I have a degree in Computer Science. I taught algorithm analysis in college. I've been a developer for more than 10 years. This is hands down the best introduction and demonstration to A* I've seen on youtube. Concise, comes with visual examples, comes with code, and comes wiht references to other videos. WELL DONE DUDE. You just made my day.
@lollol-tt3fx2 ай бұрын
wiht
@MiruoartАй бұрын
Do you still have a job? Serious question.
@Paul-zh2jp3 жыл бұрын
there aren't enough tutorials (in general) that just look at code and explain it. it feels like a better use of my time than watching someone type. ty for that. i'm also always surprised how your videos are about something commonly needed but that i've rarely seen covered
@Tarodev3 жыл бұрын
This is a topic I constantly flip back and forth on (explaining typed code, or typing live). I did a poll months ago and most people said they prefer it being typed live, as it shows the thought process better, but obviously more advanced devs prefer pre-typed. So I do a bit of both. Glad you liked it!
@chchappa3 жыл бұрын
The time you took to make it so visual, I really appreciate it. I've never tried pathfinding and I am delaying its implementation in my own game just cuz it looked very difficult. But your explanation and way of showing so graphically for every step made it really helpful. Thanks and I hope this channel keeps growing.
@Tarodev3 жыл бұрын
Thanks for saying that! It makes the large time investment worth while.
@MatthewAWinston2 жыл бұрын
@@Tarodev Clear thinking, clear explanation, and clear visuals. Top notch! Had me subscribe right away.
@sc43342 жыл бұрын
I went from day 1 feeling like this was impossible, to day 3 creating my entirely own method of implementing A* pathfinding because of how you explained the rules so in depth. It's much better to have a video like this where it explains the concept and rules / fundamentals rather than just doing it and saying to copy it. Thank you very much for your work on this. Saved my life!
@Tarodev2 жыл бұрын
That's amazing man, well done!
@SpencerYonce Жыл бұрын
I can't thank you enough for this video. No one has ever made a video that made me fully understand the algorithm like this one. Simple and to the point. Thank you greatly.
@akmaludddin92818 ай бұрын
its either the viewer is smart enough to understand your video or your way of teaching is so good that even i can understand the A* pathfinding. but the most importantly, u give us the code :D I hope you all have a fun and great days, Thx!
@pa_de_queijo2 жыл бұрын
You are SPETACULAR! Most simple/complete A* video I've ever seen. It just works as magic!
@Tarodev2 жыл бұрын
Ah, why thank you 😊
@VikkersOlfsson Жыл бұрын
Legendary A* walk through. A hero the people need!
@Tarodev Жыл бұрын
Thinking about re releasing this with a few editing fixes
@judasdedalosson8105 Жыл бұрын
Wow really good explanation of the algorithm! Very informative and to the point. No unneccessary talking but still all the information needed! Great video! Thanks to you I understood simply how to implement this algorithm in just 20 minutes (stopping your video when coding myself)! Great video! Thank you very much!
@lukelyu32647 ай бұрын
I've watched a bunch, the best A* explanation so far! Thanks
@JulienVanier3 ай бұрын
It was fun and straightforward for me to implement A* based on your video. Thanks!
@lynnnr13193 жыл бұрын
What a timely upload! I was just finishing writing some work and reviewing A* was one of the things I had left to finish it. Thanks for the great explanation and presentation!
@MegaLolStorm3 жыл бұрын
I came across your videos a few weeks ago and ever since I was hooked. you explain concepts so well and so clearly. Keep up the great work!
@Tarodev3 жыл бұрын
Thank you so much! Glad to have you on board
@rize21373 жыл бұрын
Hey, wanted to say that I enjoy your simple format of these videos. Even tho I already understand topics you present it's still enjoyable. And these eye-candy effects and graphics do a lot!
@Tarodev3 жыл бұрын
Glad they are still entertaining even if you know the topic! Thanks mate
@gadgetboyplaysmc3 жыл бұрын
I swear to God, your videos are the best. I always loved watching Sebastian Lague's videos on these. You go into them with so much detail and I really appreciate it. What's the secret?
@Tarodev3 жыл бұрын
Even mentioning Sebastian in the same sentence as me is an honor. The secret is I get fueled by comments like this and seeing how I help people, so thank you!
@stephenkirby67882 жыл бұрын
Top tier/very professional, in both production and subject matter explanation.
