Detail Tugas Akhir

IMPLEMENTASI ALGORITMA A* DALAM PEMBUATAN NON PLAYABLE CHARACTER DALAM GAME BERBASIS 3D MENGGUNAKAN UNITY 3D

Fadhullah Lava Turuzi, Ridho (2023) IMPLEMENTASI ALGORITMA A* DALAM PEMBUATAN NON PLAYABLE CHARACTER DALAM GAME BERBASIS 3D MENGGUNAKAN UNITY 3D. Skripsi (S1) thesis, Universitas Muhammadiyah Ponorogo.

Berkas Tugas Akhir

PDF
Text (SURAT PERSETUJUAN UNGGAH KARYA ILMIAH)
SURAT PERSETUJUAN UNGGAH KARYA ILMIAH.pdf
Baca PDF Ukuran File (349kB)
PDF
Text (HALAMAN DEPAN)
HALAMAN DEPAN.pdf
Baca PDF Ukuran File (4MB)
PDF
Text (BAB I)
BAB I.pdf
Baca PDF Ukuran File (494kB)
PDF
Text (BAB II)
BAB II.pdf
Restricted to Registered users only
Akses terbatas: khusus pengguna terdaftar Request a copy Ukuran File (1MB)
PDF
Text (BAB III)
BAB III.pdf
Restricted to Registered users only
Akses terbatas: khusus pengguna terdaftar Request a copy Ukuran File (1MB)
PDF
Text (BAB IV)
BAB IV.pdf
Restricted to Registered users only
Akses terbatas: khusus pengguna terdaftar Request a copy Ukuran File (3MB)
PDF
Text (BAB V)
BAB V.pdf
Restricted to Registered users only
Akses terbatas: khusus pengguna terdaftar Request a copy Ukuran File (309kB)
PDF
Text (DAFTAR PUSTAKA)
DAFTAR PUSTAKA.pdf
Baca PDF Ukuran File (426kB)
PDF
Text
SKRIPSI FULL TEXT_.pdf
Restricted to Registered users only
Akses terbatas: khusus pengguna terdaftar Request a copy Ukuran File (8MB)

Abstract

Game is a form of entertainment or recreation played with the objective of having fun or refreshing oneself, typically involving a set of rules to govern actions within it. In games, there are Non-Playable Characters (NPCs) that can aid or enhance the atmosphere of the gameplay. These characters are not controlled by players but rather by computer programs known as Artificial Intelligence (AI), which enables NPCs to perform specific actions or movements within the game. Navmesh is a component that supports the determination of pathfinding towards a destination point. The A* algorithm is used to determine the shortest path from one point to another by calculating all possible routes that can be taken, and then selecting the shortest value from among these routes as the chosen path. The performance of Non-Playable Characters can be greatly influenced by the method or algorithm used. Choosing an inappropriate method can result in failures or delays in NPC actions. Therefore, a comparison is made between the A* algorithm and Navmesh in 3D games to identify the best method or algorithm.

Informasi Item

Item Type Thesis (Skripsi (S1))
Uncontrolled Keywords Game, Algoritma A*, Navmesh
Subjects T Technology > T Technology (General)
Divisions Faculty of Engineering > Department of Informatic Engineering
Date Deposited 24 Aug 2023 07:56
Last Modified 25 Aug 2023 02:15
URI https://eprints.umpo.ac.id/id/eprint/12060

Actions (login required)

View Item
View Item
Ada yang bisa kami bantu?