Way-point Navigation Using Terrain Processing BY Aaron Woods & Micah Neumark
Challenges ✤ Creating a Discrete Game Environment ✤ Incorporating Various terrain types ✤ Finding a Path ✤ Traversing the Path ✤ Run Time Smoothness
Discrete Environment ✤ Create Grid based on the Relative Size of the Game world ✤ Scaleable ✤ Linked Edge Matrix ✤ Node and Edge Creation Done in O(n) ✤ Edge Weights done in O(2N)
Terrain ✤ Adding Various terrain increases the difficulty in getting to the goal ✤ A New type Class tgTerrain ✤ Randomize the Size, Kind and location of terrain ✤ Dynamic Weighting ✤ Syncing the Terrain with the Game grid
The Path ✤ Four types of terrain: Blue(Water), Red(Mountains), Green(Hills), Orange (Goal), affect the path ✤ Manhattan Distance from the goal ✤ Tie breaking with preferred direction
Traversing The Path ✤ BFS way-point Traversal ✤ Follow the weights to the goal ✤ Way-point and Edge weights preprocessed ✤ Modified Pursue Controller
Run Time Performance ✤ Time Slicing - Store character information between frames ✤ Look ahead path following ✤ Preprocess processor intensive calculations
Conclusion The Game Way-Points Demo M. Neumark A. Woods
Recommend
More recommend