PENERAPAN PATHFINDING PADA NPC MENGGUNAKAN ALGORITMA A* KE DALAM APLIKASI GAME PLATFORMER

ARNOLDI, NIGEL and Yunita, Yunita and Saputra, Danny Matthew (2023) PENERAPAN PATHFINDING PADA NPC MENGGUNAKAN ALGORITMA A* KE DALAM APLIKASI GAME PLATFORMER. Undergraduate thesis, Sriwijaya University.

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Abstract

The development of games that are increasingly developed with the latest technologies is an interesting topic to observe. Games become interesting when something unique appears. In this study, the pathfinding method is applied using the A* Algorithm to a platformer game application. The tests carried out in this study were testing the length of time for the Non-Player Character (NPC) to find the player's location and testing the number of frames per second (FPS) produced which were tested with 2 conditions, namely the condition of the main character being remain still and the main character moving. During testing, it was found that the condition of the main character being remain still affects the length of time and the number of FPS generated. When the main character moves, the location search time will be longer and the number of FPS will be less.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: APLIKASI GAME PLATFORMER
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1199-1570 Games and amusements
Divisions: 09-Faculty of Computer Science > 55201-Informatics (S1)
Depositing User: Nigel Arnoldi
Date Deposited: 22 May 2023 02:31
Last Modified: 22 May 2023 02:31
URI: http://repository.unsri.ac.id/id/eprint/104106

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