Presentation is loading. Please wait.

Presentation is loading. Please wait.

Pathfinding Over Streaming Terrain

Similar presentations


Presentation on theme: "Pathfinding Over Streaming Terrain"— Presentation transcript:

1 Pathfinding Over Streaming Terrain
By James Stewart

2 The Problem: How do you find a path when the search
space is too large to fit into memory?

3 Features of the Solution
Use same data representation for both rendering and AI. Solution requires no explicit intervention by a designer—terrain is by definition very large. Handles only static pathfinding. Dynamic obstacles such as deformable terrain or physics entities require a separate AI layer.

4 Terrain Preprocessing
A simple tool packages a gigantic height map into leaf nodes of a Restricted Quadtree Triangulation. (Long story short, Wouter’s LOD method plus stripification and an error metric to collapse distant vertices.)

5 Terrain Preprocessing
Lowest LOD used as a basis for a navmesh. Export neighbor accessibility summary (eight neighbors = 3 bits / chunk)

6 Terrain Database 1. Dedicated thread asynchronously pages chunks from storage to be accessed as memory-mapped files. 2. Paging candidates and victims selected via motion prediction (prediction scheme very dependent on game design).

7 AI Solution Use neighbor accessibility classification to build a “good enough” path. Refine path over subsequent frames by paging in chunks along path.

8 Challenges Scalability: How will database prioritize paging requests when many units each require different chunks, and memory is limited? Path Optimality: Is the “good enough” path really good enough? Compression: How can the size of the terrain and navmesh data be reduced?


Download ppt "Pathfinding Over Streaming Terrain"

Similar presentations


Ads by Google