Dergiler / Gazi Mühendislik Bilimleri Dergisi / 2026 / Volume: 6 Issue: 2

Yaya İntikallerde En Kısa Yol Problemi Unity İçerisinde Uygulama

Shortest Path Approach in Pedestrian Transfers Application in Unity

Mustafa Gunes(KARA KUVVETLERİ KOMUTANLIĞI)0000-0003-0447-0774
Hakan Dilipak(GAZİ ÜNİVERSİTESİ)0000-0001-8742-9114
Sayfa
—
Yayın Tarihi
2020-08-25
DOI
—
🏛️Bu makalenin bibliyografik verileri ve tam metin bağlantısı DergiPark üzerinden sağlanmıştır.
DergiPark Kaydı ↗
✨

Yapay Zeka Hızlı Bakış & Çıkarımlar

AI Insight
⚡ TL;DR(1 Cümlede Hızlı Çıkarım)

Çalışmanın sonucunda birliklerin arazide intikal esnasında hangi istikameti kullanarak hareket etmesini gösteren bir karar destek sistemi oluşturulmuştur

📌 3 Maddede Bu Makale

🎯
Amaç & Hipotez:Son 15 yılda Terör örgütleri saldırılarında taktiksel değişiklikler yapmış, buna karşın TSK kendi doktrinini sürekli geliştirmiştir.
📊
Temel Bulgular & Veri:İç Güvenlik Harekâtı başta olmak üzere tüm harekât nevilerinin bir bölümünde birlikler yaya olarak arazide bir noktadan başka bir noktaya intikal etmek zorunda kalmışlardır.
💡
Sonuç & Katkı:Çalışmanın sonucunda birliklerin arazide intikal esnasında hangi istikameti kullanarak hareket etmesini gösteren bir karar destek sistemi oluşturulmuştur
🔬Tür:Modelleme & Sayısal Simülasyon
📍Kapsam:Genişletilmiş Akademik Örneklem
⚙️Değişkenler:Unity · A Star Algorithm · Shortest Path Problem

Özet

Son 15 yılda Terör örgütleri saldırılarında taktiksel değişiklikler yapmış, buna karşın TSK kendi doktrinini sürekli geliştirmiştir. İç Güvenlik Harekâtı başta olmak üzere tüm harekât nevilerinin bir bölümünde birlikler yaya olarak arazide bir noktadan başka bir noktaya intikal etmek zorunda kalmışlardır. Bu çalışmada arazide yaya olarak hareket eden birliklere hedefe olan en kısa yolu gösteren görsel bir uygulama yapılmıştır. Öncelikle yükseklik haritalarından faydalanılarak Unity Oyun Motoru içerisinde belirli bir bölgenin üç boyutlu modeli oluşturulmuştur. A Yıldız algoritması ve Navigasyon Mesh yardımı ile arazide yaya unsurların hareket etmesi sağlanmıştır. Çalışmanın sonucunda birliklerin arazide intikal esnasında hangi istikameti kullanarak hareket etmesini gösteren bir karar destek sistemi oluşturulmuştur

Abstract

In the last 15 years, terrorist organizations have made tactical changes in their attacks, while the TAF has continuously developed its own doctrine. In some parts of all operations, especially the Homeland Security Operation, the troops were forced to move from one point to another in the field as pedestrians. In this study, a visual application showing the shortest route to the target was made to the troops acting as pedestrians in the field. First of all, three dimensional model of a certain region was created by using height maps in Unity Game Engine. A Star algorithm and Navigation Mesh help to move pedestrian elements in the terrain. As a result of the study, a decision support system was established which shows the direction in which troops move during the transfer to the field.

🔖

Bu Makaleye Atıf Yap

Gunes, M., Dilipak, H. (2020). Yaya İntikallerde En Kısa Yol Problemi Unity İçerisinde Uygulama. Gazi Mühendislik Bilimleri Dergisi, Volume: 6 Issue: 2. https://ajindex.com/articles/1397605

📄 Tam Metin PDF Okuyucu

📄

PDF görüntüleyici hazırlanıyor...

