The Long and Short of Steering in Computer Games
نویسنده
چکیده
Almost all types of computer game require some form of steering strategy to allow the AI agents to move around in the environment. Indeed such methods must form a solid base on which to build the remainder of the game AI. Some of the commonly used methods which can be categorised as short range steering (local steering) or long range (predominantly path finding) are reviewed and compared, with particular emphasis on how techniques are adapted for use within the games industry where the criteria for the algorithm may differ from other applications. Practical shortcomings of the methods are identified and solutions will be discussed with the objective of minimising resource usage whilst maximising the ‘suspension of disbelief’ which is essential for a successful computer game.
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