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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Keywords

PA88 youtu.be article.aspx informit.com HN stanford.edu AND DjpEgTvDab GameProgramming BDD algorithm shortest path heuristic graph paths star weights nodes optimal

Sample Comments

jbottoms • Mar 22, 2019 • View on HN

How does it compare with Djikstra's stunting algorithm?

vignesh_vs_in • Jul 15, 2012 • View on HN

Looks like nature is running a shortest path algorithm. I'm guessing A*.

ousta • Aug 10, 2019 • View on HN

asking gamedevs what is today the perfect pathfinding algorithm

lockes5hadow • Apr 8, 2014 • View on HN

You could always implement a-star, a searching algorithm.

xiphias2 • Dec 31, 2018 • View on HN

What you describe (and what Google does of course) is closer to the A* algorithm.

StavrosK • Oct 24, 2013 • View on HN

It's Dijkstra, look at the sibling comments.

BatFastard • Jun 25, 2022 • View on HN

Makes me wonder why anyone would use anything but A* or greedy algorithm. Fun to play with and watch!

Doctor_Fegg • Aug 16, 2018 • View on HN

Check out the Reach algorithm, which is related to your idea.

QAPereo • Jul 31, 2017 • View on HN

Heuristics? It seems like a rough heuristic way to find a likely path.

rurban • Jun 18, 2022 • View on HN

but yours has dijkstra, op's posted variant not.pathfinding without dijkstra or its improvements is not really serious.