A small project created for my second year Pathfinding and Agile Development module primarily demonstrating the A* Pathfinding algorithm working within a hypothetical 3D environment. Also included is an implementation of Lee’s Pathfinding algorithm which can search for a path within a 2D grid.
I decided to mainly focus on a 3D implementation of the A* algorithm for this project as it seemed to have the most practical applications for other projects given that a large portion of 3D games have some sort of need for pathfinding during gameplay, in fact “Descrate”, the game I worked on during the 2016 Global Game Jam actually contains an unused implementation of the A* algorithm based on the code I originally developed for this project.
The inclusion of the Lees Algorithm was largely to provide a comparison algorithm that was significant contrast in complexity and scope to see how moving from a simple 2D environment to a more complex 3D environment containing obstacles and other stipulations would affect the speed of the algorithms compared to one another.