I’ve got my A* algorithm working to a degree. It will follow the player around in a space, but it will not go around an object which involves moving farther away from the target in order to get around it. When it realises the next node has a higher F value (is farther away from the target), it will refuse to go there and will just keep looking for a lower F value (closer node to the target) without finding one (it’s stuck in a never ending loop).
I think my understanding of the use of heuristics might be the problem.
My A* always moves to the next node which has the lowest F value (H+G). I never take the G or H value into account other than adding them in F.
On tutorials I’ve read, they talk of using the G value, but I thought the F value was the only important one.
Could someone just sum up how I use the heuristic values please. I think I’m almost there, it’s just the use of the heuristics is confusing.
Are you keeping a priority queue of alternate path segments? If you just look at the lowest-cost next step, you won’t be able to go around obstacles.