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