Introduction to the A* Algorithm
https://www.redblobgames.com/pathfinding/a-star/introduction.html
#HackerNews #AStarAlgorithm #Introduction #Pathfinding #GameDev #CodingTutorial
Introduction to the A* Algorithm
https://www.redblobgames.com/pathfinding/a-star/introduction.html
#HackerNews #AStarAlgorithm #Introduction #Pathfinding #GameDev #CodingTutorial
Avoiding object avoidance in Pathfind on Godot - We can't avoid that can we? 😂😂😂😂😂
#gamedev #godot #pathfinding #metroidvania #devlog #indiegamedev
Pathfinder search algorithm battle royale!
A-star (yellow) vs Breadth (green) vs Greedy (red) vs Depth (blue)
#gamedev #indiedev #maze #pathfinding
Learn how to explore a triangular grid and find a goal point with the A-star search algorithm in this pathfinding tutorial
https://agatedragon.blog/2025/04/05/a-star-pathfinding-triangle-grid/
#gamedev #indiedev #maze #pathfinding
Learn how to generate a triangular grid, create walls, connect the triangular cells and render the cells in this Processing tutorial, using the Java programming language
https://agatedragon.blog/2025/04/03/generating-a-triangular-grid/
#gamedev #indiedev #maze #pathfinding
The 'Random Mouse Algorithm' is the best maze solving algorithm in the universe.
It uses less memory than other wasteful pathfinding algorithms like 'Breadth First Search' and 'A-star'. Since it picks a random node at every junction. (1 / 2)
#gamedev #indiedev #maze #pathfinding
Learn how to explore a hexagonal grid and find a goal point with greedy best first search in this pathfinding tutorial
https://agatedragon.blog/2025/03/25/greedy-best-first-search/
#gamedev #indiedev #maze #pathfinding
Learn how to generate a hexagonal grid, create walls, connect the hexagonal cells and render the cells in this Processing tutorial, using the Java programming language
https://agatedragon.blog/2025/03/24/generating-a-hexagonal-grid/
#gamedev #indiedev #maze #pathfinding
Learn how to explore a grid and find a goal point with breadth first search in this pathfinding tutorial
https://agatedragon.blog/2025/03/17/breadth-first-search-grid/
#gamedev #indiedev #maze #pathfinding
Pathfinding tutorial: Exploring a node graph using depth first search whilst searching for a goal point
https://agatedragon.blog/2025/03/13/depth-first-search-node-graph/
#gamedev #indiedev #maze #pathfinding
Learn how to generate a node graph, connect the nodes and render the nodes in this Processing tutorial, using the Java programming language
https://agatedragon.blog/2025/03/13/generating-a-node-graph/
#gamedev #indiedev #maze #pathfinding
A-star pathfinding in action
#gamedev #indiedev #maze #pathfinding
AStar Pathfinding для агентов различного размера с использованием пространственного хэширования
Наверное, большинству людей, связанных с программированием игр, известен алгоритм AStar . В интернете можно найти много примеров объяснения того, как он работает, и реализации для различных языков, когда размер (далее радиус) агента, которого необходимо перемещать по импровизированной карте, известен заранее и не меняется. Но когда речь заходит о поддержке агентов, обладающих разным радиусом, увы, информации не так много. Данный пробел я постараюсь восполнить в рамках этой статьи.
Oh wow, made it! Thanks to #AoC2024 I finally - FINALLY - learned enough to implement a working version of the A* algorithm! Maybe it's nbd for you, but on this side of the fence, it was quite big thing!
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#OhJoy
#AoC
#AdventOfCode
#AdventOfCode2024
#Pathfinding
#Algorithm
#AStar
#BetterLateThanNever
#ItAintMuchButItsHonestWork
#News out of #Nintendo's #patent #lawsuit against #PocketPair, alleging the #GameMechanics of #Palworld are too similar to #Pokemon.
We now know the main #patents, all filed in #Japan earlier this year after PalWorld's release...
(Reminder that #IAmNotALawyer)
No. 7493117 involves #collision and #pathfinding, and seems to be mostly related to trainer battles and entering battle by throwing one Pokemon at another. It's not clear to me how this is novel or unique enough for a lawsuit.
No. 7528390 involves player characters mounting creatures and riding them around. As Pokemon is far from the only, first, or even a game with this mechanic for more than a few years, I don't see how they can claim this.
No. 7545191 is the #PokeBall thing, which #PalBalls are very similar to, so much I was surprised they did that at the game's release (#Bugsnax at least used a non-spherical trap), but again, I'm not sure how this is unique or innovative enough for a lawsuit.
»I must not fear.
Fear is the mind-killer.
Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
And when it has gone past, I will turn the inner eye to see its path.
Where the fear has gone there will be nothing. Only I will remain."
Say it out loud if you think it helps today. Make it a mantra.
#BeneGesserit #Fear #Perseverance #WorldBuilding #PathFinding
So I ended up making my own AStar class because Godot's own AStarGrid2D doesn't support "wall that blocks entry but does not block diagonal movement" (outside of "make point non-solid but set weight very high") or "automatically update weight and solid status based on the current character's stats" without manually iterate through every point.
I just hope my implementation (entirely in gdscript) can handle more than seven monsters.
#godot #gamedev #roguelike #pathfinding