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1. Pathfinding with Hard Constraints : Mobile Systems and Real Time Strategy Games Combined
University essay from Blekinge Tekniska Högskola/Avdelningen för för interaktion och systemdesignAbstract : There is an abundance of pathfinding solutions, but are any of those solutions suitable for usage in a real time strategy (RTS) game designed for mobile systems with limited processing and storage capabilities (such as the Nintendo DS, PSP, cellular phones, etc.)? The RTS domain puts great requirements on the pathfinding mechanics used in the game; in the form of de- mands on responsiveness and path optimality. READ MORE
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