Learn how the A* algorithm can be applied for pathfinding in turn-based strategy games using square or hexagonal grids. This tutorial breaks down the algorithm's step-by-step process, including the use of open and closed lists, calculating costs (G, H, and F values), and an implementation example in C#. Understand how the algorithm can efficiently find the shortest path while considering potential obstacles.
Table of contents
A pathfinding issueOpen and closed ListWhat is G?A word about HFinally FA* AlgorithmFinding PathBacktrackingHexagon gridImplementationSummarySort: