arXiv:2602.04130cs.GRcs.RO2026-02

多线程优化A*算法,让千个角色在动态场景中流畅不撞车。

Multi-threaded Recast-Based A* Pathfinding for Scalable Navigation in Dynamic Game Environments

  • 用Recast生成网格,结合贝塞尔曲线平滑路径。
  • 1000个单位同时运行仍保持350帧以上,零碰撞。
  • 适合做大型开放世界游戏的智能导航系统。

尽管A*算法仍是游戏寻路的行业标准,但在动态三维环境中的应用仍面临计算性能与视觉真实性的权衡。本文提出一种多线程框架,通过Recast生成网格、贝塞尔曲线平滑轨迹以及密度分析实现人群协调。我们在十阶段实验中从2D迷宫逐步推进至复杂的多层动态世界进行评估。实验结果表明,该框架在1000个并发代理下仍可维持350+ FPS,并通过密度感知路径协调实现无碰撞人群导航。

原文摘要 · Abstract (English)

While the A* algorithm remains the industry standard for game pathfinding, its integration into dynamic 3D environments faces trade-offs between computational performance and visual realism. This paper proposes a multi-threaded framework that enhances standard A* through Recast-based mesh generation, Bezier-curve trajectory smoothing, and density analysis for crowd coordination. We evaluate our system across ten incremental phases, from 2D mazes to complex multi-level dynamic worlds. Experimental results demonstrate that the framework maintains 350+ FPS with 1000 simultaneous agents and achieves collision-free crowd navigation through density-aware path coordination.

游戏寻路路径规划多线程

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