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【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
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1:
[发明]
【中文】一种基于Unity3D的纹理渲染方法及装置 【EN】Unity 3D-based texture rendering method and device
申请号:
201911243514.9
公开号:CN110990104A 主分类号:G06F9/451
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.12.06 公开日:2020.04.10
发明人:
【中文】刘峰【EN】Liu Feng
摘要:【中文】本申请提供一种基于Unity3D的模型渲染方法及装置,其中所述方法包括:通过Unity3D创建或加载目标文件,生成所述目标文件对应的虚拟场景;基于NGUI插件中的UI面板组件,确定所述目标文件在所述UI面板组件目录下的至少一个UI纹理组件;在所述虚拟场景中存在需要进行纹理类型切换的虚拟对象的情况下,获取所述需要进行纹理类型切换的虚拟对象对应的至少一个UI纹理组件并标记;根据所述至少一个UI纹理组件对应的标记为所述至少一个UI纹理组件设置对应的渲染器,使得带有标记的至少一个UI纹理组件采用网格渲染器,剩余的所述UI纹理组件采用精灵渲染器。 【EN】The application provides a Unity 3D-based model rendering method and device, wherein the method comprises the following steps: creating or loading a target file through the Unity3D, and generating a virtual scene corresponding to the target file; determining at least one UI texture component of the target file under the UI panel component directory based on a UI panel component in an NGUI plug-in; under the condition that a virtual object needing texture type switching exists in the virtual scene, acquiring and marking at least one UI texture component corresponding to the virtual object needing texture type switching; and setting a corresponding renderer for the at least one UI texture component according to the mark corresponding to the at least one UI texture component, so that the at least one UI texture component with the mark adopts a grid renderer, and the rest UI texture components adopt a sprite renderer.
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2:
[发明]
【中文】一种基于Unity3D的组件优化方法及装置 【EN】Module optimization method and device based on Unity3D
申请号:
201911243517.2
公开号:CN110975287A 主分类号:A63F13/537
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.12.06 公开日:2020.04.10
发明人:
【中文】刘峰【EN】Liu Feng
摘要:【中文】本申请提供一种基于Unity3D的组件优化方法及装置,其中所述方法包括:加载目标项目,生成所述目标项目对应的操作界面;通过NGUI插件创建对应的目标精灵图片,并将所述目标精灵图片存储至缓冲区中;在需要再次使用所述目标精灵图片的情况下,从所述缓冲区中提取出预先缓存的所述目标精灵图片并使用。 【EN】The application provides a Unity 3D-based component optimization method and device, wherein the method comprises the following steps: loading a target project and generating an operation interface corresponding to the target project; creating a corresponding target sprite picture through an NGUI plug-in, and storing the target sprite picture into a buffer area; and under the condition that the target sprite picture needs to be used again, extracting the target sprite picture which is cached in advance from the buffer area and using the target sprite picture.
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3:
[发明]
【中文】一种基于Unity的NGUI资源渲染处理方法及装置 【EN】Unity-based NGUI resource rendering processing method and device
申请号:
201911244858.1
公开号:CN110975284A 主分类号:A63F13/52
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.12.06 公开日:2020.04.10
发明人:
【中文】刘峰【EN】Liu Feng
摘要:【中文】本申请提供一种基于Unity的NGUI资源渲染处理方法及装置,其中所述基于Unity的NGUI资源渲染处理方法包括:获取NGUI资源和三维立体资源,其中NGUI资源在非线性空间下生成,三维立体资源在线性空间下生成;将所述NGUI资源渲染至第一渲染纹理中,获得线性NGUI结果,其中,所述第一渲染纹理被标识为线性纹理且取消纹理读取转换;将所述线性NGUI结果和所述三维立体资源合并,获得线性合并结果;将所述线性合并结果渲染至第二渲染纹理中,获得渲染结果并显示在显示区域,其中,所述第二渲染纹理被标识为线性纹理且取消纹理读取转换。通过将非线性的NGUI资源渲染至线性的渲染纹理,充分利用现有的非线性NGUI资源,节省了资源,提高了工作效率,实现更好的渲染效果。 【EN】The application provides a Unity-based NGUI resource rendering method and a Unity-based NGUI resource rendering device, wherein the Unity-based NGUI resource rendering method comprises the following steps: the method comprises the steps of obtaining NGUI resources and three-dimensional resources, wherein the NGUI resources are generated in a nonlinear space, and the three-dimensional resources are generated in a linear space; rendering the NGUI resource into a first rendering texture to obtain a linear NGUI result, wherein the first rendering texture is identified as a linear texture and texture reading conversion is cancelled; combining the linear NGUI result and the three-dimensional stereo resource to obtain a linear combination result; and rendering the linear combination result into a second rendering texture, obtaining a rendering result and displaying the rendering result in a display area, wherein the second rendering texture is identified as a linear texture and the texture reading conversion is cancelled. By rendering the nonlinear NGUI resources to linear rendering textures, the existing nonlinear NGUI resources are fully utilized, the resources are saved, the working efficiency is improved, and a better rendering effect is realized.
