Visualizing PATHFINDING Algorithms in C++ - SFML Devlog

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I wrote Breadth-first search, Dijkstra and A* (A star) pathfinding algorithms in C++ and SFML.

#code #coding #programming
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I'm back! Hope you enjoyed this video! if you did, please press that like button and subscribe for more content like this. It costs you nothing, but for me it's everything!

Kofybrek
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Finally, It's been a while since the last video. Don't leave us again, there is no other SFML guy that i like to watch. Thanks for the video

awix
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honestly compared to a lot of other coding youtubers you by far have the most personality and i’m here for it 😁

sukiio..
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I really like the ways you summarize the algorithms and code in such a fast but understandable way.
Thanks for the video!

jammincoder
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absolutely loved the review of some of these data structures and algorithms! very entertaining !

scottpinkston
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I MISSED YOUR VIDEOS SO MUCH, the other day I was just rewatching the platformer one. Nice!

ercre
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Damn your videos are truly inspiring. Lately I have to study to my final exams so I totaly abandoned SFML and rn I feel kind guilty that you made such amazing project when I just spend time recovery after math class.

Matik
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In my opinion, this is an excellent visualization of how the algorithms work.

martindejonge
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Welcome back! It's been a long time and it's worth the wait :D

cmdprmptexe
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I’m working on a simple project right now in SFML that’s going to require pathfinding, and I was like “wow where do I start”

Then I saw the discord notification that you were going to post a pathfinding video and I was like “awesome I’ll just wait for Kofybrek” 😂

Great video, thank you!

rocketeer
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you describe things clearly, you get my sub. congratulations.

FlareGunDebate
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Hi, I m french student in an engineering school (Pleased excuse my bad english) and to pass the competive exam to join it, I made a project about comparison of a lot of pathfinding algorithms. A pretty cool way to think about mathematical pathfinding is to compare pathfinding in discrete space (where the precision of your path is directly related to the precision of the discretization of the space, so obviously if you want a straight path you need a very thin discretization and your path will be made up of a large number of cells so calculus will be pretty long) to pathfinding in continous space by considering polygons and path between vertex of polygons. In continuous pathfinding, the minimal distance path is the perfect answer at the problem of minimization of the distance because you pass from vertex to vertex straight on. A lot of optimization can be implement in continuous pathfinding to reduce calculus (because there is also a lot of vertex to take into account) for example by considering only appropriate vertex because a lot of them are useless to make a minimal distance path considering they form a convav or a convex corner.

I forgot to congratulate you for your amazing videos, a lot of fun while speaking about smart codes !

pegeotsam
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It's good to see you again! Of course, with another certified Kofybrek banger: a complex topic explained extremely well, put into simple terms, made easier to understand, and visualized intuitively, uploaded on a criminally undersubscribed channel.

Test-ivpm
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I can finally compile your codes and run them in my ubuntu, nice jobs ... keep going

jimishukurow
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i have watched every video of yours i really like your videos keep up the good work

BryanAnderson-ou
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Bro I love your content, hope you won't leave the channel for so long, just keep it up👍👍👍

hassanbo
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6:02 I think it would be fine if there was one wall cell there, just not both.

KnakuanaRka
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i was making a game and saw this video, very good video!

twistedillusion-us
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Maybe your best video so far (after the Mario one!)

ChrisVideosGreek
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Hey Kofybrek, at 1:58 I'm pretty sure the formula for x is actually x = (y - b) / m. I was using x = y / m and I was getting incorrect results

anon