Hoping for some advice on AI pathfinding terminology
Basically I have a town made of individual hex shaped tiles with buildings on them. Each tile will have footpaths too, and my little people will hopefully wander around the paths, travelling to other tiles via their path connections.
I’m fine with learning this stuff but just not sure exactly what terms to search for to get started!
Should I be looking up specific #Godot features for finding routes? Algorithms? Help!
Basic #pathfinding is not hard. What hard is to make it use less resources and calculate as much paths as possible.
I just throw at you some links to study:
* How to implement A*
https://www.redblobgames.com/pathfinding/a-star/introduction.html* How to optimize A* for bigger maps
https://www.youtube.com/watch?v=RMBQn_sg7DA
https://www.youtube.com/watch?v=anGdYJu_eH4
https://web.archive.org/web/20190411040123/http://aigamedev.com/open/article/clearance-based-pathfinding/@teahands @gamedev I think the term you are looking for is ‘A-star’.
Godot has build-in A-star algorithm for use which is best for tile-based (or just a lot of pre-defined points like in 2000s FPS) pathfinding, somewhere in scripts.
And it has more fancy navigation which is more for free-flow polygonal world. That is something far more complex than A-star, like ‘just use library we have’