Implementation Of A* Algorithm In A Great Elephant Game With Unity 2D
DOI:
https://doi.org/10.31598/sintechjournal.v6i2.1396Keywords:
game, arcade, labirin, algoritma a*, pathfindingAbstract
Video game is a game play which related to interesting User Interface through a picture which processed and transmitted into a video, as it alive and moving. At early 2014, smartphone users were increased, affected to decreasing of computer users.Pathfinding is a route search method. Google maps is one example of an application which using pathfinding method. A* Algorithm through pathfinding method is the development of dijkstra algorithm using heuristic to produce best and optimum solution. So it is possible to discover fastest path without checking in every path. Therefore, the objective of this study is implementing A* algorithm in Great Elephant game. This algorithm can be implemented to the character for discovering nearest route and increase the score easily. Because of the route is in maze form, it will be time wasting to looking for any food. This algorithm help the character to not wasting time in looking for the food. The result study is a game using A* algorithm in the player game which can access in android smartphone. The test result is using ISO 25010 in functionality suitablity aspect and produced 100% success.
Downloads
References
C. Net, “Kenapa Harus Android Temukan 8 Alasannya,” 2017. www.course-net.com/kenapa-harus-android-temukan-8-alasannya.
T. Ably, H. Pang, B. Tiliksew, K. Moore, and J. Khim, “A Star Search,” 2016. brilliant.org/wiki/a-star-search.
H. Kevin, “Analisis Perbandingan Algoritma Dijkstra dan Algoritma A* (A-Star) dalam Pencarian Rute Terpendek (Studi Kasus: SPBU di Kota Medan),” Repos. Institusi Univ. Sumatera Utara, 2020, [Online]. Available: repositori.usu.ac.id/handle/123456789/27965.
R. Graham, H. MrCabe, and S. Sheridan, “Pathfinding in Computer Games,” ITB J., pp. 60–62, 2003.
N. S. Azizah, “IMPLEMENTASI PATHFINDING DENGAN ALGORITMA A* MENGGUNAKAN UNITY 3D PADA GAME SHOOTER,” Sinus Repository, 2018. eprints.sinus.ac.id/377.
Fatkhulamien, “Mengenal Unity 3D Game Engine Beserta Kelebihan dan Kekurangan,” Universitas STIKUBANK UNISBANK Entrepreneurial, IT-Based University, 2019. https://www.unisbank.ac.id/v2/berita-fti/mengenal-unity-3d-game-engine-beserta-kelebihan-dan-kekurangannya/.
Putra, “Pengertian Android,” Salamadian, 2019. salamadian.com/pengertian-android (accessed May 24, 2021).
T. Secret, “Game Development Life Cycle (GDLC),” Tekno Secret, 2019. teknosecret.wordpress.com/2019/03/28/game-development-life-cycle-gdlc.
Sugiyono, “Materi Skala Likert Lengkap dengan Contohnya,” Wiki Elektronika, 2021. https://wikielektronika.com/skala-likert/ (accessed Sep. 11, 2021).
J. P. Miguel, D. Mauricio, and G. Rodriguez, “A Review Of Software Quality Models For The Evaluation Of Software Products,” Int. J. Softw. Eng. Appl., pp. 42–43, 2014.
Downloads
Published
Issue
Section
License
Copyright (c) 2023 Ahmad Zuhdi, Imam Ahmad, Ade Dwi Putra
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Copyright in each article belongs to the author.
- The authors admit that SINTECH Journal as a publisher who published the first time under Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) License.
- Authors can include writing separately, regulate distribution of non-ekskulif of manuscripts that have been published in this journal into another version (eg sent to respository institution author, publication into a book, etc.), by recognizing that the manuscripts have been published for the first time in SINTECH Journal