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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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