Path Finding Extended

Crystal Fortress

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Path Finding Extended now comes with 2 different approaches, the grid based approach and the node based approach.

Path Finding Extended consists of 4 different algorithms for searching a grid for a path. Each with there own distinct advantages and disadvantages. So you can use one that is best for you.

  • Breadth First Search (Flood Fill)
  • Dijkstra's Algorithm
  • Greedy First Search
  • A* (A Star) Algorithm

Each of these includes an early exit case so that computational time is not taken up when a path to the goal as been found.

Dijkstra's Algorithm and A* both support different movement costs for different terrain. Breadth First and Greedy First do not support different movement costs as these methods do not take the cost to travel the path into account.

Supports 8-directional movement as well as weighted costs for moving in certain directions, allowing you to create paths that prefer going down over right or any other preference in 8 directions. Tile Constraints allow for only be able to move through a cell in a certain direction.

When using the node based approach you'll be able to set-up movement in any number of directions, one and two way node connections as well as costs for moving from any node to any other node.

Includes documentation that not only presents how to use the scripts but offers optimization tips for use in your game.

By purchasing this pack, you may use it freely for all non-commercial and commercial use in your personal projects. If this asset is required in a project that is not rightfully owned by you, this asset must be purchased by the rightful owner of the project.

Several demo scripts along side a demo object are included to make learning to use the system very easy. One of the demos produced by these scripts can be found by clicking on the more info link below.

More info

End User Licence Agreement (EULA).

Age Rating: 4+


GMS1 - Version 2.0.9. Published June 24, 2015

Add function path_finder_grid_instance_set_as_wall_ext

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