Shortest Path algorithms for the traversal of an Order-5 square tiling from within a confined space
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Abstract
It is possible to use a different representation of space in a Virtual Reality (VR) game, instead of using the euclidean representation we are used to. The reason why that is interesting is that it opens up the possibility of traversing infinitely far in the virtual space while being confined to a relatively limited space in the real world. But for this to be a useful use case, people will need the ability to traverse this new space in an intuitive or at least competent way. One way to help people with navigation in such a space would be to show the person what the fastest path from point A to point B is. This paper researches the possible ways to calculate this path so it can be used to help people while they are traversing this different type of space. Concluding that a trade-off needs to be made between the speed and accuracy of the result depending on the situation, and that no algorithm exists which is the best in both speed and accuracy. Meaning that the context determines what algorithm should be used.