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Title:Iskanje poti v računalniških igrah : zaključno delo
Authors:ID Balaj, Leon (Author)
ID Kolmanič, Simon (Mentor) More about this mentor... New window
Files:.pdf VS_Balaj_Leon_2019.pdf (1,31 MB)
MD5: 4F96AFADF83766AE067AD35613A267A1
PID: 20.500.12556/dkum/72f7df96-a190-4af0-b16b-0e34a1dcb0a4
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:Diplomsko delo obravnava dva algoritma za iskanje poti v računalniških igrah. Najprej se seznanimo s problemom iskanja najkrajše poti v grafu ter iskalnima algoritmoma A* in Dijkstrovim algoritmom, ki ju kasneje implementiramo v okolju Unity v programskem jeziku C# ter preizkusimo njuno delovanje v vnaprej pripravljenem labirintu. Med seboj primerjamo delovanje algoritma na različnih izbranih začetnih točkah ter dobljene rezultate tudi analiziramo.
Keywords:računalniške igre, Unity, iskanje poti, Dijkstrov algoritem, algoritem A*
Place of publishing:Maribor
Place of performance:Maribor
Publisher:[L. Balaj]
Year of publishing:2019
Number of pages:X, 42 str.
PID:20.500.12556/DKUM-75394 New window
UDC:004.92.021(043.2)
COBISS.SI-ID:22922262 New window
NUK URN:URN:SI:UM:DK:OMUGPEJ9
Publication date in DKUM:04.12.2019
Views:1740
Downloads:134
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:04.11.2019

Secondary language

Language:English
Title:Pathfinding in computer games
Abstract:In this diploma thesis two algorithms for pathfinding in computer games are described. First we get acquainted with the problem of finding the shortest path in the graph, and also with the search algorithms A* and Dijkstra, which are later implemented in Unity with C# and tested in a predefined labyrinth. We compare the two algorithms with different starting points and analyze the results.
Keywords:computer games, Unity, pathfinding, Dijkstra's algorithm, A* search algorithm


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