A* (A-Star) is the industry standard for pathfinding in games. It combines the strengths of Dijkstra’s Algorithm (guaranteed shortest path) and Greedy Best-First Search (fast, goal-oriented) using a heuristic.
Every node n is evaluated using:
f(n) = g(n) + h(n)
n.n to the goal.The heuristic must be admissible (it never overestimates the cost) to ensure the shortest path.
abs(dx) + abs(dy).sqrt(dx^2 + dy^2).f from Open Set.parent pointers.public List<Node> FindPath(Node start, Node goal) {
var openSet = new PriorityQueue<Node>();
var closedSet = new HashSet<Node>();
start.g = 0;
start.f = Heuristic(start, goal);
openSet.Enqueue(start);
while (openSet.Count > 0) {
Node current = openSet.Dequeue();
if (current == goal) return ReconstructPath(current);
closedSet.Add(current);
foreach (var neighbor in current.Neighbors) {
if (closedSet.Contains(neighbor)) continue;
float tentativeG = current.g + Distance(current, neighbor);
if (tentativeG < neighbor.g) {
neighbor.parent = current;
neighbor.g = tentativeG;
neighbor.f = neighbor.g + Heuristic(neighbor, goal);
if (!openSet.Contains(neighbor))
openSet.Enqueue(neighbor);
}
}
}
return null; // No path found
}