• 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