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Sample route data recording. 

Sample route data recording. 

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Article
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Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing problem, and route planning algorithms have been developed and studied for some time. Existing route planning algorithms, including the widely used A* algorithm, are generally intended to achieve optimality in some m...

Contexts in source publication

Context 1
... attribute inheritance exposes the bot and human player behavior data without violating the game engine's anticheat code or exposing the data to the bot or human player during execution. The Experiment Client also uses the information received from the Parser through the 8 1 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 55 57 59 61 63 65 67 69 71 73 75 77 79 81 83 85 87 89 91 93 95 97 99 101 103 105 107 109 111 113 115 117 119 121 123 125 127 129 131 133 135 137 139 141 143 145 147 149 151 153 155 157 159 161 163 165 167 169 171 173 175 177 179 181 Player (real) Bot Player (unreal) real-time modification to the edges for the UT2004 generated search graph during game play and subsequent updates to the A * routes for the bots (Figure 8). ...
Context 2
... mechanism for recording the route data within the game engine has been described. Table 1 shows a small sample of the recorded route data for a typical route. Figure 9 illustrates typical routes for each of the three scenarios; in the figure they are identified as "None" (scenario A), "Partial" (scenario B), and "Complete" (scenario C). ...

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Citations

Conference Paper
Currently the development of multimedia in this case 3d animation is very rapid, especially in the game industry. One of the things that make the game preferred besides the graphic display is the story that is presented through animation, and one important thing that can make the animation in the game conveys a story that can be understood and enjoyed by players is the placement of a virtual camera in the game. This prompted a lot of research on virtual cameras in games. In this research, one method will be used, namely Behavior Tree to create a cut scene in an unreal game engine. The contribution of this research is to explore the ability of the Behavior Tree in making in-game cut scenes using the unreal engine. The use of Behavior Tree in this study is proven to be able to create in-game cut scenes that are in accordance with the designed scenario.