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Pathfinding Over Streaming Terrain

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Pathfinding Over Streaming Terrain. By. James Stewart. jmstewar_at_smu. ... Features of the Solution. Use same data representation for both ... pathfinding. ... – PowerPoint PPT presentation

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Title: Pathfinding Over Streaming Terrain


1
Pathfinding Over Streaming Terrain
  • By
  • James Stewart
  • jmstewar_at_smu.edu

2
The Problem
  • How do you find a path when the search
  • space is too large to fit into memory?

3
Features of the Solution
  • Use same data representation for both rendering
    and AI.
  • Solution requires no explicit intervention by a
    designerterrain is by definition very large.
  • Handles only static pathfinding. Dynamic
    obstacles such as deformable terrain or physics
    entities require a separate AI layer.

4
Terrain Preprocessing
  • A simple tool packages a gigantic height map into
    leaf nodes of a Restricted Quadtree
    Triangulation.
  • (Long story short, Wouters LOD method plus
    stripification and an error metric to collapse
    distant vertices.)

5
Terrain Preprocessing
  • Lowest LOD used as a basis for a navmesh.
  • Export neighbor accessibility summary (eight
    neighbors 3 bits / chunk)

6
Terrain Database
  • 1. Dedicated thread asynchronously pages chunks
    from storage to be accessed as memory-mapped
    files.
  • 2. Paging candidates and victims selected via
    motion prediction (prediction scheme very
    dependent on game design).

7
AI Solution
  • Use neighbor accessibility classification to
    build a good enough path.
  • Refine path over subsequent frames by paging in
    chunks along path.

8
Challenges
  • Scalability How will database prioritize paging
    requests when many units each require different
    chunks, and memory is limited?
  • Path Optimality Is the good enough path really
    good enough?
  • Compression How can the size of the terrain and
    navmesh data be reduced?
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