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game Intermediate 21 lessons

Pathfinding Algorithms

Move units intelligently. Implement A*, Dijkstra, and Flow Fields from scratch to master navigation in grid and mesh based games.

Pathfinding is the core of RTS and Strategy games. This course dives into the algorithms that power navigation. You will implement Breadth-First Search (BFS), Dijkstra, and the industry-standard A* (A-Star) algorithm from scratch. Learn to optimize with Heuristics and binary heaps. We also cover NavMesh generation and Flow Fields for moving thousands of units efficiently without CPU bottlenecks.

100% Free & Lifetime Access
⏱️ 5-Minute Lessons (Bite-sized learning)
🚀 21-Lesson Path (Independent modules)
📱 Mobile Friendly (Learn anywhere)
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Complete Course Syllabus

  • 1
    Graph Basics
    Nodes, edges, and representing maps as graphs.
  • 2
    Dijkstra's Algo
    Finding the shortest path by exploring all weights.
  • 3
    A* Algorithm
    Adding heuristics to guide the search efficiently.
  • 4
    NavMeshes
    Pathfinding on polygons instead of grids.
  • 5
    Flow Fields
    Optimizing movement for 1000+ simultaneous units.

Estimated completion time: 21 lessons • Self-paced learning • Lifetime access

Career Outlook

Estimated Salary
$100k - $140k

Career Paths

AI Programmer $110k-$155k
Strategy Game Dev $100k-$140k
Simulation Eng $105k-$150k

What You Will Learn

Implement A* pathfinding algorithm on grid maps
Optimize pathfinding using Heuristics and Binary Heaps
Generate and traverse Navigation Meshes (NavMesh)
Implement Flow Fields for massive crowd movement
Handle dynamic obstacles and path recalculation

Skills You Will Gain

A* Algorithm Graph Theory NavMesh Optimization C# / C++

Who Is This For

Gameplay Programmers
Strategy Game Devs
CS Students

Prerequisites

Data Structures
Coding Proficiency

Pathfinding Algorithms FAQs

Why not built-in?

Custom needs (RTS, procedural worlds) need custom code.

Hard math?

Logic heavy, but math is mostly distance checks.

Performance?

Major focus on optimizing for CPU speed.

Language?

C# used, but algorithms are language-agnostic.

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