PacMan with A* algorithm

Vasiliy Lawing

Software Engineer
Kotlin

About the Project

When I was first learning data structures and algorithms I created different projects to help me understand these different algorithms and data structures. One of the projects that I am most proud of is when I was learning graphs I decided to build PacMan but the ghosts would use A*'s path traversal algorithm to locate the PacMan and follow it.

Building the Project

Being new to graph usage, recreating PacMan with A* algorithm posed a significant challenge. Initially, I lacked familiarity with graph traversal techniques, leading me to delve into DFS and Dijkstra's algorithm before tackling A* integration. Once I constructed the map and enabled Pacman's movement, implementing A* became the next goal.
My coding philosophy involves breaking down projects into manageable steps and prioritizing functionality over complexity. While this approach may seem straightforward, I've observed many new developers veer off course by complicating projects prematurely. Following these principles, any project becomes feasible with dedication and patience.
Upon completing the functional version and refining the code, I realized I had gained proficiency in graph manipulation. What once seemed daunting had become another skill in my toolkit, ready for future endeavors.

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