Pathfinding: A* vs Dijkstra

The goal of this project was to study the implementation of both Dijkstra and A* pathfinding algorithms in a 2D, tile-based game.

Both characters can move in four directions, but not diagonally, and they start on opposite sides of a diagonally symmetrical map. Once the algorithms have finished finding the shortest possible path from the start position to the goal (the patch of grass in the middle of the board), they will path their way there!

Some parameters to take into account:

  • There are 5 versions of the A* algorithm, depending on the heuristics used to calculate the priority of the next tile explored
    • Manhattan distance
    • Euclidean distance
    • Diagonal distance
    • Chebyshev distance
    • Octile distance
  • The cost to go through a forest tile is 10x higher than the normal tile

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