Navigating Through Virtual Worlds: From Single Characters to Large Crowds

Publication date

2015

Authors

Jaklin, N.S.ISNI 000000050676800X
Geraerts, RolandISNI 0000000390828735

Editors

Advisors

Supervisors

Document Type

Part of book
Open Access logo

License

taverne

Abstract

With the rise and success of digital games over the past few decades, path planning algorithms have become an important aspect in modern game development for all types of genres. Indirectly-controlled playable characters as well as non-player characters have to find their way through the game's environment to reach their goal destinations. Modern gaming hardware and new algorithms enable the simulation of large crowds with thousands of individual characters. Still, the task of generating feasible and believable paths in a time- and storage-efficient way is a big challenge in this emerging and exciting research field. In this chapter, the authors describe classical algorithms and data structures, as well as recent approaches that enable the simulation of new and immersive features related to path planning and crowd simulation in modern games. The authors discuss the pros and cons of such algorithms, give an overview of current research questions and show why graph-based methods will soon be replaced by novel approaches that work on a surface-based representation of the environment.

Keywords

Indicative Route, Local Collision Avoidance, Character, Traversable Space, Crowd, Navigation Mesh, Path Planning, Taverne

Citation

Jaklin, N S & Geraerts, R J 2015, Navigating Through Virtual Worlds : From Single Characters to Large Crowds. in Handbook of Research on Gaming Trends in P-12 Education. IGI Global, pp. 536-565. https://doi.org/10.4018/978-1-4666-9629-7.ch025