Jumping AI for Unreal Engine

Detalhes bibliográficos
Autor(a) principal: Silva, Gabriel Quaresma Moreira da
Data de Publicação: 2019
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.8/4545
Resumo: Pathfinding plays a vital role in video games, whether in terms of gameplay mechanics or player immersion. Commonly used methods only allow the simplest types of movements like walking and running. Although seldom, other types of movement, like swimming and flying, are also considered. Even rarer are mechanisms that natively contemplate jumps without the need of extra intervention of game developers. Most games overlook these movements on Non Player Characters, decreasing the realism of the experience. This dissertation discusses the limitations of Navigation Meshes when it comes to take jumps into consideration, while offering solutions to some of its problems. However, found solutions lack in automaticity, requiring high implementation times. In the interest of improving upon this problem, a new solution using grid-based any-angle pathfinding is proposed. In this approach, each cell of this navigation grid constitutes a voxel that delimits a small 3D space and is expressed in a shape of a cube. Voxels discretize the game world and are explored by a search algorithm to achieve pathfinding with jumps. In this context, performance is critical and the paths should be optimal and efficient. Results show that the voxel based solution can be successfully applied in game development and that it has relevant characteristics that could justify choosing this method over the navigation meshes alternatives for jumping.
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spelling Jumping AI for Unreal EnginePathfindingJumping AIPath planning on gridsVoxel based worldsDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e InformáticaPathfinding plays a vital role in video games, whether in terms of gameplay mechanics or player immersion. Commonly used methods only allow the simplest types of movements like walking and running. Although seldom, other types of movement, like swimming and flying, are also considered. Even rarer are mechanisms that natively contemplate jumps without the need of extra intervention of game developers. Most games overlook these movements on Non Player Characters, decreasing the realism of the experience. This dissertation discusses the limitations of Navigation Meshes when it comes to take jumps into consideration, while offering solutions to some of its problems. However, found solutions lack in automaticity, requiring high implementation times. In the interest of improving upon this problem, a new solution using grid-based any-angle pathfinding is proposed. In this approach, each cell of this navigation grid constitutes a voxel that delimits a small 3D space and is expressed in a shape of a cube. Voxels discretize the game world and are explored by a search algorithm to achieve pathfinding with jumps. In this context, performance is critical and the paths should be optimal and efficient. Results show that the voxel based solution can be successfully applied in game development and that it has relevant characteristics that could justify choosing this method over the navigation meshes alternatives for jumping.Reis, Gustavo Miguel Jorge dosGrilo, Carlos Fernando de AlmeidaIC-OnlineSilva, Gabriel Quaresma Moreira da2020-01-23T10:07:32Z2019-11-222019-11-22T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.8/4545TID:202379809enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-01-17T15:49:31Zoai:iconline.ipleiria.pt:10400.8/4545Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:48:21.921974Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Jumping AI for Unreal Engine
title Jumping AI for Unreal Engine
spellingShingle Jumping AI for Unreal Engine
Silva, Gabriel Quaresma Moreira da
Pathfinding
Jumping AI
Path planning on grids
Voxel based worlds
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
title_short Jumping AI for Unreal Engine
title_full Jumping AI for Unreal Engine
title_fullStr Jumping AI for Unreal Engine
title_full_unstemmed Jumping AI for Unreal Engine
title_sort Jumping AI for Unreal Engine
author Silva, Gabriel Quaresma Moreira da
author_facet Silva, Gabriel Quaresma Moreira da
author_role author
dc.contributor.none.fl_str_mv Reis, Gustavo Miguel Jorge dos
Grilo, Carlos Fernando de Almeida
IC-Online
dc.contributor.author.fl_str_mv Silva, Gabriel Quaresma Moreira da
dc.subject.por.fl_str_mv Pathfinding
Jumping AI
Path planning on grids
Voxel based worlds
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
topic Pathfinding
Jumping AI
Path planning on grids
Voxel based worlds
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
description Pathfinding plays a vital role in video games, whether in terms of gameplay mechanics or player immersion. Commonly used methods only allow the simplest types of movements like walking and running. Although seldom, other types of movement, like swimming and flying, are also considered. Even rarer are mechanisms that natively contemplate jumps without the need of extra intervention of game developers. Most games overlook these movements on Non Player Characters, decreasing the realism of the experience. This dissertation discusses the limitations of Navigation Meshes when it comes to take jumps into consideration, while offering solutions to some of its problems. However, found solutions lack in automaticity, requiring high implementation times. In the interest of improving upon this problem, a new solution using grid-based any-angle pathfinding is proposed. In this approach, each cell of this navigation grid constitutes a voxel that delimits a small 3D space and is expressed in a shape of a cube. Voxels discretize the game world and are explored by a search algorithm to achieve pathfinding with jumps. In this context, performance is critical and the paths should be optimal and efficient. Results show that the voxel based solution can be successfully applied in game development and that it has relevant characteristics that could justify choosing this method over the navigation meshes alternatives for jumping.
publishDate 2019
dc.date.none.fl_str_mv 2019-11-22
2019-11-22T00:00:00Z
2020-01-23T10:07:32Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.8/4545
TID:202379809
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identifier_str_mv TID:202379809
dc.language.iso.fl_str_mv eng
language eng
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dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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