How can I optimize pathfinding algorithms for my game?
You can optimize pathfinding algorithms by using techniques like A* search, hierarchical pathfinding, and caching.
What is the A* search algorithm and how does it work?
A* is a popular pathfinding algorithm that uses heuristics to find the shortest path efficiently by evaluating nodes.
Are there any specific heuristics I should use with A*?
Yes, common heuristics include Euclidean distance for grid-based maps and Manhattan distance for grid-like environments.
How can I implement caching in pathfinding?
You can cache previously calculated paths and reuse them when the same start and end points are requested again.
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