PathFinding.js

A comprehensive path-finding library for grid based games (by qiao)

PathFinding.js Alternatives

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PathFinding.js reviews and mentions

Posts with mentions or reviews of PathFinding.js. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-01.
  • A* Tricks for Videogame Path Finding
    2 projects | news.ycombinator.com | 1 Jan 2024
    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/

  • Why do pawns walk crooked like this?
    1 project | /r/RimWorld | 31 May 2023
    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/
  • Show HN: GPT-4-powered web searches for developers on Phind.com
    8 projects | news.ycombinator.com | 12 Apr 2023
    "A* Pathfinding Visualization" demo on GitHub by Qiao Zhang: https://qiao.github.io/PathFinding.js/visual/
  • bif fort 100 fps 200 dwarfs 4x4 embark.
    1 project | /r/dwarffortress | 23 Dec 2022
    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
    1 project | /r/gamedev | 6 May 2022
  • Is A* pathfinding hard for beginners to code?
    1 project | /r/Unity3D | 30 Dec 2021
    Here it is visualised https://qiao.github.io/PathFinding.js/visual/
  • Can you find the optimal route for the trolly?
    3 projects | /r/ProgrammerHumor | 8 Dec 2021
    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:
    1 project | /r/rust | 10 Sep 2021
  • Beginner C++ Projects Recommendation?
    4 projects | /r/cscareerquestions | 3 Aug 2021
    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/
  • Is it normal if A* does this?
    1 project | /r/learnprogramming | 28 Jun 2021
    Here's a picture comparing the search areas using this tool that another commenter linked.
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