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This presentation explores the integration of the A* pathfinding algorithm in game development, focusing on both theoretical principles and practical implementations. We will cover the fundamentals of A*, emphasizing its heuristic-based approach that makes it more efficient than traditional methods like Dijkstra's algorithm. Additionally, we will delve into essential concepts of 3D mathematics and graphics, including translation, scaling, and rotation, vital for enhancing graphical fidelity. Finally, we will discuss our project's progress, desirable outcomes, and relevant resources.
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Mid-presentation Name of Team: A* April .2 . 2003
contents • Project Descriptions • Fundamental of A* • Understanding of 3d Math and Graphics • Technical Skill sets • So far, What we did… . • Desirable • Reference April .2 . 2003
Project Descriptions If your game is running on a slow computer, you can adjust your A* heuristic . Most games use A* algorithm to find Best Path, since it can be significantly faster than Dijkstra’s algorithm or BFS. So we’ll design and implement simulation tool using A* algorithm. April .2 . 2003
Fundamental of A* • Use heuristic function unlike Dijkstra’s algorithm April .2 . 2003
Understanding of 3D math & Graphics (xmax , ymax , -zmax) DOP y parallel view volume (xmin , ymin , -zmin) x z April .2 . 2003
Understanding of 3D math & Graphics • translation (x= x+dx, y= y+dy) • scaling • rotation • shearing (along x) April .2 . 2003
Technical Skill sets • We use C++, OpenGL, MAX 5.0, A* algorithm. • Understanding of 3D math and graphics. April .2 . 2003
So far, what we did… . April .2 . 2003
Desirable • To implement A* algorithm, based on 3D map. • To evaluate Heuristic function- • Related works- Game , GPS,etc . April .2 . 2003
Reference • http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html • http://www.policyalmanac.org/games/aStarTutorial.htm • Our text book • Real-Time Rendering by Akenine-Moller April .2 . 2003