https://github.com/mujtaba-io/rts-unit-pathfinding-astar
godot a-star implementation for RTS unit
https://github.com/mujtaba-io/rts-unit-pathfinding-astar
ai game navigation-system pathfinding pathfinding-algorithm rts-game
Last synced: 21 days ago
JSON representation
godot a-star implementation for RTS unit
- Host: GitHub
- URL: https://github.com/mujtaba-io/rts-unit-pathfinding-astar
- Owner: mujtaba-io
- License: mit
- Created: 2024-11-19T08:34:25.000Z (5 months ago)
- Default Branch: main
- Last Pushed: 2024-12-13T15:33:04.000Z (4 months ago)
- Last Synced: 2025-02-07T19:15:49.295Z (2 months ago)
- Topics: ai, game, navigation-system, pathfinding, pathfinding-algorithm, rts-game
- Language: GDScript
- Homepage: https://gameidea.org/2024/12/08/making-navigation-system-for-path-finding/
- Size: 9.77 KB
- Stars: 1
- Watchers: 1
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# RTS game unit path finding using A-star algorithm
RTS unit path finding implementation for my [godot RTS game](https://gameidea.org/2024/12/13/how-to-make-an-rts-game-in-godot/) tutorial series. In this implementation, I implemented [navigation system](https://gameidea.org/2024/12/13/making-navigation-system-for-path-finding/) using A-star algorithm in similar fashion to what my original tutorial on pathfinding using astar algoroithm were (that was in python). Here I used godot's built-in a-star implementation to work on my custom graph, and a function to find shortest path from source to destination position.
Additionally, I implemented [path simplification algorithm](https://gameidea.org/short-posts/make-paths-smooth-using-path-simplification/) to smoothen the path geenrated by A-star algorithm, since the astar path was more stairy/jagged/zigzad as the graph's edges were made that way. The overall result is satisfactory & should be integrated with my RTS unit.