A* Tricks for Videogame Path Finding
Linear Pathing
Dijkstra’s Algorithm
A* Search Algorithm
A* Tricks
Implicit Graph Data Structure
Geometry Informed Heuristics
My wife and I decided to make an 8-bit, top-down, Zelda-like game written
for the PPU466
(from CMU 15-466 Computer Game Programming course).
The PPU466 is a graphics API kind of like the PICO-8
fantasy console, in the sense that it’s restricted to 8-bit graphics,
4 colors per tile, fixed backgrounds, and a low number of sprites.
As a part of the game, I wanted our monsters...
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