Pathfinding through a node graph

Hi all
Having recently implemented a nodegraph system into my game engine I decided to move onto traversing it, as to be able to pathfind from one starting node to a target.
The issue is, I’m not too sure how to do this. I tried diving in to write a test implementation, storing previously visited nodes in a list, but I can’t get my head around the logic to progress along. It’s probably obvious that I’m very new to pathfinding logic…
Does anybody know of any resources to implement pathfinding into a node-based system, or is able to share any information of their own?
I’m going to keep plugging at it, but thank you very much in advance for any help :slight_smile:

Those are some algorithms for finding the shortest path in a graph.

I’m going to have a look at those, but I’ll quickly update with what I’m trying to do - pathfinding through arbitrarily placed nodes with no real semblance of a grid at all. They’re not uniformly distributed.
The issue for me is finding the right algorithm to implement, not so much writing the code to do it once I have one.

The algorithm you probably want is A*. The problem you actually have is computing the heuristic.

Cas :slight_smile:

like princec says, try A*

Forget the grid, think about your node as a graph (connected I hope!), some code and example here:

http://graphstream-project.org/doc/Algorithms/Shortest-path/A-star/

note: there is a looot of theory behind and a lot of code already done, use them!