@Tarodev2 жыл бұрын
Thanks buddy
@ragerungames3 жыл бұрын
man this is amazing. Previous video I watched on A* was going above from my head and I couldn't understand the meaning of G and H cost, from this everything is clear from the first minute of the video. Thank you for creating amazing content. I can imagine where your youtube channel gonna be in near future!
@Tarodev3 жыл бұрын
Thank you so much! This is exactly what I set out to provide in this video, so that makes me happy 😊
@ragerungames3 жыл бұрын
@@Tarodev Hope to see some small game tutorial series (with intermediate concepts) on your channel in parts soon 😍
@Vastlee3 жыл бұрын
It's probably because the other tutorial said "H Cost". Here it's careful explained as Haych Cast. Much easier to comprehend.
@libberator58913 жыл бұрын
I give this video an A*!! That intro though 🔥🔥🔥
@Tarodev3 жыл бұрын
That's cheesy bro
@julia_petcos3 жыл бұрын
Mark my words this video is about to blowup
@Tarodev3 жыл бұрын
Bless you
@JW-uu9je Жыл бұрын
Thank you kindly for the download. I followed both yours and Code Monkeys tutorials on grids and pathfinding. I learned a lot, but a lot is also way over my head. The download works seamlessly and I am excited to dive into the code! Thanks for all that you do :)
@Hassanali-jr4yb Жыл бұрын
amazingly done & thanks i' have never done any algorithm myself but think this would be the first one, subscribed for more.
@_g_r_m_3 жыл бұрын
I thought it was way more complicated, but it's pretty straightforward. btw i would like a video on optimization
@gadgetboyplaysmc3 жыл бұрын
Same would love a video on optimization. Sebastian has done something with Binary Trees apparently, but I couldn't get my head wrapped around it haha
@Tarodev3 жыл бұрын
@@gadgetboyplaysmc His implementation is very good (obviously, it's Sebastian), but I could certainly do it in the next video in a more beginner-friendly way. Or maybe I could just do a general binary tree video explaining how it works and mention at the end "By the way, you could use this to replace the F cost calculation in A*". I'll have a think
@shannonrowe94023 жыл бұрын
@@Tarodev One quick win is to change the processed list to be a HashSet, for quicker .Contains checks. And then yeah, a min heap tree for the search list, which takes a fair bit more work. It's also possible to convert everything to Burst and C# Jobs, including the heap - I've done it, but it sure took a lot of head-scratching and probably wouldn't make for an easily explainable YT video. Anyway, great job on this one making the general A* principles easy to understand.
@Tarodev3 жыл бұрын
@@shannonrowe9402 Ohhhh, the hashset is something I didn't think about! Very interesting.
@pliniomourao3 жыл бұрын
I will just say but i don't recommend go into it without learning and playing alot, but implementing A* with JOBS (ECS) have an huge performance impact. I tested it and it's faster and can utilize all the threads your CPU may offer decreasing the amount of work for a result. Specially in bigger maps.
@broneslav5473 жыл бұрын
Wow, great work! Pure and simple
@MrJanos2 жыл бұрын
This was an extremely good video and the apps look REALLY educative and fresh! I have to learn and try to spread these programs for you! It is amazing how such simple applications can explain so much! MUCH LOVE FROM SWEDEN!
@Tarodev2 жыл бұрын
Thanks Jonas from sweden!
@CaptainGerBear Жыл бұрын
I had to shave and finesse in order to get this to work in my project, but extremely helpful overall, thank you very much.
@Tarodev Жыл бұрын
Shaving and finessing is the perfect way to learn
@star_smells6451 Жыл бұрын
Thankyou so much, I'm recreating a game in Roblox that uses A* path finding, this helped me to create my second version ever, (my first was technically by chat gpt) Although yes this is another language for code, my brain somehow translated it! THANK YOU FOR THE VISUALS TOO!!!! You deserve every subscriber and likes
@Tarodev Жыл бұрын
That's awesome 😂
@hamedbabamohamadi90173 жыл бұрын
One epic music on an epic video! well done.
@Tarodev3 жыл бұрын
Intro wasn't too dramatic? 😂
@hamedbabamohamadi90173 жыл бұрын
@@Tarodev that was awsome :))
@thepizzafoogle54812 жыл бұрын
Thanks very much for this tutorial, its straightforward and explains things well!
@datablob3 жыл бұрын
Excellent stuff as always!
@Tarodev3 жыл бұрын
Love you blobby
@nopens Жыл бұрын
Thank you. I still have troubles understanding how it works but it does. My implementation on pygame does indeed find the shortest path after watching this video.
