I have implemented a similar demonstration using the Djikstra method, incorporating 'cost' into each node. Have you tried these algorithms, and if so, is there a reason why you chose A*?
@gangsta004 The maze is a simple collection of blocks. The maze itself is stored in a very simple 2D array. This serves two purposes. It allowed me to generate the blocks themselves, and it also acted as a set of map nodes. A* uses these nodes in order to navigate from one point to another, and avoids the need to raycast in order to find walls. The source is available on my website if you want to take a look at it.
I have implemented a similar demonstration using the Djikstra method, incorporating 'cost' into each node. Have you tried these algorithms, and if so, is there a reason why you chose A*?
WirelessRamsey 1 year ago
@gangsta004 The maze is a simple collection of blocks. The maze itself is stored in a very simple 2D array. This serves two purposes. It allowed me to generate the blocks themselves, and it also acted as a set of map nodes. A* uses these nodes in order to navigate from one point to another, and avoids the need to raycast in order to find walls. The source is available on my website if you want to take a look at it.
dsoltyka 1 year ago