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Navigation grid

Programming På svenska → Updated: 2026-10-24

The world is divided into a grid of free and blocked cells that is searched with A*.

The simplest representation for pathfinding: lay a uniform grid over the level, mark each cell walkable or blocked, and let A* find the route between cells. Cheap to build and update, which makes it standard in real-time strategy, tower defence and tile-based games. Allowing diagonals gives eight neighbours per cell.

The cost is blocky paths that hug the grid and need smoothing afterwards, plus a lot of nodes on open ground. There a navmesh is preferred, covering the same area with far fewer polygons. Flow fields are an alternative when hundreds of units head for one shared goal.

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