@accumulator48257 күн бұрын
Great explanation, thank you
@SayedSafwan3 жыл бұрын
Amazing as Always!Keep it up!
@DanPos3 жыл бұрын
Nice, will be sure to watch this on lunch later!
@DanPos3 жыл бұрын
Awesome stuff and well explained - I actually prefer this method of not doing it the most optimised way at first, just to get your head around the concept, a lot of other tutorials out there set off to be the most highly efficient way of doing it but then it just gets confusing about what actually is the core basics of the algorithm. I'll have to check out the code monkey video on the job system version out of curiosity.
@Tarodev3 жыл бұрын
@@DanPos I started out with pure optimization and then when I went to explain it, it was way too convoluted. I'm glad I dumbed it way down. Code monkeys tutorial for example is hyper-optimized (the jobs one, not his first one), but very hard to follow for new devs.
@Fewnity2 жыл бұрын
Wow thanks you now I understand how A* works!
@Tarodev2 жыл бұрын
Mission accomplished :)
2 жыл бұрын
That was such a great explanation. Thank you 😊
@bro-rubro9 ай бұрын
amazing, simply so good that it was enough for me to learn and also enjoy...
@minigun623 жыл бұрын
This is exactly what I've been looking for thanks for the video man, really explains it nicely.
@JoschinoDev3 жыл бұрын
Great Tutorial and great visuals, made it really easy to understand. Just one thing around 6:30 the bg music was a bit to epic/loud.
@Tarodev3 жыл бұрын
Yeah... you're right >< I'll keep an eye on that for the next videos
@pliniomourao3 жыл бұрын
Very good explanation! You should think about adding a video for advanced users to turn your example/tutorial into JOBS as it can gain alot of performance.
@Tarodev3 жыл бұрын
It will certainly be in part 2, along with a few other tid bits :) Glad you enjoyed it!
@DerAua3 жыл бұрын
Very good explanation!
@JameelAhmed-u8m Жыл бұрын
You are a genius Sir, Salute!!!
@spudtaters84196 күн бұрын
At 7:30, it look like the initial search is wrong, it shouldn't have gone left for the first move, the node on the right is clearly closer to the target linear distance wise. So the G cost shouldn't have needed to be updated in the first place. The whole point of A* is if you see a node, you already know the best path to it. Also, it's very unclear why some cells are gray, vs just white and black.
@PandemoniumGameDev3 жыл бұрын
Nicely explained and a great presentation, subbed!
@РоманЛебідь-ш3ы2 жыл бұрын
Great video, but i have 1 last question: what a *current.Neighbors* array we have see in *foreach* loop on 4:38 ? How did you found the neighbors?
@istegal80793 жыл бұрын
Hello, I would be very interested in the optimization follow up, and also in a fix for units moving through gaps vertically. I don’t really know how to explain it, but basically if two blocks are diagonal to each other the unit can pass between them, assuming you allow diagonal movement on a square grid
@hagen.360 Жыл бұрын
Very interesting! Thank you!
@money_hyde Жыл бұрын
Jessussssssssss man FINALLY a video I understand
@pliniomourao3 жыл бұрын
in 6:55 where do you first set the neighbor for the "startNode"? Reading the logic of it. it will never enter the first iteraction of the foreach, because "current.Neighbors" is empty. Unless before calling "FindPath", you already filled the neighbors of startNode.
@Tarodev3 жыл бұрын
The neighbours are cached at scene load, so you don't need to assign neighbours :)
@pliniomourao3 жыл бұрын
@@Tarodev on the grid build right? In my thinking process: 1. Construct the grid 2. Define the Node data by working on their neighbors. Therefore when calling "FindPath", it is already there. Thanks.
@RandomProduct3 жыл бұрын
I know it's supposed to be a literal target, but all I can think is "oh man that octopus really needs to go to Target, what's he getting?"
@Tarodev3 жыл бұрын
He's getting a nice wall plant and bedside lamp
@leonidus1012 жыл бұрын
I know A*, but the way you explained it is an ART! Even my cat would understand it and start to code :D BUT - the background music is probably unnecessary.
@Tarodev2 жыл бұрын
Since then I've learned what volume levels voiceover/music/sfx should be. Wish I could go back and change it :D
@juke-duke3 жыл бұрын
This is great! Are you gonna be doing other pathfinding algorithims?
