Abstract
A central problem in games is planning high-quality paths for
characters avoiding obstacles in the environment. Current games require
a path planner that is fast (to ensure real-time interaction) and flexible
(to avoid local hazards). In addition, a path needs to be natural, meaning
that the path is smooth, short, keeps some clearance to obstacles, avoids
other characters, etcetera.
Game worlds are normally populated with a large number of characters.
In this paper we show how the recently introduced Corridor Map Method
can be extended and used to efficiently compute smooth motions for these
characters. We will consider crowds in which the characters wander around,
characters have goals, and characters behave as a coherent group.
The approach is very fast. Even in environments with 5000 characters
it uses only 40% of the processing power of a single core of a cpu. Also
the resulting paths are indeed natural.
| Original language | Undefined/Unknown |
|---|---|
| Title of host publication | Motion in Games (MIG'08) |
| Editors | A. Egges, A. Kamphuis, M.H. Overmars |
| Publisher | Springer |
| Pages | 11-22 |
| Number of pages | 12 |
| Publication status | Published - 14 Jun 2008 |
Bibliographical note
GO08bInternational Conference of the Learning Sciences 2008
Keywords
- Wiskunde en Informatica (WIIN)