Map navigation method and device, electronic equipment and storage medium

By constructing a view map and calculating the distance and velocity direction information between the view grid and the player character, the problem of decreased navigation performance in large grid maps was solved, resulting in smoother navigation paths and a more realistic visual experience.

CN117482519BActive Publication Date: 2026-07-24NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311532117.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-16
Publication Date
2026-07-24
Estimated Expiration
2043-11-16

AI Technical Summary

Technical Problem

Navigation technology on large grid maps suffers from performance degradation in real-time games. Existing pathfinding algorithms such as A* and HPA* exhibit drastic performance drops on large maps, failing to meet real-time computation requirements and resulting in insufficiently smooth paths.

Method used

Map navigation information is generated by pre-calculation combined with map layering, and a vision map is constructed based on the player character's position. The distance and speed direction information between the vision grid and the player character are calculated to generate navigation information to improve the smoothness of the navigation path.

Benefits of technology

Navigation of objects within the player's field of view is smoother and the visual experience is more realistic. The smoothness requirement for navigation results of external objects is lower, reducing the amount of computation and improving the real-time navigation performance of large maps.

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Abstract

This application provides a map pathfinding method, apparatus, electronic device, and storage medium, relating to the field of data processing technology. The method constructs a view map corresponding to the player character based on the acquired position information of the player character in the current frame, calculates the distance between each view cell in the view map and the player character's view cell, and generates velocity direction information of each view cell relative to the player character's view cell based on the distance. Therefore, when the object to be pathfinded is within the player's view map, the velocity direction information of the view cells relative to the player's view cell can be used for pathfinding and navigation. Since the object to be pathfinded is relatively close to the player character when it is within the view map, using the velocity direction information generated from the distance information for pathfinding and navigation allows the generated velocity direction to point to the player character's location more quickly, resulting in smoother navigation and a more realistic visual experience for the player character.
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