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Pathfinding Over Streaming Terrain
By James Stewart
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The Problem: How do you find a path when the search
space is too large to fit into memory?
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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.
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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.)
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Terrain Preprocessing
Lowest LOD used as a basis for a navmesh. Export neighbor accessibility summary (eight neighbors = 3 bits / chunk)
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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).
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AI Solution Use neighbor accessibility classification to build a “good enough” path. Refine path over subsequent frames by paging in chunks along path.
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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?
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