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So basically A* is just a Dijkstra's algorithm with a heuristic function that tries to choose the best next open node. now things are starting to get even more interesting :) Note: sorry about assembly gradius remake, i still haven't give up, ... Using Dijkstra´s algorithm running at 120 times per second on a dedicated thread this save the FPS but increase the CPU usage.

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Using Dijkstra´s algorithm running at 120 times per second on a dedicated thread this save the FPS but increase the CPU usage. I am using Dijkstra´s Algorithm running on a dedicated thread at 120 times ...

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  • Using Dijkstra´s algorithm running at 120 times per second on a dedicated thread this save the FPS but increase the CPU usage.
  • So basically A* is just a Dijkstra's algorithm with a heuristic function that tries to choose the best next open node.
  • now things are starting to get even more interesting :) Note: sorry about assembly gradius remake, i still haven't give up, ...
  • I am using Dijkstra´s Algorithm running on a dedicated thread at 120 times ...

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Java RPG Game Path Finding (Basic AI)

Java RPG Game Path Finding (Basic AI)

Using Dijkstra´s algorithm running at 120 times per second on a dedicated thread this save the FPS but increase the CPU usage.

Java RPG Game Path Finding (Basic AI) Multiple Entity

Java RPG Game Path Finding (Basic AI) Multiple Entity

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So basically A* is just a Dijkstra's algorithm with a heuristic function that tries to choose the best next open node. Maybe i can ...

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