Implementation Dijkstra’s Algorithm for Non-Players Characters in the Game Dark Lumber
Forest is a unitary ecosystem in the form of a stretch of land containing biological natural resources dominated by trees in their natural environment, which cannot be separated from one another. The importance of forest preservation is based on law, namely ensuring the existence of forests in a sus...
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| Vydané v: | Journal of physics. Conference series Ročník 1933; číslo 1; s. 12006 - 12015 |
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| Hlavní autori: | , , , , |
| Médium: | Journal Article |
| Jazyk: | English |
| Vydavateľské údaje: |
Bristol
IOP Publishing
01.06.2021
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| Predmet: | |
| ISSN: | 1742-6588, 1742-6596 |
| On-line prístup: | Získať plný text |
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| Shrnutí: | Forest is a unitary ecosystem in the form of a stretch of land containing biological natural resources dominated by trees in their natural environment, which cannot be separated from one another. The importance of forest preservation is based on law, namely ensuring the existence of forests in a sustainable manner while maintaining sustainability and not destroying the environment and the surrounding ecosystem. However, public awareness in preserving the forest is still lacking. Therefore, technology is needed that can provide information about forests and the impact of illegal logging in an attractive manner. Games are multimedia entertainment that is made as attractive as possible. Action games require players to concentrate and think quickly in order to avoid obstacles. Dijkstra’s algorithm looks for the shortest path in a number of steps from which each step selects the minimum weighted value and enters it into the set of solutions. Dijkstra’s algorithm implemented on non-player characters in a game to determine the shortest path to the target player. Games built using unity and developed using the Game Development Life Cycle (GDLC) method. GDLC is a game development process that applies an iterative approach consisting of 6 development phases, starting from the initialization or concept creation, preproduction, production, testing, beta and release phases. |
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| Bibliografia: | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14 |
| ISSN: | 1742-6588 1742-6596 |
| DOI: | 10.1088/1742-6596/1933/1/012006 |