Implementation and Comparison the Dynamic Pathfinding Algorithm and Two Modified A* Pathfinding Algorithmsin a Car Racing Game

Jung‐Ying Wang, Yong-Bin Lin · International Journal of Computer Theory and Engineering · 2012

problem of pathfinding and it also be one of the most popular algorithm used for the game's development (10). Assuming a path exists between the starting point and the ending point; then the A* algorithm guarantees to find the best path. Although the A* algorithm is efficient, it still can consume considerable CPU cycles, especially if you want to simulate pathfinding for a large number of game characters. The chief shortcoming of the A* algorithm in a racing game is that it can not solve the problem of random dynamics obstacles avoidance. In this paper, we will first study the A* algorithm in a car racing game, and then proposes two modified A* algorithm to do pathfinding. After that, we propose a more general dynamic pathfinding algorithm to solve the problem of random dynamics obstacles avoidance. All the three algorithms are able to find the path for a car racing game and can save the most import resource in game, CPU cycles.

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