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dc.creatorCalderon, Manuel
dc.date.accessioned2012-06-07T22:55:06Z
dc.date.available2012-06-07T22:55:06Z
dc.date.created1999
dc.date.issued1999
dc.identifier.urihttps://hdl.handle.net/1969.1/ETD-TAMU-1999-THESIS-C35
dc.descriptionDue to the character of the original source materials and the nature of batch digitization, quality control issues may be present in this document. Please report any quality issues you encounter to digital@library.tamu.edu, referencing the URI of the item.en
dc.descriptionIncludes bibliographical references (leaves 38-39).en
dc.description.abstractThis thesis addresses an important current problem in the game industry, the problem of moving multiple characters along predefined paths in a two-dimensional plane while avoiding collisions between them. It demonstrates and describes a method that solves this problem for situations with at least thirty characters. A program was written to test and demonstrate the method. This method might also contribute to the solution of collision avoidance problems in robotics.en
dc.format.mediumelectronicen
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.publisherTexas A&M University
dc.rightsThis thesis was part of a retrospective digitization project authorized by the Texas A&M University Libraries in 2008. Copyright remains vested with the author(s). It is the user's responsibility to secure permission from the copyright holder(s) for re-use of the work beyond the provision of Fair Use.en
dc.subjectvisualization sciences.en
dc.subjectMajor visualization sciences.en
dc.titleAvoiding character collisions in gamesen
dc.typeThesisen
thesis.degree.disciplinevisualization sciencesen
thesis.degree.nameM.S.en
thesis.degree.levelMastersen
dc.type.genrethesisen
dc.type.materialtexten
dc.format.digitalOriginreformatted digitalen


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