@Tarodev3 жыл бұрын
Yes I think I may. Or at least a quick comparison of a few popular ones
@xdcedar3 жыл бұрын
The nested `if` statement at 7:10 confused me a little bit since `!inSearch` appears twice there.. How about splitting it into two parts? like this: ``` if (!toSearch.Contains(neighbor)) { // set G and Connection // set H and Add Node } else if (costToNeighbor < neighbor.G) { // only set H and Add Node } ``` It seems clearer to me ;) Oh wait..I come up with a better idea..Just pull the inner `if` statement out of the outer one: ``` if (!inSearch || costToNeighbor < neighbor.G) { // set G and Connection } if (!inSearch) { // set H and Add Node } ``` It works in the same way, but now there is no duplicate code or nested statement anymore~♪(´▽`) Easier to understand~
@zix24215 ай бұрын
I already knew how it works, but now I got how to make it on hexagonal grid. Thank you!
@TheKr0ckeR2 жыл бұрын
I was always scared about A* algorithm, but this video explanation really makes me feel it's easy as f
@robelso56462 жыл бұрын
Hey amazing tutorial! One small piece of constructive criticism, I think reading the code would be much more clear if instead of using the var keyword you used the variable type, other than that, stunning tutorial!
@Tharky3 жыл бұрын
I literally had to code my own A* a few days ago and now you uploaded this :D I'm so sad.
@andrewhamel1 Жыл бұрын
Imma steal that "subscribe immediately" trick i didnt' realize I wasn't subbed
@Tarodev Жыл бұрын
YT really is a place where you need to prod people to subscribe. I watch content all the time which I enjoy and would totally subscribe, but I just don't think about it until they ask me. We are simple creatures and need guidance 😅
@popingui22193 жыл бұрын
Thank you for awesome guides! Started learning Unity with your videos on 2D Game Grid. Always wanted to make a puzzle-tactics game. One important noob question: is this a good idea to learn Bolt system? Or basic scripting is more efficient and better in the long run? It is quite tempting to learn visual system of Bolt but I am afraid it can lead a novice off track. It is also a bit confusing and timeconsuming to grasp both systems. Would appreciate your advice!
@Tarodev3 жыл бұрын
Learning Bolt will pigeon hole you into only being a visual scripting game dev. Learning to code means not only can you work on games, you can also get employment as a programmer anywhere. Strongly recommend learning to program my guy.
@popingui22193 жыл бұрын
@@Tarodev Yeah, thanks. "There is no easy way out. There is no shortcut home!". A clean code also looks much better than those spaghetti-like arrows of Bolt!
@AlatroyX6 ай бұрын
Curious, when using the rating system, why do we include the distance from the starting node in it too? Is it some kind of balancing system to keep the path from A to B closer together or something?
@Dr.SamirKumarSadhukhan-jw1wk17 күн бұрын
Explain the state-of-the-art Bidirectional heuristic search BAE* (Bidirectional A* with Error).
@dipereira0123 Жыл бұрын
I have a question, how is the cost to neighbor and the cost to defined? the "G" and "H" do they stay stored or they are reprocessed everytime we run the code with a new origin and target?
@baldbankruptandafailure-hp1rz22 сағат бұрын
i am trying to make a hexagon movement only thing i want is to take it one step at a time, only problem i have with it is it could make horsejumps
@nottheguy43282 жыл бұрын
So if I was trying to implement a system where there are different terrain types with varying traversal difficulties, would I want to have a multiplier assigned to the tile that would modify the G/H value calculated? How would you recommend doing that?
@Tarodev2 жыл бұрын
That's exactly how I'd recommend it!
@longuemire7483 жыл бұрын
Thank you.
@Tarodev3 жыл бұрын
You are most welcome
@longuemire7483 жыл бұрын
@@Tarodev Excuse me, but If I understand correctly, we calculate the heuristic with the function GetDisctance(ICoords other) ?
@Tarodev3 жыл бұрын
@@longuemire748 That is where I do the distance calculation, yes. It's an interface method so that I can re-use the same pathfinding logic for all 3 tile types. H cost will be the estimated cost to the target, without taking into account obstacles.
@longuemire7483 жыл бұрын
@@Tarodev Thank you for this clarification.
