Repozytorium PJATK

Implementation of pathfinding systems in real-time 2D shooter games on Unity game engine

Repozytorium Centrum Otwartej Nauki

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dc.contributor.author Hoang, Bui Dang
dc.date.accessioned 2023-02-24T10:42:02Z
dc.date.available 2023-02-24T10:42:02Z
dc.date.issued 2023-02-24
dc.identifier.issn 2022/I/EPG/13
dc.identifier.uri https://repin.pjwstk.edu.pl/xmlui/handle/186319/2558
dc.description.abstract Designing pathfinding systems is one of the very first challenges in the process of game development. In recent years, many different genres have emerged in the gaming industry and each of them needs various pathfinding solutions. This study aims to implement such system in a real-time 2D shooter game. The nature of the genre implores the pathfinder to be optimized for dynamically changing position of the player and constant calculation of the new paths for the AI. In addition, it should provide realistic movement and behavior. A* search algorithm was implemented to the game. The analysis of the system showed that the pathfinder was highly dependent on CPU resources as the performance was mediocre, and the game was not stable in extreme conditions with many actors trying to find the path at the same time on the tested machines. These results forced the A* algorithm to be discarded from the game in order to preserve the stability of the game. It was concluded that despite its flexibility, the A* algorithm is not necessarily best suited to all genre of games. It excels at games that employ simple map and movement such as turn based games. pl_PL
dc.language.iso en pl_PL
dc.relation.ispartofseries ;Nr 6447
dc.subject Algorithm pl_PL
dc.subject Graph pl_PL
dc.subject Grid pl_PL
dc.subject Node pl_PL
dc.subject Pathfinding pl_PL
dc.subject Unity pl_PL
dc.subject Game programming pl_PL
dc.title Implementation of pathfinding systems in real-time 2D shooter games on Unity game engine pl_PL
dc.type Thesis pl_PL


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