Kaynakça (46)

  1. Yevgeniya Daineko, Madina Ipalakova, Ravil Muhamedyev, Mariya Brodyagina, Marina Yunnikova, and Batyrkhan Omarov, «Use of Game Technologies for the Development of Virtual Laboratories for Physics Study,» Development of Virtual Laboratories for Physics Study, pp. 422-428, 2016
  2. Roger Smith, «The Long History of Gaming in Military Training,» Simulation Gaming OnlineFirst, pp. 1-15, 2009
  3. A. Pattrasitidecha, Comparison and evaluation of 3D mobile game engines, Göteborg,: Chalmers University of Technology University of Gothenburg, 2014
  4. Panagiotis Petridis, Ian Dunwell, David Panzoli, Sylvester Arnab, Aristidis Protopsaltis, Maurice Hendrix and Sara de Freitas, «Game Engines Selection Framework for High-Fidelity Serious Applications,» International Journal of Interactive Worlds, pp. 1-19, 2012
  5. İbrahim Tiryakioğlu, Murat Uysal, Saffet Erdoğan, Mustafa Yalçın, Nizar Polat, Ahmet Suat, «3 Boyutlu Bina Modelleme ve WEB Tabanlı Sunumu: Ahmet Necdet Sezer Kampüsü Örneği,» Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi, p. 107‐114, 2016
  6. Aysel Gürkan, Aylin Salıcı, M. Kutay Yıldırım, Müşerref Yıldırım, «Üç Boyutlu Yerleşke Modelleme; Mustafa Kemal Üniversitesi Tayfur Ata Sökmen Yerleşkesi Örneği,» CBÜ Fen Bil. Dergi, pp. 511-515, 2016
  7. Aswin Indraprastha, Michihiko Shinozaki, «The Investigation on Using Unity3D Game Engine in Urban Design Study,» ITB J. ICT Vol, pp. 1-18, 2009
  8. El-Sayed S. Azız, Yızhe Chang, Sven K. Esche, Constantın Chassapıs, «A Multi-User Virtual Laboratory Environment for Gear Train Design,» Game-Based Gear Traın Laboratory, pp. 788-902, 2012
  9. Cemil ALTIN, Orhan ER, «İnsansız Hava Araçlarının (İHA) Sanal Gerçeklik Yazılımı ile Modellenmesi ve Farklı Kullanıcılar için Performans Analizleri,» Sakarya Unıversıty Journal Of Computer And Informatıon Scıences, pp. 1-13, 2018
  10. David C. Jangrawa, Ansh Johri, Meron Gribetza, Paul Sajdaa, «NEDE: An open-source scripting suite for developing experiments in 3D virtual environments,» Journal of Neuroscience Methods, pp. 245-251, 2014
  11. Georgia Kontogianni, Andreas Georgopoulos, «Exploiting Textured 3D Models for Developing Serious Games,» The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, pp. 249-255, 2015
  12. Wei Meng, Yuchao Hu, Jiaxin Lin, Feng Lin, Rodney Teo, «In this paper, we gave a brief introduction to our newly Multi-UAV Navigation and Control Simulator in GPS-Denied Environments,» IECON2015-Yokohama, pp. 2562-2567, 2015
  13. Baki KOYUNCU, Erkan BOSTANCI, «Using Web Services to Support Battlefield Visualization and Tactical Decision Making,» %1 içinde International Conference on Computational Intelligence, Modelling and Simulation, Shanghai, 2009
  14. Františe kDuchoň, Andrej Babinec, Martin Kajan, Peter Beňo, Martin Florek,TomášFico, Ladislav Jurišica, «Path Planning with Modified a Star Algorithm for a Mobile Robot,» Elsevier Procedia Engineering, cilt 96, pp. 59-69, 2014
  15. Junfeng Yao; Chao Lin; Xiaobiao Xie; Andy JuAn Wang; Chih-Cheng Hung, «Path Planning for Virtual Human Motion Using Improved A* Star Algorithm,» %1 içinde 2010 Seventh International Conference on Information Technology: New Generations, Las Vegas, 2010
  16. Sonny E. Kirkley, Ph.D., Steve Tomblin, Jamie Kirkley, «Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Training,» Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), pp. 1-11, 2005
  17. Autodesk Maya, [Online]. Available: https://www.youtube.com/watch?v=cOokoFED7QE&t=2s. [Reached: 4 10 2019]. [18] «www.transportfever.net,» [Online]. Available: https://www.google.com/imgres?imgurl=https%3A%2F%2Fwww.transportfever.net%2Findex.php%2FAttachment%2F70152-Original-Dunedin-jpg%2F&imgrefurl=https%3A%2F%2Fwww.transportfever.net%2Findex.php%2FThread%2F6375-Finding-Greyscale-Height-maps-What-is-your-source. [Reached: 4 10 2019]. [19] «terrain.party,» [Online]. Available: https://terrain.party/. [Reached: 4 10 2019]. [20] «www.unrealengine.com,» unrealengine, [Online]. Available: https://www.unrealengine.com. [Reached: 4 10 2019]. [21] «unity3d,» [Online]. Available: www.unity3d.com/‎. [Reached: 4 10 2019]
