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Crowds In A Polygon Soup: Next-Gen Path Planning
Price $5.95
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SKU GDC-06-038
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Description
Crowds In A Polygon Soup: Next-Gen Path Planning,
1559

Programming, Lecture

David Miles
Senior Programmer, BabelFlux LLC
This session deals with efficient path finding, flocking, and squad movement behaviors in a complex and dynamically changing world. A graph of connected convex volumes, accurately encapsulating the usable free-space of the game world, is quickly computed from an arbitrary polygon soup of level mesh, using a straightforward 3D rasterization and volume extraction technique. Because the planning graph encapsulates the usable free-space, it supports not only path finding queries, but also repulsion field based flocking and squad behaviors, relying only on rapid checks within the planning graph, avoiding ray-casts against the collision geometry. The planning graph, while detailed enough to support these advanced motion behaviors, is simple enough that it can be updated at runtime as dynamic obstacles modify the environment.

To support advanced motion planning capabilities, a graph of connected convex volumes accurately encapsulating the usable free-space of the game world can be quickly computed from an arbitrary polygon soup of level mesh using a straightforward 3D rasterization and volume extraction technique. Because the planning graph encapsulates the usable free-space, it supports not only path finding queries, but also repulsion field based flocking and squad behaviors, relying only on rapid checks within the planning graph, avoiding ray-casts against the collision geometry. The planning graph, while detailed enough to support these advanced motion behaviors, is simple enough that it can be updated at runtime as dynamic obstacles modify the environment.

This presentation is suitable for programmers with a basic understanding of path planning and 3D math. Some familiarity with computation geometry could be beneficial, but is not necessary.

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