動的ゲーム環境におけるスケーラブルなナビゲーションのためのマルチスレッドRecastベースA*経路探索
Multi-threaded Recast-Based A* Pathfinding for Scalable Navigation in Dynamic Game Environments
Recastによるメッシュ生成、ベジェ曲線による軌道平滑化、密度解析を組み合わせたマルチスレッドA*フレームワークを提案し、1000体同時でも350FPS以上を維持しつつ衝突のない群衆ナビゲーションを実現した。
著者: Tiroshan Madushanka, Sakuna Madushanka
分類: cs.GR, cs.RO
原文アブストラクト
While the A* algorithm remains the industry standard for game pathfinding, its integration into dynamic 3D environments faces trade-offs between computational performance and visual realism. This paper proposes a multi-threaded framework that enhances standard A* through Recast-based mesh generation, Bezier-curve trajectory smoothing, and density analysis for crowd coordination. We evaluate our system across ten incremental phases, from 2D mazes to complex multi-level dynamic worlds. Experimental results demonstrate that the framework maintains 350+ FPS with 1000 simultaneous agents and achieves collision-free crowd navigation through density-aware path coordination.