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4:
[发明]
【中文】一种基于Unity的资源包处理方法及装置 【EN】Unity-based resource package processing method and device
申请号:
201911367462.6
公开号:CN111026437A 主分类号:G06F8/71
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.12.26 公开日:2020.04.17
发明人:
【中文】刘峰【EN】Liu Feng
摘要:【中文】本申请提供一种基于Unity的资源包处理方法及装置,其中所述基于Unity的资源包处理方法包括:从版本控制系统中获取至少一个预先制作好的资源包;将每个所述资源包加载至Unity的包管理器;获取待处理项目对应的项目需求;根据所述项目需求确定目标资源包,并在所述待处理项目的根目录下生成对应的目标包清单;根据所述目标包清单在所述待处理项目中引用所述目标资源包;编译所述待处理项目和所述目标资源包并生成项目文件。通过目标包清单可以清楚得知所述目标资源包的版本,提高工作效率。 【EN】The application provides a Unity-based resource package processing method and a Unity-based resource package processing device, wherein the Unity-based resource package processing method comprises the following steps: acquiring at least one prefabricated resource package from a version control system; loading each of the resource packages to a package manager of Unity; acquiring a project requirement corresponding to a project to be processed; determining a target resource package according to the project requirement, and generating a corresponding target package list under the root directory of the project to be processed; the target resource package is referred in the project to be processed according to the target package list; compiling the to-be-processed project and the target resource package and generating a project file. The version of the target resource package can be clearly known through the target package list, and the working efficiency is improved.
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5:
[发明]
【中文】一种红点的条件处理方法和装置 【EN】Red dot condition processing method and device
申请号:
201911370148.3
公开号:CN111008014A 主分类号:G06F8/38
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.12.26 公开日:2020.04.14
发明人:
【中文】程安来
;
任超凝
;
曾梓鹏
;
钟洪斌【EN】Cheng Anlai
;
Ren Chaoning
;
Zeng Zipeng
;
Zhong Hongbin
摘要:【中文】本申请提供一种红点的条件处理方法和装置,所述方法包括:创建条件池,所述条件池中包括原条件和原条件对应的名称;接收目标红点的耦合指令,所述耦合指令包括目标红点对应的目标名称;根据所述目标红点的耦合指令,在所述目标红点对应的目标名称中至少一个与所述条件池中的名称相同的情况下,将所述条件池中与所述目标名称相同的名称对应的原条件作为目标条件,耦合所述目标条件与所述目标红点。减少了编程人员的工作量,不仅降低了应用程序的开发成本,而且大幅提高了为红点配置条件的效率,进而加快应用程序的开发。 【EN】The application provides a red dot condition processing method and a device, wherein the method comprises the following steps: creating a condition pool, wherein the condition pool comprises an original condition and a name corresponding to the original condition; receiving a coupling instruction of a target red point, wherein the coupling instruction comprises a target name corresponding to the target red point; and according to the coupling instruction of the target red point, under the condition that at least one of the target names corresponding to the target red point is the same as the name in the condition pool, taking the original condition corresponding to the name in the condition pool, which is the same as the target name, as a target condition, and coupling the target condition and the target red point. The workload of programmers is reduced, the development cost of the application program is reduced, the efficiency of configuring conditions for red points is greatly improved, and the development of the application program is accelerated.
