I am currently working on A* pathfinding, but I am having some problems. It does the wrong path before taking the best path to the end.
I\'ve asked about a shortest path algorithm here: 2D waypoint pathfinding: combinations of WPs to go from curLocation to targetLocation
Please take a moment to understand my situation. If it is not comprehendable, please tell me in a comment.
Consider the A* algorithm. In Google it is possible to find a good pseudo-code: function A*(start,goal)
I\'m really new to OpenGL but have quite a good grasp of basic trigonometry (forgotten quite a bit since school!) but I\'m having trouble with this.
I\'ve successfully implemented A* pathfinding in C# but it is very slow, and I don\'t understand why. I even tried not sorting the openNodes list but it\'s still the same.
I wrote a little game-engine, featuring a tile-based map and the A* algorithm for pathfinding. But I have a problem, when 2 objects collide and block a waypoint. They are coming from opposite directio
I\'m currently using the A* pathfinding algorithm to calculate a path on an infinite grid (using an UnboundedGrid in Gridworld, the AP CS case study, if that helps anyone). Everything works wonderfull
I\'m coding a simple game and currently doing the AI part. NPC gets a list of his \'interest points\' which he needs to visit. Each point has a coordinate on the map. I need to find a fastest path for
I\'m trying to implementing A* from the pseudo code from wikipedia however I\'m getting some weird results.