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How to Do PATHFINDING: A* Algorithm (The Thing That Most Games Actually Use)

In this video we review BFS/DFS, Dijkstra's algorithm, and then learn the principles and implementation of A*. This is the pathing algorithm used in many AAA games, since it is most often better performing than Dijkstra's by using estimates to reduce the search space.

That's a wrap for this series for now! I will post my "roadmaps" for the month on the Patreon blog (see below), I'll link this post on Twitter and Facebook as well. So look out for June's plan in the coming days!

Further reading on admissible heuristics: https://en.wikipedia.org/wiki/Admissible_heuristic (Yes, I am linking you to Wikipedia)
http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html (I love this guy's website)

NOTE: If you have any corrections to point out, please do leave a comment and I will keep a pinned comment with a running list of clarifications.

Planning on doing this ^ for all my videos from here on out, since annotations are being deprecated, and mobile users can't see them anyway, AND since I always forget or flub at least one thing in my 10-30 minutes of talking :)

Github of this series: github.com/anneomcl/PathfindingBasics

Check out my Patreon, all funds go directly back to the show: https://www.patreon.com/thehappiecat

Find challenges and ask questions here: https://www.reddit.com/r/TheHappieMakers/
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Видео How to Do PATHFINDING: A* Algorithm (The Thing That Most Games Actually Use) канала TheHappieCat
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31 мая 2017 г. 20:00:01
00:30:35
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