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(1 edit)

It's a graph algorithm to path selection, here is a good explanation https://www.redblobgames.com/pathfinding/a-star/implementation.html

I always do the movement in one of two ways: 

- As I use Godot, if I have a non movement frenetic use case I use navigation agent 2d/3D.

- If I am using another engine or don't feel like using nav agents, I use the scent chasing. Where I put "scents" with position data every certain time to the chaser object, so they follow these points.

- I create a preconfigured grid with many position components, then I apply A* over this grid. I used this when I was trying to create a clone of hotline miami, the game was a failure xD but the algorithm worked hehe.

Most of the trending engines already have implementation of this algorithm, so you don't have to reimplement it again and again.

Thanks brother, God Bless Us