Gamasutra Post: Overview of Motion Planning by Matthew Klingensmith
Motion planning is one of the research interests of one of my committee members. This post on Gamasutra written by Matthew Klingensmith discusses the use of motion planning for AI pathfinding; it was a helpful introduction for me. This stuff is amazing.
An excerpt from the article:
"In game development literature, the act of getting from point A to point B is usually called "pathfinding," yet I've been calling it "motion planning." Basically, motion planning is a generalization of pathfinding with a looser definition of "point" and "path" to include higher dimensional spaces (like rotations, or joints).
Motion planning can be thought of as pathfinding in the configuration space of the Agent."
An excerpt from the article:
"In game development literature, the act of getting from point A to point B is usually called "pathfinding," yet I've been calling it "motion planning." Basically, motion planning is a generalization of pathfinding with a looser definition of "point" and "path" to include higher dimensional spaces (like rotations, or joints).
Motion planning can be thought of as pathfinding in the configuration space of the Agent."
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