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A* Pathfinding in SFML 2.0
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Topic: A* Pathfinding in SFML 2.0 (Read 1823 times)
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Roose Bolton of the Dreadfort
Full Member
Posts: 113
Full-time Procrastinator, Part-time programmer.
A* Pathfinding in SFML 2.0
«
on:
March 10, 2012, 02:59:18 am »
Does anyone have an example of an A* implementation in SFML2.0 I can have a look at?
Cheers.
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Trying so very hard to finish at-least one project.
Watch out for the RAII police, they will get you.
www.bantersaurus-games.com
OniLinkPlus
Hero Member
Posts: 500
A* Pathfinding in SFML 2.0
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Reply #1 on:
March 10, 2012, 05:48:19 am »
A* is completely independent of SFML.
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I use the latest build of SFML2
thePyro_13
Full Member
Posts: 156
A* Pathfinding in SFML 2.0
«
Reply #2 on:
March 10, 2012, 05:58:19 am »
The following thread includes links to a few resources on the topic.
http://sfml-dev.org/forum/viewtopic.php?t=6945&highlight=
But as has been said, A* is independent, think of it on it's own, and then just draw the result.
EDIT: In the thread we link to a few guides, and I link to an example using SFML.
Make sure to check out Nexus' link near the end, you can skip most of the implementation using boost.
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