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Mid-presentation. Name of Team: A*. contents. Project Descriptions Fundamental of A* Understanding of 3d Math and Graphics Technical Skill sets So far, What we did … . Desirable Reference. Project Descriptions .
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Mid-presentation Name of Team: A* April .2 . 2003
contents • Project Descriptions • Fundamental of A* • Understanding of 3d Math and Graphics • Technical Skill sets • So far, What we did… . • Desirable • Reference April .2 . 2003
Project Descriptions If your game is running on a slow computer, you can adjust your A* heuristic . Most games use A* algorithm to find Best Path, since it can be significantly faster than Dijkstra’s algorithm or BFS. So we’ll design and implement simulation tool using A* algorithm. April .2 . 2003
Fundamental of A* • Use heuristic function unlike Dijkstra’s algorithm April .2 . 2003
Understanding of 3D math & Graphics (xmax , ymax , -zmax) DOP y parallel view volume (xmin , ymin , -zmin) x z April .2 . 2003
Understanding of 3D math & Graphics • translation (x= x+dx, y= y+dy) • scaling • rotation • shearing (along x) April .2 . 2003
Technical Skill sets • We use C++, OpenGL, MAX 5.0, A* algorithm. • Understanding of 3D math and graphics. April .2 . 2003
So far, what we did… . April .2 . 2003
Desirable • To implement A* algorithm, based on 3D map. • To evaluate Heuristic function- • Related works- Game , GPS,etc . April .2 . 2003
Reference • http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html • http://www.policyalmanac.org/games/aStarTutorial.htm • Our text book • Real-Time Rendering by Akenine-Moller April .2 . 2003