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PathFinding.js reviews and mentions
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A* Tricks for Videogame Path Finding
JPS is fun; though I struggled to interpret the suggested performance gains by the authors indeed due to the calculation of the jump nodes.
Many years ago I added a visualisation to the JPS implementation of PathFinding.js to visualise this recursive search to find jump nodes - here's an online demo: https://qiao.github.io/PathFinding.js/visual/
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Why do pawns walk crooked like this?
Would be very, very weird. This just seems like the heuristics bugging out. I just replicated the terrain from this screenshot on: https://qiao.github.io/PathFinding.js/visual/
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Show HN: GPT-4-powered web searches for developers on Phind.com
"A* Pathfinding Visualization" demo on GitHub by Qiao Zhang: https://qiao.github.io/PathFinding.js/visual/
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bif fort 100 fps 200 dwarfs 4x4 embark.
Central staircase is a bad idea for pathfinding. See e.g. here, try it in 2D here. If you want fps for 200 dwarfs keep things on one z-level with rooms along a single corridor. I personally don't like all these low z-level forts so use multiple staircases at the edges of a cube.
- Graph pathfinding video
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Is A* pathfinding hard for beginners to code?
Here it is visualised https://qiao.github.io/PathFinding.js/visual/
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Can you find the optimal route for the trolly?
Jokes aside, I started this year and solved a couple of problems like this. I really liked the challenged, discovered and read about something called graphs in mathematics and Hamiltonian paths. There is a simple part and an algorithm part. The simple part is "listing" all the dots there. Imagine a table of elements, every dot has its sub- table with its name and connections (where you have a list of all the other Dots you could directly go from this one). Then comes the algorithm, which can be as elaborate as you want. Usually, if you don't mind performance time, it becomes simple since you only need to tell the program "start here, end here, go through all possible paths and give me the shortest one" Then, if you need to have a better performance, you adapt one of the many know algorithms for pathfinding, like the dikjistra one. For those, when adapted into your code, you "just" give them your table of dots with their connections and they will return you the "shortest" path, or the first they found, depending on the algorithm. The challenge I found most useful to understand this was from codewars. https://www.codewars.com/kata/5a667236145c462103000091 And here you can se a demonstration of those algorithms (just imagine that every square, in this case, would be one of those dots and instead of 4 connections they have the ones showed here) https://qiao.github.io/PathFinding.js/visual/
- [Media] Wrote a neat little maze solver. Largest solved so far is 125k x 125k. Here's a smaller 512x512:
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Beginner C++ Projects Recommendation?
make this (but as a desktop application, not a web app - you can make it a lot simpler and just implement A Star) https://qiao.github.io/PathFinding.js/visual/
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Is it normal if A* does this?
Here's a picture comparing the search areas using this tool that another commenter linked.
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A note from our sponsor - WorkOS
workos.com | 19 Apr 2024
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The primary programming language of PathFinding.js is JavaScript.