Pathfinding Algorithms
Comments focus on discussing, comparing, and suggesting classic pathfinding algorithms like Dijkstra's, A*, Floyd's, and others, often in relation to a visualization, natural process, or game development scenario.
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How does it compare with Djikstra's stunting algorithm?
Looks like nature is running a shortest path algorithm. I'm guessing A*.
asking gamedevs what is today the perfect pathfinding algorithm
You could always implement a-star, a searching algorithm.
What you describe (and what Google does of course) is closer to the A* algorithm.
It's Dijkstra, look at the sibling comments.
Makes me wonder why anyone would use anything but A* or greedy algorithm. Fun to play with and watch!
Check out the Reach algorithm, which is related to your idea.
Heuristics? It seems like a rough heuristic way to find a likely path.
but yours has dijkstra, op's posted variant not.pathfinding without dijkstra or its improvements is not really serious.