In this paper we present a method for abstracting an environ-ment represented using constrained Delaunay triangulations in a way that significantly reduces pathfinding search effort, as well as better representing the basic structure of the envi-ronment. The techniques shown here are ideal for objects of varying sizes and environments that are not axis-aligned or that contain many dead-ends, long corridors, or jagged walls that complicate other search techniques. In fact, the abstrac-tion simplifies pathfinding to deciding to which side of each obstacle to go. This technique is suited to real-time computa-tion both because of its speed and because it lends itself to an anytime algorithm, allowing it to work when varying amounts of resources...
Abstract. Grid-based path finding is required in many video games and virtual worlds to move agents....
Abstract. This paper addresses the mobile robot motion planning problem in outdoor environments, whi...
The Delaunay triangulation of n points in the plane can be constructed in o(n log n) time when the c...
Includes bibliographical references (p. 49-51)This paper provides an implementation to compute a col...
This work studies path planning in two-dimensional space, in the presence of polygonal obstacles. We...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
A major problem faced by game developers these days is the ability to effectively plan the motion fr...
We give approximation and online algorithms as well as data structures for some well studied problem...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
Classic shortest path algorithms operate on graphs, which are suitable for problems that can be repr...
Pathfinding is important in many applications, including games, robotics and GPS itinerary planning....
In this paper, we designed and implemented an I/O-efficient algorithm for constructing constrained D...
Given a triangulation in the plane or a tetrahedralization in 3-space, we investigate the efficiency...
The Delaunay triangulation of n points in the plane can be constructed in o(n log n) time when the c...
Abstract. We propose a fast algorithm for on-line path search in grid-like undirected planar graphs ...
Abstract. Grid-based path finding is required in many video games and virtual worlds to move agents....
Abstract. This paper addresses the mobile robot motion planning problem in outdoor environments, whi...
The Delaunay triangulation of n points in the plane can be constructed in o(n log n) time when the c...
Includes bibliographical references (p. 49-51)This paper provides an implementation to compute a col...
This work studies path planning in two-dimensional space, in the presence of polygonal obstacles. We...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
A major problem faced by game developers these days is the ability to effectively plan the motion fr...
We give approximation and online algorithms as well as data structures for some well studied problem...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
Classic shortest path algorithms operate on graphs, which are suitable for problems that can be repr...
Pathfinding is important in many applications, including games, robotics and GPS itinerary planning....
In this paper, we designed and implemented an I/O-efficient algorithm for constructing constrained D...
Given a triangulation in the plane or a tetrahedralization in 3-space, we investigate the efficiency...
The Delaunay triangulation of n points in the plane can be constructed in o(n log n) time when the c...
Abstract. We propose a fast algorithm for on-line path search in grid-like undirected planar graphs ...
Abstract. Grid-based path finding is required in many video games and virtual worlds to move agents....
Abstract. This paper addresses the mobile robot motion planning problem in outdoor environments, whi...
The Delaunay triangulation of n points in the plane can be constructed in o(n log n) time when the c...