Show HN: Pathfinding Visualizer (honzaap.github.io)
Decided to remake my old pathfinding project to hexagonal tiles. Pretty happy with how it turned out.
Source code: https://github.com/honzaap/Pathfinding
Source code: https://github.com/honzaap/Pathfinding
17 comments
[ 3.2 ms ] story [ 49.7 ms ] threadChoosing "Prim's Algorithm" uses up 20GB in a few seconds before it gets killed.
Edit: found it. https://news.ycombinator.com/item?id=21294354
tiny nit: solid grey blocks are paths and gradient tiles are walls, but my expectation is reversed
https://emil.fi/m/astarsuboptimal.png
https://emil.fi/m/dijkstrasuboptimal.png
https://emil.fi/m/depthsuboptimal.png
https://emil.fi/m/dijkstrasuboptimalfriend.png
Seems like there's a bug or more.
uni-directional A* https://karussell.files.wordpress.com/2012/07/astar.gif (New version: https://www.graphhopper.com/wp-content/uploads/2017/07/astar...)
bi-directional Dijkstra https://karussell.files.wordpress.com/2012/06/bidijkstra.gif
This uses a primitive Swing UI https://github.com/graphhopper/graphhopper/blob/master/tools...
And it can be color encoded too https://www.graphhopper.com/blog/2016/01/19/alternative-road... which is inspired from others: https://www.graphhopper.com/blog/2015/12/14/roads-to-rome-fr...
Or here I used Deck.gl with time-dependent data: https://www.graphhopper.com/blog/2018/07/04/high-precision-r...