Hierarchical Jump Point Search Pathfinding

The motivation of this project is to present a possible solution for turn-based tactical game in regard of Pathfinding.

This project's a modification of the original Hierarchical Pathfinding from Hugo Scurti.

In this project, I explore the concept of JPS presented by Daniel Harabor and Alban Grastien and change the way node connection is done by applying the latter concept. Which significantly improves the velocity at which a destination path is obtained.

Hopefully, it can be used as a start point for Unity developers that try to developer their own solution.

Notes

This project is a prototype and could be improved by applying Steve Rabin and Fernando Silva work optimizations through JPS+

Installation Guide

  1. Import the project via Package Manager adding GitHub URL

  2. Video Tutorial/Open Sample Scene to Test
    Video Explanation


Credits

  • Original repository this project is based on Hierarchical Pathfinding from Hugo Scurti.

  • HPA* was introduced in this paper written by Botea, Müller, and Schaeffer.

  • JPS was introduced in JPS presented by Daniel Harabor and Alban Grastien.

  • The Priority Queue used in this project comes from BlueRaja's High Speed Priority Queue for C#. All files in folder Priority Queue comes from the repo's Priority Queue folder.

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