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
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/