Algorithms
A* and Pathfollowing Steering Behavior
Nov 10th
Vehicle Following the Path
In the last three posts, we explored the how A* works, then we put A-star into code, then we looked at different heuristics for A*. Now we will combine A* pathfinding with the path following steering behavior.
We have already done most of the work to do this. But we’ll do a quick review in case you missed those posts.
A* PathfindingIn A* we take a grid of cells and find a path from start to finish. Each cell has an x,y for location, a parent for creating the path, and F, G, and H values for calculating the More >
A* Heuristics
Nov 9th
In the first post on A*, we explored the theory behind A*. Then we took A-star and put it into code. Now we will look at different heuristics for A* and how they affect the path.
The Manhattan MethodThe Manhattan Heuristic produces this path.
This is the heuristic function we used in our implementation of A*. The Manhattan method will get you to the end cell in the least steps, but it doesn’t always guarantee the shortest path. It will usually give the shortest path, but it if doesn’t, the chosen path won’t be too much longer. The Manhattan heuristic overvalues the cost More >
Putting A* into Code
Nov 8th
In yesterday’s post on the basics of A star, we explored the theory behind A*. Today we will take that theory and put it into code.
Because A-star uses a grid made up of cells, we need some classes to store that data. First the cell class:
package com.rocketmandevelopment.grid.cells {
import flash.display.Graphics;
public class Cell {
public var f:Number = 0;
public var g:Number = 0;
public var h:Number = 0;
public var isClosed:Boolean = false;
public var isOpen:Boolean = false;
public var isWalkable:Boolean = true;
These public variables are the key variables that a cell needs to have. The F, G, More >
A* Pathfinding Basics
Nov 7th
A* (A-star) is an algorithm used for pathfinding. Pathfinding is where a computer computes the shortest (or best) path from a start point to an end point through a grid or nodes.
We will be using a grid to find a path. The green cell is the start point and the red cell is the end point. The computer must find the shortest route from start to finish without going through the walls.
We are using a grid because it is a simple way to represent the concept behind A-Star. You can use this same algorithm to find a path through connected More >
AS3 2D Ray Casting For Collision Detection
Jul 8th
Ray casting is a technique usually used in 3D worlds (often for rendering). Ray casting is exactly what it implies a ray is cast from a start point until it hits something (or a max length, so the computer doesn’t die). Ray casting in 2D is great for collision detections, especially fast-moving objects (bullets).
In this post, we will learn the basics of ray casting in 2D, then we will apply it to bullets in a simple environment.
A ray is just a line. It has a start point and an end point. In order to use this method effectively, we need More >







