How can I implement pathfinding in my C++ game?
You can use algorithms like A* or Dijkstra's to implement pathfinding. Do you have a specific scenario in mind?
I'm working on a 2D platformer. How would A* work in that context?
In a 2D platformer, A* can help your characters find the shortest path to a target while avoiding obstacles. You'll need to create a grid representation of your game world.
What data structures should I use for the grid?
A 2D array or a vector of vectors in C++ can be effective for representing the grid. Each cell can store information about walkability.
Can you give me a simple code example?
Sure! Here's a basic outline of how you might set up the grid and implement A* in C++.
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