The test result using RGSK v1.1.0a in Unity Game Engine showed that the proposed method can be an alternative method in RGSK braking decisions. The purpose of this study is to provide an alternative braking method to RGSK that can provide fast lap times but does not affect the game's FPS and without the need to determine or change any parameters on each track. We use data from players who can control racing car games well or have never hit a wall and have fast lap times. Naïve Bayes uses two output classes (brake or no brake) in which the data will be obtained from the player. To resolve the problem, researcher proposed the method of machine learning, Naïve Bayes for the braking decision. The solution that can be applied for that problem is see the angle formed by the vector of the NPC vehicle with the vector from 2 next following waypoint then determine the best configuration angle threshold for NPC braking, but this also has its shortcoming in which to get the best result, a proper threshold configuration is needed in each track. The commonly used method is the Brake Zone, but the developers must manually place the zone themselves in the designated locations for braking. However, there was problem in racing game’s NPC especially in RGSK related to NPC vehicle’s braking decision. Racing Game Starter Kit (RGSK) was being the most popular racing game template for Unity game engine. One way to develop racing games quickly is by using a template or kit that is on the game engine. Racing video game genre was still being popular today.
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