High quality navigation in computer games

High quality navigation in computer games
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DOI:
10.1016/j.scico.2006.06.008
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发表时间:
2007-06
期刊:
Sci. Comput. Program.
影响因子:
--
通讯作者:
D. Nieuwenhuisen;A. Kamphuis;M. Overmars
D. Nieuwenhuisen;A. Kamphuis;M. Overmars
中科院分区:
其他
文献类型:
--
作者:
D. Nieuwenhuisen;A. Kamphuis;M. Overmars

文献摘要

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导航在许多现代电脑游戏中扮演着重要的角色。目前,实体的运动通常是使用脚本、网格搜索方法、局部反应方法和集群相结合的方法来规划的。在本文中,我们描述了一种新的方法,该方法基于起源于机器人学的技术,计算平滑、无碰撞导航路径的路线图。由于大量的计算时间花费在预处理阶段,因此在应用程序执行期间导航几乎是瞬时的。可以查询所创建的路线图以获得高质量的路径。此外,路线图的应用并不局限于导航实体。因此,除了实体的导航之外,还提供了另外两个应用程序;一个用于规划实体组的运动,另一个用于在环境中创建平滑的相机移动。所有应用程序都基于相同的底层技术。
Navigation plays an important role in many modern computer games. Currently the motion of entities is often planned using a combination of scripting, grid-search methods, local reactive methods and flocking. In this paper we describe a novel approach, based on a technique originating from robotics, that computes a roadmap of smooth, collision-free navigation paths. Because the vast amount of computation time is spent in the pre-processing phase, navigation during the execution of an application is almost instantaneous. The created roadmap can be queried to obtain high quality paths. Furthermore, the applications of the roadmap are not limited to navigating an entity. Therefore, besides navigation for an entity, two other applications are presented; one for planning the motion of groups of entities and one for creating smooth camera movements through an environment. All applications are based on the same underlying techniques.