Windows Path Finding application
This is a temporary test application to solve the best path battle units should follow to reach a target position, taking into account walls.
Maps and map images are compatible with the RiskyLab Tilemap online map editor (https://riskylab.com/tilemap/).
Battle units movements history can be exported to a JSON file format.
Please see the repository folder Example Files for more information and examples.
Source code done in 2025 by Sergio Dilonardo - Geneva
System requirements:
Windows 10 or upper (Direct2D) Ideally a full HD display 1920 x 1080 pixels
C++ MFC std 17 based application, done with Visual Studio
Windows Path Finding application GitHub repository:
https://github.com/SergioFrontTest/PathFinding/blob/main/README.md
Third party source code:
JSON support: nlohmann/json https://stackoverflow.com/questions/48659797/how-to-setup-json-library-in-c-microsoft-visual-studio https://github.com/nlohmann/json
To build and run this project using CMake 3.8 or upper:
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You will need CMake.
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Create a build directory (if you haven't already):
Windows Command Prompt:
md build cd build -
Run CMake with Release configuration, Windows Command Prompt:
cmake -DCMAKE_BUILD_TYPE=Release ..This tells CMake to generate build files with optimizations for Release mode. Make sure the .. points to the directory where the CMakeLists.txt is located.
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Build the project:
cmake --build . --config ReleaseThe --config Release flag is especially useful on multi-configuration generators like Visual Studio. On single-configuration generators (like Makefiles), the CMAKE_BUILD_TYPE set earlier is sufficient.
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Find and run the generated executable binary file named:
PathFinding.exe
The main application entry function is in file PathFinding.cpp: BOOL CPathFindingApp::InitInstance()