Comparison Between A* And Obstacle Tracing Pathfinding In Gridless Isometric Game

Lailatul Husniah, R. Mahendra, Ali Sofyan Kholimi, E. Cahyono
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引用次数: 1

Abstract

The pathfinding algorithms have commonly used in video games. City 2.5 is an isometric grid-less game which already implements pathfinding algorithms. However, current pathfinding algorithm unable to produce optimal route when it comes to custom shape or concave collider. This research uses A* and a method to choose the start and end node to produce an optimal route. The virtual grid node is generated to make A* works on the grid-less environment. The test results show that A* be able to produce the shortest route in concave or custom obstacles scenarios, but not on the obstacle-less scenarios and tight gap obstacles scenarios.
无网格等距游戏中A*与障碍物追踪寻径的比较
寻径算法通常用于电子游戏中。《City 2.5》是一款没有等距网格的游戏,它已经实现了寻路算法。然而,当前的寻路算法在自定义形状或凹碰撞器时无法产生最优路径。本研究使用A*和一种选择起始和结束节点的方法来产生最优路线。生成虚拟网格节点,使A*在无网格环境下工作。测试结果表明,A*在凹障碍物和自定义障碍物场景下能够产生最短路径,而在无障碍物和窄间隙障碍物场景下则不能产生最短路径。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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