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6:
[发明]
【中文】一种模型动画生成的方法和装置 【EN】Method and device for generating model animation
申请号:
201911379284.9
公开号:CN111009022A 主分类号:G06T13/00
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.12.27 公开日:2020.04.14
发明人:
【中文】赵博强
;
杨林
;
温佩贤【EN】Zhao Boqiang
;
Yang Lin
;
Wen Peixian
摘要:【中文】本申请提供一种模型动画生成的方法和装置,所述方法包括建立角色模型,所述角色模型包括骨骼模型;获取设备的摄像头拍摄的场景,配置所述角色模型至所述摄像头拍摄的场景中,确定所述角色模型的在场景中的约束位置;采集所述设备的动作数据,根据所述设备的动作数据,确定所述骨骼模型受到的作用力;所述骨骼模型在所述作用力下改变骨骼模型的骨骼位置,渲染所述角色模型以生成角色模型在所述场景中的动作画面。这样生成整个角色模型在现实场景中随着设备的移动动作而呈现出相应的动作画面,无需制作人员对角色模型的各种特定动画进行制作,模型动画生成高效快捷。 【EN】The application provides a method and a device for generating model animation, wherein the method comprises the steps of establishing a role model, wherein the role model comprises a skeleton model; acquiring a scene shot by a camera of equipment, configuring the role model to the scene shot by the camera, and determining a constraint position of the role model in the scene; acquiring action data of the equipment, and determining acting force applied to the skeleton model according to the action data of the equipment; the bone model changes the bone position of the bone model under the action force, and the character model is rendered to generate an action picture of the character model in the scene. Therefore, the generated whole character model presents a corresponding action picture along with the movement of the equipment in a real scene, a maker does not need to make various specific animations of the character model, and the generation of the model animation is efficient and rapid.
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7:
[发明]
【中文】一种基于Unity3D的图像绘制方法及装置 【EN】Unity 3D-based image drawing method and device
申请号:
201911243515.3
公开号:CN111028338A 主分类号:G06T17/00
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.12.06 公开日:2020.04.17
发明人:
【中文】刘峰【EN】Liu Feng
摘要:【中文】本申请提供一种基于Unity3D的图像绘制方法及装置。其中,所述方法包括:在绘制组件中加载当前帧图像,并获取所述当前帧图像的图标信息;接收图像绘制命令,并基于所述图像绘制命令确定下一帧图像的图标信息;将所述下一帧图像的图标信息与所述当前帧图像的图标信息进行对比,并基于对比结果为所述当前帧图像配置图标标签;基于所述下一帧图像的图标信息、所述图标标签、所述当前帧图像的图标信息绘制下一帧图像。本申请提供的基于Unity3D的图像绘制方法及装置,可以有效减少绘制过程中的运算量以及资源的消耗。 【EN】The application provides an image drawing method and device based on Unity 3D. Wherein the method comprises the following steps: loading a current frame image in a drawing assembly, and acquiring icon information of the current frame image; receiving an image drawing command, and determining icon information of a next frame of image based on the image drawing command; comparing the icon information of the next frame image with the icon information of the current frame image, and configuring an icon label for the current frame image based on the comparison result; and drawing the next frame image based on the icon information of the next frame image, the icon label and the icon information of the current frame image. The Unity 3D-based image drawing method and device can effectively reduce the computation amount and resource consumption in the drawing process.
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8:
[发明]
【中文】服务器与客户端间网络交互的评估方法 【EN】Method for evaluating network interaction between server and client
申请号:
201911199228.7
公开号:CN111049678A 主分类号:H04L12/24
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.11.29 公开日:2020.04.21
发明人:
【中文】潘亚楠
;
李爱华
;
张强【EN】Pan Yanan
;
Li Aihua
;
Zhang Qiang
摘要:【中文】本发明公开了一种服务器与客户端间网络交互评估方法,包括以下步骤:S100,创建Proxy中转站,中转服务器及客户端间往来的通信协议包,对通信协议包进行解析,并记录通信协议包的相关数据;S200,从不同维度对通信协议包的相关数据进行统计排行。简要描述技术效果。本发明至少具有如下有益效果:通过Proxy间中转服务器及客户端间往来的通信协议包,即不影响服务器客户端的正常通信,也不用修改系统代码,减少了开发工作量,同时也能获取实时数据;不同维度对所述通信协议包进行统计排行,便于多角度找出交互瓶颈,提供优化方向。 【EN】The invention discloses a network interaction evaluation method between a server and a client, which comprises the following steps: s100, establishing a communication protocol packet between a Proxy transfer station, a transfer server and a client, analyzing the communication protocol packet, and recording related data of the communication protocol packet; s200, carrying out statistics and ranking on the related data of the communication protocol packet from different dimensions. The technical effect is briefly described. The invention has at least the following beneficial effects: through the communication protocol packet between the Proxy transfer server and the client, normal communication of the server client is not influenced, system codes are not required to be modified, development workload is reduced, and real-time data can be acquired; and different dimensions are used for counting and arranging the communication protocol packets, so that the interaction bottleneck can be conveniently found out at multiple angles, and the optimization direction is provided.
