Grid pathfinding optimizations - Red Blob Games
www.redblobgames.com › pathfinding › gridsMar 02, 2014 · Pathfinding algorithms like A* and Dijkstra’s Algorithm work on graphs. To use them on a grid, we represent grids with graphs. For most grid-based maps, it works great. However, for those projects where you need more performance, there are a number of optimizations to consider. I’ve not needed any of these optimizations in my own projects.
Grid Based Pathfinding in Unity – Andrew Tanti
https://drewtanti.wordpress.com/2020/06/11/grid-based-pathfinding-in-unity11.6.2020 · While, Unity’s inbuilt Navmesh pathfinding system also uses A*, I couldn’t find a clean way to calculate a path based on a grid. The A* Pathfinding project supports grid graphs out of the box, and you can even configure if you want 4 (up, down, left right), or 8 connections (up, down, left, right, and diagonal) with each node.
Grid-Based Path-Finding - McGill University
svn.sable.mcgill.ca › yap-02-grid-basedApplicant-dependent properties dictate which grid representation and search algorithm will yield the best results. This work pro-vides insights into different representations and their performance trade-offs. The theoretical and empirical analysis show the potential for major performance im-provements to grid-based path-finding algorithms.