Welcome to part one of my two part series on path finding!
In this first part we will be looking at the amazing A* (A-Star) pathfinding algorithm which is probably one of the most precise and performance friendly pathfinding algorithm out there at the moment.
In part two I am going to show you that although A* is great, that it isn’t always the best algorithm for the job. I will be showing you how we can add pathfinding to the tower defence game made in the previous series using a Breadth First algorithm.