I’m working on a 2D focused pathfinding for Unity3D. Here are few images of what algorithm can do.
Path calculation process. Grid and obstacles (red). Nodes explored (yellow). Created path (green).
Dynamic collider check to create smoother looking path.
Algorithm uses greedy heuristics. This way algorithm explores less nodes but doesn’t always return the best path, but often looks good enough for gameplay purposes.
Standard A* to comparison. Path is bit shorter and takes much longer to find.
Searching long path.
Link to repository: https://github.com/wawethewaras/Astar-Pathfinding
If you have any questions contact me on Twitter: @WaweTheWaras