With an understanding of the fundamentals of A*, let's start implementing it in our game. This will allow the enemies to follow our player around the level regardless of its topology.
With a complex algorithm such as this, having a visual representation of what's happening is really helpful. Wherever it's appropriate, we will take a look at a visual representation of what's happening using the following example:
Let's start by taking a quick look at the
Tile struct that was defined in
Level.h. As we've seen, a node contains quite a few values. In the implementation, it's the level tiles that will ...