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As a game developer for a grid based puzzle game (https://thinky.gg https://thinky.gg - one of the games Pathology is a game where you have to go from Point A t
by k2xl 1y ago
As a game developer for a grid based puzzle game (https://thinky.gg https://thinky.gg - one of the games Pathology is a game where you have to go from Point A to Point B in shortest amount of steps).
I have found A* fascinating not because of the optimization but also from the various heuristics that can be built on top of it make it more generalized for other types of pathfinding.
Some devs have built solvers that use techniques like bidirectional search, precomputed pattern databases, and dead locking detection.
- ncr100 1y agoJust a note about bidirectional, or "double-ended" as I learned it - this can be very useful (i read 30% speed-up) for City / National Road searches. One also has multiple layers of roadways of varying arterial significance, allowing higher speed (lower weight) travel, with real-world roads. It was used at a mapping job to great boon by our backend.