Monthly Archives: December 2013

The Basics of A* pathfinding – part 2

This post will discuss some finer A* points like how to get the path to the closest location to an unreachable destination and how to mark terrain as more or less preferable for walking (road vs. swamp). Gracefully dealing with … Continue reading

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The Basics of A* Pathfinding – part 1

The A* algorithm allows you to find the shortest path between two points with (impassable) obstacles between them. The key word here is “shortest”. Let’s take a look at what that means: How A* “sees” it Imagine we have the … Continue reading

Posted in Examples, Game Dev | Tagged , , , , , , , , , , , | 12 Comments