Added: 2 years ago
From: Dooobs
Views: 10,257
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  • There's a hot girl who works at the coffee shop near my place. Do you think A* would work in helping me find a way to a date with her? And what's the shortest, least expensive path into her bedroom? :-(

  • thx cool tut

  • can anyone give suggestions on the most efficient way to record all the data (aka. the best way to "remember" tiles) in order to allow the program to easily "realise" that it has already been on a tile ? :)

  • Hi Dooobs :) I have read many articles to understand the AStar concepts, but your video is by far the one that helped me the most to code it. Thanks Again

  • very good =) i am trying to make this in my RPG... is it easy to do with points aswell? (since i don't have tiles in my game)

  • @YourAppleTechHelp Hey, sure. Essentially there isn't really much of a difference between a point and a tile. In fact in my code they are labeled 'Nodes' and the way they are linked is to just have a connection between to nodes. So in that sense the tiles (or nodes) don't even to be next to each other. You could have them spread out as much as you like as long as each node has at least one connection.

  • This is breadth first search? Or am I being confused?

  • hey, doooooobs where is scooooobs!?!

  • I dont like how you say...it "realizes"...it would be nice if u explained whats happening

  • This is a very clear graphical explaination to the A* algorithm! A cookie for you Dooobs! :D

  • Thanks a lot!

    I was working on A* on a node network but it failed. This was really step by step and finally I figured it out. Rewrote what I had earlier but now it works perfectly!

    Thanks to you.

  • So once you reach the finish node, how do you determine which path to take?

  • thanks a ton.....u made it quite clear!!!!

  • thankz a lot...

  • Nice tutorial, thanks for sharing!

  • Thanks for watching :)

  • Cool tutorial.

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