Way-point Navigation
Using Terrain Processing
BY Aaron Woods & Micah Neumark
Way-point Navigation Using Terrain Processing BY Aaron Woods - - PowerPoint PPT Presentation
Way-point Navigation Using Terrain Processing BY Aaron Woods & Micah Neumark Challenges Creating a Discrete Game Environment Incorporating Various terrain types Finding a Path Traversing the Path Run Time Smoothness
Using Terrain Processing
BY Aaron Woods & Micah Neumark
✤ Creating a Discrete Game Environment ✤ Incorporating Various terrain types ✤ Finding a Path ✤ Traversing the Path ✤ Run Time Smoothness
✤ Create Grid based on the Relative Size of
the Game world
✤ Scaleable ✤ Linked Edge Matrix ✤ Node and Edge Creation
Done in O(n)
✤ Edge Weights done in
O(2N)
✤ Adding Various terrain increases the
difficulty in getting to the goal
✤ A New type
Class tgTerrain
✤ Randomize the Size, Kind
and location of terrain
✤ Dynamic Weighting ✤ Syncing the Terrain with
the Game grid
✤ Four types of terrain: Blue(Water),
Red(Mountains), Green(Hills), Orange (Goal), affect the path
✤ Manhattan Distance from the goal ✤ Tie breaking with preferred direction
✤ BFS way-point Traversal ✤ Follow the weights to the goal ✤ Way-point and Edge weights preprocessed ✤ Modified Pursue
Controller
✤ Time Slicing - Store character
information between frames
✤ Look ahead path following ✤ Preprocess processor
intensive calculations
The Game Way-Points Demo