Inspired by Baritone, (an algorithm made for pathfinding in Minecraft) I wanted to make my own custom pathfinding algorithm, other than Roblox’s one.
I learned that Baritone uses A* or a-star algorithm, but that requires a grid of nodes. The problem is, in Roblox, there is no specific grid. The size of a part can be as precise as however you want, unlike Minecraft.
I was originally going to make each grid cube the size of the minimum distance you can walk, which would be Studs Per Second divided by FPS, but then I realized this won’t work with jumping and also wouldn’t be too optimal. Then I realized another problem with jumping. Let’s say the algorithm wanted to get to a place 1 stud above it. It would jump, but that would bring it as high as the JumpPower, not just 1 stud. So how would I teach the algorithm about jumping? And since it can only travel to nodes, how would it run and jump at the same time? All of this overwhelmed me, so I’m wondering how you would implement your own pathfinding algorithm (I’m trying to make one more advanced than Roblox’s)