Interactive graph-search explanations for choosing BFS, Dijkstra or A*.
guide
Original synthetic pathfinding example. Movement is orthogonal, and the starting cell is not charged. This is not output from an executed game. Original explanatory artwork prepared for GameSlash with AI assistance. Documentation is the factual source only; no source imagery reused. Not an official screenshot or gameplay capture. Concept source
Use it for: Routes around walls or movement budgets with different terrain costs.
Start: 1) Build a small graph with a dead end. 2) Use BFS for equal costs. 3) Add terrain costs and compare Dijkstra with A* using a non-overestimating heuristic.
Original overview, not an implementation or guarantee. Graph-search details, heuristic conditions and unreachable goals must be handled correctly. Original explanatory artwork prepared for GameSlash with AI assistance. Documentation is the factual source only; no source imagery reused. Not an official screenshot or gameplay capture. Concept source
Try checking: Compare total path cost, not just tile count, and handle an unreachable destination.
Limits: The output is a graph path. Character motion and changing obstacles still need game-specific handling.