode, a normal game screen; and a second displaying function configured to display, in a photographing mode, a photographing game screen based on a photographing operation. In a first case where a user operates the user character to change position while the photographing screen is displayed in the photographing mode, a change in position of the user character does not affect a status of the normal mode. The status of the normal mode of the video game is configured to be updated in a second case while the photographing screen is displayed in the photographing mode.
Video game processing program, video game processing system and video game processing method
A video game processing program product causes a user terminal to realize functions to control progress of a video game. The functions include: an updating function configured to update a position of a character; a first displaying function configured to display, in a normal mode, a normal game screen; and a second displaying function configured to display, in a photographing mode, a photographing game screen based on a photographing operation. In a first case where a user operates the user character to change position while the photographing screen is displayed in the photographing mode, a change in position of the user character does not affect a status of the normal mode. The status of the normal mode of the video game is configured to be updated in a second case while the photographing screen is displayed in the photographing mode.
Multi-user route tracking in an augmented reality environment
A system provides an augmented reality (AR) experience in a parallel-reality application in which a geography of a virtual world parallels a geography of the real world. The system receives a connection request from a client device and receives a route that the client device traversed in the real world. The route comprises a plurality of locations in the real world. The system determines a plurality of virtual locations to place virtual elements at, where each virtual element corresponds to a location in the real world of the route. The system updates a global state of the AR experience to include the plurality of virtual elements at the plurality of virtual locations. The system provides, to a second client device, AR data including some of the virtual locations for display of some of the virtual elements at the corresponding locations in the real world.
VIRTUAL OBJECT CONTROL METHOD AND APPARATUS, DEVICE, STORAGE MEDIUM, AND PROGRAM PRODUCT
A virtual object control method is performed by a computer device. The method includes: displaying a virtual scene picture corresponding to a virtual scene, the virtual scene including a first virtual object; controlling the first virtual object to launch a target virtual projectile, the target virtual projectile being configured to trigger a virtual gravitational source in the virtual scene; and, when a distance between a second virtual object and the virtual gravitational source is less than a distance threshold, controlling the second virtual object to move toward the virtual gravitational source. This solution provides a method for quickly gathering second virtual objects to a specified position, so as to realize control on a plurality of second virtual objects by a first virtual object, and shorten a duration of a single-round battle, thereby reducing the power consumption of a terminal and saving data traffic.
VIRTUAL OBJECT CONTROL METHOD AND APPARATUS, DEVICE, STORAGE MEDIUM, AND PROGRAM PRODUCT
A virtual object control method is performed by a computer device. The method includes: displaying a virtual scene picture corresponding to a virtual scene, the virtual scene including a first virtual object; controlling the first virtual object to launch a target virtual projectile, the target virtual projectile being configured to trigger a virtual gravitational source in the virtual scene; and, when a distance between a second virtual object and the virtual gravitational source is less than a distance threshold, controlling the second virtual object to move toward the virtual gravitational source. This solution provides a method for quickly gathering second virtual objects to a specified position, so as to realize control on a plurality of second virtual objects by a first virtual object, and shorten a duration of a single-round battle, thereby reducing the power consumption of a terminal and saving data traffic.
VIRTUAL OBJECT CONTROL METHOD, APPARATUS, DEVICE, AND COMPUTER-READABLE STORAGE MEDIUM
Provided are a virtual object control method, apparatus, device, and computer-readable storage medium, belonging to the field of computer technologies. The method includes controlling a first virtual object to cast a first skill in response to a first operation on a first skill control, wherein the first virtual object moves from a first position to a second position when casting the first skill; obtaining a second operation on a second skill control during casting of the first skill by the first virtual object; displaying a skill casting indicator of a second skill based on the second position for the second operation, the skill casting indicator indicating an influence range of the second skill; and controlling the first virtual object to cast the second skill at the second position according to the influence range after the first virtual object completes casting of the first skill.
VIRTUAL OBJECT CONTROL METHOD, APPARATUS, DEVICE, AND COMPUTER-READABLE STORAGE MEDIUM
Provided are a virtual object control method, apparatus, device, and computer-readable storage medium, belonging to the field of computer technologies. The method includes controlling a first virtual object to cast a first skill in response to a first operation on a first skill control, wherein the first virtual object moves from a first position to a second position when casting the first skill; obtaining a second operation on a second skill control during casting of the first skill by the first virtual object; displaying a skill casting indicator of a second skill based on the second position for the second operation, the skill casting indicator indicating an influence range of the second skill; and controlling the first virtual object to cast the second skill at the second position according to the influence range after the first virtual object completes casting of the first skill.