Dev.to
5/9/2026
![Pathfinding Algorithms [2D simulation : A*, Dijkstra, GBFS]](https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fgkaoo2o4a9xdw48ekzor.png)
Pathfinding Algorithms [2D simulation : A*, Dijkstra, GBFS]
Short summary
Dijkstra guarantees shortest paths but explores thousands of nodes; A* uses heuristics to find optimal paths 80-90% faster; Greedy rushes directly to the goal but often finds longer routes. Testing across two environments shows A* is most robust overall, while Greedy's reliability collapses in complex terrain. The right choice depends entirely on your priorities: guaranteed shortest path, balanced speed-quality, or pure speed.
- •Dijkstra prioritizes optimality over speed; A* balances both; Greedy prioritizes speed over quality
- •A* is most robust for real-world navigation (Google Maps, Waze, robotics, games)
- •User survey shows 32% naturally adopt heuristic thinking; 30% prefer methodical certainty—no single 'right' approach
Generated with AI, which can make mistakes.
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