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Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
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Author (1):
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Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
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Toc

Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

A* pathfinding


Finding one's way from point A to point B can seem like an obvious enough task, but doing it in a way that appears vaguely natural tends to be a little less obvious.

The A* (pronounced "A star") family of algorithms comes from various attempts to improve upon Edsger Dijkstra's algorithm for solving the shortest path problem on a connected graph of nodes. It has become the default method of pathfinding in modern gaming.

Presented here is a simple variation of the A* algorithm, which demonstrates the core theme present in all the A* variations. This is a good starting point from which to tailor a solution optimized for your particular situation.

Getting ready

This recipe requires three, 20 x 20 pixel textures to represent a patch of ground, a segment of undecided path, and the final selection of path.

How to do it...

  1. 1. Add a class to hold the map of the landscape to be navigated:

    class Map
    {
    Rectangle arena = new Rectangle(0, 0, 20, 20);
    public int Width
    {
    get
    {
    return arena.Width...
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