Category:A*
From StoneHome
A* is a pathfinding algorithm which is surprisingly generalizable and which allows for more complex path requirements than simple distance and availability, and which isn't wedded to any particular data representation or layout. A* a mechanism for a surprisingly broad number of decision-making behaviors involving the general concept of weighted pathfinding. To that end, there are several articles explaining A*, comparing it to other algorithms (such as Dijkstra's Walk,) and so forth. Also, some of the other categories contain brief references to or shallow applications of A*, such as the hex grid tutorial and so forth.
Maybe more notably, when I get around to finishing it, this page is going to house my stupidly overengineered generic A* machine, a huge and ungainly C++ template with certain odd requirements that allows magical application of A* to pretty damned near anything you can think of. Once it's finished I'll probably tear it up and try to gold-plated STLify it, but for now, there are too many other things I'm not getting done.
