Text
IMPLEMENTASI ALGORITMA THETA* PATHFINDING SEBAGAI PENGGERAK NPC DALAM PENCARIAN LOKASI PLAYER
In making a game requires an Artificial Intelligence (AI) that can make the game feel realistic, pathfinding is one of the requirements to achieve this. The pathfinding algorithm that is most often used is A*, but the number of nodes that are passed from the A* Algorithm is more, thus making the movement of enemy characters to player characters take longer. Algorithm A* has a variant, namely Algorithm Theta* which is a further development algorithm from Algorithm A* which can cover the shortcomings of A*. This research implements Theta* Algorithm in a Role-Playing Game (RPG) genre game. The proposed Theta* algorithm will be compared with the A* algorithm. The test is carried out by measuring the performance of the search time, the number of nodes that are passed, and the frame rate in units of frames per second (FPS). In each test that has been carried out using a configuration in the form of 3 different types of maps (without walls, few walls, and many walls) with 3 different samples each. The results of the tests that have been carried out show that Algorithm A* is 37.04% faster than Algorithm Theta* in terms of search time, but in terms of the number of nodes passed by Algorithm Theta* is 900% less than Algorithm A. rate in units of frames per second (FPS) both algorithms get the same value, which is 57 FPS.
Inventory Code | Barcode | Call Number | Location | Status |
---|---|---|---|---|
2207002631 | T74631 | T746312022 | Central Library (Referens) | Available but not for loan - Not for Loan |
No other version available