Alert icon
We're changing our privacy policy. This stuff matters.  Learn more  Dismiss

XNA Pathfiding Demo

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
2,099
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Feb 10, 2010

A* pathfiding with XNA.

Category:

Science & Technology

Tags:

License:

Standard YouTube License

  • likes, 0 dislikes

Link to this comment:

Share to:

Uploader Comments (diegocbarboza)

  • Yes, the search has been given only a tiny time frame per Update call, so we can see what's happening. The real search takes only few milliseconds.

see all

All Comments (5)

Sign In or Sign Up now to post a comment!
  • this is the Djikstra Algorithm, not A*

    looks nice though, did a program like that for A* once but it was in the console. :D

  • Yes, like the other comments say, this is clearly not a proper A* implementation, since A* is depth-first, not breadth first like your video. That said, its still pretty cool.

  • A* pathfinding is inherently depth-first, because it includes a path-cost heuristic (normally the linear distance to the goal, in a game). Under normal consistions it is much faster than breadth-first exhaustive search, which is what this appears to be. Pathfinding that grid with A* should take microseconds not milliseconds, but perhaps you were intending to show exactly that.

  • I take it there is a reason for the slowness of the Breadth Search?

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more