A* tricks for videogame path finding

In this web content, the author shares their experience of creating an 8-bit, top-down, Zelda-like game using the PPU466 graphics API. They discuss different pathing techniques for the game’s monsters to chase the player, starting with basic linear pathing and then moving onto more advanced algorithms like Dijkstra’s and A* Search Algorithm. The author shares their intuition on how A* works and provides some tricks to make the algorithm faster and easier to implement. They also talk about the use of geometry-informed heuristics and iteration depth to optimize the pathfinding process.

https://timmastny.com/blog/a-star-tricks-for-videogame-path-finding/

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