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.