Please enable JavaScript.
Coggle requires JavaScript to display documents.
Pathfinding, Pathfinding Approaches, Description, Pathfinding strategies…
-
-
-
-
Pathfinding strategies have the responsibility of finding a path from any coordinate
in the game world to another
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Inability of most pathfinding engines to handle dynamic worlds and produce realistic
(believable) movement
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Useful in getting an agent to move quickly while in the background a
more sophisticated algorithm finds a better path
Treats the virtual world as a large connected graph of nodes It expands all nodes that are connected to the current node and then in turn expands all the nodes connected to these new nodes
-
Looks at all the children of each node before it looks at the rest, thus creating a linear path to the goal Only when the search hits a dead end, it goes back and expand nodes at shallower levels
Assesses the progress from all the adjacent nodes before picking one of them
This is referred to as assessing the cost of getting to the adjacent node
Modifies the search to always choose the lowest cost next node
Optimal and complete, but can be very inefficient
Estimates the cost from the next node to the goal
This cuts the search cost considerably but it is neither optimal nor complete
-
-