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Archive for September, 2016 (2016/09)

Fog of War


In previous posts I

Pathfinding with A* (A Star)

Labor Day weekend gave me an opportunity to implement pathfinding.  Here’s notes on some of what I read.  BFS (breadth first search) explores equally in all directions.  Dijkstra favors lower cost paths.  A* is modified Dijkstra optimized for a single dst (uses heuristic to search towards dst).  A* is the standard pathfinding for games (I also used it in college game projects ~12-14 years ago), so it