The Sriwijaya University Library

  • Home
  • Information
  • News
  • Help
  • Librarian
  • Login
  • Member Area
  • Select Language :
    Arabic Bengali Brazilian Portuguese English Espanol German Indonesian Japanese Malay Persian Russian Thai Turkish Urdu

Search by :

ALL Author Subject ISBN/ISSN Advanced Search

Last search:

{{tmpObj[k].text}}
Image of IMPLEMENTASI ALGORITMA JUMP POINT SEARCH DALAM PENCARIAN RUTE TERCEPAT PADA GAME PETUALANGAN SI KUKI

Skripsi

IMPLEMENTASI ALGORITMA JUMP POINT SEARCH DALAM PENCARIAN RUTE TERCEPAT PADA GAME PETUALANGAN SI KUKI

Putri, Aulia Mabbruka - Personal Name;

Penilaian

0,0

dari 5
Penilaian anda saat ini :  

The developed game is an adventure game set in a labyrinth. This game features NPCs as enemies that will capture the character during gameplay. In order to achieve this effectively, the algorithm that will be employed is the jump point search algorithm, enabling NPCs to find the fastest path to the character.The testing conducted in this research includes evaluating the number of visited nodes and testing the performance of frame rate and memory when the algorithm is implemented on multiple NPCs simultaneously. The results obtained indicate that the jump point search algorithm can be implemented on multiple NPCs concurrently. This success can be attributed to each NPC being able to identify the swiftest path to the character. The accuracy of the program's predictions,compared against the visualizer pathfinding predictions, is 100%. However, when considering frame rate and memory performance, it becomes apparent that performance deteriorates when the number of NPCs exceeds 5. This phenomenon is exemplified by the frame rate produced by 1, 2, and 5 NPCs being superior to that generated by 10 NPCs. Similarly, memory usage when there are 1, 2, and 5 NPCs is lower than when there are 10 NPCs.


Availability
Inventory Code Barcode Call Number Location Status
2307004796T128112T1281122023Central Library (REFERENS)Available but not for loan - Not for Loan
Detail Information
Series Title
-
Call Number
T1281122023
Publisher
Indralaya : Jurusan Teknik Informatika, Fakultas Ilmu Komputer Universitas Sriwijaya., 2023
Collation
xv, 64 hlm.; ilus.; 29 cm
Language
Indonesia
ISBN/ISSN
-
Classification
005.5 07
Content Type
-
Media Type
-
Carrier Type
-
Edition
-
Subject(s)
game
Jurusan Teknik Informatika
Specific Detail Info
-
Statement of Responsibility
ANUG
Other version/related

No other version available

File Attachment
  • IMPLEMENTASI ALGORITMA JUMP POINT SEARCH DALAM PENCARIAN RUTE TERCEPAT PADA GAME PETUALANGAN SI KUKI
Comments

You must be logged in to post a comment

The Sriwijaya University Library
  • Information
  • Services
  • Librarian
  • Member Area

About Us

As a complete Library Management System, SLiMS (Senayan Library Management System) has many features that will help libraries and librarians to do their job easily and quickly. Follow this link to show some features provided by SLiMS.

Search

start it by typing one or more keywords for title, author or subject

Keep SLiMS Alive Want to Contribute?

© 2025 — Senayan Developer Community

Powered by SLiMS
Select the topic you are interested in
  • Computer Science, Information & General Works
  • Philosophy & Psychology
  • Religion
  • Social Sciences
  • Language
  • Pure Science
  • Applied Sciences
  • Art & Recreation
  • Literature
  • History & Geography
Icons made by Freepik from www.flaticon.com
Advanced Search