  18. Jie Hu, Wang gen Wan, Xiaoqing Yu, «A pathfinding algorithm in real-time strategy game based on Unity3D,» 2012 International Conference on Audio, Language and Image Processing, 2012. [23] «BuildingNavMesh,» unity3d.com, [Online]. Available: https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html. [Reached: 4 10 2019]. [24] «farukcan.net,» [Online]. Available: http://farukcan.net/algoritmalar/2016/05/a-algoritmasi-a-yildiz-arama-algoritmasi/. [Reached: 4 10 2019]. [25] «www.alpgulec.com,» alpgulec, [Online]. Available: http://www.alpgulec.com/documents/33-a-star-algoritmasi-ve-temelinde-yatanlar. [Reached: 4 10 2019]. [26] «bilgisayarkavramlari,» bilgisayarkavramlari.sadievrenseker., [Online]. Available: http://bilgisayarkavramlari. sadievrenseker.com/2009/03/02/a-yildiz-arama-algoritmasi-a-star-search-algorithm-a/. [Reached: 4 10 2019]
  19. Adobe, [Online]. Available: https://www.autodesk.com.tr/products/fusion-360/students-teachers-educators. [Reached: 4 10 2019]. [28] «mixamo.com/,» [Online]. Available: https://www.mixamo.com/. [Reached: 4 10 2019]. [29] «Youtube,» [Online]. Available: https://www.youtube.com/watch?v=gON_hhhvheI. [Reached: 4 10 2019]
  20. MAGCAT, [Online]. Available: https://assetstore.unity.com/packages/tools/terrain/terrain-stratum-painter-60201. [Reached: 4 10 2019]
  21. Gwo-Jen Hwang, Po-Han Wu, «Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010,» British Journal of Educational Technology, pp. 1-5, 2012
  22. EL-Sayed S. Aziza, Yizhe Changb, Sven K. Eschec,Constantin Chassapisd, «Virtual Mechanical Assembly Training Based on a 3D Game Engine,» Computer-Aided Design and Applications, pp. 37-41, 2015
  23. Rudy Darken, Perry McDowell, Erik Johnson, «The Delta3D Open Source Game Engine,» Projects in VR, pp. 10-12, 2005
  24. Yevgeniya Daineko, Madina Ipalakova, Ravil Muhamedyev, Mariya Brodyagina, Marina Yunnikova, and Batyrkhan Omarov, «Use of Game Technologies for the Development of Virtual Laboratories for Physics Study,» Development of Virtual Laboratories for Physics Study, pp. 422-428, 2016
  25. Roger Smith, «The Long History of Gaming in Military Training,» Simulation Gaming OnlineFirst, pp. 1-15, 2009
  26. A. Pattrasitidecha, Comparison and evaluation of 3D mobile game engines, Göteborg,: Chalmers University of Technology University of Gothenburg, 2014
  27. Panagiotis Petridis, Ian Dunwell, David Panzoli, Sylvester Arnab, Aristidis Protopsaltis, Maurice Hendrix and Sara de Freitas, «Game Engines Selection Framework for High-Fidelity Serious Applications,» International Journal of Interactive Worlds, pp. 1-19, 2012
  28. İbrahim Tiryakioğlu, Murat Uysal, Saffet Erdoğan, Mustafa Yalçın, Nizar Polat, Ahmet Suat, «3 Boyutlu Bina Modelleme ve WEB Tabanlı Sunumu: Ahmet Necdet Sezer Kampüsü Örneği,» Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi, p. 107‐114, 2016
  29. Aysel Gürkan, Aylin Salıcı, M. Kutay Yıldırım, Müşerref Yıldırım, «Üç Boyutlu Yerleşke Modelleme; Mustafa Kemal Üniversitesi Tayfur Ata Sökmen Yerleşkesi Örneği,» CBÜ Fen Bil. Dergi, pp. 511-515, 2016
  30. Aswin Indraprastha, Michihiko Shinozaki, «The Investigation on Using Unity3D Game Engine in Urban Design Study,» ITB J. ICT Vol, pp. 1-18, 2009
  31. El-Sayed S. Azız, Yızhe Chang, Sven K. Esche, Constantın Chassapıs, «A Multi-User Virtual Laboratory Environment for Gear Train Design,» Game-Based Gear Traın Laboratory, pp. 788-902, 2012
  32. Cemil ALTIN, Orhan ER, «İnsansız Hava Araçlarının (İHA) Sanal Gerçeklik Yazılımı ile Modellenmesi ve Farklı Kullanıcılar için Performans Analizleri,» Sakarya Unıversıty Journal Of Computer And Informatıon Scıences, pp. 1-13, 2018
  33. David C. Jangrawa, Ansh Johri, Meron Gribetza, Paul Sajdaa, «NEDE: An open-source scripting suite for developing experiments in 3D virtual environments,» Journal of Neuroscience Methods, pp. 245-251, 2014
