How to Adapt A* Pathfinding to a 2D Grid-Based Platformer
In this series, Daniel Branicki explains how to modify a standard A* pathfinding algorithm to work for platformers by taking into account the way gravity restricts vertical movement. The new algorithm could be used to create an AI character that follows the player, or to show the player a route to their goal, for example.
Posts in this series
How to Adapt A* Pathfinding to a 2D Grid-Based Platformer: Theory
How to Adapt A* Pathfinding to a 2D Grid-Based Platformer: Implementation
A* Pathfinding for 2D Grid-Based Platformers: Adding One-Way Platforms
A* Pathfinding for 2D Grid-Based Platformers: Different Character Sizes
A* Pathfinding for 2D Grid-Based Platformers: Making a Bot Follow the Path
A* Pathfinding for 2D Grid-Based Platformers: Ledge Grabbing