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Image of PENERAPAN PATHFINDING PADA NPC MENGGUNAKAN ALGORITMA A* KE DALAM APLIKASI GAME PLATFORMER

Skripsi

PENERAPAN PATHFINDING PADA NPC MENGGUNAKAN ALGORITMA A* KE DALAM APLIKASI GAME PLATFORMER

Arnoldi, Nigel - Personal Name;

Penilaian

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Penilaian anda saat ini :  

The development of games that are increasingly developed with the latest technologies is an interesting topic to observe. Games become interesting when something unique appears. In this study, the pathfinding method is applied using the A* Algorithm to a platformer game application. The tests carried out in this study were testing the length of time for the Non-Player Character (NPC) to find the player's location and testing the number of frames per second (FPS) produced which were tested with 2 conditions, namely the condition of the main character being remain still and the main character moving. During testing, it was found that the condition of the main character being remain still affects the length of time and the number of FPS generated. When the main character moves, the location search time will be longer and the number of FPS will be less.


Availability
Inventory Code Barcode Call Number Location Status
2307001790T104106T1041062023Central Library (Referens)Available
Detail Information
Series Title
-
Call Number
T1041062023
Publisher
Indralaya : Prodi Teknik Informatika, Fakultas Ilmu Komputer Universitas Sriwijaya., 2023
Collation
xv, 109 hlm.; Ilus.; 29 cm
Language
Indonesia
ISBN/ISSN
-
Classification
005.507
Content Type
Text
Media Type
unmediated
Carrier Type
-
Edition
-
Subject(s)
Prodi Teknik Informatika
Program Aplikasi Game
Specific Detail Info
-
Statement of Responsibility
MURZ
Other version/related

No other version available

File Attachment
  • PENERAPAN PATHFINDING PADA NPC MENGGUNAKAN ALGORITMA A* KE DALAM APLIKASI GAME PLATFORMER
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