@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/
@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/