Lailatul Husniah, R. Mahendra, Ali Sofyan Kholimi, E. Cahyono
{"title":"Comparison Between A* And Obstacle Tracing Pathfinding In Gridless Isometric Game","authors":"Lailatul Husniah, R. Mahendra, Ali Sofyan Kholimi, E. Cahyono","doi":"10.1109/EECSI.2018.8752625","DOIUrl":null,"url":null,"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.","PeriodicalId":6543,"journal":{"name":"2018 5th International Conference on Electrical Engineering, Computer Science and Informatics (EECSI)","volume":"67 1","pages":"489-494"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 5th International Conference on Electrical Engineering, Computer Science and Informatics (EECSI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/EECSI.2018.8752625","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.