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List Point Marker Path Finding for Artificial Intelligence Movement in 3D Games
Publication year - 2021
Publication title -
international journal of emerging trends in engineering research
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.218
H-Index - 14
ISSN - 2347-3983
DOI - 10.30534/ijeter/2021/079102021
Subject(s) - shortest path problem , point (geometry) , path (computing) , computer science , start point , algorithm , artificial intelligence , mathematics , theoretical computer science , graph , geometry , programming language
In making a path finding algorithm in a 3D game to determine the direction of the NPC agent towards the destination, the Djiksra algorithm, Depth First Search, Breadth First Search and so on, usually the shortest distance is directly proportional to the travel duration to the target point. In this study, a test will be made using a list marker point such as the Djiksra algorithm to get the shortest distance and fastest time to reach the destination, in making this algorithm the C# language is used and the Unity software is used. After experimenting with various list points in different places in two directions, it was found that the distance traveled is always directly proportional to duration. So the selection of the fastest or shortest path can be done with this list point marker algorithm.

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