I once used A* in a coding challenge for a job. Create a grid (in React) where you can place obstacles, wormholes, a start and a finish, and find the shortest route through it. The wormholes normally break A*, but I'd figured out a way to take them into account. Was a fun challenge. (Didn't take the job.)
Show HN: BFS, Dijkstra and A* interactive demo made in React
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Re: Show HN: BFS, Dijkstra and A* interactive demo made in React
#12It seems to crash (white page) if you cover the destination point with the constraint box.
You may want to look into (lazy) Theta* next
Re: Show HN: BFS, Dijkstra and A* interactive demo made in React
#13No discussion of A* etc is complete without a link to red blob games' interactive pages: https://www.redblobgames.com/pathfinding/a-star/introduction...
Re: Show HN: BFS, Dijkstra and A* interactive demo made in React
#14For others who want to play with visualizing different search algorithms, this is another cool tool:
Re: Show HN: BFS, Dijkstra and A* interactive demo made in React
#15No discussion of A* etc is complete without a link to red blob games' interactive pages: https://www.redblobgames.com/pathfinding/a-star/introduction...
That was also my introduction to A*. Say, does anyone have insights into optimizing path finding for speed, as the map gets larger and number of entities increases?
Re: Show HN: BFS, Dijkstra and A* interactive demo made in React
#16No discussion of A* etc is complete without a link to red blob games' interactive pages: https://www.redblobgames.com/pathfinding/a-star/introduction...
That was also my introduction to A*. Say, does anyone have insights into optimizing path finding for speed, as the map gets larger and number of entities increases?
Re: Show HN: BFS, Dijkstra and A* interactive demo made in React
#17I think the short summary is: Dijkstra is best when you don't know or care where you're going (there's no heuristic to tell you how close you are, or you want to know distances to all locations), but if that heuristic exists, A* is better. I once used A* in a coding challenge for a job. Create a grid (in React) where you can place obstacles, wormholes, a start and a finish, and find the shortest route through it. The…
Re: Show HN: BFS, Dijkstra and A* interactive demo made in React
#18https://jayd.ml/algorithms/search/ (source https://github.com/jaydenmilne/jaydenmilne.github.io/tree/ma...)
Features:
- Draw your own maze!
- Several different algorithms!
- Adjust solving speed / step algorithm!
- Bugs!
- Share your mazes in the URL (abuse link shorteners to store your data! shorturl.at/ioyT9)
I'm quite proud of how I (ab)used async/await to increase the stack size and be able to easily step and delay the algorithms without having to rewrite them to be re-entrant.
(in case you're wondering, left click to draw walls, right click to place start then end node, left click and drag on walls to go into erase mode)
Re: Show HN: BFS, Dijkstra and A* interactive demo made in React
#19Re: Show HN: BFS, Dijkstra and A* interactive demo made in React
#20Two years ago I had to make a project about pathfinding for a university project, and I just realised I never showed it anywhere. I made this little interactive playground for various pathfinding algorithms showing how they can be seen as a general algorithm with different a different queue and different heuristic in use. The readme has some theory but the cool thing is the link to the app on netlify where you can ex…