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9:
[发明]
【中文】一种虚拟模型的变形方法及装置 【EN】Virtual model deformation method and device
申请号:
201911367450.3
公开号:CN110992495A 主分类号:G06T19/20
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.12.26 公开日:2020.04.10
发明人:
【中文】包敬恒【EN】Bao Jingheng
摘要:【中文】本申请提供一种虚拟模型的变形方法及装置,其中所述方法包括:获取虚拟模型,根据所述虚拟模型的结构创建骨架结构,并将所述虚拟模型与所述骨架结构进行绑定,其中,所述骨架结构包括至少两个具有关联关系的骨骼节点;将所述虚拟模型设置在虚拟场景中的第一虚拟对象的目标虚拟部件上,确定所述第一虚拟对象与所述虚拟场景中的第二虚拟对象之间的距离;根据所述第一虚拟对象与所述第二虚拟对象之间的距离,对所述骨架结构进行拉伸或收缩,形成所述虚拟模型对应的骨骼动画。 【EN】The application provides a method and a device for deforming a virtual model, wherein the method comprises the following steps: the method comprises the steps of obtaining a virtual model, creating a skeleton structure according to the structure of the virtual model, and binding the virtual model and the skeleton structure, wherein the skeleton structure comprises at least two skeleton nodes with incidence relation; setting the virtual model on a target virtual part of a first virtual object in a virtual scene, and determining a distance between the first virtual object and a second virtual object in the virtual scene; and stretching or contracting the skeleton structure according to the distance between the first virtual object and the second virtual object to form a skeleton animation corresponding to the virtual model.
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10:
[发明]
【中文】基于GoCD的Python客户端 【EN】Python client based on GoCD
申请号:
201911323544.0
公开号:CN111176988A 主分类号:G06F11/36
申请人:
【中文】珠海金山网络游戏科技有限公司【EN】ZHUHAI KINGSOFT NETWORK GAME TECHNOLOGY Co.,Ltd.
申请日:2019.12.20 公开日:2020.05.19
发明人:
【中文】郭申
;
梁琪
;
黎健钧
;
张经生
;
张强【EN】Guo Shen
;
Liang Qi
;
Li Jianjun
;
Zhang Jingsheng
;
Zhang Qiang
摘要:【中文】本发明提供了一种基于GoCD的Python客户端,包括:功能模块,多个所述功能模块继承对应的基础模块,所述基础模块包括有对接GoCD对应模块的处理函数;所述客户端对外部请求逻辑进行分析,根据结果对调用对应的所述基础模块和/或直接从数据库调取数据。本发明的有益效果为:持最新版的GoCD服务,保障可以使用GoCD最新的特性。同时支持多种策略的访问后台,并发、同步、请求数据库等,也实现了将细粒度接口封装为粗粒度接口的功能。在具体项目使用中,具有高效、简单、方便、实用的特性,弥补了目前市面上没有很好GoCD的Python客户端的缺陷。 【EN】The invention provides a Python client based on GoCD, which comprises: the functional modules inherit corresponding basic modules, and the basic modules comprise processing functions for butting with corresponding modules of the GoCD; and the client analyzes the external request logic and calls the corresponding basic module and/or directly calls data from the database according to the result. The invention has the beneficial effects that: and the latest GoCD service version is kept, and the latest features of the GoCD can be used. Meanwhile, the method supports access backstage of various strategies, concurrency, synchronization, database request and the like, and also realizes the function of packaging a fine-grained interface into a coarse-grained interface. In the use of a specific project, the method has the characteristics of high efficiency, simplicity, convenience and practicability, and overcomes the defect that no good Python client of the GoCD exists in the market at present.
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