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Dev.to
Dev.to
5/9/2026
Pathfinding Algorithms [2D simulation : A*, Dijkstra, GBFS]

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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