Exploring 3D navigation: combining speed-coupled flying with orbiting
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
AI Game Programming Wisdom
AI Game Programming Wisdom
Interactive navigation in complex environments using path planning
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Queue - Game Development
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This paper explores pathfinding in a video game environment using a waypoint graph, a common way of representing locations in the environment. I take algorithms created by Lars Liden on finding strategic positions for agents within a waypoint graph and extend these algorithms. I demonstrate how the extended algorithms are able to effectively calculate tactical ambush positions and pinch points for any number of agents. The extended algorithms are also able to work in an environment where the agent does not have complete knowledge of the waypoint graph.