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Question by Caiuse · Jul 28, 2012 at 06:12 PM · pathfindinggrid

Best approach to generating a grid for basic A* pathfinding

Quick Overview :


I'm going to be generating a multidimensional array (or list depending on what works best) of world positions that will make up my grid. My plan is to use the A* pathfinding algorithm to plot my characters movement through this grid.

The Question:


My first thought is as I'm going to be using A* I will probably need to create a "Node" class wrapper for my grids world positions to store various data such as the h cost, and g cost etc. Do I necessarily need to wrap my world positions in a class, what is the best approach to my grid generation in this case? Also what would you recommend storing the grid as, multidimensional array, or just straight list?

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Answer by Kryptos · Jul 28, 2012 at 07:37 PM

A class would be better than a struct. Because classes are passed as reference whereas structs are just copies.

So I would suggest something like:

 public class GridNode
 {
     public Vector3 v3Position;
     public float fHCost;
     public float fGCost;

}

As for the data structure, since A* means moving a lot nodes from/to lists, then use lists of lists.

Take a look at this alternative to straight A*: http://aigamedev.com/open/tutorials/theta-star-any-angle-paths/

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