/Virtual Vehicle Control Method And Apparatus, Device, And Storage Medium
Abstract

This application discloses a virtual vehicle control method performed by a computer device. The method includes: in response to an operation, decreasing a drift angle of a virtual vehicle moving in a virtual scene in a drifting state, wherein the drift angle, an included angle between a moving direction of the virtual vehicle and a vehicle head orientation of the virtual vehicle, is greater than a first threshold; in response to a first acceleration operation, accelerating a decrease of the drift angle; and controlling the virtual vehicle to exit the drifting state when the drift angle is less than the first threshold. This application realizes automation of exit from the drifting state, simplifies user operation, and improves drifting-exit efficiency of the virtual vehicle so as to enrich a drift-accelerated moving manner of the virtual vehicle.

Full Text

What is claimed is:

This application discloses a virtual vehicle control method performed by a computer device. The method includes: in response to an operation, decreasing a drift angle of a virtual vehicle moving in a virtual scene in a drifting state, wherein the drift angle, an included angle between a moving direction of the virtual vehicle and a vehicle head orientation of the virtual vehicle, is greater than a first threshold; in response to a first acceleration operation, accelerating a decrease of the drift angle; and controlling the virtual vehicle to exit the drifting state when the drift angle is less than the first threshold. This application realizes automation of exit from the drifting state, simplifies user operation, and improves drifting-exit efficiency of the virtual vehicle so as to enrich a drift-accelerated moving manner of the virtual vehicle.
Timeline
Filed
03/31/2026
Published
08/06/2026
Granted
Not Available
IPC Codes(4)
A63F 13/422:automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
A63F 13/533:for prompting the player, e.g. by displaying a game menu
A63F 13/57:Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game (takes precedence A63F 13/56)