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Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Journal of The Korea Society of Computer and Information
  • Abbr : JKSCI
  • 2020, 25(4), pp.55-61
  • DOI : 10.9708/jksci.2020.25.04.055
  • Publisher : The Korean Society Of Computer And Information
  • Research Area : Engineering > Computer Science
  • Received : March 16, 2020
  • Accepted : April 1, 2020
  • Published : April 30, 2020

Jong-Hyun Kim 1

1강남대학교

Accredited

ABSTRACT

In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.

Citation status

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