Pathfind
PathFind using Breadth-First Search
Pathfind launched on June 18, 2022 with 7 votes, #1,079 of 3,005 launches that month and more than 50% of that year's launches. The site was still online in September 2026, 4 years on.
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BFS, Dijkstra and A* interactive demo made in React2021 · github.com · ▲94Visual explanation of pathfinding algorithms and how a*, Dijkstra and BFS can be seen as the same algorithm with different parameter/data structures used under the hood - npretto/pathfinding
- LPL1-path-finder, a fast path planner for grids2015 · mikolalysenko.github.io · ▲30
- DSDijkstra’s algorithm in the web browser with OpenStreetMap2016 · christophercliff.com · ▲158
Pathfinding Visualizer2022 · honzaap.github.io · ▲51Decided to remake my old pathfinding project to hexagonal tiles. Pretty happy with how it turned out. Source code: https://github.com/honzaap/Pathfinding
- AVA visualisation of pathfinding algorithms2017 · corvuscrypto.com · ▲5
Visual A* pathfinding and maze generation in Python2024 · github.com · ▲135I was fascinated reading through another recent HN submission about a highly efficient implementation of A* in Lisp, which got me thinking about how I could do something similar in Python. However, these kinds of pathfinding algorithms really need complex terrain/mazes with interesting obstructions to showcase what they can do and how they work. So, I started thinking about how I could generate cool and diverse random "mazes" (they aren't really mazes, but I'm not sure what the best term is). I got a bit carried away thinking of lots of different cool ways to generate these mazes, such…
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