Gamedev In-depth: Pathfinding Part 4: Dijkstras Algorithm @Kidscancode
Gamedev In-depth: Pathfinding Part 4: Dijkstras Algorithm  @Kidscancode
Uploaded January 2017 | Updated September 2026, 2 weeks ago
Pathfinding can be a tricky subject. In this mini-series, we'll demystify graphs, discuss different ways of modeling map data, and explore a few different pathfinding algorithms.

Code for this example: github.com/kidscancode/pygame_tutorials/blob/master/examples/pathfinding/part4.py

For lots more details and examples see this excellent article, which inspired this implementation:
redblobgames.com/pathfinding/a-star/introduction.html

"In-depth Topics" will explore and explain a little more deeply certain subjects that may be tricky for new programmers to understand, or that may not quite fit into the usual tutorial structure. Most will likely be math related, but they may also cover other topics that come up or are requested by viewers.

Note: While the examples here will be using Python/Pygame, the actual material will apply more generally to all game development, regardless of what language you may be using.

If you like these videos please consider supporting me on Patreon: patreon.com/kidscancode
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Gamedev In-depth: Pathfinding Part 4: Dijkstra's Algorithm

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