A* PATHFINDING ALGORITHM
This project highlights the challenges in navigating an object between two points with obstacles in the way. This is done by using an algorithm, which gives the object the appearance of simple AI. The method focused on in this investigation is called A* (pronounced A-Star)
This demo shows a grid of nodes where an object must move from the starting (green) node to the target (red) node without moving across any (blue) obstacle nodes. The final path (if successful) is highlighted by the yellow nodes with circles.
Although completely optional, I chose to not cut corners diagonally. This was to improve the AI and prevent any unrealistic routes.
Visual Studio 2008
WHAT I LEARNED
Theory of A* and Dijkstra's pathfinding.
C++ STL (vectors and maps)
Using a created rendering library
Debugging techniques (breakpoints, stepping over/into, call stack)