A* Pathfinding Algorithm


We now have a pathfinding algorithm, the same kind that Joar used actually, just accounted for 3 dimensions!

The concept of an A star algorithm is sadly not complicated at all,  its just the equation f(n)=g(n)+h(n). In pseudocode: G (the distance to a node (not the target node))  + H (the distance between the node and the target node) = F cost.  The lower the F cost, the more likely that is where the seeker is going to its target! It all happens within a frame which really confused me at least. With the pathfinding out of the way for now, I can actually work on creature AI.

This also means that we are getting closer to another playtest. Ive been playing around with map creation and am working on an amphitheater remake from in game. I have been using the same brick texture for everything so this is probably a good time to start with the art direction as Im working on maps! Ive been chipping away at the movement matrix thing and have most of the base movement implemented. All I am missing is backflipping, sliding, and the following under those two like slide hopping and whiplashing. All that being said Ill start making another youtube devlog, though it will take some time.

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