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Show HN: Visual A* pathfinding and maze generation in Python

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Re: Show HN: Visual A* pathfinding and maze generation in Python

#11

Here's a direct link to the YouTube demo video: https://www.youtube.com/watch?v=iA6XJRE6CTM Also, here's the Lisp implementation post that inspired me (and which I based my Python code on): https://news.ycombinator.com/item?id=41145528 And here are a few other sample videos using different settings-- I'll add more during the day as they finish generating: https://www.dropbox.com/scl/fo/q13cxuvgy8vxr3ksi06uw/APkL57-..…

Ugh, it would be nice to be able to pause the final frame of animation to compare each generated path. Instead YouTube replaces it with their obnoxious "next video" suggestions. If you generate another video, I'd suggest artificially "freezing" the results frame for about 5 seconds so it can be seen and compared.

Check out the other sample videos I linked to in my comment, those are easy to pause in VLC. I can look into extending the final frame for a few seconds, too.

Re: Show HN: Visual A* pathfinding and maze generation in Python

#12
post #9

Earlier quoted context omitted.

Pretty much the entire project.

I think so too. Also, what's the point of using git with commit messages like that? https://github.com/Dicklesworthstone/visual_astar_python/com... LoL.

I've done that when testing CI pipelines or pushing up minor tweaks to a personal project... but committing and pushing so often.. maybe OP was editing right in GitHub?

Re: Show HN: Visual A* pathfinding and maze generation in Python

#14
post #9

Earlier quoted context omitted.

I think so too. Also, what's the point of using git with commit messages like that? https://github.com/Dicklesworthstone/visual_astar_python/com... LoL.

I've done that when testing CI pipelines or pushing up minor tweaks to a personal project... but committing and pushing so often.. maybe OP was editing right in GitHub?

I was developing on one remote machine and running/testing it another machine. This is just a fun little learning/diversion project... I don't really care about it having a meticulous git commit history.

Re: Show HN: Visual A* pathfinding and maze generation in Python

#15
post #13

seems this was LLM generated? I dont mind people using LLMs to generate boilerplate, but at least apply some basic oop fundamentals to make it readable. the bar is on the floor

I generally hate "OOP" style code. I like individual functions that stand on their own. Also, it makes it much harder to use numba to optimize the code if they are methods inside a huge class.

In any case, this project is about making cool looking and educational animations of a pathfinding algorithm and generating interesting and diverse mazes to test it on. Not about making some amazing and modular reusable system.

Re: Show HN: Visual A* pathfinding and maze generation in Python

#16
post #9

Earlier quoted context omitted.

Pretty much the entire project.

I think so too. Also, what's the point of using git with commit messages like that? https://github.com/Dicklesworthstone/visual_astar_python/com... LoL.

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Re: Show HN: Visual A* pathfinding and maze generation in Python

#17
@eigenvalue, some comments suggest the project code and README was LLM-generated. Could you say to what extent that is the case?

Edit: I'm curious about other repositories under your account also. For example, this one:

https://github.com/Dicklesworthstone/introduction_to_tempora...

The content of this repo is an essay on temporal logic that seems at once unnecessarily verbose and lacking in concrete information (e.g. lists of "logical operators" -i.e. logical connectives and quantifiers- and their examples but nothing about logical interpretations, in an essay about proofs). If that's the case, then I'm curious what is the motivation of having that on github. If I were really paranoid I'd think you're trying to hasten self-training model collapse :)

Re: Show HN: Visual A* pathfinding and maze generation in Python

#18
post #13

seems this was LLM generated? I dont mind people using LLMs to generate boilerplate, but at least apply some basic oop fundamentals to make it readable. the bar is on the floor

I generally hate "OOP" style code. I like individual functions that stand on their own. Also, it makes it much harder to use numba to optimize the code if they are methods inside a huge class. In any case, this project is about making cool looking and educational animations of a pathfinding algorithm and generating interesting and diverse mazes to test it on. Not about making some amazing and modular reusable system.

I suggested OOP because its a baseline for readability. Also your code has at least 1 class already lol. Defending having everything in one file for a project like this is a bit unbelievable.

Re: Show HN: Visual A* pathfinding and maze generation in Python

#19
post #5

I would be interested to hear what fraction of this script and README were generated by large language models. At first glance, the code contains a number of repetitive anti-patterns that 'feel like' they are Copilot-isms (e.g. large stacks of elif statements instead of using appropriate data structures), and the README is very verbose and includes a high fraction of filler words.

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Re: Show HN: Visual A* pathfinding and maze generation in Python

#20

@eigenvalue, some comments suggest the project code and README was LLM-generated. Could you say to what extent that is the case? Edit: I'm curious about other repositories under your account also. For example, this one: https://github.com/Dicklesworthstone/introduction_to_tempora... The content of this repo is an essay on temporal logic that seems at once unnecessarily verbose and lacking in concrete information (e.g…

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