Abstract
Path planning in computer games, whether these are serious or entertainment games, plays an important role in the immersion of a player. Recently, the concept of path planning inside corridors has been introduced and a novel approach under the name Corridor Map Method (CMM) has been proposed. In this paper, we extend the original CMM by creating alternative paths that a character can follow within a corridor. This not only presents a more challenging and less predictable opponent for the player, but also enhances the realism of the gaming and/or training experience. We also discuss how variation in the speed of the animated characters can be integrated into our extended framework, leading to convincing characters that exhibit human like path planning.
Original language | English (US) |
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Pages (from-to) | 283-293 |
Number of pages | 11 |
Journal | Computer Animation and Virtual Worlds |
Volume | 19 |
Issue number | 3-4 |
DOIs | |
State | Published - Aug 2008 |
Externally published | Yes |
Keywords
- Corridor map method
- Path planning
- Perlin noise
- Variation