Modifying JPS algorithm using NavMesh Data Structure applied in 3D using unity / Hannah Shane Gittabao, Raymond Carlos Medina. 6
By: Hannah Shane Gittabao, Raymond Carlos Medina. 4 0 16 [, ] | [, ] |
Contributor(s): 5 6 [] |
Language: Unknown language code Summary language: Unknown language code Original language: Unknown language code Series: ; June 2023.46Edition: Description: 28 cm. viii, 88 ppContent type: text Media type: unmediated Carrier type: volumeISBN: ISSN: 2Other title: 6 []Uniform titles: | | Subject(s): -- 2 -- 0 -- -- | -- 2 -- 0 -- 6 -- | 2 0 -- | -- -- 20 -- | | -- -- -- -- 20 -- | -- -- -- 20 -- --Genre/Form: -- 2 -- Additional physical formats: DDC classification: | LOC classification: | | 2Other classification:| Item type | Current location | Home library | Collection | Call number | Status | Date due | Barcode | Item holds |
|---|---|---|---|---|---|---|---|---|
| Book | PLM | PLM Filipiniana Section | Filipiniana-Thesis | T QA769.G58.2023 (Browse shelf) | Available | FT7734 |
Browsing PLM Shelves , Shelving location: Filipiniana Section , Collection code: Filipiniana-Thesis Close shelf browser
Undergraduate Thesis: (Bachelor of Science in Information Technology), Pamantasan ng Lungsod ng Maynila, 2023. 56
5
ABSTRACT: This study titled Modifying JPS Algorithm using NavMesh Data Structure Applied in 3D using Unity focused on enhancing the Jump Point Search (JPS) algorithm to address its limitations in handling non-rectangular obstacles, changing terrain types, and larger maps. The JPS algorithm is renowed for its efficiency and optimality in grid-based environments. However, it encounters difficulties when confirmed with irregularly shaped obstacles and varied terrains, which restrict its reliability and scalability. The research methodology employed in this study involved adapting the NavMesh data structure to effectively utilize the JPS algorithm to perform well on non-grid maps and 3D environments. This adaptation enabled efficient navigation in complex and irregularly shaped environments. To handle diverse map types, the research developed techniques that considered elevation changes and the varying obstacles associated with different terrains. Additionally, strategies were devised to handle larger maps by reducing the number of expanded nodes and optimizing memory usage. The algorithm's performance was evaluated through tests, comparing computation time and path quality against A *algorithm which is the existing path finding algorithm for NavMesh in Unity. The outcomes of this research were expected to benefit various applications, including game development, virtual simulations, and further enhancement, by enabling more reliable and scalable pathfinding in Unity-based. This research has proven that the integration of JPS with the NavMesh data structure held the potential to enhance the JPS algorithm and addressed the challenges posed by irregular obstacles, diverse terrains, and larger maps in computer graphics applications by optimizing its speed and obstacles recognition with the help of NavMesh data structure in Unity.
5

There are no comments for this item.