Simply A* Pathfinding! A free solution.

Hello everyone!

UPDATED WITH VIDEO

As a part of a school project i created a grid based A* path-finding system for Unity. It is not completely done yet.
However it already looks promising. So i just want to know if there is any interest for a free path-finding system on the Asset store :face_with_spiral_eyes:

With a single method call you get the shortest path to the location you search for - it returns a list of positions (Vector3). :slight_smile:

Features so far:

  • Fast implementation!
  • Ability to queue path requests using delegates (if you are asking for 200 complicated paths in the same frame…)
  • Height considerations: setup climb limit and max jump down height.
  • Auto generated map using ray-casts: can be used with procedural generated content.
  • Easy to setup
  • Choose tile size and heuristic aggression!
  • Way-point system for those who prefer that

Features to implement:

  • Multithreading
    - Way-point system for those who prefer that (on the features list now)

Here you can see a picture of the system in the works (4000 tiles):

So is this of any interest to people? It will be completely free with access to the source code on the Asset Store.

Update:

Video showing some progress on the new way-point based system. It also shows calling 155 paths in the same frame on a 4000 tile map on the grid based system. Both systems still needs a bit of optimization , but starts to look ok- and it is really easy to setup and use.

Edit: The rolling balls shows how the bottleneck prevention works, such that the game will still run on huge amount of path calls

- BFGames

Sounds pretty sweet to me! I would definitely check it out. :slight_smile:

I can’t see what could be bad about if if you offer for free!

Sounds great! I am currently using the free Aron Granberg A* pathfinding but could jump to your if it offers more

Ok cool. Guess ill put it up as soon as possible then!

Update:

Video showing some progress on the new way-point based system. It also shows calling 155 paths in the same frame on a 4000 tile map on the grid based system. Both systems still needs a bit of optimization , but starts to look ok - and it is really easy to setup and use.

Edit: The rolling balls shows how the bottleneck prevention works, such that the game will still run on huge amount of path calls

Will be updated with a video showing the ease of the setup today or tommorow!

Sent you a PM.

Check PM