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・ Navigable servitude
・ Navigant Consulting
・ Navigation
・ Navigation (album)
・ Navigation (disambiguation)
・ Navigation Acts
・ Navigation and Air Electronics Training Squadron RNZAF
・ Navigation and Commerce issue
・ Navigation authority
・ Navigation bar
・ Navigation Catalyst Systems
・ Navigation controls
・ Navigation Data Standard
・ Navigation function
・ Navigation light
Navigation mesh
・ Navigation package
・ Navigation paradox
・ Navigation Pass S-1 of Saint Petersburg Dam
・ Navigation Protection Act
・ Navigation research
・ Navigation Road station
・ Navigation Structures at Frankfort Harbor
・ Navigation Structures at Pentwater Harbor
・ Navigation system
・ Navigation Training School IAF
・ Navigation transit markers
・ Navigational (album)
・ Navigational aid
・ Navigational Aids for the History of Science, Technology, and the Environment Project


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Navigation mesh : ウィキペディア英語版
Navigation mesh
A navigation mesh, or navmesh, is an abstract data structure used in artificial intelligence applications to aid agents in pathfinding through complicated spaces. This approach has been known since at least the mid-1980s in robotics, where it has been called a meadow map, and was popularized in video game AI in 2000.
==Description==
A navigation mesh is a collection of two-dimensional convex polygons (a polygon mesh) that define which areas of an environment are traversable by agents. In other words, a character in a game could freely walk around within these areas unobstructed by trees, lava, or other barriers that are part of the environment. Adjacent polygons are connected to each other in a graph.
Pathfinding within one of these polygons can be done trivially in a straight line because the polygon is convex and traversable. Pathfinding between polygons in the mesh can be done with one of the large number of graph search algorithms, such as A
*
. Agents on a navmesh can thus avoid computationally expensive collision detection checks with obstacles that are part of the environment.
Representing traversable areas in a 2D-like form simplifies calculations that would otherwise need to be done in the "true" 3D environment, yet unlike a 2D grid it allows traversable areas that overlap above and below at different heights. The polygons of various sizes and shapes in navigation meshes can represent arbitrary environments with greater accuracy than regular grids can.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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