A naive implementation of an A* algorithm. The project features an iterface for specifiying two points on a grid and controls for movement. The black tiles are obstacles and the white tiles are available tiles.
The algorithm finds the shortest path at arriving to a given point by maximizing the f
heuristic. The heuristic is determinded by f = g + h
, where g
is the distance from the current node to starting node, and h
is the distance from current node to the goal node.