@FunkyTurtle3 жыл бұрын
been working on A* for a couple of days now so your video gave me a great boost in the right direction! still have one problem tho, my algorithm (which looks exactly like yours) always gives me a path, but it's rarely the most efficient one, the path traced back from the end always seems to bump into a wall and then change direction instead of opting to go around it from the start. any tips as to how to debug my code? cheers
@Tarodev3 жыл бұрын
I'd say setup some debug lines (like I did) indicating the last few path calculations. It'll help you see what your silly unit it thinking. Also, ensure your distance calculation is correct as that can throw off the best path. For example if I just swap out my distance for vector2.distance it'll be way off. Maybe check out the package I provided for what I do. Not updating the G cost when it's more favorable can also give less-than-ideal paths. I know you said your code is the same, but I've seen a lot of attempts leave that out.
@Noctarc2 жыл бұрын
What would be the best way to implement this into the Game Grid Tutorial project?
@TomDonahue3 жыл бұрын
Came for the pathfinding. Stayed for the multiple pronunciations of "H" :D For real tho, fantastic tutorial.
@Tarodev3 жыл бұрын
This video was enlightening as I never knew I did that...
@skylo7065 ай бұрын
I'm sorry in advance if this is a stupid question and if you explained this in the video but what would happen if you follow a path and then run into a dead end? Would it roll back or something?
@imheretosleep2 жыл бұрын
Hey I have a question and its very important for my study, I would like to ask if theres any other way to get the heuristic value without calculating distance? Lets say by sound? Like if a grid is emitting a sound or a signal then is it possible to use that grid as the heuristic without calculating the distance from the starting node to that signal?
@YulRun3 жыл бұрын
How did you know I was going to look into A* this week as a simple pathfinding system for networked play?
@Tarodev3 жыл бұрын
I was looking through your window
@ntomsho45453 жыл бұрын
Looks a lot like Dijkstra's Algorithm. Do you know why this is preferred over that algorithm in the gamedev space?
@Tarodev3 жыл бұрын
A* is an upgraded dijkstra. It adds the heuristic value to predict the best path available. It's not accurate every time but it certainly gives it a boost.
@sseymour19783 жыл бұрын
Hexagonal grid and pathfinding there was rather tricky to implement. Did that 15 years ago in Flash.
@CHEEZEyCHEEZE3 жыл бұрын
And how would you do something that is dealing with many floors? Like Stairs?
@Tarodev3 жыл бұрын
You add modifiers to the different types. Sand might have a modifier of 1.5, so the F cost would come out as more expensive. It would make your units favor roads and dirt etc
@Amonimus8 ай бұрын
Ah. Other videos only used a basic 2D grid, so this feels more understandable for practical usecases.
@momissimo40872 жыл бұрын
Hi, is the Grid created with the Unity TileMap?
@Tarodev2 жыл бұрын
It is not, but you can still use this algorithm on a tile map
@momissimo40872 жыл бұрын
@@Tarodev Thanks for the reply :)
@Hellishcaos2 жыл бұрын
Super curious if this can be converted to C++ to improve performance and smoothly match with Unreal Engine. I'm working on gathering the foundation pieces for an rts game and I need a pathfinding algorithm for it. So far I've discovered flowfields, deterministic lockstepping and this. In your opinion which of these would work best and why? For context, the game is supposed to have 2 to 8 players in a game at a time, with approximately 2000 actors assuming everything goes overboard and everybody maxes out on population count. Also looking for resources on rendering engines that handle lots of entities better than the current replication system. Sorry if this was long winded and thanks for the awesome video!
@piedra132 жыл бұрын
i wasnt comparing H if F were same, lol the improvement in time
@zarc677Ай бұрын
Hello, do you know a way to do the same pathfinding but with weighted cases ?
@_g_r_m_2 жыл бұрын
Hey! I've been tinkering with optimizations for the heuristic cost function (the one that returns your G and H costs) and I've found out that using Manhattan algorithm yields significantly faster results, here's the function in case someone want's to try it. float Manhattan() { var dist = new Vector2Int((int)Math.Abs(from.transform.position.x - to.transform.position.x), (int)Mathf.Abs(from.position.z - to.position.z)); return dist.x + dist.y; } float Manhattan3D() { var dist = new Vector3Int((int)Math.Abs(from.transform.position.x - to.transform.position.x), (int)Mathf.Abs(from.position.z - to.position.z), (int)Mathf.Abs(from.position.y - to.position.y)); return dist.x + dist.y + dist.z; }
@Kalahee2 жыл бұрын
One thing that often annoys me in how A* (or pathfinding in general) is presented is how it is always presented on an hex or square grid. I'm sure you could use coordinates 10² per 1m² to make it work over any terrain, but somehow it wouldn't be natural or efficient, would it? I wonder if a supersampling method (Poisson Disk, Quasi-Monte Carlo, N-Rook) would make it a good alternative to classic grid.
