ID:273175
 
Can someone explain the basics of "pathing" AI to me, or link to a demo which I can analyze and thus learn. Thanks in advance for any and all help!
For an implementation of what Garthor linked to, you might check out hub://kuraudo.libpathfinder, which is based on hub://theodis.pathfinder.

I personally find mine slightly more usable and faster, though it doesn't offer the Djikstra algorithms, if you're looking for those.
Might want to look into Depth First Search, and Breadth First Search then Dijkstra and A*.

Depth First Search, and Breadth First Search are uninformed algoritms. They'll search every neighbor (tile) to the destination. Basically if you want an AI that can go through walls ( walk into walls with collision )

Dijkstra and A* are informed algorithms.
Dijkstra finds the cheapest neighbor to the destination by calculating cost. So, they aim to take the cheapest route.

A* is basically Dijkstra with the addition of calculating distance.

Might want to read / get "Programming Game AI by Example" book. (Code is in C++)