Pathfinding.js – Visualizations and Playground
11–20 of 23 posts
Re: Pathfinding.js – Visualizations and Playground
#12Re: Pathfinding.js – Visualizations and Playground
#13How does this A* work. It seems almost "intelligent"!!
It chooses the next location by whatever one has the lowest "length of best known path to get there + estimate for distance to goal". The estimate for distance to goal is usually something like "distance as the crow flies".
Re: Pathfinding.js – Visualizations and Playground
#14Are there any path finding algorithms for orthogonal grids optimized for frequent changes in the environment, particularly moving opponents in a game where you can't predict their next move with certainty? A* and friends do well at finding shortest paths between a start and a goal, but what if the obstacles change after you start along that path?
Re: Pathfinding.js – Visualizations and Playground
#15Re: Pathfinding.js – Visualizations and Playground
#16How does this A* work. It seems almost "intelligent"!!
Re: Pathfinding.js – Visualizations and Playground
#17For me it hangs on IDA* otherwise mighty well done! Ideas to add: - a short description of the algorithm - zoom out + knight tour
Re: Pathfinding.js – Visualizations and Playground
#18If anyone has a tougher path planning problem and needs a better heuristic, I wrote an article a few years ago that might help: http://razorcode.net/articles/vehicle-path-planning.html
Re: Pathfinding.js – Visualizations and Playground
#19Several years old, but still awesome. Does anyone know what the "Trace" algorithm does? I can't find anything on Google.
says "Remove Trace finder as it is the same as BestFirstFinder"
Re: Pathfinding.js – Visualizations and Playground
#20Also, any idea what the 'Trace' algorithm at the bottom is? It seems significantly faster/more efficient than the others but I can't find it in the github repo and the live version of the library is minified.
Edit: Ugh, how do I escape an asterisk? >.<