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	<title>Rocketman Development &#187; Pathfinding</title>
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	<description>Games &#38; Apps that Challenge Minds</description>
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		<title>A* and Pathfollowing Steering Behavior</title>
		<link>http://rocketmandevelopment.com/2010/11/10/a-star-and-pathfollowing-steering-behavior/</link>
		<comments>http://rocketmandevelopment.com/2010/11/10/a-star-and-pathfollowing-steering-behavior/#comments</comments>
		<pubDate>Wed, 10 Nov 2010 23:02:13 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Algorithms]]></category>
		<category><![CDATA[Pathfinding]]></category>
		<category><![CDATA[Steering]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[A-Star]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Steering Behavior]]></category>
		<category><![CDATA[SWF]]></category>
		<category><![CDATA[Vector]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=575</guid>
		<description><![CDATA[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&#8217;ll do a quick review in <a href="http://rocketmandevelopment.com/2010/11/10/a-star-and-pathfollowing-steering-behavior/" class="more-link">More &#62;</a>]]></description>
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		<slash:comments>5</slash:comments>
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		<title>A* Heuristics</title>
		<link>http://rocketmandevelopment.com/2010/11/09/a-star-heuristics/</link>
		<comments>http://rocketmandevelopment.com/2010/11/09/a-star-heuristics/#comments</comments>
		<pubDate>Tue, 09 Nov 2010 22:15:36 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Algorithms]]></category>
		<category><![CDATA[Pathfinding]]></category>
		<category><![CDATA[A-Star]]></category>
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		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=571</guid>
		<description><![CDATA[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 Method This is the heuristic function we used in our implementation of A*. The Manhattan method will <a href="http://rocketmandevelopment.com/2010/11/09/a-star-heuristics/" class="more-link">More &#62;</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Putting A* into Code</title>
		<link>http://rocketmandevelopment.com/2010/11/08/putting-a-star-into-code/</link>
		<comments>http://rocketmandevelopment.com/2010/11/08/putting-a-star-into-code/#comments</comments>
		<pubDate>Mon, 08 Nov 2010 21:57:39 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Algorithms]]></category>
		<category><![CDATA[Pathfinding]]></category>
		<category><![CDATA[A-Star]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=567</guid>
		<description><![CDATA[In yesterday&#8217;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 <a href="http://rocketmandevelopment.com/2010/11/08/putting-a-star-into-code/" class="more-link">More &#62;</a>]]></description>
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		<slash:comments>5</slash:comments>
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		<title>A* Pathfinding Basics</title>
		<link>http://rocketmandevelopment.com/2010/11/07/a-star-pathfinding-basics/</link>
		<comments>http://rocketmandevelopment.com/2010/11/07/a-star-pathfinding-basics/#comments</comments>
		<pubDate>Mon, 08 Nov 2010 02:54:41 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Algorithms]]></category>
		<category><![CDATA[Pathfinding]]></category>
		<category><![CDATA[A-Star]]></category>
		<category><![CDATA[SWF]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=555</guid>
		<description><![CDATA[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 <a href="http://rocketmandevelopment.com/2010/11/07/a-star-pathfinding-basics/" class="more-link">More &#62;</a>]]></description>
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