This project is about implementing various pathfinding algorithms in an isometric Unity environment accounting terrain costs.
The following algorithms are used:
- breadth first search
- greedy best first
The terrain costs system is rudimentary but is taken into account by the A* and Dijkstra algorithm. The tiles are Grass (cost: 1), Sand (cost: 2), Water (cost: 3) and Impassable (cost: -).
See here: https://youtu.be/vEEKZleGpIs
Created using Unity version 2018.3.3f1.