Skip to Main Content
3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
8.5 Pathfinding to Avoid Collisions 489
burden on the programmer to get a general system to work. I consider this an in-
tractable approach. It is better to make some simplifying assumptions and to place
some of the burden on the artists to structure the scenes and tag them with informa-
tion to support an automatic pathfinding system.
As described in this section, the pathfinding is reduced to a 2D problem. Imagine
a le vel of interconnected rooms, all with vertical walls. The projection of the walls
leads to 2D polygons for the room boundaries. The obstacles in the room also project
to 2D polygons. The result of the projection is what I call a blueprint, similar to
the blueprints that you see for architecting a building. See Figure 8.29 for a typical ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

3D Game Engine Architecture

3D Game Engine Architecture

David Eberly
Blender 3D By Example - Second Edition

Blender 3D By Example - Second Edition

Oscar Baechler, Xury Greer
Computer Graphics

Computer Graphics

Alexey Boreskov, Evgeniy Shikin

Publisher Resources

ISBN: 9781482267303