Path finding is a common problem in computer games. Most videogames require to simulate thousands or millions of agents who interact and navigate in a 3D world showing capabilities such as chasing, seeking or intercepting other agents. A new hierarchical path finding solution is proposed for large environments. Thus, a navigation mesh as abstract data structure is used in order to divide the 3D world. Then, a hierarchy of graphs is built to perform faster path finding calculations than a common A*. The benefits of this new approach are demonstrated on large world models
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
With the rise and success of digital games over the past few decades, path planning algorithms have ...
Path finding is a common problem in computer games. Most videogames require to simulate thousands or...
We propose a new hierarchical path finding solution for large environments. We use a navigation mesh...
The problem of path-finding in commercial computer games has to be solved in real time, often under ...
Path-finding can become an important bottleneck as both the size of the virtual environments and the...
One of the main challenges in video games is to compute paths as efficiently as possible for groups ...
In this work, we describe a Parallel Hierarchical A* (PHA*) for path-finding in real-time using the ...
In 2004, Botea et al. published the HPA* algorithm (Hierarchical Pathfinding A*), which is the first...
The continuous development of graphics hardware is contributing to the creation of 3D virtual ...
Path planning and crowd simulation are important computational tasks in computer games and applicati...
Path planning is a central topic in games and other research areas, such as robotics. Despite this, ...
In modern day games, it is often desirable to have many agents navigating intelligently through deta...
Search with Subgoal Graphs (Uras, Koenig, and Hernandez 2013) was a non-dominated optimal path-plann...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
With the rise and success of digital games over the past few decades, path planning algorithms have ...
Path finding is a common problem in computer games. Most videogames require to simulate thousands or...
We propose a new hierarchical path finding solution for large environments. We use a navigation mesh...
The problem of path-finding in commercial computer games has to be solved in real time, often under ...
Path-finding can become an important bottleneck as both the size of the virtual environments and the...
One of the main challenges in video games is to compute paths as efficiently as possible for groups ...
In this work, we describe a Parallel Hierarchical A* (PHA*) for path-finding in real-time using the ...
In 2004, Botea et al. published the HPA* algorithm (Hierarchical Pathfinding A*), which is the first...
The continuous development of graphics hardware is contributing to the creation of 3D virtual ...
Path planning and crowd simulation are important computational tasks in computer games and applicati...
Path planning is a central topic in games and other research areas, such as robotics. Despite this, ...
In modern day games, it is often desirable to have many agents navigating intelligently through deta...
Search with Subgoal Graphs (Uras, Koenig, and Hernandez 2013) was a non-dominated optimal path-plann...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
With the rise and success of digital games over the past few decades, path planning algorithms have ...