Added: 2 years ago
From: diegocbarboza
Views: 2,156
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  • Quite a nice visualisation of Dijkstra's algorithm :D. Implemented this, and A* myself for a project at University, and wish I had something like this before I started programming it. Was so hard to visualise from just a couple of technical sources and my imagination lol.

  • this is the Djikstra Algorithm, not A*

    looks nice though, did a program like that for A* once but it was in the console. :D

  • Yes, like the other comments say, this is clearly not a proper A* implementation, since A* is depth-first, not breadth first like your video. That said, its still pretty cool.

  • A* pathfinding is inherently depth-first, because it includes a path-cost heuristic (normally the linear distance to the goal, in a game). Under normal consistions it is much faster than breadth-first exhaustive search, which is what this appears to be. Pathfinding that grid with A* should take microseconds not milliseconds, but perhaps you were intending to show exactly that.

  • Yes, the search has been given only a tiny time frame per Update call, so we can see what's happening. The real search takes only few milliseconds.

  • I take it there is a reason for the slowness of the Breadth Search?

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