like the title says, I'm trying to create a grid of nodes that hold edges or connections to each other so I can perform A* algorithm to have objects traverse across them as seen in your standard RTS.
I want to know if there is a general structure and algorithm for this node grid data structure as I can't find a good resource online. For instance, I will be moving my objects via position (Vector3) so I will have to calculate my edge weight to be the magnitude between two nodes. Is this a standard practice?
Could anyone perhaps guide me to the rough basics on how this is achieved in a standard RTS? I would greatly appreciate any information!