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Non-grid based A* path finding in Unity
University Project - Node-based A* Pathfinding
DnD Roguelike game Devlog 1 - 2D Platformer Pathfinding
Platformer Pathfinding
Platform Pathfinding with Ledging
Grid based pathfinding.
Oh No More Pathfinding!
Platformer Follow Player (PathFinding) - Unity
Pathfinding - Understanding A* (A star)
Testing pathfinding and waypoints
Dynamic Path Nodes
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Last Updated: September 29, 2026
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Summary
I'm struggling with integrating A* or dijkstra into a more organic level layout through This is a short video of a recent project I've been working on. It's a It's just A*, nothing special. But it exists and I made it :)) Scripted this for my university project to give me finer control over the behaviour of a "pseudo-monster" (doesn't physically exist). Done in the course TNM095 at Linköping University. Angry-face AI follows the player using a modified A* algorithm. Work is ... The demo for part 4 of my Let's build GameplayKit series: I put my A* implementation together with some new neighbor-finding rules that work well for a Experiments with using traffic patterns to generate dynamic pathing
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