DocumentCode :
2452416
Title :
A pathfinding algorithm in real-time strategy game based on Unity3D
Author :
Jie Hu ; Wang gen Wan ; Xiaoqing Yu
Author_Institution :
Sch. of Commun. & Inf. Eng., Shanghai Univ., Shanghai, China
fYear :
2012
fDate :
16-18 July 2012
Firstpage :
1159
Lastpage :
1162
Abstract :
Pathfinding in the context of video games concerns the way in which a moving entity finds a path around obstacles; the most frequent context is real-time strategy games (in which the player directs units around a play area containing obstacles), but forms of this are found in most modern video games. It is probably the most popular but frustrating game artificial intelligence (AI) problem in game industry. This article introduces A-Star algorithm first, then describes the details of A-Star algorithm. Finally, a real example of how the A-Star pathfinding technique is used in a famous 3D game engine: Unity3D.
Keywords :
artificial intelligence; computer games; real-time systems; A-Star algorithm; AI; Unity3D; artificial intelligence; game industry; pathfinding algorithm; real-time strategy game; video games; Algorithm design and analysis; Artificial intelligence; Cost accounting; Educational institutions; Games; Heuristic algorithms; Real-time systems;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Audio, Language and Image Processing (ICALIP), 2012 International Conference on
Conference_Location :
Shanghai
Print_ISBN :
978-1-4673-0173-2
Type :
conf
DOI :
10.1109/ICALIP.2012.6376792
Filename :
6376792
Link To Document :
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