Engine: CustomEnginev0.15
Languages Used: C++, GLSL
Platform: PC
Development Duration: 2 Weeks
Library/API/Framework: OpenGL, GLFW, GLAD
Engine: CustomEnginev0.15
Languages Used: C++, GLSL
Platform: PC
Development Duration: 2 Weeks
Library/API/Framework: OpenGL, GLFW, GLAD
The A* algorithm is one of the most commonly used pathfinding algorithms used in games. This project was undertaken to understand the A* algorithm, along with the Dijkstra algorithm and create a visual implementation of them.
The project allows the user to choose between using the A* algorithm or the Dijkstra algorithm, whether or not diagonals are allowed, whether or not crossing corners is allowed, and changing the heuristic strength.
Users can also draw/erase obstacles on the grid, and change the start and end point.
This project also used OpenGL's instancing capabilities to render the cells that make up the simulation grid.