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Mind Your Step On Dumb Pedestrian Path Planning in GTA: Vice City MCRS Assignment 1 Wouter van Toll (3117456)
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About the game Grand Theft Auto: Vice City (2003) –Follow-ups: GTA San Andreas, GTA IV Characteristics: –3rd person, action/racing –Free-roaming areas: “do whatever you want” –Realistic, yet over-the-top –Mature
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Pedestrian path planning Decent local planning (but local and jerky) –Strolling, chasing you when hit …until unexpected things happen –Cars parked on the sidewalk They walk around unnaturally, or give up Limited space: they hardly ever try the road/grass –Target (you) on a dynamic object (car) No approaching, until you walk off. Intentional? –Blocking the shortest path to the player They keep trying, no alternatives considered
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How to fix it? Dealing with dynamic obstacles –Be less greedy; treat them like static ones –Try alternatives after successive failure –Allow to walk on grass/roads more often, but with a penalty (repulsive force?) –Keeping track of your “non-static” position Increasing naturalness: smoother paths –Respond to obstacles sooner Would corridors/indicative routes work?
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