Patent classifications
A63F13/57
NON-TRANSITORY COMPUTER-READABLE MEDIUM STORING GAME PROGRAM, AND GAME SYSTEM
A non-transitory computer-readable medium storing a game program causing a processor of a terminal device used by a user to execute: displaying an indication object 50 including an indication relating to a shot of a ball 31; receiving a first input operation performed by the user on a display screen; determining a position of a moving object 40 based on the first input operation; moving the moving object 40 toward the indication object 50 when the first input operation is released; and executing the shot in accordance with a release position of the first input operation and the indication determined by a positional relationship between the indication object 50 and the moving object after movement.
3D AVATAR GENERATION AND ROBOTIC LIMBS USING BIOMECHANICAL ANALYSIS
Systems and methods are disclosed for generating a 3D avatar or instructions for movement of robotic limbs using a biomechanical analysis of observed actions with a focus on representing actions through computer-generated 3D avatars or instructions for movement of robotic limbs. Physical quantities of biomechanical actions can be measured from the observations, and the system can analyze these values, compare them to target or optimal values, and use the observations and known biomechanical capabilities to generate 3D avatars or instructions for movement of robotic limbs.
USING SEMANTIC NATURAL LANGUAGE PROCESSING MACHINE LEARNING ALGORITHMS FOR A VIDEO GAME APPLICATION
Game decisions are coordinated using a semantic natural language processing (NLP) machine learning (ML) algorithm, which is stored in a memory in some cases. In response to a game event, a processor records a text string that represents the game event in a text log that includes a sequence of text strings that represent game events that have transpired during a portion of the game. The processor also generates, using the semantic NLP ML algorithm, scores for labeled actions or content based on the text log and a curve that represents a target player experience as a function of progress through the game. The processor further serves one or more of the labeled actions or content that is selected based on the scores. The labeled actions or content are served to a display associated with the processor.
Method for controlling game character and electronic device and computer storage medium
A method for controlling game character is applied to a touch control terminal capable of rendering a graphical user interface, the graphical user interface includes a virtual character and at least part of a game scene. The method includes: at least one target virtual object that satisfies a prompt trigger event is determined (S1410); a sub-identifier corresponding to each of the at least one target virtual object in a first graphical identifier is determined, wherein the sub-identifier is used for graphically displaying the prompt trigger event on the graphical user interface (S1430); in response to a visual field adjustment touch instruction, a first presentation visual field of the game screen is changed to a second presentation visual field of the game screen determined according to direction information corresponding to the sub-identifier (S1450). An apparatus for controlling game character, an electronic device and a computer storage medium are also disclosed.
Method for controlling game character and electronic device and computer storage medium
A method for controlling game character is applied to a touch control terminal capable of rendering a graphical user interface, the graphical user interface includes a virtual character and at least part of a game scene. The method includes: at least one target virtual object that satisfies a prompt trigger event is determined (S1410); a sub-identifier corresponding to each of the at least one target virtual object in a first graphical identifier is determined, wherein the sub-identifier is used for graphically displaying the prompt trigger event on the graphical user interface (S1430); in response to a visual field adjustment touch instruction, a first presentation visual field of the game screen is changed to a second presentation visual field of the game screen determined according to direction information corresponding to the sub-identifier (S1450). An apparatus for controlling game character, an electronic device and a computer storage medium are also disclosed.
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.
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.
Image rendering method, device, and storage medium
Aspects of this disclosure provide a method where a normal map corresponding to a target water body region where a dynamic object is located in a next image frame can be acquired based on a water wave map corresponding to the target water body region where the dynamic object is located in a current image frame, and a water wave effect on the target water body region where the dynamic object is located in the next image frame is rendered according to the normal map. On the one hand, through iterative rendering frame by frame, a realistic water wave animation effect can be simulated to make the water surface interaction very natural, providing users with immersive experience. Further, because the water wave rendering is performed only on the target water body region, the complexity is lowered, and the calculation amount is reduced, to better adapt to a mobile terminal application.
Image rendering method, device, and storage medium
Aspects of this disclosure provide a method where a normal map corresponding to a target water body region where a dynamic object is located in a next image frame can be acquired based on a water wave map corresponding to the target water body region where the dynamic object is located in a current image frame, and a water wave effect on the target water body region where the dynamic object is located in the next image frame is rendered according to the normal map. On the one hand, through iterative rendering frame by frame, a realistic water wave animation effect can be simulated to make the water surface interaction very natural, providing users with immersive experience. Further, because the water wave rendering is performed only on the target water body region, the complexity is lowered, and the calculation amount is reduced, to better adapt to a mobile terminal application.