Path finding is central to all rogue-likes. If an enemy can’t find you, they can’t fight you… and that wouldn’t be any fun. Tonight, I go over Dijkstra’s famous pathfinding algorithm, the differences between that and A*, and how I implemented them in the engine.
a*
Advent of Code Day 24 — Blizzard Basin
The Christmas elves don’t like the snow for some reason? They have the wrong boss, I think. Well, we better help them get through those couple hundred blizzards.