Rizky Ade Mahendra
Universitas Muhammadiyah Malang

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Journal : Proceeding of the Electrical Engineering Computer Science and Informatics

Comparison Between A* And Obstacle Tracing Pathfinding In Gridless Isometric Game Lailatul Husniah; Rizky Ade Mahendra; Ali Sofyan Kholimi; Eko Budi Cahyono
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (857.14 KB) | DOI: 10.11591/eecsi.v5.1631

Abstract

The pathfinding algorithms have commonly used in video games. City 2.5 is an isometric grid-less game which already implements pathfinding algorithms. However, current pathfinding algorithm unable to produce optimal route when it comes to custom shape or concave collider. This research uses A* and a method to choose the start and end node to produce an optimal route. The virtual grid node is generated to make A* works on the grid-less environment. The test results show that A* be able to produce the shortest route in concave or custom obstacles scenarios, but not on the obstacle-less scenarios and tight gap obstacles scenarios.