A* and Terrain Analysis PROJECT

A* and Terrain Analysis PROJECT

A* Pathfinding and Terrain Analysis Project

Tool: C++

Team Size: 1

My Role: AI Programmer

Development Time: 2 Week

      

About The Project

  • A* Pathfinding and Terrain Analysis Project is a project for my game AI class, where I implemented A* pathfinding algorithm with several heuristic functions (Euclidean, Octile, Chebyshev, Manhattan), path post-process such as rubber banding and path smoothing with Catmull-Rom Spline.

  • I also implemented several Terrain Analysis techniques including wall openness, rear cover, overall visibility, agent visibility, and search with decay.

  • These Terrain Analysis techniques are shown on the influence map, which can be easily integrate into game to provide more information to the Agents and create an illusion of intelligent.

A* Pathfinding with debug step on

Agent Visibility

Toggle between different terrain analysis techniques

Search with decay

©2017 by Rittikorn Tangtrongchit.