A copy of this work was available on the public web and has been preserved in the Wayback Machine. The capture dates from 2018; you can also visit the original URL.
The file type is
Pathfinding has been one of major research areas in video games for many years. It is a key problem that most video games are confronted with. Search algorithm such as Dijkstra's algorithm and A* algorithm are representing only half of the picture. The underlying map representations such as regular grid, visibility graph and navigation mesh also have significant impact on the performance. This paper reviews the current widely used solutions for pathfinding and proposes a new method which isdoi:10.5121/ijaia.2011.2401 fatcat:pl2pkhqjvbeh7o5yojq72xg2y4