@Tarodev2 жыл бұрын
A* should work on any node based grid as long as you can comfortably calculate the heuristic. Even using completely variable node distances.
@dio84403 жыл бұрын
Literal greek god you are, very nice video
@Tarodev3 жыл бұрын
Aussie god*
@jeroeno_boy3 жыл бұрын
Here is something i always wonder, lets say you have 3 different tyles, water, road and dirt. You can drive over road and dirt, but dirt would be 3x slower. How would you calculate the fastest path to the target? My guess is that you add another variable, lets call it S. The road would have an S value of 3 and the dirt would be 1. With this the F variable would be G + H + S. Do you think this is a good way of calculating it? Or would you prefer another way?
@Tarodev3 жыл бұрын
Yes this is exactly how you'd do it. I've always called them modifiers, standard is 1. I multiply the cost by the modifier. It's quick and easy and has never given me troubles.
@bales1569 Жыл бұрын
What do i do about the Neighbors, Walkable and GetDistance() red squiggly lines?
@fatmanboozer1760 Жыл бұрын
I know this is old but i cant figure out how to use the iCoords interface. Or more accurately I think i am failing to set the Icoords. I am trying to pass it a vector2 but it doesnt like that, video doesnt really cover this bit, any where i can see something that does?
@emotionalmindedstateАй бұрын
What if exit point randomly changes its position each random number of moves of the algorithm? From start exit was x1y1 after 2-3 algorithm moves exit changed its position to x69y3
@TarodevАй бұрын
@@emotionalmindedstate the entire algorithm is run each move, so it'd just correct its course 😊
@emotionalmindedstateАй бұрын
@Tarodev where from algorithm knows how much left to the exit point?
@CHEEZEyCHEEZE3 жыл бұрын
How would you do it within a 3D space? For like flying agents?
@Tarodev3 жыл бұрын
Just swap the y plane for the z plane to convert it to 3D. Flying agents can generally skip walls, so that's easy :)
@DrHeinzDoofenshmirtz2 жыл бұрын
Where does the intial music in this video come from?
@hexitcz Жыл бұрын
a year late, but hey better late than never Bonkers Beat Club - Ney Flute Type Beat
@blenderytrabajo532910 ай бұрын
Claro que funciona asi pero la duda es como calcula si la cuadricula es valida o no
@abuzzakasm9767 Жыл бұрын
What if i need every possible path not the closest path?
@mrnotprofortnite41053 жыл бұрын
the package and code link are not working. please reply me
@Tarodev3 жыл бұрын
Seems to be working for me. Here, I hosted it in another location for you: www.dropbox.com/s/yi9d845ffk3rkx3/Tarodev%20Pathfinding.unitypackage?dl=0
@mrnotprofortnite41053 жыл бұрын
@@Tarodev thank bro
@seppukun2082 жыл бұрын
Did you say class or cast?
@Tarodev2 жыл бұрын
I have no idea babe
@seppukun2082 жыл бұрын
@@Tarodev oh you said “cost”. Of course 🙄 to early in the morning for pathfinding algorithms 🤣
@Tarodev2 жыл бұрын
@@seppukun208 did my Aussie accent throw you off? 😂
@seppukun2082 жыл бұрын
@@Tarodev I’m Australian too so super lame that I couldn’t understand you 🤣
@Tarodev2 жыл бұрын
@@seppukun208 haha, no excuse then brother 😂
@mikhailnikolaev99272 жыл бұрын
But what if I have a big units, like 2x2? Let it be square grid.
@nono0oo0-b2u Жыл бұрын
Yes
@LeviAckerman-xt7dx3 жыл бұрын
Comment for KZbin algorithm
@Tarodev3 жыл бұрын
Thank you for your offering
@amidriki67173 жыл бұрын
Keep up the amazing work
@Betruet2 жыл бұрын
Man I just spent 2 days writing my own path finding system. It's nothing like this lmao. Not sure if its a good or bad thing... probably bad hahha
@mrquokka47336 ай бұрын
Is it cost or cast not familiar with your accent?
@MrSambhav2003 жыл бұрын
I am too stupid to get this. Fuck!
@Tarodev3 жыл бұрын
It's a lot. Although the code is simple, grasping it all can take time. Just take it bit by bit.