  34. Georgia Kontogianni, Andreas Georgopoulos, «Exploiting Textured 3D Models for Developing Serious Games,» The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, pp. 249-255, 2015
  35. Wei Meng, Yuchao Hu, Jiaxin Lin, Feng Lin, Rodney Teo, «In this paper, we gave a brief introduction to our newly Multi-UAV Navigation and Control Simulator in GPS-Denied Environments,» IECON2015-Yokohama, pp. 2562-2567, 2015
  36. Baki KOYUNCU, Erkan BOSTANCI, «Using Web Services to Support Battlefield Visualization and Tactical Decision Making,» %1 içinde International Conference on Computational Intelligence, Modelling and Simulation, Shanghai, 2009
  37. Františe kDuchoň, Andrej Babinec, Martin Kajan, Peter Beňo, Martin Florek,TomášFico, Ladislav Jurišica, «Path Planning with Modified a Star Algorithm for a Mobile Robot,» Elsevier Procedia Engineering, cilt 96, pp. 59-69, 2014
  38. Junfeng Yao; Chao Lin; Xiaobiao Xie; Andy JuAn Wang; Chih-Cheng Hung, «Path Planning for Virtual Human Motion Using Improved A* Star Algorithm,» %1 içinde 2010 Seventh International Conference on Information Technology: New Generations, Las Vegas, 2010
  39. Sonny E. Kirkley, Ph.D., Steve Tomblin, Jamie Kirkley, «Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Training,» Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), pp. 1-11, 2005
  40. Autodesk Maya, [Online]. Available: https://www.youtube.com/watch?v=cOokoFED7QE&t=2s. [Reached: 4 10 2019]. [18] «www.transportfever.net,» [Online]. Available: https://www.google.com/imgres?imgurl=https%3A%2F%2Fwww.transportfever.net%2Findex.php%2FAttachment%2F70152-Original-Dunedin-jpg%2F&imgrefurl=https%3A%2F%2Fwww.transportfever.net%2Findex.php%2FThread%2F6375-Finding-Greyscale-Height-maps-What-is-your-source. [Reached: 4 10 2019]. [19] «terrain.party,» [Online]. Available: https://terrain.party/. [Reached: 4 10 2019]. [20] «www.unrealengine.com,» unrealengine, [Online]. Available: https://www.unrealengine.com. [Reached: 4 10 2019]. [21] «unity3d,» [Online]. Available: www.unity3d.com/‎. [Reached: 4 10 2019]
  41. Jie Hu, Wang gen Wan, Xiaoqing Yu, «A pathfinding algorithm in real-time strategy game based on Unity3D,» 2012 International Conference on Audio, Language and Image Processing, 2012. [23] «BuildingNavMesh,» unity3d.com, [Online]. Available: https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html. [Reached: 4 10 2019]. [24] «farukcan.net,» [Online]. Available: http://farukcan.net/algoritmalar/2016/05/a-algoritmasi-a-yildiz-arama-algoritmasi/. [Reached: 4 10 2019]. [25] «www.alpgulec.com,» alpgulec, [Online]. Available: http://www.alpgulec.com/documents/33-a-star-algoritmasi-ve-temelinde-yatanlar. [Reached: 4 10 2019]. [26] «bilgisayarkavramlari,» bilgisayarkavramlari.sadievrenseker., [Online]. Available: http://bilgisayarkavramlari. sadievrenseker.com/2009/03/02/a-yildiz-arama-algoritmasi-a-star-search-algorithm-a/. [Reached: 4 10 2019]
  42. Adobe, [Online]. Available: https://www.autodesk.com.tr/products/fusion-360/students-teachers-educators. [Reached: 4 10 2019]. [28] «mixamo.com/,» [Online]. Available: https://www.mixamo.com/. [Reached: 4 10 2019]. [29] «Youtube,» [Online]. Available: https://www.youtube.com/watch?v=gON_hhhvheI. [Reached: 4 10 2019]
  43. MAGCAT, [Online]. Available: https://assetstore.unity.com/packages/tools/terrain/terrain-stratum-painter-60201. [Reached: 4 10 2019]
  44. Gwo-Jen Hwang, Po-Han Wu, «Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010,» British Journal of Educational Technology, pp. 1-5, 2012
  45. EL-Sayed S. Aziza, Yizhe Changb, Sven K. Eschec,Constantin Chassapisd, «Virtual Mechanical Assembly Training Based on a 3D Game Engine,» Computer-Aided Design and Applications, pp. 37-41, 2015
  46. Rudy Darken, Perry McDowell, Erik Johnson, «The Delta3D Open Source Game Engine,» Projects in VR, pp. 10-12, 2005.