A 15 minute-ish rapid fire overview of the A* algorithm and how it can be used for pathfinding in games development.
Artificial Intelligence in Games: https://amzn.eu/d/fGpdqHc
Game AI Uncovered (Volume One): https://amzn.eu/d/9mTfYcD
Game AI Uncovered (Volume Two): https://amzn.eu/d/2NdxyWD
Game AI Uncovered (Volume Three): https://amzn.eu/d/hBXAbx7
© 2025 Paul Roberts
References:
Hart, P. E., Nilsson, N. J., and Raphael, B. (1968) A Formal Basis for the Heuristic Determination of Minimum Cost Paths, in IEEE Transactions on Systems Science and Cybernetics. 4 (2): 100–7. doi:10.1109/TSSC.1968.300136.
"Ethereal Relaxation" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/