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Pathfinding algorithms for an isometric Unity environment with weighted terrain costs

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fzillo/Isometric_Pathfinding_with_AStar

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Isometric_Pathfinding_with_AStar

This project is about implementing various pathfinding algorithms in an isometric Unity environment accounting terrain costs.

The following algorithms are used:

  • breadth first search
  • Dijkstra
  • greedy best first
  • A*

The terrain costs system is rudimentary but is taken into account by the A* and Dijkstra algorithm. The tiles are Grass (cost: 1), Sand (cost: 2), Water (cost: 3) and Impassable (cost: -).

See here: https://youtu.be/vEEKZleGpIs

Created using Unity version 2018.3.3f1.

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Pathfinding algorithms for an isometric Unity environment with weighted terrain costs

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