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Note that game engines typically use bidirectional A* for efficiency. https://github.com/sroycode/tway https://github.com/sroycode/tway
by shawn 8y ago
Note that game engines typically use bidirectional A* for efficiency.
https://github.com/sroycode/tway https://github.com/sroycode/tway
- amitp 8y agoIt wasn't long ago that Game AI Pro said “bidirectional pathfinding for A* is usually a poor choice”[1]. There's been some recent work presented at GDC 2018 about bidirectional search[2] but even there they said it was only useful sometimes. Have things been changing? I'm not in the industry so I only hear bits and pieces. [1] Chapter 17 http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter17_Pathfinding_Architecture_Optimizations.pdf http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter17_Pathf... [2] Slides https://www.movingai.com/GDC18/GDC18Bidir.pdf https://www.movingai.com/GDC18/GDC18Bidir.pdf or if you have access to the GDC Vault there's a recording of the talk https://www.gdcvault.com/browse/gdc-18/play/1025071/Bidirectional-Search-Is-It-for https://www.gdcvault.com/browse/gdc-18/play/1025071/Bidirect...