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.
Estimated completion time: 21 lessons • Self-paced learning • Lifetime access
Custom needs (RTS, procedural worlds) need custom code.
Logic heavy, but math is mostly distance checks.
Major focus on optimizing for CPU speed.
C# used, but algorithms are language-agnostic.