A* pathfinding


Overview:

This project focuses on implementing the A* pathfinding algorithm within an AI in video game class. The algorithm operates on a grid system consisting of ground and walls. Users can select two points on the grid, and the algorithm will determine the most efficient path between them. If there is no viable path, no path will be drawn or displayed.

  • solo project
  • A* pathfinding
  • Node
  • Grid
  • Procedural generation

Completion: November 2022

Duration: 1 day

Platform: Unity 3D


Contribution:

map & pathfinding

Using a grid system, tiles are used to create the map. The floor is represented by two shades of green, and the procedural walls are represented by gray. Each tile reprensents a node that is used by the A* for the pathfinding algorithm. Each tile can have different ponderations in order to calculate the most optimal path. When the player has selected a start point and end point, the most efficient path is draw taking in account the walls. If not path is found because it is blocked by walls, not path will be drawn.


closing thougths:

This short project was a valuable learning experience as it provided a deep understanding of the A* algorithm's implementation. The knowledge gained from this project has proven to be highly applicable and transferrable, enabling me to utilize the A* algorithm in various other projects. I am proud of the accomplishment and the practical skills acquired throughout this endeavor.