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CPSC 222 - Unity Concurrent Pathfinding Simulation

Michael Kowal, Jacob Johnson, and Graeme Morgan
UNBC 2018

The goal of this project was to develop a visual simulation of how threads would react when introduced to solving a maze.

This project was inspired by the various minimum spanning tree algorithms introduced in data structures. This project was developed to visually show the usefullness of concurrency.

The simulation performs the following behaviour:

  • At every intersection, a new thread is created for each pathway.
  • Once a thread reaches a deadend, it dies.
  • Each thread marks where it has previously visitited, creating an 'invisible' wall that other threads cannot pass.
  • The goal for the threads is to reach the locked door in the upper right side of the game board.

This simulation was made using the Unity Game Engine. The threads are simulated with small robots. All animations and pixel art was custom made for the simultation.

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