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A character path search method for 3D games

A 3D game and path search technology, which is applied in the field of character path search, can solve the problems of stuck and unpleasant, and achieve the effects of reducing search time, avoiding search and calculation, reducing search time and memory occupation

Active Publication Date: 2020-10-16
北京广同川临场互动科技有限公司
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  • Abstract
  • Description
  • Claims
  • Application Information

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Problems solved by technology

Therefore, although the search for the shortest path can be achieved, in 3D games, players are very unhappy about the long wait and the freezing of the screen, so the memory occupation and search speed are the focus of everyone's research

Method used

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  • A character path search method for 3D games
  • A character path search method for 3D games
  • A character path search method for 3D games

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Experimental program
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Embodiment Construction

[0036] The specific embodiments of the present invention will be described in detail below with reference to the accompanying drawings.

[0037] A character path search method for 3D games, such as Figure 4 Shown, including:

[0038] Step 1: Divide the character path navigation map of the 3D game into several triangles, and record the vertices and sides of each triangle. The vertices connected by two adjacent triangles are set as search nodes.

[0039] Step 2: Use the starting position of the character path as the starting point of the character path search, and the three sides of the triangle where the starting point is located are the initial three feasible search directions of the character path.

[0040] There are three search nodes a, b, and c in the triangle S where the starting point is located. Side ab, side bc and side ca are three feasible search directions.

[0041] Step 3: Use the initial three feasible search directions of the character path to search all overlapping searc...

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Abstract

The invention provides a character path search method of a 3D game. The method comprises the steps that a character path navigation map of the 3D game is divided into a plurality of triangles; three sides of the triangle where a starting point is located are taken as three initial feasible search directions, overlapping search nodes are searched to find branch points, and the overlapping search nodes between every two adjacent branch points are saved as an overlapping search node set; if multiple paths exist between every two branch points, the shortest path is marked; the general direction ofa character path is determined; the path between an ending point and the starting point cannot be linear, the starting point, the shortest paths among the branch points and the ending point are sequentially connected, otherwise, the connecting line between the starting point and the ending point is the character path which is obtained by searching. According to the method, the whole character path navigation map is branched and marked in the search process, the related branch paths are searched for, spliced and combined into the final path, a ray principle is utilized for searching for inflection points, unnecessary nodes are not searched for or calculated, the search time is shortened, and the memory occupancy amount is reduced.

Description

Technical field [0001] The invention belongs to the technical field of digital media, and particularly relates to a character path search method for 3D games. Background technique [0002] As people's requirements for games continue to increase, 3D games occupy an increasingly important proportion of games. Compared with 2D games, 3D games are more realistic and more random in spatial manipulation. This means that 3D games have very high requirements on the computing speed and memory requirements of the graphics card. An important part of 3D games is automatic path finding. The algorithm used in automatic pathfinding takes a long time to calculate for complex terrain and occupies more memory. Not only that, but the same problem appears in dealing with dynamic obstacles. In this way, users may have long waiting times and unsmooth games in 3D games. Affected the quality of the game. [0003] Traditional 3D games use A* algorithm as the main implementation algorithm. A* algorith...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): A63F13/52
CPCA63F13/52
Inventor 高天寒徐嘉宝
Owner 北京广同川临场互动科技有限公司