A* Pathfinding engine
Hi,
One of the main reasons that I wanted this blog, is to use it as a homepage for my A* engine. This is a short intro about A* pathfinding.
A* is a pathfinding engine. It searches the fastest route between 2 given points, in a Tile Based map. If that’s confusing to you, imagine a game like Zelda. In Zelda, you play a character named Link. Link has to save the princes (Zelda) and encounters many enemies a long the way. Well, this engine could (!) tell the enemies how to behave when they see Link. The enemies should have a descent way to get to Link, so that they can attack him. But how can the enemies find their way to link? That is done by using a PathFinding engine.
Another example is habbo (http://www.habbohotel.com/habbo/en/) . If you click somewhere on the map, your character will move there. This is also done by a pathfinding engine.
I’ve chosen A* because it supports a wide range of features. You can give costs to tiles, you can make them walkable or not, you can chose to use clipping (going diagonal) / no-clipping / semi clipping, you can set a different move cost to go diagonal, etc …
That’s it for the introduction. I will be posting all the documentation files here, including the source code and a component to make it easy to use for everyone !
I hope you guys are interested :).