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A method of pathfinding in a virtual reality scene

A virtual reality and scene technology, applied in the field of computer three-dimensional virtual scene simulation, can solve the problems of increasing maintenance costs, prolonging development time, increasing development volume, etc., and achieve the effects of improving player experience, simplifying development and maintenance costs, and improving efficiency

Active Publication Date: 2017-08-08
BEIJING PIXEL SOFTWARE TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

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Problems solved by technology

This greatly increases the amount of development, prolongs development time, increases maintenance costs, and greatly increases project risk

Method used

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  • A method of pathfinding in a virtual reality scene
  • A method of pathfinding in a virtual reality scene
  • A method of pathfinding in a virtual reality scene

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Embodiment Construction

[0026] When people find their way in the real world, they will use known experience to find out the path to the destination more quickly, and use reference objects to determine whether they are going in the right direction. The pathfinding method provided by this application imitates the above-mentioned characteristics of real pathfinding. The principle is: when the pathfinding is initiated, the pathfinding system calculates the player’s current moving direction and the angle of the target, and records a rotation coefficient internally; the pathfinding system starts to move along the Follow the player’s walking direction, find the way to the destination, find a movable grid on the way, and immediately add it to the moving path, no longer record the possible grids around, and then dynamically calculate the deflection angle and rotation coefficient with the target, and finally reach the target point. The deflection angle is the angle between the player’s moving direction and the...

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Abstract

This application discloses a pathfinding method in a virtual reality scene. Inspired by people's method of finding a location in reality, a pathfinding deflection angle and rotation coefficient are maintained inside the system, and the player's direction is continuously advanced and corrected until reaching until the target point or the target point is unreachable. The solution of the present application improves the efficiency of long-distance pathfinding, and is common to short-distance pathfinding and long-distance pathfinding, thereby simplifying development and maintenance costs. And improve the player experience.

Description

technical field [0001] The present application relates to the technical field of computer three-dimensional virtual scene simulation, in particular to a method for finding a way in a virtual reality scene. Background technique [0002] The pathfinding problem is one of the key technologies in various fields such as character pathfinding in various games, path planning of moving targets in 3D virtual scenes, robot pathfinding, vehicle navigation systems, vehicle routing problems (VRP, vehicle routing problem), etc. The research and application of related pathfinding algorithms are also long-term research hotspots. [0003] Common pathfinding algorithms in the prior art include Breadth First Search (BFS, Breadth First Search), Depth First Search (DFS, Depth First Search), heuristic search algorithms and the like. Depth-first is to search for a branch in a certain order, and then search for another branch until the goal is found or the number of steps is reached; breadth-first...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): A63F13/56
Inventor 韩大志
Owner BEIJING PIXEL SOFTWARE TECH
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