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AI Summit: Hierarchical Kinematic Path Planning in 'Tomorrow Falls'
Existing solutions for navigation in standard game engines are mostly aimed at biped characters, and trying to apply them to vehicles is "doomed for failure" as it fails to take into consideration the kinematics constraints of the vehicle (i.e. most vehicle have a limited turning rate). Most games use navigation paths for vehicles, which are precomputed and already optimised for the vehicle's turning rate. But it means that the vehicle needs to stay on these paths. We provide a solution, adapted from Stanford's Hybrid A* algorithm to allow vehicles in game to navigate anywhere on an open map.
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