Tag Archives: a*

Using A* with Dynamic Obstacles

We’ll look at how to effectively use A* to make an implementation where multiple moving units have to reach a destination while dynamic obstacles appear/disappear in/from their way (and having the moving units themselves represent obstacles as well). A simplified … Continue reading

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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

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