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A*
Pathfinding

As part of one of our AI based modules at University, we were required to develop an application that demonstrated a pathfinding algorithm on a 2D grid. I chose to demonstrate the A* algorithm and show how it expanded on Dijkstra's algorithm.

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After creating a simple application (demo below) to show how the A* algorithm works on a 2D grid, I used the code to create a pathfinding object to attach to AI enemies in a simple Pac-Man clone (also demo below).

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For the Pac-Man clone, I created a very simple level editor to easier create a level layout to test the pathfinding of the enemies on. I also later used this Pac-Man clone as part of another university project to learn the use of threads in a multi-threaded application.

Demos

A*

Pac-Man clone

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