Комментарии:
Bro didn’t even use a heap
Ответитьthanks im going to now code this with geometry dash triggers and a binary turing machine
Ответитьhow do you code these simulation with numbers on them in unity ?? i have no idea ... anyone any ideas?? TIA
ОтветитьThank you for explaining everything visually like this. It was exactly what I needed to finish wrapping my mind around this algorithm.
ОтветитьAny chance you can make a video about Q*?
ОтветитьThis video was so well-explained that I was able to get A* in my game from the explanations and pesudocode alone. I'll definitely still watch the rest of the series, especially for anything I might have missed or further optimizations.
ОтветитьMto bom, eu sou seu discípulo 🙏🙏🙏🤫
ОтветитьBasic question: why is the diagonal movement cost 14? In contrast to straight movement cost of 10. Thanks in advance!
ОтветитьBeautifully demonstrated and explained.
Ответитьi thought the thumbnail was the periodic table
ОтветитьI am sure it is not correct explanation of A* algorithm, it is much more complicated then on video and gives more optimized calculations. The one simple argument is that here was not used parents in nodes(cells) and this is necessary key feature of A* algorithm without which it is not A*(maybe here was explained another simpler pathfinding algorithm).
ОтветитьSorry to say this but I am more confused, how does it all work under the hood, how does it decide with such a big set of values, it would have to constantly keep comparing other values as well.
ОтветитьWatching this in 2023. Young Sebastian has so friendly voice.
Ответить8 years later still one of the best resources out there, THANKS!
ОтветитьList<Node> discovered
List<Node> source
Node start;
Character character;
discovered.Remove(start);
source.add(start);
f_cost //current lowest f_Cost
var current=start;
do{
current.GetNeighbors().Where(x=>x.CanMove(this.character)&&!discovered.Contains(x))
.Foreach(node=>{
??
//?? new path to neighbour is shorter or neightbor is not in source
//Calculate G and H
node.CalculateFCost();
//?? set parent of neighbour to current
discovered.TryAdd(node)
}
current=source.Min(node=>node.Fcost).Min(node=>node.HCost)
}
Hi, I got a question. If the path has been changed into another trajectory, how can you sustain the parent node of the current node?
ОтветитьReally nice and logical explanation, this is really the video i had been looking for 👍
ОтветитьHow come the distance between the nodes are 1
ОтветитьPlease, what is the program used in the video to visualize the algorithm? I have a homework where I need to make a video on demonstrating how the algo works, this program would be really useful
ОтветитьIts been years and I still come back to reference this video
ОтветитьThanks, Great Video.
Ответитьcan you do video on jps?
ОтветитьGreat video, thanks for taking the time
Ответитьits weird. his voice was so different back then
ОтветитьThis was a fantastic explanation. Ive watched three videos on this algorithm and this is by far the best explanation.
ОтветитьI still dont understand why at the beginning he gives the points 14
Ответитьactually I don't understand how computer count for G and H value.
Ответитьur mom
Ответитьgday
ОтветитьMan... I'm finally starting to understand it.
ОтветитьLiterally made an entire library in like 2.5 hours with this explanation, the delivery and visuals were perfect.
Ответитьwhere i can get some calculating file / program just like in the video ?
ОтветитьBrother you are life saver❤
Ответитьi know im 8 years late.. (love all of ur new vids btw!!!) but that pseudocode and explanation was exactly what i needed!! thank you for your great videos a decade later!
ОтветитьBrilliant, really.
ОтветитьGood night Sebastian.
I know your video is a few years old, but it never hurts to try!
I'm developing a project and I'm using your teaching with A* Pathfinding.
I really need your help!
Could you add an extra video teaching how enemies can avoid other enemies when the path is generated?
Thank you very much for all the knowledge and big hug!
I am confused how can we calculate the H cost, someone tell me please...
ОтветитьAwesome explanation mate. Big Like from me.
ОтветитьYour h costs are not right: for example the one on the right of node A as a H cost of 52 and the diagonal between that square is sqrt(3^2+4^2), which is exactly 5.0, if you multiply it by ten it should remain 50, not 52
ОтветитьThe tutorial is perfect, thatks a lot.
The only thing that isn't clear is where do we store the final path, the shortest one. There has to be some kind of a List
I'm really grateful for the tutorial! It helped me during 12th puzzle of Advent of Code 2022 :D
ОтветитьAfter watching other tutorials I thought that pathfinding is hell, but this one is perfectly simple, took less than 2 hours to implement it for my game
ОтветитьSo the H cost is always the exact distance from the end node, but the G cost is the distance from the current node + the current node's G cost? Is that how that's calculated?
ОтветитьGreat video! Thanks!
ОтветитьThe answer to life is 42. Taking the first step is the right answer, even if it's the wrong way.
ОтветитьTYSM!! You actually helped me understand it now, I really needed this for a sort of road pathfinding
ОтветитьI think I've watched this tutorial like 3 times already. 4th time's the charm because I finally understand A*, it's so satisfying when things just click in your head. Now I just need to actually implement the graphs for my game...
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