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Pathfinding has been one of major research areas in video games for many years. It is a key problem that most of the video games are confronted with. Search algorithms such as the A* algorithm and the Dijkstra’s algorithm representing such regular grid, visibility graphs also have significant impact on the performance. This paper reviews the current widely used solutions for pathfinding and proposes a new method which is expected to generate a higher quality path using less time and memory than other existing solutions. The deployment of the methodologies and techniques is described in detail. The significance of the proposed method in future video games is addressed and the conclusion is given at the end.
Geethu Elizebeth Mathew. 2015. \u201cDirection based Heuristic for Pathfinding in Video Games\u201d. Global Journal of Computer Science and Technology - F: Graphics & Vision GJCST-F Volume 15 (GJCST Volume 15 Issue F1): .
Crossref Journal DOI 10.17406/gjcst
Print ISSN 0975-4350
e-ISSN 0975-4172
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Total Score: 102
Country: India
Subject: Global Journal of Computer Science and Technology - F: Graphics & Vision
Authors: Geethu Elizebeth Mathew, Mrs. G.Malathy (PhD/Dr. count: 0)
View Count (all-time): 275
Total Views (Real + Logic): 8098
Total Downloads (simulated): 2214
Publish Date: 2015 06, Thu
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Pathfinding has been one of major research areas in video games for many years. It is a key problem that most of the video games are confronted with. Search algorithms such as the A* algorithm and the Dijkstra’s algorithm representing such regular grid, visibility graphs also have significant impact on the performance. This paper reviews the current widely used solutions for pathfinding and proposes a new method which is expected to generate a higher quality path using less time and memory than other existing solutions. The deployment of the methodologies and techniques is described in detail. The significance of the proposed method in future video games is addressed and the conclusion is given at the end.
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