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Comment by warent

I just got into the weeds of this for a hobby game I'm working on.

What I've learned is that A* is largely deprecated these days. Modern games mostly use "navigation meshes" for "any angle" pathfinding to address what is otherwise an np complete problem. The idea is that you generate a set of vertices across your terrain and compute the path from there.

One of the current leading experts in this is Daniel Harabor. His papers are brilliant

http://harabor.net/data/presentations/gdc2019.pdf

https://harabor.net/daniel/index.php/pathfinding/

parent warent 3 years ago

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