Table of Contents
✓ Built a well-featured PyGame Visualizer to simulate the path tracing algorithm.
✓ Utilized & implemented an improved empirical algorithm (A* Algorithm) that outperforms the conventional Dijkstra’s approach by eliminating numerous inaccurate turns.
➢ Unlike Dijkstra, the A* algorithm doesn’t search in all the possible directions.
➢ Instead, it is a directed algorithm and tries to go in the most appropriate direction.
➢ In example shown above, the algorithm knows the destination is at the back of the
barrier.
➢ The algorithm always tries to go towards the right direction in each & every case.
➢ Thus, we are neglecting many misdirected paths, which may not lead us to the destination.
➢ A* algorithm is an empirical algorithm, which can be seen only in practice.
For high-resolution images, kindly refer to this Report.
Contributions make the open-source community a fantastic place to learn, inspire, and create.
Any contributions made are greatly appreciated.
If any suggestions to improve this, please fork the repo and create a pull request.
Open an issue with the tag "enhancement".
Do not forget to give the project a star!
Thanks once again!
- Fork the Project
- Create your Feature Branch (
git checkout -b feature/AmazingFeature) - Commit your Changes (
git commit -m 'Add some AmazingFeature') - Push to the Branch (
git push origin feature/AmazingFeature) - Open a Pull Request
Clément Mihailescu (Ex - Facebook, Ex - Google) is the primary inspiration for this project.
Special Thanks to Murarry for his constant support and guidance as and when needed.

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