Loregret

u/loregret@mastodon.gamedev.place
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@teahands @gamedev

Basic #pathfinding is not hard. What hard is to make it use less resources and calculate as much paths as possible.

I just throw at you some links to study:

* How to implement A*
https://www.redblobgames.com/pathfinding/a-star/introduction.html

* How to optimize A* for bigger maps
https://www.youtube.com/watch?v=RMBQn_sg7DA
https://www.youtube.com/watch?v=anGdYJu_eH4
https://web.archive.org/web/20190411040123/http://aigamedev.com/open/article/clearance-based-pathfinding/