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Pathfinding.js – Visualizations and Playground
- throway88989898 8y agoFor me it hangs on IDA* otherwise mighty well done! Ideas to add: - a short description of the algorithm - zoom out + knight tour
- blihp 8y agoIt's not hanging, it just takes a bit before it gets going. I had to wait about 30 seconds before the IDA* visualization started running.
- vfinn 8y agoAlso thought IDA* hanged. An indicator indicating initialization would be helpful (didn't see one).
- throway88989898 8y agoIndicators that indicate are of the best kind. Joke aside: kudos on turning a perceived frustration into a feature fix. I wouldn't have thought about that.
- vfinn 8y agoLook, I was merely trying to give the author more information by verifying your observation. Your remark to me seems reasonable only if the author can see how many upvotes/downvotes a certain comment has. I don't know if he can.
- mpolichette 8y agoThis is so fun, wasted probably 30 min building mazes.
- skosch 8y agoSeveral years old, but still awesome. Does anyone know what the "Trace" algorithm does? I can't find anything on Google.
- jonluca 8y agoThe last commit on the repo https://github.com/qiao/PathFinding.js/blob/master/visual/index.html https://github.com/qiao/PathFinding.js/blob/master/visual/in... says "Remove Trace finder as it is the same as BestFirstFinder"
- damajor 8y agoThis is a great demo !!! Very interesting. It allowed me to select the appropriate algorithm for a specific purpose.
- leeoniya 8y agoand then there's this awesome thing: https://anvaka.github.io/ngraph.path.demo/ https://anvaka.github.io/ngraph.path.demo/ https://github.com/anvaka/ngraph.path https://github.com/anvaka/ngraph.path
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- razorunreal 8y agoIf anyone has a tougher path planning problem and needs a better heuristic, I wrote an article a few years ago that might help: http://razorcode.net/articles/vehicle-path-planning.html http://razorcode.net/articles/vehicle-path-planning.html
- msadowski 8y agoThanks for writing this article! Would you mind if I share it in WeeklyRobotics(https://weeklyrobotics.com/ https://weeklyrobotics.com/) next week?
- razorunreal 8y agoFeel free, it exists to be read. And you just gained a subscriber.
- 33a 8y agoA faster way to find paths on grids http://mikolalysenko.github.io/l1-path-finder/www/ http://mikolalysenko.github.io/l1-path-finder/www/
- steverob 8y agoHow does this A* work. It seems almost "intelligent"!!
- gpm 8y agoIt just keeps exploring locations adjacent to locations it's already explored. It chooses the next location by whatever one has the lowest "length of best known path to get there + estimate for distance to goal". The estimate for distance to goal is usually something like "distance as the crow flies".
- nnevala 8y agoHere's a fantastic intro from Red Blob Games: https://www.redblobgames.com/pathfinding/a-star/introduction.html https://www.redblobgames.com/pathfinding/a-star/introduction...
- xtagon 8y agoThis is a very useful tool and helped me understand Jump Point Search for a hobby project, which as it turns out is significantly faster than A* for certain use cases. Are there any path finding algorithms for orthogonal grids optimized for frequent changes in the environment, particularly moving opponents in a game where you can't predict their next move with certainty? A* and friends do well at finding shortest paths between a start and a goal, but what if the obstacles change after you start along that path?
- huxflux 8y agoI love this, useful for teaching purposes!
- taneq 8y agoI was surprised at how much slower the Jump Point Search variants were than vanilla A-star. I thought it was meant to be an order-of-magnitude optimisation over A-star? Also, any idea what the 'Trace' algorithm at the bottom is? It seems significantly faster/more efficient than the others but I can't find it in the github repo and the live version of the library is minified. Edit: Ugh, how do I escape an asterisk? >.<