Easy A* (star) Pathfinding
<p>Today we’ll being going over the A* pathfinding algorithm, how it works, and its implementation in pseudocode and real code with Python .</p>
<p><em>Looking for just pseudocode or source code? Scroll down!</em></p>
<p>If you’re a game developer, you might have always wanted to implement A* as character (or enemy) pathfinding. I know a couple of years ago I did, but with my level of programming at the time I had issues with the current articles out there. I wanted to write this as an easy introduction with a clear source code example to A* pathfinding so anyone can easily pick it up and use it in their game.</p>
<h1>F = G + H</h1>
<p>One important aspect of A* is <code>f = g + h</code>. The f, g, and h variables are in our Node class and get calculated every time we create a new node. Quickly I’ll go over what these variables mean.</p>
<ul>
<li>F is the total cost of the node.</li>
<li>G is the distance between the current node and the start node.</li>
<li>H is the heuristic — estimated distance from the current node to the end node.</li>
</ul>
<p>Let’s take a look at a quick graphic to help illustrate this.</p>
<p><a href="https://medium.com/@nicholas.w.swift/easy-a-star-pathfinding-7e6689c7f7b2"><strong>Click Here</strong></a></p>