Pathfinding algorithms are hard to reason about from pseudocode alone. I built an interactive Unity3D environment that runs them in real time on maps you can change, so the difference between them becomes something you watch rather than something you take on trust.
What it does
- Algorithm visualisation: DFS, BFS, A*, Dijkstra and Dynamic Programming executing in real time, so their efficiency and logic flow are visible side by side.
- Configurable environments: customisable 3D models and grid-based maps, to see how each algorithm behaves as the problem gets harder.
- Architecture: written in C#, with attention to clean structure and data structures chosen for the cost of path calculation.
Why I built it
It sits deliberately between theory and application: a benchmark you can run and a teaching tool you can play with, rather than a table of complexity classes.
Stack
Unity (3D environment design) · C# · Graph theory, heuristics and search optimisation · UI/UX for data visualisation
Built February–March 2020.




