Skripsi
GERAKAN NPC OTOMATIS PADA GAME 2D TOP-DOWN SHOOTER MENGGUNAKAN ALGORITMA THETA
Non-Player Characters (NPCs) are a core component across various genres of video game, such as in top-down shooters. Realistic NPC behavior can enhance player's enjoyment when playing games. One important aspect of NPC behavior is their movement, which can be implemented using a pathfinding algorithm. The most commonly used pathfinding algorithm in video games is the A* algorithm. However, A* has several drawbacks, one of which is that the paths it generates can seem rigid and not realistic. To overcome these shortcomings, a variation of the A* algorithm was developed, called the Theta* algorithm. This research examines the performance of the Theta* algorithm by measuring search time, the number of nodes traversed, and frame rate, as well as the shape of the generated paths, comparing it with the A* algorithm across three types of configurations divided based on the number of obstacles, and also on one level of the game. Overall, the results from testing on the three types of configurations show that the Theta* algorithm produces slightly worse results in terms of search time and frame rate but produces more natural looking paths with a significantly lower number of nodes. Testing on the game level actually shows that the Theta* algorithm produces slightly higher frame rate compared to A*, and the NPC movements produced do not have as many changes in direction as A*, making them easier to predict and appear more natural
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