Jump to content

View more

Image of the Day

The night is still, but the invasion brings chaos. #screenshotsaturday #hanako #indiegame #gameart #ue4 #samurai https://t.co/cgILXuokoS
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Introductory Overview of Motion Planning

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
1 reply to this topic

#1 mklingen   Members   

162
Like
1Likes
Like

Posted 07 September 2013 - 06:09 PM

I thought you might be interested in an article I wrote on Gamasutra about motion planning and pathfinding. Topics covered:

 

  • Theoretical foundations of Motion Planning and pathfinding -- optimality, completeness, configuration space, etc.
  • The Bug Algorithm
  • Visibility Graphs and Navigation Meshes
  • Lattice Grid Search: A* and variants
  • Flow Fields and other Control Policies
  • Randomized Planning: PRMs and RRTs
  • Trajectory Optimization


#2 AngleWyrm   Members   

554
Like
0Likes
Like

Posted 10 September 2013 - 06:13 PM

A motion planning scenario that comes up a lot in video games is intercepting a moving target. One method of approach is Lead Persuit. Rather than attempting to predict a location, we merely calculate a heading, based on the target's current facing and speed difference.

 

A similar problem space in motion planning scenarios is collision avoidance of moving objects. Crowd control.


Edited by AngleWyrm, 12 September 2013 - 02:45 PM.

--"I'm not at home right now, but" = lights on, but no ones home




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.